#its so fucking predatory with the loot boxes
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This is hard to put into words, but as an aspiring Game Developer/Designer one of my dreams is to reach a point where I can release mobile games that don't need to be profitable. I would just love to release games that are like ad free, free of wait time grindy bullshit and are just fun, simple games.
#modern mobile gaming is probably the worst of the worst#its so fucking predatory with the loot boxes#ad free payments#grind based design where you either wait DAYS for progress or pay a few bucks :)#reused and stolen assets#stolen and recycled concepts#kids deserve fun mobile games dammit#fuck it#at 20 ~I~ want fun mobile games dammit#like it wasnt perfect when i was a kid#there was certainly still ads#but they had to put in actual effort you know?#in order to stand out in a growing market#and that resulted in a good amount of concepts that we still see reused to this day
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Game of the Year 2023: The Top 10
2023 was a great year for the videogames industry. A lot of great videogames were released in 2023. It was a fucking lousy year for the industry if you had a career there. It has been deeply disappointing to see record sales and critical acclaim alongside frequent layoff announcements. It feels like the pursuit of endless profit, whatever the cost. It's not sustainable and, as someone who has loved this hobby for my entire life, seeing the people who create games treated as disposable is disgusting. So, as much as this post and this blog are about YAY GAMES, there's also an undercurrent of filth that we have to keep in mind.
Apart from that, 2023 had its usual ups and downs for me. I played non-mobile games on my phone more than ever, thanks to two things: I got a Razr Kishi adapter to clamp onto my phone, turning it into a tiny Switch. Oh, and I got a pretty decent new phone. And Honkai Star Rail hooked me. That's three things.
Speaking of HSR, the ability to access cloud saves from my phone and my desktop PC was a godsend. This is true for Game Pass as well. Frequently I'd pull out my phone in the breakroom at work and pickup whichever game I'd been playing on Xbox, and it worked surprisingly well. I played a lot of Dead Cells this way, and finished Fuga 2 and Dordogne there.
If you'd told me at the start of the year that my best experiences of the year would include Baldur's Gate, a Harry Potter title, and an ALAN WAKE game, I'd have been pretty skeptical. But here we are. Also, if you're a theater kid I feel like this year had a couple of really special moments for you.
2023 also marked a return - at least somewhat - to the hobby of boardgaming. I was neck deep in the hobby from 2008 - 2015. I recently picked up Wingspan and it became a Sunday afternoon staple for myself, my wife, and our youngest child. I've missed the tactile non-digital experience of boardgames. It's nice to be back.
10. Honkai Star Rail
Well. You win universe. A gross free to play mobile game chock full of microtransactions and gacha mechanics is one of my favorite games of the year. The Genshin Impact people made a turn based RPG, see. And it's stylish as hell, and music is great, and when you get a new character from the loot boxes you get this little dopamine hit, and...
The game's events have been really surprising and well done. There's one involving staffing and stocking a museum, one involves shipping logistics, one's themed around ghost hunting. I wish I could have the $70 version of this game that isn't compromised by trying to squeeze players for money. The problem with that, of course, is that this game would not exist without all the bullshit.
But it feels good to play, it looks incredible, and I can swap between playing on my PC and my phone pretty effortlessly. So, despite the predatory MTX bullshit, I have really enjoyed my time with Honkai Star Rail this year.
I think my second biggest issue with live service games is that I don't get a sense of closure. I can't Finish Honkai Star Rail. And I'm not going to play it forever. So I get really into it for awhile (most of the year in this case) and just kind of...stop.
9. Goodbye Volcano High
This one is reminiscent of Night in the Woods; it's a coming-of-age story about anthropomorphic dinosaurs graduating high school, with all the fears and doubts that come with that. Some folks seem to have their entire future mapped out, some are just gonna work an hourly wage job and play D&D, and your character is serious about making a career in music. More serious than her bandmates are. Also, there's a meteor coming and it looks like it might hit Earth.
This game resonated with me on a few levels. The writing is great, the characters are well written and, unlike Stray Gods, the music landed for me. It does a great job of showing us different attitudes and values clashing into one another while making each of them relatable. The hope, resentment, and willful blindness of "My friends aren't invested in this thing we're doing together as much as I am" really blindsided me. It dredged up some feelings I haven't examined in years, both for better and worse. I didn't have much in the way of expectations for this game, but Goodbye Volcano High wormed its way into my heart. Goodbye Volcano High is the game mostly likely to be the game where I look back in the future and regret putting it outside of my top 10 for the year.
Hah! Suck it, me! Top 10 babyyyyy!
8. Pikmin 4
I've never really engaged with Pikmin, but this one was a blast. It does the Honey I Shrunk the Kids thing of "tiny dudes in a normal environment so it looks all big" thing that I love. Solve lots of puzzles by throwing little plant being at them. I love that the inspiration for the series was Miyamoto watching ants carrying leaves in his yard. It still has that feeling all these years later.
It feels odd to call Pikmin a relaxing experience, as you can and will lose Pikmin. Sometimes due to the natural attrition that comes with war, sometimes when the wrong little doofuses wander into water or fire, etc. There's also a timer, which is usually a dealbreaker for me. And the story revolves around rescuing fellow space travelers who have been transforming into mute plant people on this hostile planet. In fact the whole thing sounds like a pitch for a horror game. Despite all that, there's an easy charm to Pikmin. Your little astronaut dorks keep their spirits high, and there's playful music as you explore this huge, colorful world. I found it to be a great way to unwind at the end of the day for a couple of months this year.
7. Persona 5 Tactica
Persona 5 achieved mainstream success that the games before it never reached. Atlus has been milking it for all it's worth too - Persona 5 Dancing in the Moonlight, Persona 5 Royal, Persona 5 Strikers, and an upcoming Persona 5 mobile game. Some folks are feeling understandably burned out - I didn't get into dancing or strikers, and didn't play Royal (after putting 120 hours into Persona 5) so I was geeked when they announced a Persona 5 tactics game. On paper it's a strong pitch for me.
And in execution it's every bit as good as I'd hoped. My only complaint is the chibi art style. It isn't bad, just not to my taste. Beyond that? It's got the Persona charm, the banging music, and good solid tactical gameplay with just enough of a twist to not feel dull.
The "one more" mechanic from the series is key here, allowing the members of your 3-person team extra movement and actions. This is especially important because of the game's version of the all-out attack, which forms a triangle between your 3 party members and deals heavy damage to enemies caught inside. This makes combat an experience that rewards putting thought into. The game even has some side battles that are basically puzzles, giving you one turn to finish.
The game's new characters - Toshiro and Erina - are a welcome addition to the Phantom Thieves crew as well. I came around on Toshiro in a big way and was immediately in love with Erina. The game is about fighting against oppression and finding your courage to resist. Your friends are there for you when times are tough. It's hammy and melodramatic in the way that Persona is, and I love it. I love the game's revolutionary aesthetic, even if it's largely window dressing.
The DLC has been great so far too, starring Akechi and Kasumi in gameplay I can only describe if "What if Persona and Splatoon had a tactics baby?"
6. Diablo IV
The Diablo series has been the most consistently great video game series for me. I love the first 3 games and spent a TON of time with each. Diablo IV has the worst longevity of the series, but the best campaign. Now, I have to add a bunch of qualifiers here. The "best campaign" is a pretty low bar to clear. Diablo has always been - and continues to be - find new gear/numbers go up. The cutscenes are, as usual, top notch. While the story wasn't necessarily riveting, it was nice to have an antagonist with a personality and some ideas beyond RAWR I AM VERY EVIL RAWR. In fact, I was half-expecting the game to ask if I wanted to side with Lilith near the end, and I just might have done so. And the cinematic of the human army marching into hell while Lilith and Imperius have a philosophical discussion was incredible.
As for the replay value, maybe they'll find their way much like Diablo III did. My main issue with Diablo IV is the way new content is handcuffed to new seasons, how seasonal characters are siloed off from the rest of your characters, and how the game feels like it was built around microtransactions and milking money out of the player.
The game feels good to play. Abilities feel powerful and interesting, the loot grind is fun, and exploring the variety between the classes is a joy. Diablo IV is one of the best games released this year, it's just a shame that, like a lot of modern games, Diablo IV feels compromised, it feels like a Product in a gross way. Still, every previous game in the series has had a long tail for me, so I'm not counting Diablo IV out yet.
5. Darkest Dungeon II
Darkest Dungeon is my favorite game. I have a tattoo of it on my arm. It's impossible to expect a sequel to improve on that or even meet it. Subsequent journeys into a fiction can never be special in the same way that first one is, and Darkest Dungeon II is no exception.
The game is immediately recognizable - you'll see some familiar faces lined up in a tug-of-war formation against a group of enemies. A row of skills at the bottom of the screen, a torch at the top. Artwork with thick, dark lines and plenty of shading. The moment-to-moment gameplay IS a lot like the first game, but the trappings around it are not.
Gone is the persistent campaign of the first game, replaced by a more familiar roguelike structure. You embark on runs that either end in victory or failure, unlocking new things between runs. This makes the game more approachable and forgiving, but it means the lows are less low and the highs are not quite as high. In the original title losing your veteran Crusader you've sunk hours and hours into feels like a real gut punch, but by the same token finally - FINALLY - conquering the darkest dungeon feels incredible. Those extremes are lost in the sequel, and that probably makes for an objectively better game.
It's not just the same run every time; there are 5 chapters to conquer, each themed with a personal failing: Denial, Resentment, Obsession, Ambition, and Cowardice. The game's personality is still here in full force thanks to Wayne June's narration, Stuart Chatwood's music, that incredible artwork and gallows humor that I love so much. Each of the characters is treated as an individual with their own dark backstory this time around, each crafted in loving detail and unfolding by way of cutscenes and/or interactive gameplay moments. The stress mechanism is still here but takes a bit of a backseat, while relationships between characters are brought to the forefront.
Darkest Dungeon II is just what I wanted from a sequel to my favorite game. I'm glad they didn't just make the same again but prettier, but still kept the game's bones intact.
4. Like a Dragon Gaiden: The Man Who Erased His Name
Yakuza has become one of my favorite game series over the past few years. I'm down for whatever they throw at us. Bringing Kiryu back yet again? Sure. New protagonist? I'm down. A period piece starring the cast as historical figures? Fucking bring it on.
I love the series. The melodrama that hits me in my feels, the never-ending parade of lovable weirdoes and freaks in Kamurocho, the deep well of fleshed-out side games like bowling, pocket circuit racing, and karaoke - it's all here. I'm not tired of it. I thought I would be, but I'm not.
Kiryu is a lovable, stoic doofus with a strict moral code and penchant for helping out anyone who needs a hand. This time they gave him a Clark Kent disguise after faking his death, and also a bunch of James Bond Spider-Man gadgets. Let's go.
I will never get tired of my big hearted himbo beating people with bicycles and helping out folks in need. And I got misty-eyed at the ending. I was not prepared for my stoic boy to full on ugly cry. Still waters run deep.
3. Hogwarts Legacy
In the years since JK Rowling outed herself as a human shaped pile of garbage, I've distanced myself from the Harry Potter universe. And when Hogwarts Legacy released, the game was a lightning rod for controversy. I decided to see for myself, and was treated to a wonderful, smartly written game that managed to capture the magic of the world without constantly referencing the movies and books that everyone knows. It's the same trick that Jedi Fallen Order pulled a few years ago, and it works every bit as well here.
The school feels massive and detailed, and it was a joy to explore or just get lost in. The game world outside the school was unexpectedly huge as well, and the broomstick flight felt so good and natural that I rarely bothered to travel by floo. Optional side activities like growing your own plants for your potion brewing, decorating your Room of Requirement, and breeding creatures were all pleasant distractions that served to flesh out the world of Hogwarts.
The game's cast is fairly diverse, and most students felt like real people rather than caricatures of their Hogwarts houses. Most students do have their house traits, but they're not constantly front and center. The side stories and main story kept me engaged throughout my time with Hogwarts Legacy, and I was a little sad to see it end. It's a shame the IP has JK Rowling's stench on it, and that a lot of people will miss this game because of that.
2. Alan Wake II
Alan Wake and Control are both posterchildren for games with incredible world building and lousy game play. I've started both multiple times only to end up walking away in frustration. Alan Wake 2 largely fixes my complaint with those previous games by letting me explore and become immersed in the world without throwing frequent contextless fights in my way.
Alan Wake 2's combat isn't necessarily more engaging, but there's far less of it. What you're left with is the good stuff, a Twin Peaks-like horror mystery in a small town where everything and everyone feels a little bit off. Sometimes a lot off. It's a game where the characters play everything straight, but there are plenty of winks and nods in the margins. The game is full of wonderful freaks and weirdoes, many of whom had me frequently grinning like a fool. Alex Casey. Warlin Door. The Koskela brothers. Rose. Odin and Tor. Alan and Saga. Ahti. Thomas Zane. All hamming it up in a story that gets entirely up its own ass in the best way.
The Herald of Darkness scene is one of the best things I've ever seen. Ditto for the late game scene on the lakeshore. Hell, the game had me sitting and watching a short Finnish art house film at one point. It's a game full of glee and confidence from a studio with the belief in itself and its fans that allow it to swing for the fences. Not every part of it works for me, but the parts that do are so effective that the whole experience is lifted up on high. I wish Remedy's gameplay worked for me, which is never has. But this is a terrific work of art, and the good stuff far outweighs the bad.
Baldur's Gate III
My love of Baldur's Gate and the CRPG genre was something I'd left long in the past. Despite playing excellent modern entries like Divinity Original Sin, and Pillars of Eternity I hadn't been captivated by one of these in some 20 years.
It's hard to put into words what a triumph Baldur's Gate 3 is. I can't name a single thing it really does to revolutionize the genre but Larian executed on every single element of the game. Starting with the story, they make the stakes incredibly personal on top of the usual "Oh shit the world is in danger!" thing we always see. A mindflayer puts a parasite in your brain at the beginning of the game. World saving aside, getting that out of you feels pretty important.
Or not! You can decide to lean into it, and the writers did a great job of mixing viewpoints into the story. Mindflayers are horrible monsters but wait. Are they really though? Your party members will have their own opinions on the matter, as well as their own traumas and baggage and backstories. The writing and voicework for these party members are the best part of one of the best games ever made.
The game's ensemble cast might be the best of any game. By the game's end my party was my Tav, Karlach, Jaheira, and Astarion/Gale depending on the situation. There are party members I missed, and one I may or may not have killed (I regret nothing). Baldur's Gate III's story branches in so many ways, it all feels like it's a hair away from collapsing in on itself but it never does. My friends and I were exchanging stories about what we'd seen and done in the game as we played, and the variance is impressive. Baldur's Gate III is like a dude spinning plates while juggling chainsaws, and people keep tossing stuff into the mix and you think "Well no WAY can he keep all this going!" but goddammit, it all keeps going.
The way the game rolls with whatever choices you make (or dumb shit you want to try) whether in or out of combat, is truly incredible. It feels closer to having a DM than anything I've ever played. If you want to do something weird or dumb, the game does an incredible job of yes and-ing you. And it's not without consequences, the game reacts to the wide array of shit you can do within the D&D ruleset. The game sets up storylines both big and small early on, and manages to pay them off in interesting ways before it wraps up.
The combat was a sticking point for me in Divinity Original Sin 2. It's not that it was bad, but it was overwhelming. Combat could be long and difficult, and losing after an hour only to reload a save was incredibly deflating. Baldur's Gate 3 threaded this needle almost perfectly for me. Most combats were challenging but not crushing, and did not overstay their welcome.
I kept waiting for the game to drag and lose its momentum, but it never happened. I was glued to it for the entire 100+ hours it took me to roll credits. I fully plan on replaying it one day.
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Rewards in multiplayer games, cosmetic and otherwise, then VS now: A look at what used to be and the descent into greedy and predatory practices that now pervade the western videogame industry, and act as a blight on otherwise good games. A long post with a long title on the subject of the current state of Western gaming for GGN by Hoodsworth “Hoody” Hoodson Esq.
Remember Halo Reach? All those sweet customization options for your spartan? All those colors and armor permutations, and even visor colors? Armor effects? Remember how we unlocked all that sweet stuff?
BY PLAYING THE GAME.
You’d rank up as you played the game, with points awarded after various in-game activities, singleplayer AND multiplayer. The points were based on performance, so exceptionally skilled players would rank up faster than average or bad players, but everyone got to the same place eventually. With each new rank, new armour would become available for purchase with an in-game currency which you obtain in-game, and again, are awarded more based on performance, like kill multipliers and stuff.
There were no loot boxes. No random chance. Not eeven an option to buy cR with real money. You saw an item you wanted, you bought it with your cR if you were at a high enough rank to purchase it. Your insentive to keep working towards new ranks was that you could see armour in the list that was above your current rank, so even if you had the cR, you couldn’t buy it yet. And then you finally reached that rank and bought that sweet helmet you had your eye on. Then- HA HA! Fuck you, there’s an even COOLER helmet two ranks up, better save up your cR and keep playing, kid!
With this system, armour wasn’t just a fancy cosmetic, it was like a status symbol. You saw a dude with some high rank armour you knew he’d been playing this game for a long time, DEFINITELY had a lot more experience than you, and likely a bit more skill too. You saw a dude with some high rank armour, even tho it was purely cosmetic, you were slightly shook. But now? Someone with cool armour in a game like Destiny just got it with luck. It doesn’t mean anything. And its made worse by the fact that the only way you can get that piece of armour is the same way they did. With luck.
Luck isn’t rewarding, its not engaging in anyway. It never will be. I pop open an engram and get an exotic, I have a brief moment of “Oh neat”. Back in Halo reach, I’d play and play and play to get to a high enough rank and/or get enough cR to unlock that awesome piece of armour I had my eye on for days, sometimes weeks. It gave me something to work towards it gave me another reason to play the game, and when I finally did get that piece of armour, I was hyped about it for hours, and it was an acomplishment in more ways than one.
See, because you got more cR for performing well in game, working towards that fancy armour also gave me a reason to try and do better in matchmaking. It gave me a reason to try and improve my skills. And you know what? It worked. I became a SCARY sniper in Halo reach. I was that prick you hated, picking you off out of your moving warthog from the other side of the map. And I got to that level because I improved my skills because I knew that performing better got me more points which got me towards my goal of that fancy armour faster.
You could try and make the argument that this is still a thing. That, instead of working towards a specific item, you’re now working towards a lootbox. But here’s the thing about lootboxes...
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You don’t know what you’re going to get out of a lootbox. Its completely random. You’re not working towards anything but a chance to turn the crank on a gachapon machine, and in some cases, you’re puting your own damn coins into it. Only a complete idiot would try and argue that random chance is superior to a sure thing.
Back in the day, if you saw a cool piece of armour or a sweet weapon in a game like Halo, you’d have something to work towards. A specific goal. Now’days, if you see something you like in a game and you want it?
Good luck.
I strongly, STRONGLY urge you not to support microtransactions in games. If you enjoy the game, thats fine. Play the game, have fun. Some of these games are legitimately good games. But for the love of god, don’t spend your very real money on things that don’t even exist. Stop making these companies think this is a viable business practice. Its only viable because of you; the consumer. It can be made unviable by you too.
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