Friday, March 16, 2012
Screenshot Friday!
I played all of Skyrim in January, managing to do so without taking any preplanned time off work or ‘unexpected’ sick days. Late nights and weekends were spent traversing the lands, blasting fire spells at dragons and earning the respect of the various clans about the realm. I am proud to say that I finished the hell out of that game, only leaving the Dark Brotherhood quests aside (because, duh, evil), my final steps in Skyrim moments after the grande finale. And then, I was done…and a tad uncertain as to what to take on next. I’d heard loads of praise about another RPG, Kingdoms of Amalur: Reckoning, but wasn’t sure diving right back into a min/max questventure would be the smartest plan. The open world aspects of Skyrim gave life to all of the terrible sides of being an obsessive completionist, and boot stomping into another without taking the time to decompress and quietly ponder on all that occurred previously would assumedly be bad for my health and social relationships.
So I played Alan Wake’s American Nightmare. And it was…so much…I can’t… Later, I promise.
I started Reckoning shortly after Alan Wake. So…yeah. Not so much with the meditation time.
It’s extremely difficult to judge the worthiness of a game after finishing one that could be it’s fraternal twin. Side by side, their appearances are quite different, but the overall DNA structure is almost identical. I could say this about other RPG’s along the same vein, but it’s jarring to flow from one to another almost seamlessly, barely having enough time to forgot one finger pattern in place of another while performing practically all of the same tasks. Chatting up folks who need random errands run for them, picking flowers to turn into delicious potions, trying to save the realm from civil war and supernatural danger, coming to terms with being ‘a chosen savior’, fast traveling from one side of the map to another…god, I don’t even know which game I am even talking about anymore. I am starting to feel as though 2012 is going to be the year I exceed my own limit on saying “I’ll get that necklace out of that dank cave for you”. And I didn’t even know I had a limit.
Don’t get me wrong, though, I think Reckoning is sparkly fun. The controls in combat are practically perfect, and in third person, which I prefer (playing TP in Skyrim was wrecked, IMO), and the weapon choices are neat. As opposed to other RPG’s where you must state your class and carry on, Reckoning allows you to mix it up quite a bit, and as a result, the tactics feel quite personal, such as a mage with a penchant for laying traps and stealth, or a warrior who can conjure up a demon helper in a fight. I like having a powerful staff in one hand and badass chakrams in the other. Mages carry talismans that function like wards when activated, but more similar to a shield than a spell, which is fantastic. My character is totally cartoon gorgeous, as opposed to the shadow-faced geometrical one in Skyrim. All in all, happy.
There is one way I am failing the game, however. I pick up too many quests and don’t complete them in a timely manner. Ideally, I would receive a request to do something random, perform said random task and then march back to whoever made the request and claim my reward before heading back on the road to main quest town, but…I have a problem. I take everything that crosses my path and tuck it away to do ‘later’. Two terrible results of this: one, I see the 29 side quests patiently waiting in my inventory journal and freak out, spending an entire evening performing these mundane tasks joylessly, merely to check them off of the list, or two, I randomly come across them flashing on the mini-map and pick up/kill/talk to/whatever the quest, but have no idea what just happened, the motivation behind it, who gave it to me or how it fits into the big picture of the narrative, or if it does at all. I play Reckoning like someone randomly flipping through a book and catching only phrases here and there. Since only the main and faction quests seem to have a continual drive through them, I don’t think it matters too much, but occasionally I get confused by what the hell is going on and only have myself to blame. Ah, well. Carrying on.
http://www.itallstartedwithchronotrigger.com
Wednesday, March 14, 2012
Back From Outer Space...and Skyrim
Coming back to writing after a rather extensive break is one of the most surprisingly difficult endeavors I have yet to task. Keeping this blog alive has been a labor of love for over two years now, but at some point in December the sheer responsibility of it washed over me, bringing with it a waves of doubt and uncertainty. I started to read my own work and judge it both critically and terribly. Instead of powering through this phase of icky self-consciousness, I abruptly stopped writing. Probably the worst reaction, in hindsight. Because here I sit, my fingers patiently waiting for my brain to unravel a knot of thorny briars wedged between a blank page and a stream of easy keystrokes. I convinced myself that if I wasn’t writing that I could just be playing again. Not having a critical experience, but a sinuous player-to-game interaction, working my way through the mountainous regions of Skyrim without quietly noting the scenic representations as codes in a computer, and the narrative outlines as virtual reality and not the output of a team of talented writers. I could just be there, and in being there, accept all of it as truth without over-analyzation. I was wrong. Once that faucet has been turned on, even pulling on it with all of your mental might does not keep the drips from keeping you awake at night. So here I am, and (hopefully) here I intend to stay.
I spent over 100 hours exploring the realm of Skyrim. Pretty typical for an Elder Scrolls game, I hear, with players spending much more than that navigating the land, picking up as many quests as possible and leaving almost every virtual stone unturned. After trying and failing to play Oblivion due to the sheer volume and mass of its countryside and the amount of unachievable quests pulling at my journal bindings from the very beginning, I was sure I would taste the waters of Skyrim, find them chock full of unappealing minerals and spit it out just as quickly. But instead, I found something beautiful and something utterly terrible. The beauty I found in every tree root and every sawtoothed mountaintop. Encountering a dragon is a humbling and majestic happenstance, destroying and absorbing its soul a painful yet necessary task. Standing stones and statuesque figures litter the landscape, while the skies darken to reveal green and yellow patterns against the pinpoints of twinkling stars. The bards sing poetic notes filled with the tales of heroes and monsters. My favorite quests lie North of the actual continent and into an environment encompassed entirely by ice flows and snowscapes. Skyrim is ridiculously beautiful, in all sights and all sounds.
But playing Skyrim isn’t always beautiful. Sometimes it’s terribly compulsive. After several hours of play, I often went to bed in the twilight hours of a work night feeling less accomplished and more strung out, waking up the next day with itching eyes and a throbbing skull, the results of telling myself ‘just one more mission to check off the list, and then I will be xyz'. And with the exception of the main quest and a few of the ones within the more narrative centric lines, most of the random NPC quests felt utterly shallow. If I met a man in a tavern with a terrible story about a loved one dying in a mine, he would without fail ask me to retrieve some memorial trinket from said mine. I would do so, bring it back to him, he would give me money or another bobble and we would never speak again. These tasks, although prefaced with loss or love or some other ridiculously strong emotion, would result in nothing other than a brief tip of a hat before continuing on our merry separate ways. This combination of weak character relations (especially since they allow you to have a spouse, which results in a companion no different from any other, except he/she will give you money) and lack of consequences of almost any action (even carrying through with the civil war plotline only results in a change of guard uniform around the realm and a shrug) made the experience seem surface on every level. And I think I felt this so strongly because of my tendency to have the best damn time in video games when I can see my relationships developing and/or can see the effects my actions have on the surrounding environment.
I hate to compare Skyrim to Dragon Age, but in terms of what I am looking for in a potential time sucking RP experience, playing a shallow quest-to-quest adventure just isn’t as rewarding as playing a quest-to-quest adventure that also includes meaningful conversation and, yes, I’ll admit it, sexy time. When my second go-around Hawke disrobed and became a rogue to please mage-hating Fenris, the careful choice of dialogue options to propel our relationship ‘to the next level’ was one of the most fun times I have had in an RPG. It wasn’t just the “Hawke as Kirkwall’s Champion” narrative that made playing it feel rewarding, it was seeing your interpersonal relationships develop or fail with your party members that gave the game the gravity to keep bubbles of joy brimming up on every surface, as opposed to the weak ‘carry on’ sentiments I felt while plodding my way through Skyrim. Being Dragonborn was never as fun as being sassy Hawke, Champion of Kirkwall, enemy to Anders, friend of Varric and paramour of pretty Fenris. It may have held more weight and respect, globally (re: people slobbering all over Skyrim vs the disdain for DA2), but for me, my time (two times, actually) in Kirkwall was absolutely more enjoyable and resonating than the 108 hours I spent slaving away as the Dovahkiin, where my only reward for completing a monumental task was to be able to continue doing into perpetuity, long after the final battle is won.
Now, I will understand if you respectfully disagree with me, as many of your personal drives probably aren’t motivated by character relations but by the epicness of the overall task at hand. Feeling like the Dragonborn, battling Alduin, and following the prideful path of great power and responsibility over an entire nation is pretty neat. But for me, having a drink in a tavern with a companion who tells me their own grand story and building that connection is infinitely more rewarding. In conclusion, Skyrim, I loved you for your pretty face, but am happy to leave you behind (...until DLC is announced /cough). I hear something enticing is on the horizon, and it's name is Witcher 2.
This article about Skyrim on The Ontological Geek is the best.
http://www.itallstartedwithchronotrigger.com
Labels:
Dragon Age 2,
Life,
Skyrim
Tuesday, January 10, 2012
Status Update - Alive
Subject: Source Material Drought
Re: Skyrim
Start Time: 01/06/12
Approximate Date of Crisis End: Unknown
Happy 2012, everyone.
http://www.itallstartedwithchronotrigger.com
Labels:
Life
Monday, December 19, 2011
In the News...
I know this announcement is strictly for the toys that will be available in the summer of 2012, but I’m still doing a happy dance about the prospect of a LEGO Lord of the Rings video game. I don’t read a lot of fantasy novels, but I have read The Hobbit...for a creative writing class…in high school…so I am sure that qualifies me as a super fan. Plus I’ve totally seen all of the movies (the extended films) and played the Risk version once…at a friend’s house…where I moved a ring around a map? I am obviously an expert.
Tee hee! Tiny LEGO Legolas! Priceless.
I am currently halfway through LEGO Harry Potter Years 5-7 and, as anticipated, I am enjoying it immensely. Exploring Hogwarts feels a bit less lighthearted this time around, understandably, considering the source material, but moving through the stud-filled storyline managed to almost completely erase all of the downtrodden feelings I had about the series after trudging through the final licensed title. It’s sort of amazing how TT Games has managed to tell the story in LEGO form in a far more satisfying way, using mini cut scenes with a combination of tense emotion (well, as emotional as a LEGOs can get) to keep the weighted tone of the story while still saying, ‘Hey, it’s LEGOs. Don’t be too sad.’ with cheek pinching adorableness. I am having a great time. The team has learned several new spells, tiny Luna Lovegood is oh, so pretty, and no one had to die in the final chapter, except the man himself. Voldemort’s disintegration = Freakiest LEGO scene EVER.
Unlike Pirates of the Caribbean, I haven’t run into any bugs in Harry Potter, which is surprising. Normally the LEGO games lie in wait for you to step off the right platform and get stuck in some sort of digital quicksand, your only hope of salvation a total reboot (after mashing every button into oblivion, of course). To me, this says that either using the same environment as a previous game is a total win (Hogwarts and the surrounding areas are the exact same in both Years 1-4 and 5-7), or that TT is getting better at this whole LEGO video game endeavor. So, once again, although I know that no one has said anything about making a LLOTR video game at this point, I am still going to call it my Game of the Year for 2012...or let's say 2013, just to be safe. It’s obviously going to be amazing.
http://www.itallstartedwithchronotrigger.com
Tuesday, December 13, 2011
Make Peace, Not War
Around this time last year I compiled two lists in my head. The first one, titled ‘Fallen Soldiers’, was about the video games I started but never finished. The second was a compilation of my favorite moments in gaming from the previous year. I was happy with both and assumed that I would end 2011 using a similar theme. But you know what? In terms of great, memorable experiences, the 2011 pool to choose from has been pretty limited. In fact, if a complete stranger ran up to me on the street and hot spotted me into naming the game I would suggest as a stocking stuffer for anyone who ‘plays video games’ in some capacity, my instant response would be Skyrim. And I haven’t played Skyrim, basing my reflexive decision solely on grand forum focus, so that should tell you just how tepid my memories of the previous year are scaling right now. But this isn’t really the start of my end of the year gaming series, just some typed out thought bubbles, so let’s talk about my post-play impressions of Assassin’s Creed Revelations instead, the only game I have played in any real beginning to end capacity in the last month or so.
First off, let me say that I loved Revelations. When the credits rolled after my 30+ hour full scale, nothing-left-behind run through, my chin started quivering and my eyes welled up with fat crocodile tears. Quiet weeping ensued. But it wasn’t because Revelations had any real Oscar-worthy moments (new category – best animated performance in a game of the video variety), it was because of the sheer volume of time and emotion spent with the character’s and their continual devotion to the cause, their constant struggle to outwit the Templars, and because it finally marked the end of four years’ worth of strange Italian accents and awkward Ezio flirtatiousness. And that’s very sad. As much as I am eager to dive into a new time period with a new assassino, a poignant melancholy settled over me when saying goodbye to both Altair and Ezio. I mean, crap, I first met Ezio in AC2 shortly after he emerged from the birth canal, so a fond salute to his fifty year old distinguished self seems natural and completely necessary. Truly, the best moments in Revelations came via cut scenes and flashbacks, the character drama the highlight of the final chapter. Meeting Sophia and Yusaf was fantastic, and their roles in Ezio’s Constantinople chapter vital and engaging.
But Revelations was no Brotherhood. With the exception of some hiccups here and there (I hate you, race missions, die in a fire), Brotherhood took on new mechanics with ease. I thought the restoration of Rome was a tad silly in the beginning, but grew to like it over time. Leonardo’s weapon missions were a little disjointed, but not enough to distract from the beauty and overall gracefulness of the ancient city spires and outer buildings, and having clandestine meetings with the man himself via special benches was such a wink and smile that I couldn’t help but love it. Sometimes a cathartic ride through the grassy fields alongside the city walls on a magnificent horse (totally hijacked from a guard) between missions was all that was needed to prepare for the next assignment. In playing the original game again, I can see the advantages of keeping it simple and allowing the player to merely explore the territories without any pervasive urgent qualities. Toss in the well-earned Cristina missions in and, to me, Brotherhood was spot-on perfect. Any additions from AC2 were either discarded or nurtured, and no one shoved any more or less than you wanted into your repertoire.
And…Revelations took the peace and quiet away. Along with my beautiful Italian countryside, I lost my horse. In its stead, I gained a hook blade and ziplines. Instead of freedom to restore and evolve Constantinople to my liking, in my own time and via my own design, the Templar presence was now ubiquitous, and any actions that could be construed as subversive are tracked and noted via a gauge that needs to be constantly monitored to ensure that a den takeover does not ensue. If it does, a mini tower defense game follows, which is so rare and clunky that there was never a chance to perfect it. I spent a lot of wasted time avoiding them by circling around blocks to pay off heralds in order to keep the meter on simmer, not boil. Revelations injected urgency into a game that responds best to stillness and stealth. It shoved bombs into my pockets and encouraged assassin/guard shoving matches. I couldn't even finish Desmond's journey, the sudden first-person perspective so abrasive and ill-suited to the normal flow that I gave up after the second chapter. And where these moments didn't fully deter my normal grinning from ear to ear Assassin’s Creed experience, because of course there was rooftops and running, it certainly made me long to repeat all of the Constantinople missions within the sanctity of Rome, regardless of how grand and glorious the sun appears when setting over the spires of Hagia Sophia.
If the franchise was scheduled to continue along the same vein, I believe without a reassortment of mechanics it would start to crumble underneath the sheer weight of its toolbox. My hopes for Assassin’s Creed 3 is not necessary a complete reboot, but possible a reimagining of how to breathe spirit and soul back into the game. The majesty of this series is built upon the grounds of silence, not explosions and noise. If they stop peering so heavily into the weapon wheels and instead continue to focus on the tightly coiled tenseness of each narrative situation, I think they will find all the tools they need to keep the series colorful through characterization and not silly video game mechanics. I’ve continually called this series a book, with many different chapters and volumes, and I hope the next in the series repaints a picture using a color palette and an ink quill pen, not a strategic war board.
Even through the smears of lamb’s blood and poisoned gas, Revelations still had meaningful glances and tulips. And sometimes the details make all the difference.
http://www.itallstartedwithchronotrigger.com
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