• 0 Posts
  • 67 Comments
Joined 1 year ago
cake
Cake day: July 5th, 2023

help-circle
  • Spirit of the North

    https://store.steampowered.com/app/1213700/Spirit_of_the_North/

    An indie adventure/exploration/puzzle game. There is no combat in this game. You explore, solve puzzles, and take in the vibes of a story told without any dialogue at all. It’s all in the visuals, music, and mood. This is Abzu with foxes.

    The gameplay is fairly simple, but also pretty forgiving - there are very few places where you need fast reactions or precise timing, and if you fall off a platform you only have to redo the last few jumps, not the entire level. It’s the kind of puzzle game where you have plenty of time to think things through and even more time to just enjoy the journey. Definitely a game for the casual gamer who wants to look at pretty landscapes, listen to beautiful music, and bark at things.

    If you stick exclusively to following the story, it’s maybe 2-3 hours long, and getting 100% completion on all achievements, collectibles, and alternate skins took me 16 hours. So it’s not a huge game - which means the best time to buy it is when it’s heavily discounted, like right now.

    I love this game so much. I like a lot of games, but it’s rare that I absolutely adore one. In fact, I might just go and play it again tomorrow.







  • I played the entirety of “Turnip Boy Commits Tax Evasion”, which was short, fun, and cute. I’m increasingly finding that I lack the stamina and mental headspace for large games, and I’m appreciating the little indie games a lot more. Something about the combination of cute food characters and running around committing petty crimes and ripping up documents just really appealed to me.

    Yesterday I started “Earthlock”, which I got a couple of months ago in a giveaway. I’m liking it so far. Has a lot of “Final Fantasy games in the 1990s” vibes which is working for me. There’s more frogs than I expected, which is always a pleasant surprise.


  • I haven’t played it yet either (waiting for the price to come down, and I’m largely withholding judgement until I’ve played it myself), but my understanding is essentially it’s not a bad game, and if it had been launched 10 years ago, or from a much smaller studio, it wouldn’t have attracted so much criticism. But it’s using what is now a very old engine (and a notoriously buggy one, which I can confirm from having played other games with the same engine) which limited its potential. My feeling is it was a difficult decision either way: do you keep using the engine that the dev team has spent the last decade learning inside and out, or do you switch to something newer with more capabilities but then have the enormous challenge of retraining everyone? I don’t envy that choice.

    I’m expecting to enjoy Starfield but not be wowed by it. But that’s fine, because I’m fine with playing games where I go “I enjoyed that” rather than “this changed my life”, and it’s also pretty rare for me to really dislike a game.

    But… yeah, definitely sticking with my thinking that I totally understand the guy’s frustration with the way gamers so often think they know more than they do, but I don’t think his public response is very professional.


  • Yeah, I agree with you there. Sorry if the point wasn’t clear in my post. Like, I do legitimately understand where his frustration is coming from, because I don’t doubt for a minute that he and the rest of the team worked their asses off, and unfortunately there is a tendency for people who know nothing about game dev to think they’re experts in it (you know, the way there is for every subject.) But just because his emotional reaction to the criticism of Starfield is valid, the way he’s behaving is not okay.

    And honestly, on our course we’ve had the “you’ve got to have a thick skin in this industry, because you will spend ages making something that your boss or the fans will tell you they don’t like, and you’ve just got to deal with it and fix it” talk three times already. Criticism is tough to hear, but unless what you did was so shit that it got you fired, you take the criticism and you do better next time. Seems like Emil Pagliarulo might have skipped those lessons?


  • I have mixed feelings here, because on one hand, I actually do see where this guy is coming from. I’m a game design student on a degree course structured around live client briefs and projects for contests (ie, the stuff we make has to work for people outside the university, not just ourselves), and as design lead for the first project of the course, I was fighting with a member of my own team about design decisions throughout the entire project. Dude with zero capacity for empathy spent a considerable amount of energy arguing about how it was a waste of time developing the relationship between the characters in what was explicitly supposed to be a character-driven story. The words “character-driven” were literally in the brief, and right up until the last day he was insisting it was a waste of time focusing on the characters. So I really, really feel the Starfield design lead’s frustration on the “stop arguing about shit you know nothing about” front.

    On the other hand, I don’t feel it’s very professional to air this frustration in public. If people don’t like Starfield, then they don’t like it, and the design lead complaining about it on social media isn’t going to change that, nor does it paint Bethesda in a good light. It just makes him look a bit petty, I guess?

    I guess it all comes down to whether the product meets expectations. Players are disappointed in Starfield, and even if they don’t know why design decisions were made, it doesn’t change the fact that the game hasn’t achieved what it was meant to achieve. People that spent a lot of money buying it have a right to feel annoyed, and being told “I’m right, you’re wrong” by the design lead isn’t helpful. And if the project does meet expectations, and it’s only a few assholes complaining, then nobody needs to say “I’m right, you’re wrong” because the end results speak for themselves. If Starfield had been a massive, widely-loved success, a few armchair devs saying “you should have done X, Y and Z instead” wouldn’t be taken seriously.


  • Not many. The obligatory 50% of all mobile games that I played for 5 minutes and went “I hate this”, obviously. But PC games? Hmmm. Probably “Lost Ember”, I guess. What really puzzles me about this is I played “Spirit of the North” and was utterly in love with it, to the point that it’s in my top 5, and “Lost Ember” is very similar in many respects. I ought to have loved it, and I cannot put my finger on what I didn’t like about it. I just didn’t like it.




  • For me, it’s a combination of “just jump in and wing it” and building on top of working knowledge from previous similar games. But I’m very much a “learning while doing” person, so if I tried to research how to play a game first, it’s not like the knowledge would sink in. I build up a working knowledge by jumping in and trying stuff out, and a lot of knowledge has at least some cross-compatibility between games of the same genre, even if the game mechanics are a bit different. As I play a lot of games with my partner, we’re often both learning a new game at the same time, and you’d be amazed how often we’ll have a conversation that can be summarised as “I’ve discovered how to do X. It’s like Y from game Z, except you do A instead of B.”

    When the game allows for it, I always play on the easiest difficulty setting while I’m learning, as that makes the game more forgiving of mistakes. There’s no shame in playing on easy mode, even for serious gamers. :)




  • Townscaper. I find it so soothing to play because it has no expectations of me and no people. Just lots of lovely, inoffensive buildings that sometimes take unexpected forms. It’s been fun experimenting with different configurations to see if I can find any blocks I haven’t seen yet.

    I’m also chipping away at my koi collection in Zen Koi. Another game that does not expect much of me and has no people in it. The Pro edition on Play Pass doesn’t have cooldowns or microtransactions either, so I can just swim around eating things and breeding new colours of fish.

    Suffice to say, there’s a theme in the games I’m enjoying right now: “humans not welcome, just let me relax”.



  • I’m more forgiving of that kind of thing with older games that predate ultrawide resolutions, and consider it a pleasant surprise when I find an older game that works fine with it. But since I’m running a Surround setup, I have the ability to just turn off a couple of monitors and run in 16:9 if I have to - which I do for most older games. It really sucks there isn’t a good workaround for you, and others with 21:9 screens.

    But it’s bloody annoying when it’s a new game that doesn’t support anything but 16:9, or only supports it badly. The only argument I can see against supporting wider resolutions is that in competitive games, apparently the wider field of view offered by screen resolutions wider than 16:9 offers an unfair competitive advantage to the players that have them. (Like one person having a better CPU or GPU, or more RAM than someone else doesn’t?!) With single player or cooperative games, where there is no competitive element that gives an advantage to whoever has the best hardware, I really can’t see any justification for not supporting non-16:9 resolutions.