Tuesday, 22 November 2022
Okay, I'm going to geek out about Rogue Trader some more
Monday, 21 November 2022
Is Hogwarts Legacy worth the excitement?
Sunday, 20 November 2022
So the Doom Soundtrack situation
Saturday, 19 November 2022
Yuji Naka has been arrested
Whatsmore, I can't imagine Sonic's Freedom Fighters allowing their literal father creator to rot in prison without mounting an breakout attempt of their own. Imagine if that was one of their own locked up- oh wait, in Forces Sonic himself gets locked up for half a year without anyone coming to back him up simply because the Freedom Fighters were too busy watching the world fall to pieces whilst they stood around and felt sorry for themselves. In fact, Sonic's Friends were so useless that players had to write their own OC into the narrative in order to bring Sonic back into the story, just so those numbskulls would remember how insanely fragile and pathetically weak all of Eggman's vast forces are. As well as the game Sonic Forces, that too.
Friday, 18 November 2022
Weighing options.
Thursday, 17 November 2022
Sequels forever
What's better than a video game that you love? How about a sequel to that videogame which builds upon everything that the first game did and improves it whilst carrying on the story to it's next logical step? Why that's just- an intensely traditional viewpoint for how Sequels work which I suppose is largely outdated in the world today, now isn't it? Movies have taught us that sequels are so often ancillary and limp when they finally hit the stage, achieving little more than tugging on nostalgic heart strings so much that they deaden the human spirit's ability to feel whimsy. But video games tend to have an easier go of things. Narrative isn't as important as improving gameplay and scope, and if you're a company like Ubisoft that literally means just trying your hardest to cram other modern development trends into your aging game engine. But when making sequels is that easy; what's there to moderate and temper your ambitions so you don't end up spitting out endless sequels forever? Nothing? It's nothing, isn't it.
Creating a new property or concept is hard, unbelievably so. Creating worlds that people care about, concepts that aren't done to death, characters you can come back to; all requires a level of dedicated and creative freedom not accessible to a great many people out there. And it comes with so much risk. What if all this time and effort and money invested into bringing this idea to life ends up coming to nothing? What if people don't like it? What if they hate it? How can I be certain that my vision will reach the audience that doesn't even know it exists? What if it doesn't have to? What if I make my dream fit into a guise of a product that they already love so they flock to it by default? I may be making this sound nefarious and manipulative in how I'm framing it, but these are actually very logical creative routines that I don't actually have any problem with. It's the consequences of this thought pattern which concern me.
Wednesday, 16 November 2022
Fake trailers
Tuesday, 15 November 2022
Why do I keep coming back to Mount and Blade?
Monday, 14 November 2022
Tweeting the Twitter
Sunday, 13 November 2022
The time Bethesda got that Lawsuit on.
Saturday, 12 November 2022
Kevin Conroy passed away
Friday, 11 November 2022
Innovation
But not every innovation totally rewrites the industry standard, some just do something incredible which makes their game stand out from the crowd. The Nemesis System from Shadow of Mordor was once such innovation, wherein the raw gameplay was enriched with a dynamic system that would remember NPCs and build a history of interaction between the NPC and the player. Injuries would be remembered, victories would be rewarded, ranks of hierarchy would shift, the dynamic make-up of guard outposts would evolve. It was a system that made the world feel living and shifting and made the player feel as though they were at the head of conducting their very own story. The Nemesis system was a huge achievement of robust design and oodles of voice recordings and script writings to create a seemingly endless list of permutations.
Thursday, 10 November 2022
Redesigning Sonic
The way I look at it, one of the most enduring problems with Sonic has been the attitude towards approaching and designing it. Everytime you'll find developers unwilling to really challenge what it is that Sonic has become in order to redistribute him towards this future, and instead they're always wanted to strike this balance of what Sonic was and what a 3D version of that exact image would look like. But- that's not really sensible, now is it? The original Sonic games were 2D platformers balanced and designed to take advantage of the limited dimensions to offer platforming challenges, level gimmicks and vertical path diversity. 3D games can't really take advantage of platforming very well thanks to the depth perception problem which is difficult to solve from behind the subjects head, and the 3rd dimensions adds a horizontal plane of travel that should really be considered when level designing. (And isn't.)
Sonic Adventure is about the best one could hope for whilst trying to stick to the tenets of what made the original games work, and even then it had it's issues. Levels were linear by raw design and alternate paths seem like unintentional oversights rather than planned routes. The Platforming can be meddlesome and difficult to work, because 3D platforming is a headache, and nailing the sense of speed that Sonic in known for is difficult to do in run sections because you can't really just lock the player in a sprint without sacrificing that sense of control. (Wait until later Sonic games where they stopped caring about that risk altogether.) Later Sonic games should have taken this as evidence to move on from what Sonic was and design him for the future. But excluding 'Boom', which had it's own problems; Sonic Team seem to have been chasing this Adventure high ever since.