#his gimmick is quite unique and his story + personality sound really cool on paper
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unpopular (maybe?) opinion: the kombat kids would've definitely worked better if they weren't introduced as the next generation
#tox talks#by that i mean#making them their own separate characters without being tied to the og cast#sure it wouldn't fix all the issues (like lack of individuality for cassie and jacqui. takeda and jin are okay-ish by standard)#but the main reason they're despised is because they fall into this dreadful trope#i will say: even this trope can be done well with enough thought put into it#but when games like mk do it... it indicates the degradation of the franchise#not knowing what to do#wanting to do something new#and failing#it's quite sad because i for one genuinely enjoyed jin as a character#his gimmick is quite unique and his story + personality sound really cool on paper#if only nsr were able to execute it well enough too#i think the weakest of the four is jacqui as she doesn’t bring anything to the table#cassie is another wasted potential (also she's identical to her mother which is? not how genetics work?)#(also hate her story and how she was even born)#takeda is fine. just fine#he's a mix of both of his parental figures but at least he's not just a blatant copy of either of them#though i'd argue he looks more like hanzo than kenshi#anyways i love them#i want to try and make ocs that are inspired by them but like. actually do them juctice#me to these four: I'M GON GET YOU OUTTA HERE /ref#mortal kombat#mk#cassie cage#jacqui briggs#takeda takahashi#kung jin#mortal kombat x#mkx
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Top Games of 2018
For me 2018 was the year of Playstation VR. I never felt especially drawn to VR, assuming I’d give it a try one day years from now when the tech would be improved and more affordable. My buddy brought his headset over and I tried it out briefly but wasn’t blown away. My kids loved it though, so when opportunity presented itself, I traded in my Nintendo Switch* for my own PSVR bundle.
Apart from that, 2018 wasn’t as strong a year for my kind of games as 2017 was. Most of the AAA blockbusters of year didn’t quite land for me or weren’t appealing enough to make me want to try them at full price.
That said, I still had to put some games I genuinely enjoyed outside of my top 10. We’ll start off with a couple of categories I’d like to call out before getting into the ones that didn’t quite make the cut, followed by my ordered top 10.
Old Game of the Year: SUPERHOT VR
2018 was the year of PSVR for me. SUPERHOT VR pulled off the triple header of making me feel like a total badass, making me feel like a clown, and reminding me of how wholly out of shape I am.
In the world of SUPERHOT time only moves when you move. The VR stages each take only a minute or two, and are played in batches of ~5. When you are killed, you start that batch over from the beginning. At first, I hated this. I don’t want to replay the same stuff again and again! But then I started getting familiar enough with these encounters to do them really fast, make no-look shots and the such. And it feels fucking awesome.
The game made me feel like a clown when, after finishing a stage where I was ducking behind a low wall for cover, I reached out to put my hand on the wall to help me stand up and promptly fell right on my ass. This happened more than once.
One time I was sweating profusely after a SUPERHOT VR session and my wife asked “You okay?’ the way you’d ask a child if they’re okay after picking up all of their toys. “Superhot is a workout!” was my response. She just looked at me with a smile that said “That’s stupid in an adorable way.”
I amend my statement to “Superhot VR is a workout for people who don’t work out.”
Also very good old games: Persona 4, Transistor, American Truck Simulator, The Lion’s Song
Best Music: Donut County
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Sometimes it’s nearly impossible to separate a game from its music. One feels incomplete without the other. So it is with Donut County.
Also some fine music: Moonlighter, Pit People, Tetris Effect
Honorable mention: Return of the Obra Dinn
This game is such an impressive package. The visuals, the audio design, the entire concept is just cool and unique. I wish I was better at the game. There’s some combination of intelligence, patience, and focus that I lack for Obra Dinn. I have started over twice as of now.
The game casts the player as a sort of insurance claims adjuster auditing a recently-discovered ship that had disappeared 5 years ago (in 1803). You are equipped with a magic pocket watch that lets you see and hear the last moment of each person’s life on the boat, you get to walk around a still scene like a diorama. You're tasked with figuring out each person’s name and how they died. It requires attention to detail, deductive reasoning, and a few minor suppositions along the way.
It is such a neat thing and it is so exhausting and difficult for me. If I could find a way to grapple with it in a satisfactory way, it would be very near the top of this list.
Honorable mention: Yoku’s Island Express
Developer Villa Gorilla threw together Metroidvania gameplay, a light and breezy tropical setting, and pinball of all things and gave us Yoku’s Island Express. It’s a charming, well-made little game. I wasn’t sure it would come together as well as it did. It sounds like a gimmick, but it’s a quality game full of personality. I had it mentally penciled in on my top 10 until very late in the year.
Honorable mention: Dead Cells
Dead Cells is one of those games that appeals greatly to me on paper. The controls are tight, there are plenty of unlockables to work toward, and the game makes it easy to get into a good rhythm flowing from fight to fight. I put a lot of time into the game and, while I enjoy and admire it, Dead Cells never really hooked me the way I thought it would. I still had a great time with it, it just never quite reached my too-high expectations.
Honorable mention: Florence
It’s hard for me to know how to rank a game like Florence. It took me about 30 minutes to complete from start to finish and there isn’t much cause to replay it. I try to judge a game by how well it does what it sets out to do, and by that metric Florence was a huge success.
This largely dialogue-free mobile game beautifully captures the feeling of finding romance and tells a touching story that doesn’t play out in the way I expected. The music is gorgeous, and the game makes good use of the phone’s touch interface.
In this day and age, a short mobile game that you have to pay for ($3!?! *gasp*) is a hard sell for a lot of people, which is a shame because Florence is a work of art that deserves to be played.
10. Gris
Seems like every year there’s one game that sneaks in right at the end of the year and complicates the top 10 list. This year that game was Gris. Gris may be the most artistically beautiful game I’ve ever played. The closest thing I can compare it to is Journey, though they aren’t similar enough to feel like one would make the other obsolete. Gris’ visuals are creative and inspired. They frequently match the game’s melancholy tone, but they are also often vibrant, lush, and playful. It’s outstanding music walks hand in hand with the visuals, with mournful piano and strings.
Something impressed me about Gris is that it doesn’t feel like it’s trying too hard to be a video game, it is content with being a piece of art (something I wish I could say for 2017′s Hellblade, a near-miss for me that failed in this regard). There are no enemies to fight. No pits to fall in. And those elements gave me a freedom to explore with abandon. The game was never going to kill me or punish me for wandering off the track. The game’s puzzles never got complicated enough to fluster me, pulling me out of the experience.
The game tells you very little in the way of story, leaving you to take from the imagery what you will. Because of that, it didn’t quite resonate with me the way Journey did. Gris isn’t a great video game, but it is a great experience that knows how to get out of its own way.
9. Tetris Effect
Tetris is one of the best pure, easy to learn but tough to master video games ever made. The Tetris Effect added trippy visuals and terrific music along with the ability to play the game in VR. I’ve heard plenty of people say “I’m not paying $40 for Tetris.” While I can understand that approach maybe if you’ve bought a lot of the many versions of Tetris to have come out over years, the price tag is justified by how much the additional effects add to the experience
Tetris Effect bills itself as a trippy experience where you can, like just chill out and think about how we’re all connected and just, like, we’re all together, right? Get into a zen place with some Tetris and some chill music and, like, maybe you play Tetris in a dark room where every time you complete a line, the windows open momentarily letting some light in. Or maybe it’s snowy Tetris where each line is accompanied by the sound of snow crunching under winter boots. The game has dolphins, and birds, and windmills and just, like....space....man.
The crazy thing is, that all works. Especially in VR. A game where I’m Tetrissing against a backdrop of hot air balloons and hearing a song about how all of life is connected could have easily come off as tryhardy, hammy, and insincere. But Tetris Effect was a hopeful bright spot in a year that saw a lot of darkness.
8. The Red Strings Club
This game’s themes of control and free will set in a dystopian future really resonated with me this year. The way you pour different drinks to put people in a specific mood during conversations is really inventive and just plain fun. Red Strings Club made me think about my world views and question them, which is rare for a game to pull off. It overstayed its welcome a little bit near the end, but it was still one of the most memorable experiences of the year.
7. Donut County
When I finished Donut County, I was initially a little disappointed. I played the game from start to finish in about 2 hours, and I wanted more. I think that’s a normal reaction, I also believe that there’s value in a game that does what it does well and finishes before it overstays its welcome (see also: Moonlighter). On its surface, Donut County is a game about swallowing things up into an ever-widening hole in the ground. Looking a little deeper, it’s about gentrification and how those with privilege have no regard for those without.
BK is an awful little shit, but he’s also an adorable and well-written little shit. The game’s dialogue is smartly written and conveys conversations sent via text in a believable way. The soundtrack is a toe-tapping joy, and once again this game does not overstay its welcome.
6. Moonlighter
A few years ago I played game called Recettear where you owned a shop dealing in fantasy RPG goods, and alternated between dungeon delving for stock and haggling over prices selling that stock in your shop. I never quite fell in love with that game, but I thought the concept showed a lot of potential. I’m surprised that we haven’t seen more of it. So when Moonlighter came along with its “get shit from the dungeons and sell it in your store” premise and and gorgeous pixel graphics, I was all in. When I heard the music, I knew this would be in my top 10 for the year. 2018′s game music pales in comparison to 2017 (as do most other years) but Moonlighter’s music was among the best of the year.
Everything about the town is peaceful and soothing, which is important in a game like this. Finding respite, and caring about home gives context to everything, and helps anchor me to the game. If the town is uninspired then there’s a voice in the back of my head while I’m fighting in the dungeons asking “Why do you care about any of this?” The dungeon runs have a lovely push your luck element where going deeper means more danger but also more wealth, and I am great/awful about convincing myself to push for one more floor.
The game isn’t without its faults, most glaringly the inventory system. You have to constantly move things around your backpack and throw stuff out, and there was no mouse support so a tedious task became mind-numbing. Which is a shame, because the game gives you good reason to be constantly shuffling things around your inventory. I also would have liked a few more options in the town for upgrades and new buildings, but the flip side of that coin is that Moonlighter took me about 20 hours to complete and never wore out its welcome. It left me wanting more, but I’m not sure that the gameplay loop would have held up for longer. It serves as a good reminder that not every game needs to be padded out to a 40+ hour experience.
5. Dragon Quest XI
My very first RPG experience was Dragon Warrior on the NES. The experience of walking out of the starting village and fighting a smiling blue slime with a cypress stick is big part of my gamer DNA. Dragon Quest has never forgotten its roots - to a fault, some would say. It’s a valid complaint, but not one that I share.
One of my favorite games ever was Dragon Quest VIII on the PS2. I hadn’t played a Dragon Warrior Quest game since IV on the NES, and DQ8 recaptured those crusty old RPG’s that made me fall in love with the genre. Dragon Quest XI feels like more of Dragon Quest VIII, and that is no bad thing.
Give me more turn-based combat set in a colorful world full of the best worst puns, goofy monsters, where I am a mute hero who must save the world from the great evil. It’s tired old Japanese RPG tropes all the way, and I am along for every mile of this ride.
4. Moss
Moss was not my first VR experience, but it was the game that really made me a believer in the medium. The game feels like being inside a diorama. You’re guiding your adorable little mouse heroine Quill on a journey to find her uncle. Much like with Astro Bot, making me fall in love with the character went a long way toward making me fall in love with the game.
The beauty of the forests broken up by moments in the library as the day turns to night and the candle burns lower and lower really made this feel like it was mine in a way that is rare for a game. I felt like a kid again for a few hours, something I never expected to feel again. The moment to moment gameplay is pretty by the book, and it isn’t impressive in screenshots or video. But that feeling of “Holy shit I’m inside this video game!” is something I won’t forget.
3 .Slay the Spire
Slay the Spire is another game that reminds me how futile and silly it is to take these things seriously. How do I compare a card game to an RPG to a racing game to a game about rolling debris up into a giant ball?
If this list were ordered by time spent playing, Slay the Spire would be number one as I am nearing 300 hours. It’s a deckbuilding rogue like with 3 different classes, each with their own unique set of cards. You move from room to room through a map doing combat, buying cards, resting at campsites, and engaging in little story events. Each run has the controlled chaos of doing your best with the choices you are given. Most runs follow an arc where I come up with a plan for how to my deck effective, I feel unbeatable for a short time, then it all falls apart and I can’t believe I lost.
Don’t let the visuals put you off (I don’t think they’re bad but they’re not my style). Don’t be scared off by the term “rogue like”. Play Slay the Spire. It is perfect at what it does.
2. Monster Hunter World
Like a lot of people, I’d never played a Monster Hunter game before and only knew of it as a weird, opaque Japanese game about fighting monsters. World was touted as a more welcoming game in the series, a Monster Hunter for the rest of us. And the fact that the game does a rotten job of onboarding new players to go along with the game’s awful implementation of (fun once you get it working) multiplayer were just enough to help me tip it down into my #2 slot.
Monster Hunter World scratched an itch I’ve had since I fell off PS2′s Demon Souls years ago after a dozen hours or so. It’s a game that made me work at it to appreciate the experience. The Barroth (the 5th monster you hunt) was the first monster to kill me, and it did so repeatedly. It was a point in the game that forced me to decide whether to work at improving or give up. I looked at the Barroth’s weaknesses in my journal, changed my gear accordingly, and loaded up on items before heading back out. This was the moment I fell in love with Monster Hunter World in a way that led to me putting over 100 hours into the game on my own, then more again with a friend playing on PC.
Monster Hunter World is a game where I got more powerful over time not just because of getting better gear, but because I feel myself getting more skilled at the game. Improving mastery is an incredibly satisfying feeling in any game, and this one had me sitting at the end of the bed playing into the small hours of the morning, continuously doing One More Hunt when I knew I should have gone to bed hours ago.
1. Astro Bot Rescue Mission
Monster Hunter World dropped early in 2018 and had me captivated for months. I loved it and, after looking at the 2018 release schedule, mentally penciled it in as my likely 2018 game of the year. That held true for most of the year, until the most unlikely hero of all came along: a corporate mascot in a character platformer. I mean, it’s a robot wearing a fucking PSVR helmet.
The robot rescue portion of Sony’s tech demo-esque Playroom VR was the highlight of that experience, but by no means was the idea of an entire standalone game a slam dunk for me. Quite the opposite. In fact, I would have likely never given the game a second thought had the game not started receiving the kind of praise I couldn’t ignore. People were saying that it did for VR what Super Mario 64 did for 3d platformers.
That elicited one of those “What?! Bullshit!....let me see that.” responses from me. As it turns out, that’s a pretty fair comparison.
Astro Bot isn’t just an excellent platformer that happens to be in VR; it feels more like a well-made character platformer elevated to greatness by way of VR. The world is vibrant and joyous, but it also does an incredible job of integrating the player into the game world. In Astro Bot the player’s perspective is behind the robot you are controlling. He is ever running forward and you are being pulled along with him. This isn’t terribly unusual, the player is the god controlling his tiny avatar and surveying the world before them. And it is so with Astro Bot, at least at first glance.
It doesn’t take long to realize that you are in the game world. You have a physical form. You cast a shadow. Your little Astro Bot buddy will occasionally look up at you and wave excitedly. I wanted to hate this. But couldn’t. He is goddamned adorable. The entire game is goddamned adorable.
The stages are colorful and inventive. And they involve the player in some pretty creative ways. Obstacles and enemies must be headbutted. Your controller will get different modifications from time to time, changing it into a water blaster, or an automatic gun (that feels like it is shooting tennis balls), or a hookshot. The game frequently rewards being inquisitive about its environment. Peeking down over an edge, or around a corner, or standing up from your seat to look around typically pays off with some coins, or a little robot to rescue.
And the little robots are so ecstatic when you rescue them. They fly around the screen and land in the touch pad on your controller. They pop out and wave at you gleefully before disappearing until the end of the stage where all the bots you rescued do a little dance for you. Your Astro Bot does the Carlton Dance. I can’t not love this. I really did try.
*I love the Switch hardware. I really do. And the library of ports is getting more impressive every day. I just wish it had more exclusives I could get into.
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