#this is a genuinely fun 3D Platformer that I can TELL was made with passion
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Penny's Big Breakaway
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This game is GENUINELY FUN, PLEASE play it, it's a shame this is a shadowdrop because that means it is NOT going to get the buildup to release it deserves and I feel like it's going to get very overlooked by other games coming out around this time
#penny's big breakaway#video games#PLEASE play this game#or at LEAST give it a look#this is a genuinely fun 3D Platformer that I can TELL was made with passion#Youtube
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I genuinely do not understand The Discourse around Palworld. Now, for full transparency, I don't really particularly care about the game, I've not played it, nor do I plan to. I'd rather stick with my FPS games and metroidvanias. I'm probably the closest to being a neutral party on the issue you can find in the gaming community. That being said...
Stop with all of the "[Megacompany X] needs to call their lawyers!!" nonsense. Yes, they have designs that look like Pokémon. Yes, they have designs that look like Monster Hunter monsters. However, I have one important question here...
Why the hell do you care?
First off, we're talking ripoff designs of IPs owned by companies that make profits in the billions. These companies, especially Nintendo, have - or at least have access to - very good lawyers. Do you really think Palworld - a game made by a company based in Japan, the SAME COUNTRY as the companies I see people saying are having their designs stolen, meaning this theoretical lawsuit would be 100% domestic instead of bringing the headaches associated with an international suit - would have made it to release if Nintendo, Capcom, or any other company had standing for a plagiarism lawsuit? Especially when Japan doesn't have fair use laws? That, to me, already tells me these designs are clearly in the "legally distinct ripoff" category, and that's okay. Obviously plagiarism isn't a good thing, but if this was close enough to be considered such under laws that don't include fair use provisions, it's FINE. Even if it's not the most ethical, ripoffs and bootlegs are gonna happen. This one is just has more publicity than most.
Second, these are - again - billion-dollar companies that make more money than most people can even truly comprehend. Why are you defending them so much? No matter how much I may like the older Pokémon games, such as Platinum, we are talking about one of, if not the single most profitable franchise on the fucking PLANET. Not only does it not need Random Schmuck #582183 to defend it online, the people behind it likely don't fucking CARE. The Pikémon Company is like 50% or more owned by Nintendo, which is a company that - as we've seen time and again with their takedowns of passionate fan projects with 0 profit incentive such as AM2R as well as their draconian YouTube content policies for creators - doesn't care about their fans at the best of times, and is actively hostile towards them more often than not. Why do so many people defend these large corporations like doing so is going to get you a "thank you" letter from Miyamoto? Why are you supporting massive billionaires like your life depends on it over some 3D models that, as previously established, are more in the "legally distinct ripoff" category than anything else? Are you so invested in their corporate wellbeing that you feel the need to try and do their PR & legal teams' jobs for them?
At the end of the day, Palworld is a game made by a team that seems genuinely passionate about their craft, that has been a fun experience for many people across the world. Let those people have their fun. And if the designs being ripoffs is such a problem for you, just don't buy the game. Simple as that. If you're that worried, let the notoriously litigious companies like Nintendo handle it. Don't try to be an ass to people just having fun in a video game. Hell, if you're so convinced this is a case of direct plagiarism, just stop supporting the people making stuff about it like we did with the people who played the Shitty Wizard Game. Obviously this issue is nowhere near as bad, as it's just a case of ripoff designs instead of people financially supporting an anti-semitic, racist TERF who sees financial support of her franchise as support for her ideals and uses the platform that gives to call for things like trans genocide, but the principle is the same in practice - just don't support it or anything to do with it, and chill the hell out.
#palworld#plagiarism discussion#seriously why have I seen so many “anti-capitalist” people defend these mega-corpos like it's their job#cw cursing#cw transphobia mention#cw genocide mention
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Art Advice #6 - Ways to combat social media fatigue as a creative person
Hi guys!
This week’s topic is something I think any artist who’s predominantly active on social media will relate to; that feeling of utter helplessness at trying to live up to social media algorithms, which can really impact your mental and physical health...
I want to just offer some advice on how to feel less burnt out from art social media (advice I need to take myself sometimes)...
Ways to combat social media fatigue as a creative person (& how you can make social media overall a better place to be).
As I’ve already said, social media can take a big toll on your mental and physical health, particularly if you’re relying on it for your career (as a lot of artists and other creatives do).
This blog post aims to offer some small pieces of advice to help make your life a little easier when navigating the world of art social media!
1) Algorithms are built to destroy creativity.
I think we’ve all had that phase where we try and keep up with the fast paced algorithms of social media that demand we produce new content day after day, as well as constantly interacting with other people’s posts and spending a minimum amount of time on the app. And all of this leads to feeling fed up and tired when you’re using that particular social media.
For me, Instagram used to be such a wonderful place for sharing art. I met many amazing fellow artists, and the community that was formed their was genuinely lovely. Unfortunately, everything changed when the fire nation (Facebook) bought out the company & the whole site became so less friendly to smaller creatives.
I’ve heard a similar story from a lot of artists, who find Instagram’s focus on excessive posting and engagement, which mainly rewards big influencers or celebrities and not smaller accounts of creative people, incredibly disheartening. The algorithms don’t allow artists to naturally explore their creativity, and it leads to more and more artists getting just completely creatively burnt out.
Of course, this all sounds really pessimistic, but it doesn’t have to be. For me, places like Tumblr and the newly created Artfolapp, which (although not perfect) offer a great alternative to the algorithm heavy apps like Instagram, Facebook or Twitter. As with all socials, there’s a huge element of luck that comes with posting art (timezones, audience, etc can all play major parts in how well your art does), but I always find places where posting doesn’t feel like a chore are a lot more enjoyable.
Alternatively, as simple as it sounds I think a great way to start approaching all social media is to not focus on numbers. Instagram actually recently gave the option of being able to hide likes on others and your own posts, which I actually think is a great idea! Once you become less focused on numbers I think you can breathe a little easier!
2) Numbers =/= Your worth as a creative person.
Following on from my last point, it can often feel like if you’re posts aren’t getting as much attention as you used to then there’s something wrong with the work your doing.
Of course, this isn’t true at all, and most of us know this. Unfortunately if your posts are a part of your work, and the engagement they have is directly linked to how successful in your job you are (and how much money you make that week), then numbers are a lot harder to ignore.
My biggest piece of advice for this is to visualise the numbers as what they are; people actually interacting with your work! So even if it’s only 1 person, that’s still 1 entire person who enjoyed what you posted!
3) Luck be a b*tch, honestly ...
As previously mentioned, there is a lot of luck that comes with being successful on social media. Luck of posting in the right place at the right time, having one person with a bigger platform share your art, etc.
So there isn’t a lot of advice I can give in this section. One thing I’d recommend is involving yourself in a particular community or fandom. Even if you don’t do fancontent, finding a community where you can meet like-minded people and support each other’s work is a really useful thing!!
For fancontent (like fan art, edits, cosplay, covers, etc) you can just check out the tags of those fandoms! Even if it’s a small fandom, there is usually some content that already exists for it. Often by following a range of people in the various fandoms you enjoy can also lead to fun opportunities, like fan-zines or collaborations!
For non-fancontent it can feel like it’s a lot harder to find people to relate to. One thing I’d recommend is to find independent magazines online which specialise in sharing creative works! This can offer great chances to get your work featured, as well as meeting some fellow creatives!
Basically, curating your social media experience to feature people that inspire you & support you not only makes for a more enjoyable time being on social media, but it also means there’s more potential your work will be seen!
4) Passion Pays.
Audiences often know when you’re producing something because you feel like you have to (perhaps it’s fancontent for something you gained a lot of followers from, or a particular style that you’ve done for a long time) rather than from genuine passion, and that can be to your detriment.
My advice is to do what you’re actually passionate about, even if that means that some people may not be as interested. For example, I gained a significant portion of my followers on other social medias from posting Kpop fanart. And although I still do this occasionally, I only ever really do it when it’s something I really want to draw. Even though I know I could churn out a lot of Kpop content that those people who followed me for it would really like, I also like drawing other things & going out of my comfort zone in art.
And I know that the people who still follow and support me now understand this, and often appreciate that I draw things I’m unabashedly passionate about! It has also made me a lot happier overall with my own work, since I feel like I’m constantly pushing myself to do new and interesting things for me, and not to fulfil the interests of others!
This can also include a complete turn around of the kinds of things you create, by the way! If you’ve been a 2D artist for ages, but suddenly develop a passion for 3D sculpture, then go for it! Those who are still interested in your work will stick around. As well as this, you’ll grow an entirely new audience with the new creative outlet you start sharing! It’s honestly a win-win situation, and don’t let the fear of people not accepting the change hold you back!
5) TAKE BREAKS!
Possibly the most important piece of advice in this post is to remember to take a break from social media! Even if it’s something you rely on for your job, and the algorithms demand you spend time on them, try to take periods of time during your day to switch off from it.
Another thing I would also suggest is taking breaks from posting things. I did this in January because I wanted a break from forcing myself to live up to the hell of a posting schedule. I still did art, but without the pressure of having to post things I was able to take time and have a little more fun with it!
A final thing in this part that I’d suggest is taking breaks from doing creative stuff occasionally. If you’re anything like me, you probably spend nearly every day doing or at least thinking about creative things. And that can become very tiring! Whether it’s taking a week, a few days, or entire months, remember that your creativity and skill aren’t just going to disappear if you take a break from it for a bit!
I think creative people tell themselves that if they don’t keep posting, then people are going to stop supporting their work. But in my experience, people stick around even if you haven’t posted something in years! Because if someone enjoys your work, then they’re going to stick around regardless!
TL/DR
Basically to sum up, social media can be hell to navigate with it’s obsessive algorithms and posting schedules. But if you allow yourself to adapt to other sites/apps that don’t rely on those things, don’t fixate on numbers, curate your experience to both be inspiring and supportive, let your passion shine through, and remember to take breaks, then social media can become a lot more enjoyable!
I hope this post was somewhat helpful to anyone who struggles with this... I have to admit that I often don’t take my own advice in regard to social media, but I thought me posting this could help both of us out lol!
Check out my other Art Advice posts here if you’re interested!
#art advice#social media#art social media#creative people#social media advice#artist advice#advice#this is about 1400 words long btw... not the longest thing i've ever written but also not the shortest hmm#also as always feel free to message me if you want any more advice#or if you want me to write a post about something specific???#can be about literally anything art related!!
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2017 End-of-the-Year Q&A Extravaganza Blog! #1
It’s time for our first 2017 End-of-the-Year Q&A Extravaganza! We’ve got a bunch of these we’ll be posting over the holiday break, so please look forward to them. Now, let’s roll right in!
We have answers from:
Ken Berry, Executive Vice President / Team Leader John Wheeler, Assistant Localization Manager Nick Colucci, Localization Editor Liz Rita, QA Tester Brittany Avery, Localization Producer Thomas Lipschultz, Localization Producer
Question: Has selling your games on PC worked out for you so far? I know supporting the PC platform is a relatively recent choice for XSEED. - @Nate_Nyo
Ken: Being on PC has been great for us as it allows us to reach anyone anywhere in the world regardless of region or console. We were probably one of the earlier adopters in terms of bringing content from Japan to PC as we first published Ys: The Oath in Felghana on Steam almost 6 years ago in early 2012.
Brittany: I love working on PC. The work involved is greater than working on console, but I feel like it's a bigger learning experience, too. For console, the developers normally handle the graphics after we translate them, and they do all the programming and such. For PC, everything falls on us. I wasn't that experienced with Photoshop in the beginning, but I think I've gotten a lot better with it over the years. We can also receive updates instantly, and since I talk with our PC programmer through Skype, it's easier to suss out our exact needs and think of ideas to improve the game or bring it to modern standards.
Question: What non-XSEED games do you praise the localization for? - @KlausRealta
Brittany: Final Fantasy XII. I love everything about Final Fantasy XII's writing. I'm also a big fan of the personality in the Ace Attorney localizations. I'm still playing Yakuza 0, but you can feel the passion of the localization team in the writing. There are some projects where you can tell the editing was phoned in, and then there are games where it's obvious it was a labor of love. All of these games have a color I aspire to.
Tom: Probably going to be a popular answer, and not an especially surprising one, but I've got to give props to Lost Odyssey. It's hard to deny the timeless quality and absolutely masterful English writing that went into basically every line of that game's massive script, with the many short stories being of particular note. That game really does represent an inspirational high bar that I think most everyone else in the industry will forever strive to reach in their own works.
For a more unexpected answer, I've also got to give mad props to Sega for their work on Monster World IV. As a Sega Genesis game released digitally in English for the very first time less than a decade ago, I guess I was kind of expecting a fairly basic "throwaway" translation -- but instead, the game boasts a full-on professional grade localization that's easily up to all modern standards, brimming with charm and personality. It's really nice to see a legitimate retro game being given that kind of care and attention in the modern era, and it makes it very easy for me to recommend (as does the fact that the game is actually quite fun, and is sure to be enjoyed by anyone who's played through all the Shantae titles and really wants to try something else along similar lines).
John: I played Okami on PS3 earlier this year (before the remake was announced), and I was awed by how skillfully the team handled text that is chock full of localization challenges like quirky nicknames, references to Japanese fairy tales, and regional dialects. I was especially amused to see a reference to "kibi dango," the dumplings Momotaro uses to bribe his companions in that famous story. We dealt with the same cultural reference with STORY OF SEASONS: Trio of Towns.
Nick: My go-to response is always Vagrant Story, because it’s the game I credit with getting me really interested in a career in localization. Before that point, I had enjoyed games for their story and characters, but hadn’t realized just how much the specific word choices and tone contributed to a reader’s perception of a story as a whole. The gents behind VS’s localization would go on to be industry luminaries, with Rich Amtower now calling shots in Nintendo’s Treehouse department and Alex Smith being synonymous with the highly regarded prose of Yasumi Matsuno’s games – including the cool and underappreciated Crimson Shroud for 3DS, and Final Fantasy XII, which as anyone who’s played it can tell you is a stellar localization. Having spent a lot of time with FFXII’s “The Zodiac Age” remaster this year, the care and attention to detail put into the localization still blows me away. The unique speech style of the Bhujerbans (with...Sri Lankan inflections, if memory serves correctly) sticks with me, because I knew that I myself would never have been able to pull off something like that so deftly. I guess you could say Vagrant Story started a lineage of games that’s always given me something to aspire to as an editor.
Final Fantasy XIV, which I’ve been playing this year, also has a very good localization, especially considering the reams of text that go into an MMO of its size and scope. Michael-Christopher Koji Fox and his team have done a bang-up job giving life and personality to the land of Eorzea, and I’ve enjoyed seeing how the localization has changed in subtle ways as time has gone on. The initial “A Realm Reborn” localization sort of cranks the “regional flavor” up to 11 with heavy dialects and vernacular, but in subsequent expansions, they kind of eased up on that and have found a good mix between grounded localization and the kind of flourishes that work well in high-fantasy settings.
And, while I haven’t played it in a number of years, I remember Dragon Quest VIII having a really great localization, too, with ol’ Yangus still living large in my memories. Tales of the Abyss was fantastic as well, and both DQVIII and Abyss delivered some really brilliant dub work that showed me how much richer one could make characterization when the writing and the acting really harmonized. I still consider Tales of the Abyss my general favorite game dub to date. The casting is perfect, with not a bad role among them. I also want to give mad props to Ni no Kuni’s Mr. Drippy, just as a perfect storm of great localization decisions. Tidy, mun!
Question: How hard is it to turn in game signs and words to English for Japanese? Is it as simple as going in and editing text? Or as hard as creating a whole new texture for the model? - @KesanovaSSB4
Tom: We refer to this as "graphic text" -- meaning, literally, text contained within graphic images. How it's handled differs from project to project, but the short answer is, yeah, it involves creating a whole new texture for the model. Sometimes, this is handled by the developer: they'll just send us a list of all the graphic text images that exist in-game and what each image says, we'll send that list back to them with translations, and they'll use those translations to create new graphic images on our behalf. For other games, however (particularly PC titles we're more or less spearheading), we'll have to do the graphic edits ourselves. When the original PSDs or what-not exist for the sign images, this is generally pretty easy -- but as you might expect, those aren't always available to us, meaning we'll sometimes have to go to a bit more trouble to get this done.
John: The best practice is to review graphic text very early in the localization process because it takes effort to fix and can throw a wrench in schedules if issues are discovered too late. On occasion, it is too difficult to change ubiquitous textures, especially those that might also appear in animation. This was the case with "NewTube" in SENRAN KAGURA Peach Beach Splash, which the localization team wanted to change to "NyuuTube" to make the wordplay clearer to series fans.
Question: With the Steam marketplace becoming increasingly saturated and being seen as a greater risk to publish on in recent times, what does XSEED plan on doing in order to remain prominent and relevant in the PC gaming space? - @myumute
Ken: It is indeed getting harder and harder to stand out as hundreds of new titles are releasing on Steam each month. We are working our way towards simultaneous release across all platforms to help leverage some of the coverage from the console version to get more attention to the PC release, so hopefully that's something we can accomplish soon. For PC-exclusive releases it continues to be a challenge, but at least they have a long tail and even if it's not an immediate success at launch we know it can continue to produce sales for years to come.
Question: What was your favorite film that you saw in 2017, and why? - @Crippeh
John: I'm way behind on movies this year (haven't seen Disaster Artist, Phantom Thread, or Get Out, for example), but recently I've enjoyed both Star Wars and Lady Bird. I expect I'll watch my favorite film from 2017 sometime in 2018.
Ken: Wind River. Mainly because of Jeremy Renner's performance and how many quotable lines he had.
Liz: Get Out for horror mindblowing amazingness, Spider-Man Homecoming for genuinely fun comic book movie, and The Shape of Water for Guillermo del Toro. Guillermo del Toro should always be a category.
That’s it! Stay turned for blog #2 later this week. Here’s a preview of the kinds of questions we’ll be answering:
Question: Have you ever considered selling the music CDs for your licenses stateside? - @LimitTimeGamer Question: If possible, would you please consider researching and localizing classic Korean-made PC xRPGs? - @DragEnRegalia Question: Do you have any interest in pursuing the localization of any of the large, beautiful Chinese RPGs that have been hitting Steam? Or are you focused exclusively on Japanese titles? - @TheDanaAddams Question: What inspired you all to do this kind of work in the first place? Also, what’s the story behind the company name XSEED? How did you all come up with it? - @TBlock_02 Question: What was everyone's favorite game(s) to work on this year? - @ArtistofLegacy Question: What's everyone's favorite song from the Falcom games you've released so far? - @Crippeh
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So what are your overall thoughts on Forces storywise? Positives and negatives? Where do you think the story ranks in the series?
Maybe it’ll be easier to just list positives and negatives (warning: long post):
Positives:
- Even by watching a low-quality stream of the Switch version, I can say the game looks gorgeous. It does suffer a bit from the Adventure 2 syndrome, where the art direction can bet too dull for you to appreciate the graphics, but some stages are breathtaking. Egg Gate in particular looks amazing.
- While the plot on its own doesn’t belong in this section, I appreciate the simple fact that they actually dared to break from the lighter and softer approach that’s been going on since 2010, and the fact that they remembered that the cast isn’t just made of Sonic, Tails, Eggman, Orbot and Cubot. The concept was awesome! The tone was perfect, serious but not depressing and too try-hard! There was some action! It’s a step in the right direction, and I hope people will criticize the plot for the right reasons and not because “lol sonic shouldn’t try to be edgy”.
- Shadow will be playable. Even if he’s at his core “Sonic with a OP Light Speed attack” this is very important.
- While at first I was annoyed at seeing old levels again, I’m actually happy with what they’ve done. They’re not just rehashes, they’re treated like actual dynamic environments. Green Hill is not just “hey remember this level”, it’s a place dear to Sonic that was ruined by Eggman. Chemical Plant is also ruined and repurposed as a space port, almost like a Sonic CD Bad Future. Only the Death Egg is pretty much the same, although I admit, the Classic level using the same gimmicks as the S3&K version was a nice touch that I forgave because it made sense in-universe.
- The dialogue! Aside from a couple of stupid lines, mostly by Sonic, there was no trace of childish, jarring humor, nobody was OOC or treated as simple comic reliefs, and the interactions between characters were genuine and believable. Some parts kinda reminded me of the Boom cartoon. “See, Infinite, now we het to know each other! So what’s your favorite color? Do you enjoy long, romantic walks on the beach? What’s the source of your powers? You can skip the first two questions if you like” “Maybe he’ll have more friends if he stopped talking about himself in the third person.” (maybe I just have a bad sense of humor idk :V)
- Eggman and Knuckles were perfect. We didn’t see them a lot, but their characterization was on point. Knuckles was just full of charisma and he radiated confidence, a far cry from the butt monkey he’s been since Sonic X. And Eggman was actually smart, with some clever ideas like having backup sources for the Phantom Ruby, rightfully chewing out Infinite for not killing Sonic, and… well, we didn’t see it, but I like the idea of him keeping Sonic alive in his cell just so he could see what happened to the world thanks to his absence (that’s perfect fanfic fuel). And Mike Pollock managed to sound badass in certain parts. “The sun will fall upon you. Boom! The end. Your pathetic lives… are over.”
- Speaking of Pollock, the voice acting was some of the best in the games this far. I can count on a single hand the times someone sounded fake or unconvincing (mostly Silver, sadly, and Sonic was a bit oscillating). I think I gushed about Liam O’ Brien enough, he clearly had so much fun with Infinite. I can’t wait to hear the Japanese version
- And finally I love Infinite way more than I should. His design, his voice (especially his voice
- I like that thing Infinite did in Capital City. You know, when he mind raped everyone in the city by conjuring those abominations of nature. That was a clever use of his powers.
- The last shot of the game, with the Resistance hideout shining under the sun’s light and a single flower at the center, with the instrumental version of the credits’ song in the background, is honestly moving. Even after the huge disappointment that was the ending, this part made me feel satisfied and like I accomplished something (and I didn’t even play myself). It reminds me of Wiosna from Katawa Shoujo, and if you played it you know how it feels to hear that music after finishing a route.
Neutral:
- The scrapping of lives. I’ve seen people complaining that it makes the game too easy, but
1) there’s still some punishment if you lose a life, just like in Unleashed the timer doesn’t reset and of course you lose all your Rings, so if you die you can kiss that S rank goodbye;
2) lives have been pointless since the introduction of save files. Let’s be honest, when was the last time you got a game over in a game that saved your progress? And what was the punishment for a game over? At worst you just have to restart the level you died in.
So while I’m not particularly happy, I’m not disappointed either and I welcome the change.
- The music. I put it here because it’s kind of a mixed bag, there are tracks that I hate with a passion and tracks that I can’t get enough of (and I’ve only heard a tiny fraction of the whole OST). So overall I would say it’s average-to-good.
I really wonder why they’re insisting of forcing Ohtani to compose whole soundtracks - the guy is seriously talented and I admire his work, but why can’t he be helped by someone else? I know Kenichi Tokoi and Naofumi Hataya also worked on the soundtrack, but afaik their roles are minimal.
- The Avatar himself. I’d enjoy the idea a lot more if 1) they talked, and 2) the characters stopped shilling them just a tiny bit, especially since everyone else was relegated to the background. Still, the concept of a muggle wanting to help the heroes is cool, as it goes against that sort of “elitism” in the Sonic series. And I just grew too attached to Gadget the Wolf :)
- The level design, the thing people trashed for months on end… it’s okay. Is it good as Generations’? Absolutely not. Is it bad? I don’t think so, because when I think “bad level design”, I think of Knuckles’ Chaotix and Sonic CD.
Forces is inoffensive in this regard. On one hand, it’s not as linear as it looked like, there are multiple paths and some nice platforming sections. On the other, the 3D parts are few, short and in general not that engaging, and yes, Classic Sonic’s stages are supported by too much automation because the physics engine can’t handle him apparently. In short, if you’re okay with shallow fun and you thought Colors was fine, then you’ll be okay with Forces. (and while we’re not supposed to judge the developers as people, considering the level designers were all newbies I’d say they did a good job)
Negatives:
- the fact that you can’t recollect your rings unless you’re playing as the hedgehog Avatar. That just flies against the very core of the Rings concept.
- The sheer lack of “show, don’t tell”. Most of this game is just told, in fact most part of the plot is told via walkie talkie convos. The majority of the cast is just there to comment and guide the characters during the levels, only Silver is shown actually doing something. The most offensive example is how Eggman conquering the world is “shown” by a simple text box (people are already speculating it’s another sign of troubled production). And we don’t even see that much of the conquered world, either, aside from City (no seriously that’s the name of the area).
- What happened to you, Tails? What happened to the boy who wanted to be more than Sonic’s sidekick? Why the mere sight of Chaos 0 sends you into a panic when you fought Chaos 4 before? Why thinking Sonic is dead makes you “lose it”, when the same thing happened twice already (or once, if you want to discard ‘06) and in both cases you were devastated but still managed to kick ass? Why are you just an exposition fairy? Who hates you that much in the writers’ team? :(
- THE. RUSHING. Oh my god I could rant for hours about how the game not only is too fast-paced, but outright misses chunkes. I already mentioned the text box part, but what about the part where Infinite sends Sonic and the Avatar into null space… and they get out of there in literally ten seconds? What about Fake!Chaos and Fake!Shadow being dispatched like that, without even the simples of boss fights? What about Silver, Shadow and Omega just appearing out of nowhere? What about the “fake sun” plan being thwarted simply by the Avatar after less than ten minutes? What about the relentless teasing of Infinite’s origins, all culminating in a big fat nothing (he didn’t even take off his mask for fuck sake)? What about Eggman just vanishing after the final boss? What about the fact that two thirds of the final boss are rehashes, and at this point I’m seriously insulted by seeing Egg Nega Wisp for the third time?
- Going hand-to-hand with the rushed plot, the wasted potential. Sonic gets tortured in isolation, so you’d expect some consequences to his characterization. Nope! Not even a reveal that he was just hiding his fear by acting tough. Why are Shadow, Chaos and Zavok on Eggman’s side? Lol, they were just illusions, the real Shadow is fine and the others just don’t appear. All the cool hints about a tragic past for Infinite in his own song? Nothing mentioned in-game. He’s an experiment, that’s it. The connection with Mania? Just an excuse to justify the presence of Classic Sonic, whose only purpose in the plot is to snap Tails out of his depression. This game is just begging, “Rewrite me, please!”, and if I could write decently I’d do it myself, I’m that disappointed.
- What’s the deal with Aqua Road? It’s the only gimmick level in the game and it looks like the unholy child of those horrible bingo tables in Bingo Highway and this part in Harry Potter and the Prisoner of Azkaban for PC.
- Very minor, but if Eggman could see the fake sun, that means he would’ve been incinerated too. Considering how smart he was otherwise, that seems like a huge hole in his plan.
That’s everything I can think of. So, in conclusion, the game is generally good but overall mixed, and I dread the coming of November 7th because I can’t even imagine the kind of reception this game will get (and since it’ll come right after Super Mario Odyssey I don’t think it will sell well :\).
I would personally play it if I had the chance because the game doesn’t look broken, boring or frustrating, and if I can manage to have fun with ShTH Forces will definitely be entertaining :V but it’s clear something went seriously wrong during the production and it feels like there are bits of the game missing, bits that could’ve elevated the quality from “good” to “excellent” - which is also why I hope Sonic Team doesn’t throw everything away but keeps the good parts and expands on them to create an even better game next time.
So if you’re planning on getting Forces, ask yourself what do you want to see in a Sonic game, because that’s the thing that makes the difference between “it’s not perfect but I can have fun with this” and “this game is absolute trash and Sonic doesn’t deserve this”.
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Best of 2016
2016 is the first year that I have kept something resembling a journal. Back in August, my girlfriend got me a planner for my birthday, and I have written in it almost every day since. It is a calming experience, and has allowed me to take a moment to breathe and remember not only what I must do in the future, but what I have already accomplished.
It is surprising then that I spent very little time documenting my gaming life in that planner. Gaming, as anyone reading this blog might assume, is my most abiding passion, yet I take very little time to think about my gaming time as it relates to my life. I analyze the games I play. I discuss and write about the experience and the design of games, but I do not spend a lot of time considering how it is that games fit into my daily schedule. I sometimes like to pretend that gaming is separate from “real life”. I pretend that the time I spend gaming is somehow less worthy than the time spent out in the world. But it isn’t. It is exactly as worthy as those other times. Looking back through my planner, I have little to no record of what I played this year, what I thought about it, or how these games have factored into my life.
So this year seems as good as any to create my first Game of the Year list. It can be an accounting of what I played, why I played it, and why it meant something to me. Plus, The experience of thinking back on all the games I played this year was cathartic and enlightening. For one, I remembered a lot of games that I played this year that I had all but forgotten about. For two, I got to reconsider each game and think about what it was that made that game interesting to me. What was it that made these games work so well for me when I played them. What did the game do to make me like it so much, and what about the external experience helped it along. I found that a number of games this year stuck out to me so much because of the situations in which I played them.
10) Stellaris
Stellaris is a 4X game, which means I was EXtremely (haha) unlikely to enjoy it as much as I did. This is the first of many games on this list that surprised me in 2016. 4X is a genre of grand strategy game that involves allows players to create empires, and conquer the world through science, military might, or some other form of discovery. Usually, I find these games too impersonal to enjoy. I don’t have a place to sink my emotional anchor. The king of 4X games, the Civilization series, always felt too abstract to me. Playing as an immortal Gandhi negotiating with immortal Genghis Khan felt impersonal. These are not characters, they are avatars for a nation. What Stellaris does differently is offer a narrative to go along with its grand strategy. Not that it has a pre-written story Instead, as you play through the game, it does a fantastic job of developing a unique story for your alien empire. At the beginning of the game, players create a species both biologically and politically. Then, they take this species through their conquest of the stars. Throughout the experience, new leaders will rise and fall, time will pass, and events and characters will rise from the ranks of the randomly generated denizens of the player’s alien empire.
To help me create these narratives, I also brought in a ringer: a good friend from high school. We sat and played Stellaris for hours earlier this year. He was leaving town for grad school, and the two of us had always played games together. Sometimes cooperatively, sometimes competitively, or sometimes we would play two different games in the same room. Stelllaris is the perfect game for that over the shoulder play, with both of us making decisions about the direction that our peaceful space mushroomms would take in their quest to conquer the galaxy through negotiation and friendship. Stellaris found its place on this list because it gave me a reason to look at 4X games, and gave me a chance to hang out with a good friend and tell wonderful stories.
9) SUPERHOT
I played the browser-based demo of SUPERHOT all those years ago (I think it was like, 2) and wished for more immediately. Recently, I got my wish. The full SUPERHOT experience is simply fantastic. In SUPERHOT, time only moves when you move, making for a stylish bullet time experience. The only reason this game is not higher on my list is that I haven’t finished it yet. This is the flip side of seeing how games relate to my life: sometimes events in my life make my gaming experiences better, and other times my life gets in the way of my full enjoyment of a game. I love SUPERHOT, but other games and a busy schedule have kept me from tearing all the way through it. What I have gone through so far has excited me.
8) Darkest Dungeon
Darkest Dungeon is a game that I spent a decent amount of time with before 2016. The strange pattern of modern game releases means that some games are functionally out long before they are technically out, and I spent a lot of time with this game in Early Access. Darkest Dungeon is a disaster factory. As you lead your band of merry adventurers into the various randomly generated dungeons on offer, they will proceed to get less and less merry. Exposed to various horrors both Gothic and eldritch, your characters will pick up maladies that hinder their ability to function. Normally, I don’t like these kinds of games. Getting screwed over always makes me feel like I need to restart the game to try and get a better run. Darkest Dungeon is so cruel that all notions of having a clean run go out the window. Characters will go insane, they will turn on each other, and they will die. Once I accepted that, I began to have a great time with Darkest Dungeon, and despite its cruelty, the game feels fair. I can mitigate the horrible circumstances that befall my characters using good tactics, and the party building and moment to moment combat feel so satisfying and deep. I have a run going now where I name every character after friends of mine, and picking up this game for an hour or so every couple of days has been a great way to experience its horrible, horrible journey.
7) Overwatch
I thought I would hate Overwatch. Its MOBA trappings, and its competitive nature worried me at first. I am not a big fan of MOBAs, and I don’t usually find the time to put into competitive games, but Overwatch played with both of those ideas in a way that allowed me to dive into the experience. For one, aside from the skills that each character has, the game bears no resemblance to a MOBA. As far as the competitive side goes, Overwatch made me feel competitive without feeling like I sucked. The characters played differently enough that I could find a niche to fill in any game, and I enjoyed it enough to get good at it. Combine that with forgiving hit boxes and a community that genuinely seemed to be there for a good time, and Overwatch successfully dragged me into the competitive shooter scene for a time. It also helped me to make my first friends online. I played a lot of Overwatch with a friend of mine that I game with regularly, and he introduced me to a whole crew of people that played Overwatch practically every night. It fell by the wayside when other games I wanted to play more came out, but it has a special place in my heart.
6) DOOM
What is there to say about DOOM that has not already been said? It is just a fantastic shooter from top to bottom. It modernizes a classic without losing the soul of the original experience, and provides one of the most exciting shooter campaigns I have ever experienced. Also goddamn. A shooter with good shotguns in it. Oh man. I could not be happier with that.
5) Tilt Brush
Virtual Reality may not be “here” quite yet, but I am having a blast with it. When the VR headsets first hit the markets earlier this year, I was excited to see what they could offer and to see where the technology would go, but I had no interest in picking up a headset for myself. As the year wore on and I saw more and more VR experiences come out, I became increasingly excited about the platform, and after seeing some footage of Tilt Brush, an idea started to form. I called my dad, and we decided to go in halfsies on a Vive, and set it up somewhere we could both play with it. Day one of using the headset, and I had the same experience that everyone has seemed to have with VR: I was giddy, and excited about doing even the most simple tasks. That excited me, but what really got me about the potential of the system, was watching my dad play with it. A few years ago, I convinced him to play Journey as a birthday present to me. We spent almost three hours working through the game, and he loved the experience. The controls hindered him though. Controlling a character in 3D space is hard for a person who has never played a video game. VR solved that problem. Within minutes he was through the tutorial and painting in Tilt Brush. I have never seen a gaming experience so thoroughly enrapture a non-gamer. Not the Wii, not the rise of cell phone games, and not even the story games like Journey that I love so much. Google’s Tilt Brush has been the standout experience for my family. My dad is an artist, and Tilt Brush has brought him into giggling fits a number of times. Seeing someone who struggled through Journey with me have such an intuitive and fun experience with Tilt Brush has convinced me that virtual reality, in whatever form it takes, is going to be a lasting and encompassing experience in the years to come.
4) Brigador
Brigador gets the award for my favorite game of 2016 that most of my play time is logged in 2015. I played a lot of this game in Early Access, and the experience has only improved with Brigador’s official release. For those not in the know, Brigador is an isometric mech action game billed as a “Kool-Aide Man simulator” by its creators because of the characters’ propensity for smashing through walls. Brigador is a challenging game, at least in part due to its controls. Each type of vehicle controls differently, and the game’s combat requires constant awareness of positioning, facing, and aim. Stealth ends up being a surprisingly viable option, making smashing through walls like the Kool-Aid man to surprise enemies a critical strategy. Most enemies can be dispatched with ease if they are not prepared to take you on, but concentrated fire can shred even the toughest of tanks. It is a fantastic experience: tactical, stylish, satisfying, and all backed with some of the best gritty mech fiction I have read in a long time. Also, the soundtrack rules.
3) Monster Hunter Generations
Look, I just really like Monster Hunter. It is a series that has lived on incremental improvements, repeated monsters, and repeated maps, but with Generations, Capcom took a few exciting steps forward. The addition of Styles, and Hunter Arts has broadened the hunting experience. The weapons feel alive and exciting, and the fights have lost none of the edge. At least for me. A lot of people on the internet claim this game is a lot easier than previous entries, but I suppose I am not good enough at the games to make that call, because I still feel challenged. Either way, in this game I have used more weapons, fought more monsters, and all before high rank. Also, I got to go to the official Capcom Monster Hunter meetup in San Francisco last month, and it ruled. Meeting so many people as excited about the series as I am, and getting to hunt with total strangers rekindled my love of the series, and definitely contributed to this game placing so highly on this list. Plus, I won a Tigrex statue in a raffle by completing in game challenges, and that felt pretty good.
2) Titanfall 2
Titanfall 2 is my favorite multiplayer shooter. This is a major endorsement given that this year also saw the release of Overwatch, one of the most elegantly designed games I have ever played. I never got into the Left Trigger, Right Trigger shooter genre. Call of Duty 2 and Call of Duty 4 both pulled me in with their excellent single player campaigns, but I bounced off of the multiplayer modes for those games. It felt like I could not defend myself from attack in those games, and I did not have the speed on the triggers that I needed in order to do well. Titanfall 2 has alleviated those problems for me. For one, the Titans allow for a slower pace of play from the Pilot combat. In a Titan, I can survive an incredible amount of damage, and take down waves of NPC enemies and human-controlled Pilots. With the battery system, I can even remain in my Titan indefinitely with a supportive team. Pilot combat is where the game shows how it has solved the problems I had with more traditional Left Trigger, Right Trigger shooters: in Titanfall 2, I can outrun bullets. In the Call of Duty games, once an opponent has gotten me in their sights, I have no chance of escaping. Maybe I can get a lucky headshot in and survive their attack, but most likely I would just get gunned down. In Titanfall 2, I can get moving so quickly, that I can get out of an enemy’s cross-hairs, outmaneuver them, and take them down. It is a major change to the genre that gives me a feeling of agency that none of its competitors ever have. Also, the single player campaign seems great. I have only gotten through a couple missions in it because the mulitplayer keeps drawing me in.
GAME OF THE YEAR: Stardew Valley
Not since Journey have I been so surprised by a game. When I first saw Stardew Valley so highly recommended by Dan Ryckert of one Giant Bomb dot com, I expected a cutsey game that would be fun to while away some time with. What I did not expect was to fall so head over heels in love with a fictional town and its pixelated inhabitants. Stardew Valley delivers an experience that is at once free and constrained, relaxing and stressful. While at first glance, it seems like a simple farming simulator, you can only work for so long on your farm in a given day. This forces you out into the town where you find a town filled with well written characters and some truly interesting mysteries. From skeleton arcade cabinets, to monster filled mines, to broken bridges, and a wizard’s tower, the town of Stardew Valley is littered with tantalizing secrets. It is also the game that taught me to let go of some of my desire for efficiency in gaming. Whenever I play games, I feel badly if I perform less than optimally. This used to mean that I spent hours repeating sections and levels, missing huge chunks of games that I never finished because I burned out trying to nail that perfect run from the get go. Stardew Valley is a game that initially seems like an optimizers’ nightmare: every day is limited by your character’s Energy as well as time, and there are so many things to do that someone trying to nail an optimal pattern would probably never make it past the first day. So, I had to let go. Fitting that a game about breaking out of a schedule and enjoying the simple things taught me not to worry so much about its schedule. Stardew Valley became something I returned to daily, both for short trips and for multi-hour sessions, and it never left me feeling bored. It is one of the most soothing games I have played in years, and I am always excited to boot it up and see what else I can turn up in the valley.
2016′s Not 2016 Game of the Year
Dark Souls
This year, I began listening to the Bonfireside Chats podcast. It is a podcast that takes a deep look at all of From Software’s Souls games, from Demon’s Souls to Bloodborne. I played Demon’s Souls when it first came out, and though I learned to respect its tough but fair attitude, I eventually moved on to other games, and never finished it. When Dark Souls came out, I bought it for the Playstation 3, and played through a solid chunk of it. Unfortunately, after taking down the Gargoyles that guard the Undead Parish bell, I got lost. I had no idea where to go next, and spent so many hours wandering aimlessly, that I gave up on the game. About a year later, a friend of mine got into Dark Souls on the Xbox 360, so I picked up a used copy and embarked on my journey again. This time, I found the door that I needed to unlock after the gargoyles, made it all of the way through Ornstein and Smough in Anor Londo, and then just kind of stopped. The slow pace of play and the slew of new games coming out eventually drew me away. In 2015 I played through Bloodborne, and actually beat it. I had a free week with no work, and the faster pace of the game allowed me to drive through to the end.
Fast forward to now, and the Bonefireside Chats podcast inspired me to dive back into the Souls side of the series and rediscover what makes it so good. I bought all three Dark Souls games on PC, and began my journey.
As of now, I am deeper into Dark Souls than I have ever been, and I am having a blast. Knowing so much more about the game, but also getting to rediscover that feeling of finding a new area and not knowing what to do with it are so exciting. The deliberate combat and tough but fair challenges really cannot be had anywhere else. If nothing else, Dark Souls is a master class in level design, and something that should not be missed by any game developer.
#gaming#games#game of the year#goty#stellaris#superhot#tilt brush#vive#darkest dungeon#overwatch#doom#titanfall 2#brigador#monster hunter generations#monster hunter#dark souls#stardew valley
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A Look at the Two New Sonic Games
Almost a full year ago I took a special trip to San Diego to celebrate the birthday of a fictional blue hedgehog. As nonsensical as that sounds, it was actually a very lively and enjoyable night with all the festivities going on. In between the flashy lights, blaring Sonic music, and numerous other bits of on-stage antics, two new upcoming Sonic the Hedgehog games were announced: Sonic Mania and “Project Sonic 2017” (now known as Sonic Forces). Here we are almost a full year later, both games are now very close to release, and we got quite a bit more info on each title last week alone thanks to E3. Let’s catch up with our speedy blue friend and see how things are coming along.
Let’s start with Sonic Mania, the 2D passion project created by a group of indie Sonic fans (and of course published by Sega). This game already looked amazing when it was first shown off during the anniversary event in San Diego, and felt just as great to play when we got our hands on it that same night. Since then, everything shown about the game has been an absolute treat. There’s something special about seeing the smoothly-animated pixel Sonic run through the expertly-crafted levels with the incredibly memorable music playing in the background. It all oozes charm and has an amazing attention to detail that only hardcore fans of the series themselves could pour into the game.
Roughly two weeks before the E3 festivities kicked off, we got a new trailer for the game showcasing some new animation drawn by artist (and Sonic fan himself) Tyson Hesse. These hand-drawn bits of animation both look and animate with a great deal of charm and whimsy. I’ve mentioned before how the sense of whimsy that Sonic evokes is one of the reasons I am such a big fan of the series, and this trailer encapsulates it so well. How bouncy and cheery everything is, right down to the smaller details such as how Sonic jumps into the air and spins before running off, makes this a very feel-good trailer. This is all accompanied by an upbeat, catchy new track by Hyper Potions titled “Time Trials”. And all this is before we even get into anything relating to the gameplay.
Sonic Mania consists of both brand new stages and remakes of select stages from earlier 2D games in the series. The most recent stage revealed is Chemical Plant Zone, returning from Sonic the Hedgehog 2. This stage does an excellent job demonstrating the design philosophy of returning stages: Act 1 sticks relatively close to the original level designs of the zones and offers some updates within them, while Act 2 offers a fresher take on these areas complete with new gimmicks. In Chemical Plant’s case, the purple water from the original level can now be turned to gelatin to bounce off, giving the stage much more vertical traversal than it had previously. This still blends well with Sonic’s more traditional horizontal speed thanks to the clever level design never killing the momentum. The entire game shown off so far seems to present this same level of care to make sure each level flows and controls just right. There is no doubt in my mind that this game will be a treat to both Sonic fans and the general gaming community.
The next game that Sega is presenting is the newest mainline entry developed by Sonic Team: Sonic Forces. This game combines both 3D/2D-hybrid Modern and pure-2D Classic versions of Sonic, much like 2011’s Sonic Generations. However, this title also adds a new customizable character to the mix, complete with a third unique gameplay style. Despite the large amount of fan characters flooding the internet, this is the first time in the series’ history where fans can officially customize their own creation to battle alongside the blue blur(s). This is honestly a smart decision, as it gives players who genuinely want to make their own characters the option to do so, while also allowing everyone else to mess around and create their own bizarre creations. This third character plays in a mixture of 2D and 3D much like Modern Sonic, but can use various gadgets and “wisp” power-ups for some extra platforming challenge. While this gameplay style admittedly doesn’t look as fun as the two Sonics, mainly due to the wisps making the gameplay appear a bit clunkier, it still appears overall fast-paced and enjoyable.
Sega has recently shown off demos of all three gameplay styles at E3 this year, as well as a new trailer. Although we have been slowly receiving information about this game for the past year, we got a much better view of the overall package now. Modern Sonic still has his fast-paced boost gameplay and Classic still looks to be a somewhat slower, 2D-only Sonic with a spindash instead of a boost ability. Classic Sonic looks to be fun to play as, don’t get me wrong, but having him here alongside Modern Sonic seems a bit redundant. It made sense in Sonic Generations, as that was a celebration of 20 years of the series and demonstrated how Sonic’s gameplay had evolved over that time. Now though, especially with Sonic Mania coming soon and scratching that classic itch (complete with seemingly more accurate classic physics), Classic Sonic feels a bit unneeded here. At the end of the day though, even if a bit redundant, both Modern and Classic seem like they will be about as much fun as they were in Generations.
There are some new additions to set this apart from Sonic’s 2011 adventure. The main one is the aforementioned custom character, but there is also quite a big tonal difference between the two games from what we’ve seen. Generations was a light-hearted romp through Sonic’s history that barely had a story, meanwhile Forces seems to be focusing a bit more on its narrative. It tells the tale of how Dr. “Eggman” Robotnik has already taken over the world and it’s up to Sonic and his friends to take it back. We are given a small taste of this in the gameplay demo, as the characters communicate to each other during the stages to discuss their current situation and plans. It’s nice to see all these characters in the plot again, and this implementation makes the cast feel much more like a grand team of friends. Hopefully the writing is solid, as I loved this type of stuff in games like Kid Icarus: Uprising and Star Fox and look forward to it here as well. I do hope it can be disabled during repeated stage play-throughs however, as hearing the same dialogue when trying for higher scores can potentially get tiring.
Ultimately this game looks to be using what fans liked about Sonic Generations as a base and expanding upon that. The trailer released for E3 also announced that previous series villains Shadow, Chaos, Metal Sonic, and Zavok will be returning along with a new mysterious villain. I am getting some Sonic Adventure vibes from how this game seems to have a plot with higher stakes, which makes me quite the happy camper. Hopefully the writing will be solid enough to add some excitement to the story without becoming too melodramatic. Meanwhile, Mania in general seems dead-set on improving the classic series in any way it can, bringing back even the smallest elements (elemental shields, level transitions, the classic trio all playable, etc.), while also adding it’s own improvements (improved graphics, the new drop-dash move for Sonic, both remixed and brand new stages, etc.). Between Mania looking like it will deliver an excellent classic experience and Forces offering a promising modern take on the series, it’s a great time to be a Sonic fan.
-Written by Rich, 2017
-Image credit to (in order of appearance) Gematsu.com, TheVerge.com, GameInformer.com, Comicbook.com, IGN.com
#rich#the gaming pigeon#sonic#sonic the hedgehog#nintendo#nintendo switch#PlayStation 4#xbox one#Steam#video games#news#platformer#Sega#Sonic Team#christian whitehead#pagotawest#HEADCANNON#tyson hesse#Miles Tails Prower#Knuckles the Echidna#shadow the hedgehog#chaos#metal sonic#zavok
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