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    <title>Thoughts About Games</title>
    <subtitle>A personal blog about video games, tabletop games, and critical analysis.</subtitle>
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    <updated>2026-04-06T00:00:00+00:00</updated>
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        <title>Backtracking: Resident Evil 4 (2005)</title>
        <published>2026-04-06T00:00:00+00:00</published>
        <updated>2026-04-06T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-resident-evil-4-2005/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-resident-evil-4-2005/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-resident-evil-4-2005&#x2F;images&#x2F;thats_him_officer.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-it&quot;&gt;Why I Chose It&lt;&#x2F;h2&gt;
&lt;p&gt;As I get further into this project, I’m reaching an inflection point: The mid-to-late aughts precedes the indie explosion of the 2010s, but it was a time that I was actively seeking out and playing all sorts of games. The list of options for 2005 had relatively few that really felt like glaring backlog gaps for me. To put it more simply: I don’t have many titles from this time that I missed and still think about returning to. Admittedly, that’s probably a gap in my curiosity—there were a colossal amount of games on the PS2 alone in these years.&lt;&#x2F;p&gt;
&lt;p&gt;Either way, I think it’s fair to say that Resident Evil 4 is one of the more significant mainstream releases of 2005. Before playing it this past month, I hadn’t put much time into &lt;em&gt;any&lt;&#x2F;em&gt; Resident Evil titles. This makes it additionally interesting to start here: Resident Evil 4 exists at an inflection point in the series itself. It’s a huge shift from the fixed-camera horror of previous titles towards more finely controlled movement and action-oriented gameplay. For good or for ill, that means that I was approaching it as it is, without any prior or subsequent titles to compare it to.&lt;&#x2F;p&gt;
&lt;p&gt;And of course, like several of my previous selections, Resident Evil 4 has recently been lavishly remade from the ground up. I find myself wondering: why did this need a remake, and for whom is the remake designed? Is it enough to just go play a mid-aughts classic, or must it be modernized somehow before it can be approached by new players? Honestly, I think it holds up just fine.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-resident-evil-4-2005&#x2F;images&#x2F;castle_approach.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;I remember trying out RE4 at a friend’s house not too long after it came out. I got stuck on an early sequence with a chainsaw-wielding villager, the first set piece fight against a more durable and dangerous enemy, not to mention a good number of regular enemies in the mix. I think I got past it, but I lost steam soon after and felt little desire to play it later on my own. It was an early experiment in playing horror games, and I hadn’t developed any taste for it.&lt;&#x2F;p&gt;
&lt;p&gt;When I started it this month, I had a strange sense of trepidation about dealing with that chainsaw bastard again. Somehow, though, I stumbled into an entirely different approach in which I did not enter the house that triggers the cutscene. After hunkering down in a shed in the corner and defeating enough villagers, the church bell rang and they all left. I simply never triggered the fight.&lt;&#x2F;p&gt;
&lt;p&gt;This was the first sign that Resident Evil 4 was a little more than I was giving it credit for, and was living up to its survival horror roots despite the fresh coat of action game paint. Even with a very linear structure and boss fights with clearly-intended solutions, most encounters have a multitude of tricks for conquering them while conserving resources. Usually this is as simple as using environmental hazards or finding defensible choke points. But even the possibility of alternate approaches, even if they were rarely as substantial as waiting for the bell and skipping a scripted sequence, drove me to explore more curiously and experiment more willingly.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-resident-evil-4-2005&#x2F;images&#x2F;inventory_tetris.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Departing from fixed cameras, Leon controls with a tight, claustrophobic over-the-shoulder camera. He can stop moving and aim his gun by holding down a button and swiveling the right stick. This makes combat much more dynamic than predecessors, and makes a smart compromise to maintain the tension between fleeing danger and stopping to aim and shoot at it. The parasite-infested villagers (they’re not &lt;em&gt;technically&lt;&#x2F;em&gt; zombies) can be shot in the leg to slow their advance, in the arms to drop weapons, or in the head to briefly stun them. A couple of those states can be followed up with melee finisher attacks or swipes with Leon’s knife. Leon feels a lot more capable and deft with violence than a typical survival horror protagonist, but the availability of these melee moves makes them a crucial tactic for conserving resources while dispatching hordes of enemies. And, of course, the famous inventory grid constraint ties it all together nicely by forcing a balance between ammo, grenades, healing items, and the weapons themselves.&lt;&#x2F;p&gt;
&lt;p&gt;The writing and voice acting are also crucial parts of synthesizing Resident Evil 4’s corny action-horror tone. The writing wears thin in places, especially the random acts of casual misogyny from both Leon and Luis and the frequent kidnapping and endangerment of Ashley. In fact, the game seems so anxious about including too much “escort mission” play (which isn’t even that bad) that Ashley repeatedly gets captured and rescued throughout the game. But in many other places, the camp really shines: Leon’s stupid tough-guy affect and one liners, Ada Wong’s comically exaggerated femme fatale shtick, the various villains’ gloating and bravado. The story unravels into a scheming cult leader’s plot for world domination, which is enabled by awakening a monstrous prehistoric parasite and driven by an absurd plan to kidnap and mind-control the daughter of the president of the USA and then, presumably, use her to infiltrate the entire government apparatus. It’s so fucking stupid (complimentary).&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-resident-evil-4-2005&#x2F;images&#x2F;take_control.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;The campy writing is bolstered by sequences that are deliberately alternating between action-movie bombast and survival horror tension. Resident Evil 4 is full of set pieces that it doesn’t feel the need to entirely justify: a stumbling chase through a maze of shipping containers dangling inexplicably above an abyss, a sprint through a compound while a friendly helicopter blows stuff up along your path, even a reference to the gruesome laser grid scene in the first Resident Evil movie; the list goes on. At one point, you’ll encounter the Regenerators, terrifying infected corpses that refuse to die. Some hours earlier, you might have realized that Leon can &lt;em&gt;suplex&lt;&#x2F;em&gt; standard enemies after stunning them. The game has both things and does an admirable job of cohering them.&lt;&#x2F;p&gt;
&lt;p&gt;I think part of my fondness for the campy tone comes from an unexpected familiarity with it. This is the only Resident Evil game I’ve touched, but its development studio is the same division at Capcom that made the Devil May Cry games of the same console generation. Despite very different approaches to combat and controls, there are level design sensibilities, bits of incomprehensible gothic and industrial scenery, and painfully corny voice lines I recognize as stylistic touches from that team, enough to make me feel oddly at home.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-resident-evil-4-2005&#x2F;images&#x2F;evil_leon.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;Now that my Backtracking project is firmly in the height of the PS2 era, I’m finally playing titles that were contemporary with ones that I played as a teenager. In 2005 I wasn’t just playing hand-me-downs from my dad and my choices weren’t as heavily corralled by console access as they were in the previous generation. I was mostly making my own choices about which games to rent and buy for my PS2. At this point I was finally beginning to explore JRPGs. My action game diet was expanding beyond cartoony platformers like Ratchet and Clank to include edgier, more “grown up” (huge quotes there) games like Capcom’s own Devil May Cry. It was a time where I was not just exploring games haphazardly, but actively honing and broadening my taste.&lt;&#x2F;p&gt;
&lt;p&gt;Maybe that’s why I have such a nostalgic fondness for the unabashed quirks of games from the mid-aughts. The goofy action set pieces of Resident Evil 4 have far less polish and visual fidelity than the ones you find in later generations, but they operate with a level of sheer audacity that more than compensates. Even the little details charm me: the magically omni-present merchant has about a dozen voice lines, and you can bet your ass he’s going to use one of them &lt;em&gt;every single time&lt;&#x2F;em&gt; you press a button in the shop menu.&lt;&#x2F;p&gt;
&lt;p&gt;There’s a sense of unbothered corniness to the over-the-top spectacles in Capcom’s big-budget PS2 titles that feels like it’s become more subdued in comparatively-bigger-budget modern equivalents, which put more stock in moments of somber storytelling and high visual fidelity. I don’t &lt;em&gt;think&lt;&#x2F;em&gt; this is unique to Resident Evil (and I would need to play further to find out if newer titles retain the camp), but I have a strong impression of an impending loss of playfulness going into the PS3&#x2F;Xbox 360 era. I’ll have to see what I find as the project continues.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Play Report - Moonsailors</title>
        <published>2026-03-23T00:00:00+00:00</published>
        <updated>2026-03-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/play-reports-moonsailors/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/play-reports-moonsailors/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;play-reports-moonsailors&#x2F;images&#x2F;moonsailors.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;A little over a week ago, I sat outside at a patio table and played &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;annamdejong.itch.io&#x2F;moonsailors&quot;&gt;Moonsailors, by Annamyriah de Jong&lt;&#x2F;a&gt;, with four of the friends I made through an online course about world building and game design. Moonsailors is a game about lone starfarers exploring an abandoned system and finding traces of one another. We started our game at dusk, and as night fell, we were left relying on a battery-powered camping lantern in the middle of the table.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;This post is unusual. It’s a narrativized play report that tells a&lt;&#x2F;em&gt; version &lt;em&gt;of the stories we told at the table that evening. It’s entirely from memory and it’s edited down, so it misses some things and misremembers others. There are details I added or backfilled to help tie things together. I couldn&#x27;t recall all the character names, so I left them out and gave the characters simple titles. I hope you find it interesting.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;br&gt;
&lt;br&gt;
&lt;p&gt;It’s lonely out in the stars, especially in the abandoned inner reaches of the system. Dwindling at its center is the system’s own sun, dying a death that’s too slow to perceive and too massive to ignore. Most of what remains of civilization in the Inner System are abandoned industrial sites and residential stations. There are folks living out here, but they’re far apart from one another.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;strong&gt;1. The rogue surveyor&lt;&#x2F;strong&gt; scavenges parts from the wreckage of the Aurelion, sure that he can find something to fix his broken antenna. As he sifts through the drifting space debris, he thinks of a distant home where the weather gets colder with each passing year. Here in the warmer Inner System there are a scarce few places that are viable for rehabitation.&lt;&#x2F;p&gt;
&lt;p&gt;Normally, he would contact his superiors to get his ship repaired. They were stingy with requisition requests, but anyone could tell you that the ship needs a functioning antenna to perform normal operations. But they were no longer his superiors, and this ship was no longer theirs, as far as he was concerned. Eventually, they’d catch up to him and there would be consequences. But if he could find what he was looking for before then…&lt;&#x2F;p&gt;
&lt;p&gt;As he fits the Aurelion’s functioning antenna onto his own finicky ship, he gently wraps his old broken one in a spare adhesive strip. He nestles it into an old flower pot that floats amid the ships forgotten things. A reminder that we lived here once, and we could perhaps live here again.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;2. Across the system,&lt;&#x2F;strong&gt; the Courier sits at Rozie’s Diner and picks at her waffles disappointedly. Her latest cargo sits in the hold of her ship, which is parked in clear view outside the window, just to be safe. Secretive cargo like this always makes her nervous, and she has a long way yet to go with it. She doesn’t much care for smuggling jobs, but good pay and veiled threats help grease the wheels when they cross her desk.&lt;&#x2F;p&gt;
&lt;p&gt;But even for a smuggling job, this one feels different. The air of secrecy is less fearful, more reverent. The clues about the cargo’s true purpose are less evident, even when she allows herself to search for them instead of pushing the thoughts out of her mind. The strange, cold canisters sit there, bundled tightly, and she feels almost as if she can still see them through her hauler’s hull as she gazes out the diner window.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;3. The exiled priest&lt;&#x2F;strong&gt; looks up and shifts his sore knees slightly, emerging from somber reverie after a long and persistent prayer. He brushes frost out of his beard and shakily stands up, feeling the cold of Tyrian’s icy surface deep in his bones. Strange that a place like this could exist so close to the sun—supposedly still inhabited, no less—when it was already so frigid. Much like the Outer System, it’s been getting colder here on Tyrian.&lt;&#x2F;p&gt;
&lt;p&gt;The overcast skies have no answer for him today, so he sighs and returns to his ship to warm up. Endurance in harsh conditions, and even pain, are important to his faith. But self-destructiveness is not so holy.&lt;&#x2F;p&gt;
&lt;p&gt;His ship beeps cheerily at his return and he pauses to gaze again at its plush, high-tech interior. As if in final insult to his devotion, the religious community that cast him out sent him on his way in cloying luxury. He wondered, not for the first time, if this miserable ship was enough of an affront to plainness and piety that it was the thing holding him apart from his god.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;4. The elder surveyor&lt;&#x2F;strong&gt; runs routine analysis as she orbits Carnelian, a planet-like ball of scrap that has developed an ecosystem of its own. Its still open for business; occasional passing vessels discharge bundles of refuse in low orbit before jetting away into the dark. Each year, she passes through and runs some tests on the odd species of lizard that inhabits the junkyard, its origins unclear.&lt;&#x2F;p&gt;
&lt;p&gt;Her fleet of spiderbots scuttle around the surface collecting samples as she watches their feeds from orbit. Someday, they might shut down this junk heap, stop raining new debris down on the heads of these creatures. But for now, nothing changes. No major population decline, no signs of greater intelligence that could shift priorities.&lt;&#x2F;p&gt;
&lt;p&gt;She sighs as one of the spiderbots gets caught in the settling refuse. It’s too dangerous to retrieve it manually, so she calls the others back, updates the task item in her work queue, and prepares to move on.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;5. People find all&lt;&#x2F;strong&gt; sorts of things to fill the weeks of oppressive void, but more often than not it includes voices. Perhaps that’s why most of them listen to radio and podcasts; it feels just a little bit like community.&lt;&#x2F;p&gt;
&lt;p&gt;The oracle now waits patiently as fuel sloshes through a series of tubes that they’ve attached between the I.A.R. Pitch, a derelict station in tight orbit around the sun, and their own ship. They skip back and forth through a podcast episode to make sure they’ve followed all the right steps for the fuel siphoning technique that they’ve learned. It’s funny that something like “divination podcasts” could catch on as much as they had, even in a dying system, but it’s no surprise that they’d quickly devolve into various other tips, commentary, and personality content.&lt;&#x2F;p&gt;
&lt;p&gt;Still, fuel siphoning advice is the sort of thing that comes in handy regardless of where you hear it. There are few people out here in the Inner System and hardly anyone to enforce the laws prohibiting it; making use of these drifting ruins feels more meaningful than following the rules of a ghost town.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;strong&gt;6. The rogue surveyor&lt;&#x2F;strong&gt; wanders the tunnels of Mining Base Celadon, a mined-out asteroid that basks in the warmth of a swift, close orbit. The rock is sturdy, at least in the places it hasn’t been damaged too thoroughly. There would be plenty of danger that came with building here, but plenty of potential space too. Maybe they could enclose enough of it to establish an artificial atmosphere…&lt;&#x2F;p&gt;
&lt;p&gt;He’s interrupted from his thoughts by the sounds of rocks shifting somewhere down the tunnel. He wonders how much time he has before they catch up with him. He wonders how much time his friends and family back home have before their world becomes uninhabitable. He wonders where they’ll go. How much longer can they wait to rebuild in the Inner System?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;7. The courier exchanges&lt;&#x2F;strong&gt; a package with a recipient who has made their base on the derelict City Ship Sage. The brief interaction warms them, and they leave a family memento with their contact as a gift. It’s been a long time since she thought about her family as the people and experiences she grew up with, not the abstract symbols of them that she had brought with her to to the stars. She must have had some lingering emotion that drove her to hold on to these trinkets, but the impromptu gift was more an expression of magnanimity than a desire to be rid of the thing.&lt;&#x2F;p&gt;
&lt;p&gt;This dropoff was only a side gig, though, and the ominous cargo that she’s been carrying still waits in the hold, impatient for its destination. The courier has been having strange, grim dreams lately. A frigid place, spines and spires of jagged ice, empty, terrifying. She can’t help but think the cargo is calling to her somehow. She’s never broken a promise to leave clandestine cargo sealed, and she’s well aware of the dangers it could pose. Still, it’s harder than ever to resist…&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;8. The exiled priest&lt;&#x2F;strong&gt; drifts amid the stars, unsure of where to go next. The megachurch station where he made his life and career is far away now, and he thinks of the last time he glimpsed true divinity. It came, he recalled, in the unlikeliest of places. Some strange canisters of cargo that called to him once and even still haunted his dreams, inviting him to believe in a future not yet promised. With the sun dwindling and his congregation becoming nervous, he told them of his revelation.&lt;&#x2F;p&gt;
&lt;p&gt;The clergy understood this to be heresy, a deviation from their own notions of divinity. Though many of them fervently sought signs from their god—pursuing purity by way of fasting, long hours in prayer, and living in harsh simplicity—it was hard for them to believe that one of their fellows had achieved such contact. Ironically, they found his story to be lacking in grandeur, mundane and modern in a way that strained credulity. They gathered, deliberated. He was sent away with no chance to appeal.&lt;&#x2F;p&gt;
&lt;p&gt;He can’t explain why, but he knows in his heart that he’ll never encounter something like that again. Unable to go back, he drifts amid the stars, unsure of where to go next.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;9. The elder surveyor&lt;&#x2F;strong&gt; frowns and clears the notifications from her terminal. Another memo about the rogue surveyor with the stolen ship, who is still at large, and the actions that employees are meant to take should they encounter him. Being suddenly asked to work as a bounty hunter troubled her. Touching down on the shattered planet Viridian, she chooses without quite knowing why to stroll along with her surveying robots in the planet’s mild atmosphere.&lt;&#x2F;p&gt;
&lt;p&gt;The thin sunlight warms her face, though the air here is crisp and cold. Breathing it in, she immediately feels a sense of relief that only dirt underfoot can give. Navigating around the cracks on the surface of Viridian, she listens to the latest voice message from her son. Fresh out of the university, he’s taken to the stars just like her, working as a courier. Can’t say she didn’t warn him about the long weeks in space. Lately, her pride in her work has given way to a nagging sense of doubt. She hopes, at least, that he’ll send her messages more often now.&lt;&#x2F;p&gt;
&lt;p&gt;She stumbles slightly, swearing under her breath as one of her earbuds slips loose from her ear and tumbles into a crevasse. Again, too dangerous to retrieve. She hopes, inexplicably, that someone else will find it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;10. The oracle touches&lt;&#x2F;strong&gt; down on Tyrian in search of its elusive inhabitants. Hours spent trudging around the frozen wastes yield no signs of life. Resigned, the oracle returns to their ship, and begins broadcasting on their radio.&lt;&#x2F;p&gt;
&lt;p&gt;The oracle believes in community; they believe enough to dedicate their years to visiting its most distant tendrils, providing guidance through divination. In the barely-populated Inner System the  sun’s slow death looms even greater. They know that people out here are looking for direction and comfort, and that their gift can only truly be given face to face.&lt;&#x2F;p&gt;
&lt;p&gt;You could call the loose network of oracular podcasts and radio shows a “community” too, but this oracle doesn’t see it that way. They make their broadcasts without fussing over listenership or marketing; they don’t even know &lt;em&gt;if&lt;&#x2F;em&gt; anyone’s listening. For them, broadcasting into the darkness is an act of outreach and unselfish kindness. The listeners they address feel more imaginary than real, but they love them all the same. Out alone in the black, they speak for those who might hear; and when they meet clients to perform their divination duties, the first thing they do is listen.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>The Unanswerable Question of Cairn</title>
        <published>2026-03-09T00:00:00+00:00</published>
        <updated>2026-03-09T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-cairn/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-cairn/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-cairn&#x2F;images&#x2F;taking_a_break.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;strong&gt;This piece contains moderate spoilers for &lt;em&gt;Cairn&lt;&#x2F;em&gt; throughout, but there is a clear warning before discussions of the ending.&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Cairn&lt;&#x2F;em&gt; is the third major release from French game studio The Game Bakers, a team known for past titles like &lt;em&gt;Furi&lt;&#x2F;em&gt; and &lt;em&gt;Haven&lt;&#x2F;em&gt;. Though the genres vary, their signature style could best be described as expressive action and movement enfolded in focused, personal storytelling. &lt;em&gt;Cairn&lt;&#x2F;em&gt;, in turn, tells the story of Aava, a world-renowned mountain climber taking on her hardest climb yet and seeking a summit that none before her have reached. From its outset, &lt;em&gt;Cairn&lt;&#x2F;em&gt; seems to be putting forth a question: why do we climb mountains?&lt;&#x2F;p&gt;
&lt;p&gt;Initially, the appeal of &lt;em&gt;Cairn&lt;&#x2F;em&gt; for me was its clever balance of verisimilitude with legible game design. It uses a mechanical approach to climbing that relies on some degree of fidelity towards the realities of rock climbing, but it layers on fantastical technologies that smooth out the experience. Aava uses auto-drilling pitons and a science fiction wall-climbing robot (her “climbot”) that collects them for you, manages your rope, and holds some of your gear. Despite some of the marketing claims, &lt;em&gt;Cairn&lt;&#x2F;em&gt; doesn’t really feel like a simulation of rock climbing, but it is works admirably to represent the significance of differing holds, weight distribution, and movement on the wall. It’s a fairly successful gamification of what makes climbing fun to me: puzzling out the wall by plotting a route, executing, and adjusting to surprises and setbacks.&lt;&#x2F;p&gt;
&lt;p&gt;My climbing experience has been entirely at indoor gyms, but I enjoy it for the combination of physical and mental exercise. Climbing in &lt;em&gt;Cairn&lt;&#x2F;em&gt; can’t replicate the stakes and or the physical exertion of climbing in reality, but it does a compelling job capturing the problem-solving challenge. There will be setbacks, there will gruelingly difficult stretches, and there will be a wave of relief when you crest that next ridge. Climbing is naturally the thing you’ll spend most of the game doing, so it also becomes a pacing mechanism for the accompanying survival mechanics and narrative.&lt;&#x2F;p&gt;
&lt;p&gt;Kami, the fictionalized insurmountable peak where the game takes place, is full of little stories. The earliest sections have park notice boards with tips and warnings for climbers and hikers, as well as some derelict cable car infrastructure. Farther up we begin to find carved-out caves that were once inhabited by a mountain-dwelling folk, now nothing more than empty refuges for passing climbers. There are notes written in a native language (that Aava can seemingly read somehow) that gesture at the culture of these folk, the significance of various locations on the mountain, and the vague forces of modernity that drove them to abandon their homes and join the world below. And eventually, as you keep climbing, there are bodies. Climbers whose lives were claimed by their relentless pursuit of the summit, whose bones and backpacks are now subsumed into the jagged texture of the mountain’s face.&lt;&#x2F;p&gt;
&lt;p&gt;But despite all this effort to make the mountain seem enormous and full of history, the climb itself is a fantasy. It neatly sidesteps the ethics and logistics of mountain climbing; Aava casually drills pitons into the rock wherever she likes (a destructive approach that’s typically avoided by modern climbers), and the science fiction contrivances let her effortlessly cover her tracks and open the path ahead of her. Bear boxes contain fresh supplies, stocked by who-knows-who. Aava can pick up litter on the mountain and have her climbot compost it into extra chalk to improve her grip. The paintings and notes left behind by the absent mountain-dwelling community are there to bring an air of spiritual significance to the mountain, to highlight the hubris of past mountaineers, and to convey hard-won route knowledge to the player; they never feel like a people whose own story matters, and they’re all gone by the time Aava is there picking through their dwellings and sacred sites.&lt;&#x2F;p&gt;
&lt;p&gt;So it turns out, then, that &lt;em&gt;Cairn&lt;&#x2F;em&gt; is actually about the mythic notion of climbing a mountain more than the reality. There is no expedition. No climbing partners. No sherpas, no native inhabitants, no crowding. The other people Aava meets on her journey are singular individuals with pursuits of their own, presenting various foils for her to bounce off of. Marco, the younger climber who looks up to Aava and gets to know her when their paths occasionally cross, is mostly pushed aside to forge his own route. Nobody exists in community, no one must make any effort to be a steward or a caretaker. Everyone on the mountain is a lone agent of ambition, hubris, or level-headedness. Only the notes on corpses seem to talk about other people.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-cairn&#x2F;images&#x2F;route_map.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;In carving away these realities, &lt;em&gt;Cairn&lt;&#x2F;em&gt; sort of becomes its own abstraction. Its difficulty as a video game becomes the metaphorical thing that must be overcome. Why, it asks, do we (desire to) climb (metaphorical) mountains? Just like Aava’s laser focus, &lt;em&gt;Cairn&lt;&#x2F;em&gt; pointedly erodes the context of the world around its protagonist in order to build a heightened and distilled man-versus-nature struggle. The world below is infinitely far away, remembered only when it frustratingly intrudes upon Aava’s singular pursuit. The way Aava sees it, it’s only her and the mountain, and the game itself mostly makes that true.&lt;&#x2F;p&gt;
&lt;p&gt;It’s very reasonable to be frustrated by everything that &lt;em&gt;Cairn&lt;&#x2F;em&gt; pushes to the side, and these convenient omissions deserve to be interrogated (go read Jay Castello’s &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;unwinnable.com&#x2F;2026&#x2F;03&#x2F;06&#x2F;mountain-of-false-metaphor&#x2F;&quot;&gt;thoughtfully critical piece at Unwinnable&lt;&#x2F;a&gt;). But as I saw the facade of “realistic” mountaineering falter and fall away, I found something compelling about the starkness of the questions it asks, and especially how it frames them through its characters. Aava’s moments of frustration and loss, both in her own setbacks and in the faraway trials of daily life that she’s missing out on, are still resonant. Her all-consuming desire to push past her limits, in spite of what it does to her and what she seems to be avoiding, is recognizable and empathetic—even though it’s also nakedly destructive and unhealthy. Aava struggles to find meaning in other people and in the world outside herself. It’s tragic and infuriating, and it’s inextricable from the question of why she’s doing all this.&lt;&#x2F;p&gt;
&lt;p&gt;Late in the game, Aava is met with resistance from Marco and another character on the mountain who have assessed the danger ahead and decided that continuing the climb is not worth the risk. She sleeps on it and soon afterwards she reconvenes with Marco as he begins his own descent. At this point, the game presents a choice: end your climb here and go back down with him, or return to the mountain and seek the summit against all odds. It’s the first direct narrative choice, breaking the fourth wall to offer players an early-out. There are numerous moments leading up to it that suggest that Aava is too deep in her own head, that she needs to reassess her priorities, make the healthy choice, and come home to her loved ones.&lt;&#x2F;p&gt;
&lt;p&gt;But the Aava we’ve met and played as this whole time isn’t that person. Her frustrations and pain have not drawn her closer to anyone, but intensified her emotional self-isolation. She’s withdrawn into an uncompromising individualism, a complete refusal to accept either failure or help. She isn’t ready to come this far only to turn back. Despite the risk, despite the costs, she wants to reach the end. The game puts forth a challenge directly to the player that aligns with the question Aava herself faces: are you &lt;em&gt;really&lt;&#x2F;em&gt; going to give up here? After coming all this way?&lt;&#x2F;p&gt;
&lt;p&gt;To me, this question is drawing on the competitive and completionist mindset in the modern internet landscape of video games. It’s a veiled jab at the 100% completion chasers, the achievement hunters, the challenge runners, and even the casual players who just want to see credits roll before they put the thing down. &lt;em&gt;Cairn&lt;&#x2F;em&gt; knows you want to see the end, you want to see everything that’s in the game, and that you’ve probably been socially conditioned to stubbornly pursue it. Like Aava, you don’t want the easy way out; you want the full experience. So, if you’re like me, you choose to press on.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;⚠️ Warning: Full ending spoilers ahead, as well as some mentions of pet death. ⚠️&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-cairn&#x2F;images&#x2F;loading_screen.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Beyond this point, the climb becomes more challenging. Resources dwindle more rapidly and the mountain asserts its the true brutality. This final stretch presents some of the most difficult sections so far, and soon things become fuzzier and more surreal. At one point, Aava loses consciousness and wakes up in her tent, unsure whether she dragged herself to it in a haze or was pulled in by her robot companion. She begins to hallucinate and her vision swims, and the climb becomes more treacherous yet. Eventually, some of the survival mechanics drop away just to let the player proceed to the ending of Aava’s story, but it feels like there’s always a little more mountain left than you thought.&lt;&#x2F;p&gt;
&lt;p&gt;And then, after a final focused stretch, Aava staggers up to the pinnacle, collapses to her knees in the snow, and screams into the whipping wind, a guttural shout that both proclaims her triumph and laments its steep price. Her partner waits at home, having recently said goodbye to their beloved cat who fell suddenly ill, a trauma that Aava wasn’t there for. By this point, the climbot that Aava has relied upon for years has unambiguously become a proxy for her lost pet. As you near the summit, it sputters and gives out. By the end, it’s either plunged into the snow hundreds of feet below, or clutched cold and lifeless in Aava’s arms, depending on whether the player chose to cut it away when it went dark or pull it along with her.&lt;&#x2F;p&gt;
&lt;p&gt;As she sits there at the top, all her energy spent, a prompt appears on the screen: “Be part of a whole”. We press and hold the button for a moment. Then Aava looks up, sees the stars above her, reaches out…and grabs one. She places one foot on another star. Then, controlling her again, we climb. Aava pulls herself from star to star, into the sky, reaching higher, further, each one etching out a constellation as she touches it, now launching herself with each pull, faster and faster, until she becomes a streak of light, a shooting star. She becomes part of the mountain, part of the sky, part of the universe. This is her death; alone at the top with broken equipment and the whole world endlessly far below her, she finally gives herself up to something bigger than her.&lt;&#x2F;p&gt;
&lt;p&gt;To “be part of a whole” is the most specific interpretation set forth so far for the enigmatic feeling that Aava has been chasing. This is how &lt;em&gt;Cairn&lt;&#x2F;em&gt; expresses the culmination of her desire to achieve something no one else ever has and transcend her own limits, to defeat the unnamed demons inside her. It seems at first like &lt;em&gt;Cairn&lt;&#x2F;em&gt; is offering an answer to its central question, but it immediately feels incomplete and insufficient. As Aava’s star streaks away, the ending title card appears and we see the little constellation of stars etched between the letters animate into place, taking on a new meaning.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-cairn&#x2F;images&#x2F;logo_with_stars.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;I’m fascinated by this final imagery of constellations. The stars in the sky are lightyears apart, proximate only in the context of our earthly perspective. There are no lines connecting them together. Constellations are made by people. Constellations are connections between individual stars that &lt;em&gt;people&lt;&#x2F;em&gt; create, that &lt;em&gt;people&lt;&#x2F;em&gt; imbue with significance. To me, a constellation represents the ties between human beings. It represents looking up at the stars and imagining that surely they can’t each be so singular and lonesome, surely they must connect to each other and be part of a whole together. Constellations represent the greater whole that Aava &lt;em&gt;refused&lt;&#x2F;em&gt;, the network bonds between individual people and pets in her life that she could have returned to if she chose.&lt;&#x2F;p&gt;
&lt;p&gt;At the end of the day, I like the contradictory metaphor. Climbing into the stars while the music swells, I certainly felt &lt;em&gt;something&lt;&#x2F;em&gt; momentous, but it was hard to actually identify it. Aava either stubbornly rejected all the things that make her human, that connected her to other people and to the world…or she recklessly pursued the only thing in the universe that matters at all. We can’t really know which one is the truth for her. The answers don’t satisfy. The question lingers.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Mothership, OSR, and One Shots</title>
        <published>2026-02-23T00:00:00+00:00</published>
        <updated>2026-02-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-mothership-and-osr/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-mothership-and-osr/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-mothership-and-osr&#x2F;images&#x2F;mothership_setup.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;At the beginning of the month, I got my long-running tabletop group together for an incredibly overdue in-person session. Knowing I’d have more time than a usual session and wanting to explore more kinds of games, I read up on Mothership, printed out materials, and set up the box full of goodies that come with the game books. I bounced around skimming various modules, but figured I’d get the most straightforward new-GM experience running the first scenario in the pack-in module Another Bug Hunt. Our session went for about five hours, and we concluded it with (some small spoilers) the mission completed—files retrieved and hostiles dispatched—, one player character dead, and most of the others infected with the strange affliction that’s central to the whole mess. We ended on a stinger that suggested that the transmission that called back the dropship to evacuate the party had infected the pilots, and possibly others aboard the ship in orbit.&lt;&#x2F;p&gt;
&lt;p&gt;This was my first time running Mothership and my first time running anything in the OSR space, though I have played a few OSR games before. I wasn’t sure how to tune my expectations for how Mothership would function in this context and with this group of players. It should go without saying that even if I happen to have an academic understanding of OSR principles and playstyles (which is also disputable), I could stand to learn a lot from more experience.&lt;&#x2F;p&gt;
&lt;p&gt;But before I can explain how I felt about the session overall, I should give you a bit of backstory.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;my-cool-and-edgy-gaming-backstory&quot;&gt;My Cool And Edgy (Gaming) Backstory&lt;&#x2F;h3&gt;
&lt;p&gt;I first dabbled with TTRPGs in college, where I played short campaigns of D&amp;amp;D 4e or 5e here or there. After I graduated, I played a couple more short campaigns as well as a Call of Cthulhu campaign with coworkers that went on for about a year and a half. I listened to D&amp;amp;D comedy podcast The Adventure Zone, but was otherwise relatively incurious about getting more involved in the hobby.&lt;&#x2F;p&gt;
&lt;p&gt;Then, somewhere around late 2018, I started listening to Friends at the Table. For the first time I can recall, I was inspired to actually &lt;em&gt;run&lt;&#x2F;em&gt; a tabletop game. Dungeon World—and the way that the cast played it—got my attention with its storytelling focus. Having played almost entirely trad games thus far, I was completely new to the ideas and intentions of this play culture.&lt;&#x2F;p&gt;
&lt;p&gt;So in early 2019, I got a group of old college friends together for a weekly online game and pitched Dungeon World (this same group sat around my table for Mothership earlier this month). We had a positive experience with Dungeon World, despite occasional pitfalls of my brand new GM-ing. We wrapped our story after about half a year, then prepared to start something new.&lt;&#x2F;p&gt;
&lt;p&gt;That “something new” became D&amp;amp;D 5e; two players were new to the hobby and were curious about the Most Popular TTRPG; a couple of others were comfortable with D&amp;amp;D 5e already, and one of them was interested in taking on the Dungeon Master role. To this day, and with hundreds of hours spent playing 5e, I have still never actually run it.&lt;&#x2F;p&gt;
&lt;p&gt;For nearly 7 years, we’ve jumped around between games, sticking to “seasons” or “chapters” of our campaigns that lasted somewhere between 6 months and 2 years, and playing shorter games in between. Our Dungeon Master friend runs the the trad (or adjacent) games: Call of Cthulhu, Star Wars: Edge of the Empire, Cyberpunk RED, and of course 5e. Meanwhile, my GM-ing has explored story games: an on-and-off Blades in the Dark game, short campaigns of Spire: The City Must Fall and the Avatar: The Last Airbender TTRPG, a bunch of two- or three-shots of various games including Monster of the Week, Wanderhome, Action Movie World, Eat the Reich. We’ve also played GMless classics like Fiasco, The Quiet Year, and some Ben Robbins games. And in the past couple years, they’ve all been gracious playtesters of my own work.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve played even more widely with other folks, but this core group of college pals has been my regular RPG crew for almost 7 years now. They’re arguably the players whom I know the best. I can count on them to be curious and open to all sorts of games. And I’d been itching to try Mothership.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;why-mothership-why-osr&quot;&gt;Why Mothership? Why OSR?&lt;&#x2F;h3&gt;
&lt;p&gt;One of my goals at the end of last year was to see what this whole OSR thing was all about. There are a few more specific objectives I brought into focus while reading, prepping, and running Mothership:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;Understanding the hype—both for Mothership and for OSR more broadly, I want to know what everyone’s so excited about and I want to see if I can see the same things in these cool games that so many others do.&lt;&#x2F;li&gt;
&lt;li&gt;Broadening my Horizons—a lot of discourse seems to position OSR as an alternate or oppositional play philosophy from story games, which &lt;em&gt;does&lt;&#x2F;em&gt; feel true to me. That said, I also know plenty of folks who love both and get a lot out of all sorts of games. And of course, the particularly active OSR blogosphere is certain to have insights for me regardless of the space I design in, so more familiarity will help me learn from it more effectively.&lt;&#x2F;li&gt;
&lt;li&gt;Seeing how systems shape play—Mothership itself has a lot of advice about how players should approach challenges and what they should expect, all in the interest of encouraging the kinds of play that are especially compelling within its framework. I wanted to see how its own design went about accomplishing that push towards certain play styles.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h3 id=&quot;so-how-did-it-go&quot;&gt;So How Did It Go?&lt;&#x2F;h3&gt;
&lt;p&gt;As with most games I play with my friends, it was fun! We had triumphs, moments of despair, clever schemes, amusing dice luck. My overall impression of Mothership and Another Bug Hunt, though, was that they didn’t really give me what I needed as a GM (or Warden, in Mothership’s parlance) to tell an exciting horror story within the confines of a one shot. I found myself slipping into other habits while trying to keep things tense, dramatic, and fun.&lt;&#x2F;p&gt;
&lt;p&gt;Another Bug Hunt is broken up into four scenarios, each building on the previous one; it’s designed to be explored as one big multi-session sandbox, with some portions and even some whole scenarios skippable depending on what the players choose to focus on. Each scenario is, however, intended to provide a satisfying session if the players find their way into its key locations and objectives. Each scenario also offers a bit of guidance for running it as standalone one-shot adventure, but the suggested adaptations are sparse and probably insufficient. We’ll get to that; beware of spoilers ahead if you intend to see to this module as a player in the future.&lt;&#x2F;p&gt;
&lt;p&gt;Another Bug Hunt’s first scenario is a little spare; there’s one significant threat to contend with and the rest of the scenario involves rooting around a derelict base full of bodies, bits of intel, and a couple of jump-scare-style surprises. It’s generally very static, relying upon players finding and engaging with specific things before a whole lot happens. The one-shot guidance reconfigures the overall mission, but doesn’t do much to cordon off the subset of the the wider module it exists within. Throughout the mission, players were finding dog tags with names that did not mean anything to them and never would. The strange signal that risks infecting them is meant to be a concern across the whole four-scenario story, and it needs some additional adjusting to be a compelling threat in the context of the abridged one-shot format.&lt;&#x2F;p&gt;
&lt;p&gt;In general, there’s not really a lot that’s likely to happen to the players until they disturb the insectoid monster that remains at the base or interact with something that sends a radio signal (and this is pretty broadly interpretable; it’s hard to know exactly what’s meant to count here).&lt;&#x2F;p&gt;
&lt;p&gt;A friend of mine told me that they ran it by compressing some of the ideas and characters from later in the module into the first scenario, bringing more dynamic and distinctive NPCs into play earlier on so that players had more to engage with as they explored, and so that the connections to the broader story would be more paid-off without seeing the rest of the module. That approach sounds smart, and I could imagine having done something similar if the one-shot advice had prompted me to do so.&lt;&#x2F;p&gt;
&lt;p&gt;That comes back to the other part of where I felt that things fell short: my own GM-ing habits. I don’t think I made failure as scary as it could have been early on. My players were in a D&amp;amp;D 5e mindset where a failed roll often just means nothing happens, and I don’t think I put enough effort into pushing back against that expectation and meting out substantive consequences in response to failures. Without encountering that friction early on, they never did develop the trepidation around rolling dice that Mothership wants to instill, and it resulted in some shocking outcomes later on.&lt;&#x2F;p&gt;
&lt;p&gt;In general, I found myself sliding towards other habits that the game advises against. I resisted the urge to rebalance the monster slightly on the fly, but I still brought it out into the halls before the players actually found it themselves it per the setup of the mission, hoping to escalate the drama a bit. These are things that Mothership wants me &lt;em&gt;not&lt;&#x2F;em&gt; to do, but playing the game in the context of a one-shot strains that sense of purity; it’s no big deal if a regular weeknight session is a bit of a sleepy one, but it feels different when 2 and a half hours of a one-shot have been dedicated to getting through doors and picking through wreckage in search of clues. I understand why the game advises against the impulses I had, but I also felt that the module was failing to produce intrigue in a way that I didn’t anticipate ahead of time. In that regard, spicing up the scenario ahead of time would have been more in line with the play philosophy of sticking to the world that’s prepped.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;what-do-i-see-in-osr&quot;&gt;What Do I See In OSR?&lt;&#x2F;h3&gt;
&lt;p&gt;I can’t speak much to the history of OSR, having not done a scholarly dive into it, but I think I can articulate one idea of where it’s coming from broadly, and that spins out of recent incarnations of mainstream D&amp;amp;D 5e culture.&lt;&#x2F;p&gt;
&lt;p&gt;One of the dominant 5e cultures of the past decade or so feels very beholden to system; for years there was endless debate on D&amp;amp;D Beyond and Reddit about whether certain interpretations of the rules were valid, Jeremy Crawford’s twitter replies were regarded as basically-official addenda, and in most cases consensus seemed to form and solidify. And even if this culture of close reading can be inconsistent, I don’t think it’s necessarily bad. Many folks come to 5e to embark on grand adventures with characters who will grow and develop over the long haul. They want believable danger and adventure, but they’re not actually looking to get their character killed. They want this from a game that explicitly does not give players any narrative control over when their characters die, but &lt;em&gt;does&lt;&#x2F;em&gt; give them a lot of warning signs and escape hatches. (Most people will tell you that unless a character is colossally outmatched or a DM is especially hellbent on killing a player character, the players have a lot of tools at their disposal to evade death or even undo it.) The adherence to rules and to rules consensus feels like an outgrowth of a culture of fairness and predictability that supports player intent. It’s a part of the push and pull of feeling the possibility of death without feeling unequipped to confront and overcome it.&lt;&#x2F;p&gt;
&lt;p&gt;When you stick close to the rules, though, 5e doesn’t have a lot of levers for flexibility, especially in combat. You’re either in range or you’re not, things hit or they don’t, you have one Action and one Bonus Action, you’re either downed or you have 1+ hp and you’re fine. You can maybe use cover rules, mounted combat rules, and other edge cases to find opportunities or optimize around your abilities, but in general you play within the standard rules and you don’t expect to be able to solve problems outside of them when you’re in combat. The character you’ve built is the beginning and end of the tools you have available, by and large. To reinforce this, the system provides DMs with very few discretionary modifiers to dole out (mostly just Heroic Inspiration). Advantage or Disadvantage could be awarded for doing something clever, but they’re also &lt;em&gt;explicitly&lt;&#x2F;em&gt; awarded for landing certain spells or using certain abilities, so using them too freely outside of those mechanics risks cheapening carefully-chosen builds. Obviously, not everyone runs 5e this way, but the presumed table culture I’ve found in the half dozen 5e groups I’ve played with has had that general sense of systemic rigidity and mutual faithfulness to it.&lt;&#x2F;p&gt;
&lt;p&gt;So we have a mainstream 5e space where game rules are the core contract between player and DM, and space is given to players to make sure their little guys stay alive. OSR play philosophies take a different tack. OSR is probably not the monolith that it’s often discussed as, but my general impression from play, blogs, and more-engaged friends is that it revolves around a playstyle that goes unrewarded in the aforementioned 5e culture: a clever, tenacious gamer who’s attentive to their surroundings, using their resources cleverly, and always looking for smart or unexpected solutions beyond the basic mechanics of the game. These are folks for whom a character sheet is not a limited set of mechanical capabilities to deploy, but an endless trove of ideas that can do just about anything if cleverly exploited. It’s a player who wants to outsmart the challenges in front of them and be rewarded for overcoming the limitations that stats and dice place upon them. Games designed for these players downplay balance or fairness, because the core contract between players and GMs is that the GM will simulate the world reasonably and fairly in response to players’ actions, and thoughtful decision making can always provide a chance of survival.&lt;&#x2F;p&gt;
&lt;p&gt;This OSR player archetype I’m describing is less attached to long-lived characters and more attached to out-of-character decision making. They may still incorporate character and narrative play along the way, but Mothership generally seems to expect players to operate as players first. They should play smart and let the mechanics tell them when they fall short rather than making suboptimal choices that are truthful to their characters.&lt;&#x2F;p&gt;
&lt;p&gt;So the OSR mentality caters to players who want to get away with shenanigans, who want to craft harebrained schemes to overcome odds that are stacked against them. I can imagine that this type of player could be regarded as obnoxious at tables with different goals, but I truly appreciate how much Mothership and the OSR play philosophy &lt;em&gt;love&lt;&#x2F;em&gt; these players. They’re not being served by 5e culture’s default rigidity or by the story game oeuvre’s deemphasis of lethality and player ingenuity in favor of storytelling and worldbuilding.&lt;&#x2F;p&gt;
&lt;p&gt;OSR play lets them focus on overcoming challenges that happen to be about characters, and leaves space to dabble in roleplaying as a secondary goal. Players don’t trust the Warden to give them ample chances to survive, but they do trust the Warden to simulate the world honestly and reward them for thinking outside the box when their solution makes sense. Mothership has a whole section in it’s Warden’s Operation Manual (equivalent of a GM guide) about making rulings at the table and how to make fair, consistent, and fun rulings that generally comes down to this kind of good-faith simulation.&lt;&#x2F;p&gt;
&lt;p&gt;And more than that, Mothership’s suggestions about how to write modules (which are delightfully thorough and focused) involve describing a space in strict terms; as the Warden, you know exactly what’s where and you won’t move anything around when players miss something important or interesting. The world as written is the world; the Warden’s role is to reflect it truthfully and fill in any gaps.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;a-game-not-a-story&quot;&gt;A Game, Not a Story&lt;&#x2F;h3&gt;
&lt;p&gt;My aforementioned failure to make dice rolls scary, combined with a table that’s accustomed being rewarded for acting in character rather than being clever &lt;em&gt;out of&lt;&#x2F;em&gt; character, meant that I felt wrong-footed for much of the session. A game like Mothership gave them low stats and barely-described equipment, and left them to find answers that they aren’t necessarily accustomed to negotiating for.&lt;&#x2F;p&gt;
&lt;p&gt;Mothership’s framing and dice math produce a demand for players to creatively approach and solve problems, and a background assumption that things like character personality and motivations will arise as an &lt;em&gt;added&lt;&#x2F;em&gt; layer of creativity rather than a primary one. I got a sense of gradual acclimation to what the system was expecting of them, but it came slowly. When they couldn’t come up with some clever approach to a problem and opted to roll straight up, consequences tended to feel arbitrarily harsh and punishing to players who were making interesting or fun character choices.&lt;&#x2F;p&gt;
&lt;p&gt;Mothership’s Warden Operations Manual makes the claim that “Story only happens in retrospect. Most of what the players remember as the ‘story’ of the game will be intense moments and encounters that went sideways.” Mothership doesn’t seem to think that the stories are told at the table, but paradoxically &lt;em&gt;does&lt;&#x2F;em&gt; have a lot of opinions about what makes good horror storytelling. This is maybe my greatest departure from the philosophy behind Mothership: I think you &lt;em&gt;can&lt;&#x2F;em&gt; weave a fiction at the table that players will find memorable and impactful independent of the threat of character death, and that Mothership is &lt;em&gt;choosing&lt;&#x2F;em&gt; not to attempt to do so. This is a perfectly reasonable choice, but it’s not acknowledged as a choice. I vividly remember story beats that my friends devised in games like Fiasco or Fall of Magic and I have incredible fondness for the curveballs my players threw at me when I ran Apocalypse Keys. I love when games help tell stories by intentionally building up dramatic narrative elements. In the case that it &lt;em&gt;is&lt;&#x2F;em&gt; a goal, as it often is for me, there are plenty of ways to pursue stories that happen in real time and are experienced as such.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;a-parting-note&quot;&gt;A Parting Note&lt;&#x2F;h3&gt;
&lt;p&gt;There is, of course, a great likelihood that I’ve deeply misunderstood the design philosophies of Mothership, the OSR scene more broadly, or the kinds of playstyles that they appeal to. Frankly, I’m just some asshole who ran Mothership &lt;em&gt;one time&lt;&#x2F;em&gt; and then wrote 3k words pontificating about it; you really don’t have to fucking listen to me. I don’t really have the affinity for simplified, classic RPG mechanics that OSR does, even though I certainly &lt;em&gt;do&lt;&#x2F;em&gt; understand the appeal of the lively module-writing culture that springs up around it. As I said way back at the beginning, I played many dozens of hours of various RPGs before Friends at the Table and Dungeon World compelled me to run games myself. Regardless of how my taste and skills have evolved, my attraction to the hobby began with games as a mechanism for collaboratively building narratives with curiosity and intention.&lt;&#x2F;p&gt;
&lt;p&gt;But I’m also trying very hard &lt;em&gt;not&lt;&#x2F;em&gt; to approach this subject as a story games crusader. I’ve been reading a lot about OSR and adjacent play cultures, I’ve played games here and there that operate within it, and I do think I have a grasp on what Mothership &lt;em&gt;intends&lt;&#x2F;em&gt; and the kinds of play it (openly states that it) wants to reward. What I’ve come to doubt, at least without playing it more in a longer campaign, is that the game is able to really produce the playstyle it wants to reward…or if it relies on players to bring that to the table already within their hearts (which is, of course, also entirely valid).&lt;&#x2F;p&gt;
&lt;p&gt;My heart, for that matter, remains open. I hope to get more opportunities to engage with OSR games as a player and experiment with the kinds of player behavior that it rewards. I hope to run more OSR games, ideally in campaign format to get a clearer picture. As it stands, though, I think I have a stronger understand of what draws me to story games and what feels absent to me from the OSR philosophies. My search for insight continues.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Unbeatable - Beautiful Distractions</title>
        <published>2026-02-09T00:00:00+00:00</published>
        <updated>2026-02-09T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-unbeatable/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-unbeatable/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-unbeatable&#x2F;images&#x2F;perfect.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Last month I finished Unbeatable, a slick anime rhythm adventure game about playing music, changing the world, and beating up a whole lot of cops. Unbeatable is made by D-CELL games, a project nearly a decade in the making with a slowly growing team of animators, musicians, and voice performers. The journey this game took me through certainly had its high and low points, but it got me thinking a lot about what rhythm games fundamentally do and what can ultimately be accomplished by using them as a format for telling a story.&lt;&#x2F;p&gt;
&lt;p&gt;Rhythm games are, at their core, about hitting notes on a note chart. They&#x27;re about skill, precision, attentiveness, reflex, and feeling the groove. When it comes down to it, the game itself could look like anything, right? Because the point of the visuals is to &lt;em&gt;see the note coming&lt;&#x2F;em&gt; so that you can hit it precisely on time. Right? That&#x27;s why so many of them have options to disable visual noise and focus on the notes…&lt;&#x2F;p&gt;
&lt;p&gt;…Right?&lt;&#x2F;p&gt;
&lt;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-unbeatable&#x2F;images&#x2F;way_to_look_at_it.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;&#x2F;p&gt;
&lt;p&gt;I think that’s probably wrong, actually. Rhythm games are, inexplicably but undoubtedly, about &lt;em&gt;spectacle&lt;&#x2F;em&gt;. As much as they revolve around the notes you have to hit, they build their identities around visual style elements. The throngs of cheering PS2 character models behind Guitar Hero’s note chart, the fractal abominations looming over Thumper’s pulsing industrial racetrack, and the rapping kung fu onion man trading bars with Parappa are crucial to what those games &lt;em&gt;are&lt;&#x2F;em&gt;. It&#x27;s easy to imagine that it&#x27;s all about the pure essence of the note chart, about the custom controllers and carefully considered mechanical interactions that intertwine with the musical style. But ever since I became obsessed with Dance Dance Revolution as a 7th grader, I’ve known that seeing what the game wants you to do isn&#x27;t nearly enough. You&#x27;ll never get into the groove unless you can hear and &lt;em&gt;feel&lt;&#x2F;em&gt; the beat.&lt;&#x2F;p&gt;
&lt;p&gt;So rhythm games are instead about seeing just enough visual information to time and choose your button presses and spending &lt;em&gt;every other iota&lt;&#x2F;em&gt; of your attention on hearing and feeling the music, including visualizations that supplement that act of feeling. Doesn&#x27;t it make perfect sense, then, that visual style is such a memorable and important part of so many rhythm games? Doesn&#x27;t it make perfect sense how we end up with the Mii-looking Trombone Champ goofballs, the Sayonara Wild Hearts masked motorcyclists?&lt;&#x2F;p&gt;
&lt;p&gt;Rhythm games are at their core about beautiful distractions. You can already hear the music. You could listen to the music with no visuals at all, if you wanted to. And it only takes so much visual information to tell you what button to press next. Everything else, every other detail, is about building a kickass music video to accompany your kickass performance, to make you feel the music &lt;em&gt;even harder&lt;&#x2F;em&gt;, and maybe even to tie it all together into the story that the music is trying to tell.&lt;&#x2F;p&gt;
&lt;p&gt;I suspect that Unbeatable&#x27;s developers agree with my interpretation, because the game is perhaps more committed to visual spectacle than any other rhythm game I&#x27;ve played. Many of the rhythm sequences in its story mode are essentially bespoke music videos that accompany the track and help deliver the scenes of the story, often the most dramatic or action-packed ones. They’re amped-up fight scenes and melancholy dream sequences. They’re chaotic chases and triumphant live performances and nail-biting escapes.&lt;&#x2F;p&gt;
&lt;p&gt;The music in Unbeatable is a love letter to alt rock, garage bands, anime, and anything would make you dance or sing or cry cathartically when it plays on your iPod through your wired earbuds. Its tracks are often woven with playful electronic flourishes but the vocal and guitar performances feel a little scrappier and more grounded. It&#x27;s blatantly inspired by late 90s anime, FLCL looming largest among the bunch, but its subtler influences are broader, and some tracks have the energy of modern &amp;quot;bedroom musicians&amp;quot; that feels simultaneously experimental and nostalgic.&lt;&#x2F;p&gt;
&lt;p&gt;Unbeatable is also a game that&#x27;s diegetically &lt;em&gt;about&lt;&#x2F;em&gt; music, if that wasn’t obvious. It takes place in a world where (to quote the game’s own marketing) “music is illegal… and you do crimes.” Specifically, Unbeatable is about how playing music makes you feel things, and how feeling things makes us all too passionate and willful to be quiet citizens and obedient laborers, and how ultimately we &lt;em&gt;need&lt;&#x2F;em&gt; to feel things to be human.&lt;&#x2F;p&gt;
&lt;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-unbeatable&#x2F;images&#x2F;the_stadium.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;p&gt;When Unbeatable isn’t supplying players with rhythm game challenges, its storytelling operates within a lightweight adventure game format, in which heroine Beat runs around sunset-drenched towns and city blocks, solving problems and and talking to people. The game goes out of its way to do a thing that a lot of narrative games don’t do: frequently, it makes multiple characters’ voiced dialogue deliberately overlap and interrupt each other. We’ve all seen RPG dialogue sequences with silly pauses between supposed interruptions and the lines they supposedly cut off; it’s a signature identifier of video game dialogue rhythm. Unbeatable puts in the effort to engineer it&#x27;s way out of this common shortcoming because the rhythm and spectacle of its &lt;em&gt;conversations&lt;&#x2F;em&gt; hold weight within the experience in the same way its musical action sequences do. It relies on dialogue rhythm for comedy and drama, to complement and heighten the voice performances and the writing that buoys them. If a pure, abstract note chart can’t speak for itself, neither can a pure, written script speak for Unbeatable. Performance is too important to leave behind.&lt;&#x2F;p&gt;
&lt;p&gt;Oddly enough, as a more typical kind of rhythm game, Unbeatable doesn&#x27;t really hold my attention. The ways in which it escalates difficulty have a lot more to do with visual processing than auditory, which is interesting at first but unsatisfying when I amped up difficulty and tried to push my skills further in the the arcade mode. That said, the “hard” difficulty that I selected for the story (the suggested default), was challenging in a fruitful way: it kept the tension high during those dramatic story sequences and even pushed me hard enough to run into close calls and brutal game overs.&lt;&#x2F;p&gt;
&lt;p&gt;The story of Unbeatable is frequently funny and often heartfelt, though it perhaps spends too much energy on high-concept sci-fi ideas that don&#x27;t cohere into strong metaphors. The ending is awkwardly paced but has a lot of charm and strongly felt sincerity. The combination of big conceptual ideas and several dreamlike sections at the end left me struggling to parse how much was unclear on purpose and how much was unclear by accident. It ultimately comes together into a very vibes-based finale, dripping with more intimate melancholy and grief and hope.&lt;&#x2F;p&gt;
&lt;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-unbeatable&#x2F;images&#x2F;reflection.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;These close examinations of ennui and grief, of being stuck in a rut as you pursue art and constantly get in your head about your motivations, it honestly... it hits. It’s sometimes clumsy, and it’s a little long in the tooth, and sometimes it’s sentimental in a way that doesn’t work for me at all. But even when it&#x27;s trying too hard, it tries too hard in a way that&#x27;s difficult to be mad at. The emotions behind its writing, the vocal performances, they&#x27;re all soaked in enough genuine feeling that the meaning comes through even when storytelling falters. Finishing this game made me want to play music. There are tons of video games that have incredible music that means a lot to me, but they don&#x27;t make me want to &lt;em&gt;play&lt;&#x2F;em&gt; music.&lt;&#x2F;p&gt;
&lt;p&gt;Unbeatable makes me want to play music. It&#x27;s approach to telling stories &lt;em&gt;about&lt;&#x2F;em&gt; music, using everything in its animation and art and writing arsenals to do so, is a big part of making me feel that way. I have a lot of minor complaints about its overall construction but at the end of the day, all it&#x27;s trying to do is leave you with a feeling. And it fuckin&#x27; does it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>TTRPGs and Being Online</title>
        <published>2026-01-26T00:00:00+00:00</published>
        <updated>2026-01-26T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-being-online/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-being-online/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-being-online&#x2F;images&#x2F;games_blurred.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Sometime in early 20-teens, I was home from college while a family friend was visiting. He pulled out a sample printing of a card-driven party game he’d designed. As we played, I asked him some questions about his design goals relative to other (very popular) games that were similar, but I quickly got the impression that he had no familiarity with most of them. The game he made was…fine. It was fine. It was built on relatively little context or experience within the space he was wading into, and it frankly felt bland and unfocused compared to other contemporary work. My impression was that he was drawing from his stereotypical straight white man confidence in the novelty of his own ideas. And also, that he was making a game primarily as a fun business endeavor that happened to leverage those ideas. He was designing a product for a market, not creating a work of art within a lively and evolving artistic scene. And knowing neither the scene nor the market, it made for an underwhelming and inelegant work.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;In the last year and a half, I’ve put a lot of time into exploring analog game design, including writing on this blog about my experiences with tabletop RPGs. I’ve kept my blogging scoped to a niche that I’m most comfortable and experienced with (“story games”, or whichever insufficient term you prefer). Beyond my writing, though, I’ve tried to explore games outside my familiarity, to play widely and curiously and voraciously.&lt;&#x2F;p&gt;
&lt;p&gt;During these efforts, I’ve intermittently delved into Magic: The Gathering, I’ve played social deduction games, I’ve spent time with older RPGs (a.k.a. ”trad games”, another insufficient term), I’ve dipped a toe into board games, I’ve read and written lyric games, and I’ve explored blogs and actual play shows and game design podcasts. I’ve attended conventions and meetups, followed conversations on discord and bluesky, joined playtests, and so forth. In the back of my mind, I think I must have intended to become a sort of “expert”, a person with sufficient knowledge to confidently participate in both TTRPG criticism and design.&lt;&#x2F;p&gt;
&lt;p&gt;So far, by any metric that I earnestly believe, I have failed at becoming this kind of person. I’m writing this post partly to convince myself otherwise, but mostly to attempt to reframe the goal itself and resist burnout.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Games are an enormous space that demands an impossible amount of time, attention, and energy to know them both widely and well. This is in some ways a very good thing; it means there are games out there for every sort of person imaginable. In my efforts to avoid carelessly butting into spaces that are filled with history and preexisting artistic interplay, I’ve prioritized an adventurousness that drives me into new spaces without acknowledging how it’s chilled my sense of critical conviction.&lt;&#x2F;p&gt;
&lt;p&gt;Participation is core to what defines games as a medium. While it’s obviously possible to write games “for yourself” and cast them out into the world untested, it’s not how I personally want to operate. For me, art is communication: I want the things I make to speak to someone and to connect with them, even if it’s only one person. I want to hone and improve them to be stronger and more insightful messages for those willing to receive them. To do so, I need to playtest them. To make art in this space, I rely on contributing to and getting things back from relevant social spaces. And even as I work on managing my own habits better, there will always be an ongoing emotional tug-of-war that comes from existing with social anxiety in TTRPG community spaces. Overcoming social hurdles like soliciting playtesters or attending conventions can be gratifying, but exhausting. Unraveling that exhaustion is becoming an increasingly important part of my ability to stay inspired.&lt;&#x2F;p&gt;
&lt;p&gt;So while I do feel a need to be present in these spaces in order to access the joy and mutual uplift of community, I find that my vigilance against privilege-borne confidence pulls me in the opposite direction. Lurking in servers as a wallflower and trying to keep up can be hard enough, and chiming in is often additionally unnerving. Siloing my opinions into this blog is one way to make my thoughts public, but still obscured behind the effort of clicking through links, reading long posts. As of yet, though, it hasn’t been the way I make strong connections with my peers; it isn’t &lt;em&gt;conversation&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;As an example, game designer Aaron Lim &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;ehronlime.bsky.social&#x2F;post&#x2F;3mcloj5zeac2r&quot;&gt;recently mentioned an eternally-ongoing debate&lt;&#x2F;a&gt; around whether game systems “matter” (whether they &lt;em&gt;meaningfully&lt;&#x2F;em&gt; change the play experience at a given table). His comments acknowledged that it’s an ever-evolving conversation, but also that it’s constantly being joined by new voices who have varying levels of context on what has and hasn’t been said. Even in this light, and even seeing various other folks weigh in, it was weird to share even a couple of stray thoughts about my &lt;em&gt;own&lt;&#x2F;em&gt; design experience. I’ve been sitting with this discomfort since, trying to figure out if these spaces just feel hostile to my loose and reactive thoughts, or if I don’t quite have the emotional constitution to be online in this way at all.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Ultimately, I want my art to be in conversation with other work that excites me, and I want to share my thoughts and experiences about that work. I don’t necessarily need to participate in capital-d Discourse to do that, but engaging with games multivariously is core to how I enjoy the hobby and how I improve my art. Not only that, but my opinions ought to shine through into what I make; otherwise my work is going to come across as diluted and underbaked &lt;em&gt;regardless&lt;&#x2F;em&gt; of its breadth of influences. I don’t know if I need to measure my critical voice by whether or not I&#x27;m willing to dig my heels in and produce A Take On The Internet, but it’s important to me for that kind of conviction to be present in my work if not in my online presence.&lt;&#x2F;p&gt;
&lt;p&gt;Honestly, I can’t figure out how to end this. It’s helpful to talk through doubts and to acknowledge that my vague pursuit of “TTRPG worldliness” is probably unhelpful to me as a person &lt;em&gt;and&lt;&#x2F;em&gt; as an artist and critic. Maybe the resolution here is to follow my intrinsic curiosity more earnestly. At the end of the day, I probably prefer self-doubt over unearned confidence. But writing and revising these thoughts every couple of weeks at least feels like putting in the work and putting something out there, and that’s worth doing.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Delusion of Choice - Player Choice in Dread Delusion</title>
        <published>2026-01-12T00:00:00+00:00</published>
        <updated>2026-01-12T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-dread-delusion/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-dread-delusion/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
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&lt;&#x2F;div&gt;
&lt;p&gt;Over the holidays, I typically try to start a bunch of games from my backlog. With my time inevitably broken up around relaxing with family, I rarely get very far into any of them. Games with a large scope, whether that’s with design or with narrative, usually fall by the wayside before they can make strong impressions. So when I booted up &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1574240&#x2F;Dread_Delusion&#x2F;&quot;&gt;Dread Delusion&lt;&#x2F;a&gt; on my steam deck, I wasn’t expecting to be drawn in quickly enough to stick with it while I visited family.&lt;&#x2F;p&gt;
&lt;p&gt;Well, I was wrong. It became a minor obsession for a couple of weeks. I became enamored of its  weird fantasy-horror setting and its grim history, I was repeatedly charmed by its great deal of sharp characters and thoughtful writing. But beyond that, it made me think a lot about choices in video games and the way players interact with them.&lt;&#x2F;p&gt;
&lt;p&gt;Dread Delusion is an indie take on an Elder Scrolls-style first-person CRPG. It takes place in a post-apocalyptic open world split across sparse, floating islands in the wake of a great cataclysm called the World Rend that brought the surface below to ruin. You begin the story as (tell me if you’ve heard this one) a prisoner, captured and jailed by inquisition agents rooting out unlicensed magic use and deity worship. You’re quickly ushered from your cell and forced to join the inquisitors’ ranks as they throw bodies at the fortress of renowned pirate Vela Callose, who has evaded their pursuit thus far. Bring her to justice, you are told, and you’ll earn your freedom.&lt;&#x2F;p&gt;
&lt;p&gt;From the start, the Apostatic Union and the inquisitors they employ can hardly be regarded as actual allies. As you’re go from prisoner to indentured inquisitor, you’ll follow the pirate’s trail and recruit her old crewmates to help you track her down. Along the way, you’ll see more of the inquisitors and the world that their God Wars have brought about. To the Union’s initial credit, you’ll find that communities across the isles have been liberated from pagan deities that demanded brutal sacrifices in exchange for prosperous farmlands and fortunate weather. But you’ll also find that in the absence of these hungry gods, the promised prosperity has vanished as well; crops struggle, Union-regulated trade squeezes folks dry, and many wonder if they’ve been freed from a tyrannical divinity only to be subjugated by imperialist bureaucracy.&lt;&#x2F;p&gt;
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&lt;p&gt;Throughout the game, you’ll meet struggling folk and seek to find solutions to their problems that don’t leave them in even worse situations. Across each of the three regions in the world, you’ll find evidence of the historical clashes between the god-worshipping Wikkans (yes, that’s really what they’re called) and the Apostatic Union—”apostatic” as in “apostates”, because they’ve systematically rejected their gods. You’ll meet the Endless, zombie folk who have unlocked eternal life but have suffered immensely under its weight, and the denizens of the Clockwork Kingdom, who erected an inscrutable machine god to rule over them in place of the old ones (take a guess at how that’s going). All over these isles, folks are having a pretty bad time, and many of them wonder whether the new order should be dismantled, if the old ones should be restored, or if an entirely new vision is the only way forward. Each kingdom entangles you in a major decision that will affect its peoples’ future for decades to come. And as the central plot returns to Vela and her own world-changing ambitions, all things culminate in a final choice, with the fate of everything in the balance.&lt;&#x2F;p&gt;
&lt;p&gt;Despite the dour state of the world and its focal regions, Dread Delusion is more often interested in existentialism, tragedy, and hope than it is in true despair. Beneath its fleshy, low-poly surface is a profound sense of place and people. The folks whose stories you’ll help shape are always present to argue their case, lend their life experience, and give each choice weight. And no matter how wrong every answer feels, no matter how poorly an outcome might go, the writing is never smug about this in the way that something like The Outer Worlds wallows in the frustrating imperfection of binary choices. Dread Delusion is content to present you with a problem and let you solve it as best you can, within the limits of what you understand and can accomplish; sometimes that isn’t as much as you might hope.&lt;&#x2F;p&gt;
&lt;p&gt;Steam has a user-applied tag called “Choices Matter” that represents a particular ideology of player expectations. To suggest that “choices matter” means that decisions made by players must be rewarded by meaningful changes to the story and systems of the game. Steam’s users have have not applied this tag to Dread Delusion (nor The Elder Scrolls titles that it draws heavily from), but they have applied it to works in a similar vein like Avowed and Tainted Grail: Fall of Avalon, which I find fascinating. The writing in Dread Delusion seems determined to bear the weight of choice, insisting that you have the power to change the world’s fate with your decisions…but the visuals and systems of the game have limited tools to surface these changes in the world. Few choices have immediate material outcomes in the world (though many change how various factions regard the player). However, Dread Delusion’s procedurally-built ending incorporates each key quest line’s resolution, resulting in a closing narration that’s &lt;em&gt;very&lt;&#x2F;em&gt; clearly shaped by player decisions.&lt;&#x2F;p&gt;
&lt;p&gt;On some level, Dread Delusion seems conflicted about whether or not its choices matter. Unlike other games in this style, it leaves space for players to avoid choices entirely. Most of these decisions don’t truly have to be made, by and large; completing the primary quest of the game does not depend upon resolving the major plot lines of each region. No, you can wander around until you find and recruit the mysterious strangers key to your central mission and leave each kingdom to contend with its fate however it might. Sometimes, that feels like it’s the thing you &lt;em&gt;ought&lt;&#x2F;em&gt; to do. But the threads of fate pull, even gently, and there’s always the promise of a “glimmer of Delusion”, the game’s advancement currency, at the end of these major decisions.&lt;&#x2F;p&gt;
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&lt;p&gt;The only other way to acquire glimmers of Delusion is the collectibles scattered throughout the isles. Notably, killing monsters or amassing resources does &lt;em&gt;not&lt;&#x2F;em&gt; provide Delusions. Thus, players are encouraged primarily to explore the world and resolve the stories within it. There’s no way to reverse decisions by loading saves; the game asks you to decide what your character believes and express it through choices that are presented to them, committing to the outcomes and making the story of the isles feel like something they molded. It feels often like it leans into the popular tendency of players to voraciously move quests from the “Active” to “Completed” columns of the journal. Quests unfinished would feel like books left half-read, movies half-watched. A story should have an ending, even if the world around it has to live with the enduring consequences.&lt;&#x2F;p&gt;
&lt;p&gt;An often-referenced video game design concept is the &lt;em&gt;illusion&lt;&#x2F;em&gt; of choice, in which players’ actions seem meaningful but are in fact relatively inconsequential. When we’re talking about player experience, it’s often more important that players &lt;em&gt;feel&lt;&#x2F;em&gt; that their actions are impactful than it is for them to actually &lt;em&gt;be&lt;&#x2F;em&gt; impactful. Because regardless of outcomes, choices are a mechanism for players to express themselves. Making choices helps us mold our imagination of the characters we play, inviting roleplaying and allowing the player to participate in what their character’s values and personality might be.&lt;&#x2F;p&gt;
&lt;p&gt;In that way, the final choice surprised me. After endless debate about which path I should pursue, argued by impassioned NPCs with various motives and values, it came down to making the call. The dialogue gave me plenty of space to breathe, to think. I could back out and ask more questions, even when I’d already asked all of them. And when I selected the option I’d been planning on for the past several hours of the game, I hit one final confirmation dialogue. One final bit of resistance that asked if I was sure, if I really thought I could make that choice. A tiny last-second accusation that maybe I had it all wrong.&lt;&#x2F;p&gt;
&lt;p&gt;And…I hesitated. I backed out, clicked the other option, waiting to see what &lt;em&gt;it’s&lt;&#x2F;em&gt; final urging was, if it would rebuff me in the same way. It tried, but I realized that my mind had been changed. I clicked through. Right there at the precipice I changed my mind, after everything before it had cemented my inclination towards the other path.&lt;&#x2F;p&gt;
&lt;p&gt;Having now seen both of the main plot endings, I see that my first inclination would have led to a “better” ending. The two core endings, when considered together, express a kind of hopefulness than I didn’t quite expect. But the final provocation to reconsider actually worked; it made me doubt and made me question what I really wanted and what I really thought would forge the brightest path forward. It’s not so important that my choice mattered; what made it impactful to me is that it felt like &lt;em&gt;choosing&lt;&#x2F;em&gt; mattered, like the act of making a decision was a considered part of the storytelling in the game’s final moment.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t have a fully coherent theory of what the game means with its use of the word “delusion” as a currency for advancement (and, of course, in the title), but it feels like a very intentional subversion. To believe that the world can be made truly and radically better is, to some people, delusional. But as you collect more of these glimmers of Delusion you become more capable: stronger with your blade or spells, more convincing with your words. If striving to understand the world and change it is to pursue a delusion, then maybe what the game is saying is quite simple: that a delusional intention to reshape the world can be inverted to become conviction, determination, and genuine faith.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>2025 in Review — Tabletop RPGs</title>
        <published>2025-12-29T00:00:00+00:00</published>
        <updated>2025-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/2025-in-review-ttrpgs/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/2025-in-review-ttrpgs/</id>
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  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2025-in-review-ttrpgs&#x2F;images&#x2F;games_in_2025.jpg&quot; &#x2F;&gt;
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&lt;p&gt;I’ve been writing about tabletop games for more than a year now, most frequently in the past six months. Meanwhile, I’ve been writing about the video games (sporadically) for &lt;em&gt;8 years&lt;&#x2F;em&gt;. I’ve gotten comfortable with the scope and depth of my video game writing, balancing personal experience with analysis, exploring within and around my taste, and finding ways to challenge myself while keeping my footing.&lt;&#x2F;p&gt;
&lt;p&gt;But with tabletop games, I’m still wobbly. My critical angles and the games I manage to write about don’t keep up with the “scene” in a way I can with video games. The critical and the scholarly suffuse into each other in distinct ways with TTRPGs, and even very recent history looms large and casts long shadows. I don’t read enough games, let alone play them, and while I have a keen interest in recent and upcoming work, I simply can’t keep up.&lt;&#x2F;p&gt;
&lt;p&gt;There are a bunch of reasons why it would be difficult to give the “top 10” treatment to tabletop games I’ve played this year. Obviously, there are lots of folks out there reviewing and discussing the newest phenomena within the hobby, but plenty of folks (myself included) spend our time with a “trailing edge”, games from anywhere in the past five or so years that are still filtering into an attention economy that understandably stretches beyond a year-to-year cadence. Often, games I’m writing about are ones I’m only encountering because of prior coverage or actual plays.&lt;&#x2F;p&gt;
&lt;p&gt;So what I’ll do instead is reflect on how I engaged with the hobby in the last year. I want to talk about running and facilitating games, my experiences playing more widely, how few games I &lt;em&gt;read&lt;&#x2F;em&gt; this year, and what became of my first full year of designing and playtesting games. I’ll tie it off with some reflection on writing about games, and some broad goals for the coming year.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;running-games&quot;&gt;Running Games&lt;&#x2F;h3&gt;
&lt;p&gt;In February I wrapped up a nearly year-long campaign of Apocalypse Keys (Rae Nedjadi, Evil Hat Productions) with a playgroup that’s developed a ton of chemistry as we’ve continued to play together. Running Apocalypse Keys was a great way to flex my growing affinity for horror, and saying goodbye to that campaign on a high note (and after pulling some extremely silly meta-narrative maneuvers) felt like the perfect balance of “hard to say goodbye” and “time to let it wrap up”.&lt;&#x2F;p&gt;
&lt;p&gt;Early in the year, I tried out some of the new Deep Cuts (John Harper, Evil Hat Productions) supplemental rules for Blades in the Dark, which was really challenging to wrap my head around. I started to find my footing as the scenario progressed, but got there a bit later than I wanted to. Still, I had a good time engaging with new play philosophies and learning them together with friends. Deep Cuts marks a pretty substantial leap from the original Blades in the Dark rules &lt;em&gt;as written,&lt;&#x2F;em&gt; but it follows logically from the kinds of play philosophy that makes the original run smoothly. Picking up Deep Cuts gave me a sense of just how differently any two GMs might run the very same game, but it also helped me develop opinions on what works for me and the tables I run games for. I’ve run a decent bit of Blades and don’t reach for it all that often anymore, but Deep Cuts gave me an enticing reason to come back.&lt;&#x2F;p&gt;
&lt;p&gt;Later in the spring, I ran Eat the Reich (Grant Howitt; Rowan, Rook and Decard*)* for the same group. What initially felt like an overly fiddly divergence into &lt;em&gt;very&lt;&#x2F;em&gt; dice-forward play wound up reminding me of something very important: people love to just &lt;em&gt;roll a whole bunch of dice&lt;&#x2F;em&gt;. When Eat the Reich was firing on all cylinders, it was doing a perfect job rewarding both characterful and clever play &lt;em&gt;and&lt;&#x2F;em&gt; delivering the swingy drama of big dice pools. What felt to me like over-reliance on a core set of interactions was in fact—to my players—good indulgent fun.&lt;&#x2F;p&gt;
&lt;p&gt;The last new GMing adventure I embarked on was beginning a campaign of Heart: The City Beneath (Grant Howitt &amp;amp; Christopher Taylor; Rowan, Rook and Decard) for my Apocalypse Keys group, one of three systems I pitched them on that they chose from. Heart started clumsy as we found our rhythms with its Stress and Fallout consequences and the resources necessary to soften them; players were initially appalled at the apparent “difficulty” of Heart, but learned quickly that consequences could be full of flavor, fun, and even surprising new story vectors. I’ve had a wonderful time watching them push their luck, lean into their strengths, and choose Beats that draw the story in wild directions. The party dynamics are bizarre and funny, the characters even stranger. And as we draw towards the conclusion of another campaign I’m having some of the most fun I’ve ever had with prepping and running RPGs.&lt;&#x2F;p&gt;
&lt;p&gt;And finally, I found a couple of opportunities to facilitate Yazeba’s Bed and Breakfast (Jay Dragon &amp;amp; M Veselak, Possum Creek Games), a game that has ups and downs in my opinion but really shines when you manage to bring it to multiple tables, adorn your book with stickers, and start developing the characters. I’ve only played a couple of sessions, but I’m glad I got a binder full of characters started because I think I’ll keep breaking it out now and then.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;playing-games&quot;&gt;Playing Games&lt;&#x2F;h3&gt;
&lt;p&gt;My home group started a campaign in Cyberpunk RED (R. Talsorian Games), the first brush I’ve had with any version of the Cyberpunk system. Modern iterations of trad games tend to feel oddly bloated to me, a strange mix of old systems and setting details and heavily revised ones aiming to engage new players and surprise returning ones. I have criticisms, to be sure, but I also appreciate getting to play around in a setting that’s more alive and constrained than the sprawling D&amp;amp;D 5e adventures of our previous campaigns. Cyberpunk cares about the mundane side of its characters lives in a way that feels distinctive, even if it it spends a lot of its effort on making mundane life cartoonishly bleak rather than emotionally resonant.&lt;&#x2F;p&gt;
&lt;p&gt;I also spent a good deal of time playing games with a small group for an “actual play” project, which we’re playing and recording up front but will hopefully start releasing some time next year. It’s hard not to split my focus between my own play and thinking about the audience experience, but I always enjoy the clumsy process of building rapport with new groups. I’m looking forward to the challenge of building our play into an enjoyable listening experience and I’m excited about the world we’ve been building together.&lt;&#x2F;p&gt;
&lt;p&gt;I had an opportunity in May to mobilize some friends for a late-stage playtest of Pale Dot with designer Devin Nelson as they worked towards a final release. As silly as it is, I was really happy to see my name in the playtester credits for a printed book, and I&#x27;d love to bring Pale Dot to a table some time soon.&lt;&#x2F;p&gt;
&lt;p&gt;In the latter half of the year, I found new spaces and occasions to play more widely. I played convention games at PAX West and KublaCon Fall. I started attending a monthly story games meetup run by a local designer where I played a lot of backlog games like Desperation (Jason Morningstar, Bully Pulpit Games), Going for Broke (Avery Alder, Buried Without Ceremony), and more For the Queen (Alex Roberts, Darrington Press)—which I’ve greatly warmed up to since I first played it at Gen Con last year). I also had the pleasure of trying out Last Train to Bremen (Caro Asercion, Possum Creek Games), which uses Liar’s Dice as a central mechanic and showcases how the texture and tone of traditional games can be a pitch-perfect match for storytelling games. It’s something I definitely hope to explore in my own design.&lt;&#x2F;p&gt;
&lt;p&gt;At KublaCon Fall I also became enthralled with Blood on the Clocktower (The Pandemonium Institute), a social deduction game (not generally my taste) that uses a dedicated facilitator called a Storyteller to introduce all sorts of interesting possibilities to social deduction games that parallel what GMs bring to traditional RPG tables. I don’t know if my fascination with Clocktower will filter into my own design, but it’s left me a lot to think about with regard to why I dislike social deduction games, why I enjoy GMing, and my habits as a player. Folks in story games discourse often seek to soften expectations around GMing, to regard it as a different kind of &lt;em&gt;play&lt;&#x2F;em&gt; rather than a special role beholden to or dominant over the other players. This is, in general, a good thing: GMing is fun and &lt;em&gt;should&lt;&#x2F;em&gt; be taught in ways that make it inviting and approachable! But Clocktower is an unexpected reminder that a GM who is committed to serving and enriching player experiences can bring a lot to a game that would otherwise be impossibly complicated.&lt;&#x2F;p&gt;
&lt;p&gt;I also kept in touch with old coworkers and played a tiny bit of skirmish game Forbidden Psalm (WIRD DESIGNS) and classic adventure board game HeroQuest. I haven’t dug as deep into war games or into board games as I’d like to, but I made a start by trying a few at PAX and playing more with friends over the year. I even took a few faltering steps into Magic: the Gathering. I’m admittedly dissatisfied by how little I’ve broadened my horizons this past year, but it’s good to acknowledge the progress and reassert my curiosity for the wider world of analog games.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;reading-games&quot;&gt;Reading Games&lt;&#x2F;h3&gt;
&lt;p&gt;This was not a good year for reading games for me. I struggle to set aside time for reading games in the way I can when I’m prepping or playing them, but it is a huge part of engaging with the hobby. Read widely is incredibly enriching and restorative of my enthusiasm for the hobby. Getting to see what the bounty of talented folks out there are getting up to in their latest work is fulfilling in its own right.&lt;&#x2F;p&gt;
&lt;p&gt;One of the only long-form books I read this year (besides Heart, which I’ve been running) was Slugblaster (Mikey Hamm, Mythworks), perhaps one of the most &lt;em&gt;fun&lt;&#x2F;em&gt; TTRPG reads I can remember. With books of this scope, I’ll often read just enough to decide whether or not I want to run the game for a group, and then wait till I have a group lined up before I do a cover-to-cover read. But Slugblaster just kept my attention, made me laugh, and had me constantly grinning at its zany locations and factions and equipment. I adore its stylized writing and in-universe voice; it was a big inspiration for one of my own ongoing projects.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond that, I read a few games here and there that I’ve bought or have been gifted in the past year or so that I found compelling. Bleak Spirit (Chris Longhurst) takes the idea of a “Dark Souls story game”, which is tantalizing to sickos like myself, and leans deeply into notions of enigmatic protagonists and speculation-as-play—aspects that surprised me at first but feel sharp and well-considered in retrospect. The Slow Knife by (Jack Harrison, Mousehole Press) sounds like an absolute blast to play, a conspiracy-building story game built on the spectacular premise of perfect, patient revenge. Border Riding (Jo Reid, Stout Stoat Press) is a thoughtful rumination on how borders change our perception of ourselves and others, an incisive evolution of ideas in story game classics like The Quiet Year. It comes with a companion essay that imparts some history and eloquently expands on its key themes. I’m not sure if I’ll get any of these to a table any time soon, but reading and thinking about them has already been time well spent. Reading widely keeps me inspired by the hobby, especially at times when I can’t get a play group together (and maybe don’t have the social energy anyway), and I need to do more of it next year.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;designing-and-playtesting-games&quot;&gt;Designing and Playtesting Games&lt;&#x2F;h3&gt;
&lt;p&gt;This was my first year of (somewhat) full time game design, and it was a daunting prospect at the start of the year. I started the year with the goal of getting one of my first serious projects out into the world in January: Alone in the Loop, my hack of Alone Among the Stars (Takuma Okada) that tells the story of a lonely time traveler trying to prevent a grim future. It was with the enthusiastic help and encouragement of friends that I found the confidence and motivation to complete the layout, publish it on itch.io, and eventually even put a modest price tag on it.&lt;&#x2F;p&gt;
&lt;p&gt;But beyond the simple milestone of releasing something that felt finished, the work I’m proudest of this year is all the design and iteration and playtesting I’ve done. I have many more milestones to hit (more on that later), but I’m very proud of just how much design and community participation I’ve mustered this year. I’ve made a couple of friends in the scene, deepened my connections with others who I’d only met peripherally, worked with very talented folks, and ultimately found more solid footing within my own creative process.&lt;&#x2F;p&gt;
&lt;p&gt;I also reached out further and tried to participate in more TTRPG community spaces, becoming active for a while in a couple of discord servers before slowly burning out from the cocktail of social anxieties they seemed to draw out of me. I still try to lurk from time to time, but I’ve curbed my participation and attempts to “keep up” in order to protect my own mental state. The experience has, unfortunately, given me some pause when it comes to how I approach participation in the communities around this hobby. To be clear: nobody has done or said anything &lt;em&gt;to&lt;&#x2F;em&gt; me that targeted me or excluded me. But I’m learning that these spaces tend to stress me out unless I maintain a degree of remove. I hope to cautiously reengage in the new year, but it may be a mode of community participation that just doesn’t quite work for me, and I hope it’s not too much of a barrier to finding friends and collaborators in the future.&lt;&#x2F;p&gt;
&lt;p&gt;Regardless, it’s a year to be proud of. I did a ton of prototyping during my ill-considered dive into an October daily design challenge, I’ve playtested 6 different projects, some even with groups of strangers (which was incredibly daunting at first), and I’ve picked up a lot of instincts for layout and organization of my work as I went.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;writing-about-games&quot;&gt;Writing About Games&lt;&#x2F;h3&gt;
&lt;p&gt;Finally, the most ridiculous and circular part of this post: where I write about tabletop games by reflecting on my writing about tabletop games. Halfway through this year, I adopted a more aggressive and consistent blogging cadence with the goal of improving my writing and analysis through consistent practice. I’ve written a lot that I’m proud of and a lot that felt half baked, and I’ve fretted an unreasonable amount about the four total emails that get sent out to subscribers when I hit publish (if you’re one of them, hello! I appreciate you immensely!).&lt;&#x2F;p&gt;
&lt;p&gt;My favorite work is still my longer essays about planning for and running specific games. I’ve also greatly enjoyed writing design commentary pieces for my own work, but I don’t necessarily feel like they’re as insightful in their own right. I hope to get better at talking about design from a designer’s perspective, but I hope that comes with time, practice, and confidence.&lt;&#x2F;p&gt;
&lt;p&gt;Nonetheless, my conclusion is that the pace I’ve adopted is a bit &lt;em&gt;too&lt;&#x2F;em&gt; aggressive—especially with my propensity for high word counts. For next year, I’m aiming to post every &lt;em&gt;two&lt;&#x2F;em&gt; weeks, continuing to alternate between TTRPGs and video games. Hopefully that strikes a balance between consistent output and time collect my thoughts.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;farewell-2025&quot;&gt;Farewell 2025&lt;&#x2F;h3&gt;
&lt;p&gt;It’s been a busy year, but next year will be no less busy. I’m sticking with pretty broad goals for now, but I hope to:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;Release Ridge City Riders, the project that I started in March. It’s the first time I’ve brought on an editor and an artist and they’ve already helped make it so much more than it initially was. I’m really excited about this one and it’s almost at the finish line!&lt;&#x2F;li&gt;
&lt;li&gt;Playtest more and with a wider crowd, including soliciting playtesters in game design communities.&lt;&#x2F;li&gt;
&lt;li&gt;Run something at a convention, either something of my own or just something I enjoy running.&lt;&#x2F;li&gt;
&lt;li&gt;Run something in the OSR space (let’s be honest, this will probably be Mothership).&lt;&#x2F;li&gt;
&lt;li&gt;Read more RPGs this year, including a few longer ones.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;And that’s the year! A lot to write about, but still so much to play and read and build in the coming year. To all of those in the hobby who I’ve gotten to know or work with or play with during this year: thank you for making me feel welcome, for sharing your art, and for engaging with mine! Here’s to another year of strengthening those bonds and sharing my love for this art form and community.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Best Video Games of 2025</title>
        <published>2025-12-22T00:00:00+00:00</published>
        <updated>2025-12-22T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2025/" type="text/html"/>
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&lt;p&gt;We’ve made it to the end of 2025, so it’s time to look back on this year’s video games. I’m always tempted to open these posts with platitudes: about the state of games as a professional creative field, the endemic layoffs, the looming existential threat of generative AI. But there’s better analysis out there already. What’s important to me right now is supporting art that I love and—most importantly of all—the people who make it.&lt;&#x2F;p&gt;
&lt;p&gt;In my mind, a good “Best Games of the Year” list accomplishes two things. First, it’s a thoughtful collection of strong personal impressions and critiques. Second, it’s a fun and rewarding skim for regular people who justifiably ain’t readin’ all that. So to that end, I’m keeping last year’s format I and putting it all in one big end-of-year video games post. Read on ahead, or just skip to the bottom to see if I made the right choices (don’t worry, I won’t tell).&lt;&#x2F;p&gt;
&lt;h2 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;&#x2F;h2&gt;
&lt;p&gt;There are a few games that didn’t make the list but needed a bit of special attention for one reason or another, so here are some honorable mentions.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;clair-obscur-expedition-33&quot;&gt;&lt;strong&gt;Clair Obscur: Expedition 33&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I almost forced myself to fit this into the main list just because it was &lt;em&gt;such&lt;&#x2F;em&gt; a huge talking point in games this year, particularly “indie” games. And despite my &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-e33-ending-thoughts&#x2F;&quot;&gt;complaints about its ending&lt;&#x2F;a&gt;, I really liked a lot of what it’s doing. The multifaceted combat system rewards both sharp reflexes and build-crafting cleverness, and the novelty of this two-pronged approach is really felt even if it wears thin here and there. The writing and performances have both gravitas and whimsy. Artistically and musically it’s… well, at times a tad overrated, but very strong nonetheless. Ultimately, though, everything on my main list commanded a bit more enthusiasm from me. Is Clair Obscur good? Hell yeah it is, but you probably didn’t need me to tell you that.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;isopod&quot;&gt;&lt;strong&gt;Isopod&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I was really sad that Isopod missed my list. It’s a delightful little game with fun ideas and consistently endearing writing. Under it’s “cute bugs” veneer is a story about labor organizing, revolution, and anti-capitalism that never wavers in its ideological clarity despite its comedic maximalism. It’s frequently corny and goofy, but I think sometimes we should be allowed to have silly popcorn stories that are &lt;em&gt;also&lt;&#x2F;em&gt; radically leftist.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;lies-of-p-overture-dlc&quot;&gt;&lt;strong&gt;Lies of P: Overture DLC&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The fact that his is a DLC is not enough for me to disqualify it outright, but I don’t have a lot to say about this excellent expansion. It’s basically everything I hoped for from a Lies of P DLC and the things that I love about it are…pretty similar to what I loved about the original game, which I &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-1-lies-of-p&#x2F;&quot;&gt;gushed about at the end of 2023&lt;&#x2F;a&gt;. The only thing I might add to my past praise is that Lies of P continues to be a game for parrying sickos (an affliction I suffer from). Nailing an elaborate parry sequence and following up with a devastating punish is just sublime; it makes learning and mastering fights feel truly gratifying. I played this DLC obsessively and if you liked the base game, you will too.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;indiana-jones-and-the-great-circle&quot;&gt;&lt;strong&gt;Indiana Jones and the Great Circle&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I liked this game just fine and I thought it would make my list. But this is actually a &lt;em&gt;dishonorable&lt;&#x2F;em&gt; mention: I unfortunately forgot when I first wrote about Indiana Jones that developer MachineGames is owned by Microsoft, a company that is willingly and actively participating in the genocide of Palestinians in Gaza. Microsoft’s video game products are &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bdsmovement.net&#x2F;news&#x2F;sign-pledge-boycott-microsoft%E2%80%99s-xbox&quot;&gt;priority targets for the BDS movement&lt;&#x2F;a&gt; and are further reiterated by activists within the industry via &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;nogamesforgenocide.com&#x2F;about&#x2F;&quot;&gt;No Games For Genocide&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve added a note to my prior post about this game and I won’t say anything more about it here, but I &lt;em&gt;will&lt;&#x2F;em&gt; share why I bring this up. I strongly considered quietly excluding Indiana Jones from my list, but then I thought about the audience for this blog (which is very small) and the audience for my GOTY posts in particular (which is a tiny bit larger) and I realized that I wanted to put these thoughts in front of those readers. Some folks who see this post aren’t interested in boycotting games because of a publisher’s support of war crimes. We all have to decide where our own lines get drawn. But if you’re someone who bristles at the &lt;em&gt;suggestion&lt;&#x2F;em&gt; to boycott, someone who groans that I would spend three paragraphs preaching about it, I hope that you stop and think about why you feel that way. I hope you consider what you believe in and what you’re really okay with. If you’re skeptical about the effectiveness boycotts or particular boycott targets, I hope you consider whether you truly know better than the activists who are calling for them and whether your process critiques override your solidarity with their cause.&lt;&#x2F;p&gt;
&lt;p&gt;I hesitate to categorize myself as a “journalist” under No Games For Genocide’s boycott guidelines, but I also believe that my posts have a different scope than personal consumption habits. I want to acknowledge my oversight in writing about Indiana Jones earlier this month (I’m embarrassed that the Bethesda logo didn’t jog my memory) and make clear my intention to avoid buying and talking about Microsoft’s games in the future until we see them meaningfully change their practices. Frankly, I don’t think it’s that much to ask.&lt;&#x2F;p&gt;
&lt;p&gt;But I’ll belabor it no further. Now it’s time for me to tell you about the games I think you &lt;em&gt;should&lt;&#x2F;em&gt; support!&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;10-ambrosia-sky-act-1&quot;&gt;#10 — Ambrosia Sky: Act 1&lt;&#x2F;h2&gt;
&lt;p&gt;Ambrosia Sky: Act 1 is a mashup of something like PowerWash Simulator with a layer of science fiction immersive sim. Its story unfolds across a number of individual cleanup missions across a large, remote fungus farming operation in the rings of Saturn. Protagonist Dalia, having left the colony in her youth to join up with a research-motivated disaster-cleanup organization called the Scarabs, now returns to her home and confronts the horrors of what happened here, along with  her unresolved feelings about the place and the people who lived there. These details unravel slowly, contemplatively, while she methodically blasts away dangerous fungal overgrowth and kicks her way through quiet hallways in zero-g.&lt;&#x2F;p&gt;
&lt;p&gt;Ambrosia Sky feels somewhat incomplete, and to be fair, that appears to because it is. The development team promises future acts that will continue the story some time next year. I don’t know the whole story of why it’s broken up into acts, but there’s definitely a &lt;em&gt;feeling&lt;&#x2F;em&gt; of incompleteness: the skill tree’s upgrades can feel a little inconsequential and they fill up a little too easily, and though the game presents some challenge at the beginning, future levels fail to introduce enough new ideas to the fundamental fungus-removal part of the game. If I’m being honest, I wanted something that escalated its mechanical ideas a more substantially over the course of my 7-ish hour playthrough.&lt;&#x2F;p&gt;
&lt;p&gt;But at the end of the day, that doesn’t matter that much. Because the things that make Ambrosia Sky compelling are not the immersive sim interaction layers or chemical sprayer upgrades. What makes it interesting is its melancholic storytelling, sometimes through various data logs and Dalia’s mumbled realizations as she faces the wreckage of her past, and sometimes more indirectly through the contours of that wreckage, the places it must have once been. Even the exact plot beats aren’t as important as Ambrosia Sky&#x27;s impeccable atmosphere. It’s in the way the game’s textures and shading dapple every surface with sandpaper rough, the way its color palette hangs in an odd space between muted and colorful, the soundtrack full of hushed whispers and strange beeps and big synth bass rumbles. And tying it all together is level design that’s deeply engaging to explore and clean your way through, intricate and confounding while also feeling intentional and lived-in and disconcertingly abandoned. And though the narrative is mostly delivered through asynchronous communications, there are a few sequences that use lovely comic panel overlays to drive home their emotional weight.&lt;&#x2F;p&gt;
&lt;p&gt;Ambrosia Sky is an eclectic mix of things, and some of them feel half-baked (albeit with room to grow in further installments). But it’s atmosphere is genuinely unparalleled and I’m really excited to see where it goes next.&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;9-despelote&quot;&gt;#9 — Despelote&lt;&#x2F;h2&gt;
&lt;p&gt;Many of the most lauded big budget video game narratives in the mainstream are, in all honestly, about as good as a mediocre book. Games have a lot of things going for them that enable them to be unique experiences, but they make for a pretty clumsy way to tell cinematic stories. The beloved blockbuster video game stories that succeed tend to do so in &lt;em&gt;spite&lt;&#x2F;em&gt; of the format rather than being indebted to it.&lt;&#x2F;p&gt;
&lt;p&gt;But in the indie space, it&#x27;s easier to find something different. Despelote takes place in Quito, Ecuador during the early aughts leading up to Ecuador’s debut appearance in the World Cup. The story is told through the eyes of young Julián, a grade schooler who causes innocent trouble for his family as he kicks a soccer ball around town and watches the city around him fixate ever more intently on the World Cup and the Ecuador national team’s performance. Despelote is broken up across short vignettes and sandbox spaces in which Julián is sent off to go play (or asked to stay put) and return some time later. Throughout, it plays with your attention and time management, goading Julián towards mischief and ensuring that his promises to return on time will slip away in the simple excitement and distraction of childhood play.&lt;&#x2F;p&gt;
&lt;p&gt;Despelote’s physical spaces and passage of time are where it leans most into the unique strengths of video games. A simple series of short stories or scenes would not convey the aimlessness of wandering around the city, the losing track of time, the attempts to tune out cross-talk from your parents while you play your football video game. These approaches to capturing an adolescent perspective are full of warmth and nostalgia, but never so narrowly-focused that they prevent the player from empathizing with the characters around Julián (even if he himself seems more interested in playing games).&lt;&#x2F;p&gt;
&lt;p&gt;By the time it concludes, Despelote has unfolded into a more contemplative meta-reflection on its own making and the ways the it depicts a cultural moment as its designer remembers it, or might have remembered it had he been that age at that time. It’s sweet, imaginative, and relatable while also being deeply grounded in a precise sense place and time. It has all the personality of memoir but with the tactility of video game football physics. It’s short and charming, always engaging, and really special overall.&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;8-consume-me&quot;&gt;#8 — Consume Me&lt;&#x2F;h2&gt;
&lt;p&gt;Consume Me honestly has a lot in common with Despelote in terms of structure, but a very different perspective and very different design intentions. It tells the story of Jenny, a direct self-insert of the game’s creator, as she finishes high school and pursues college and relationships. Throughout these years, Jenny finds herself challenged by the sheer magnitude of expectations placed upon her, compounding with personal struggles around body image and dieting.&lt;&#x2F;p&gt;
&lt;p&gt;It’s a fairly blunt depiction of these issues, and there are moments where it &lt;em&gt;almost&lt;&#x2F;em&gt; feels careless. It’s a game that would rather deliver its criticisms through mechanics and wry humor while clad in adorable picture-book aesthetics and jaunty chiptune tracks. Somehow, in the space between the delightful style and heavy themes, there’s an emerging clarity to what’s happening that comes through in the escalating mechanical ideas.&lt;&#x2F;p&gt;
&lt;p&gt;The game plays out across a number of chapters, each of which places a daunting pile of objectives on Jenny’s shoulders and demands that the player using every tool at their disposal to accomplish them before the appointed date. Warioware-style minigames are the vehicle for Jenny’s various tasks, with your performance substantially affecting how much progress she makes. Do some chores to earn bus fair to visit your boyfriend, read a book about dieting to make your meals more efficient (but also kill your mood), put on free makeup samples for a self-esteem pick-me-up, drink coffee, stay up too late. It’s time management and bad habits all the way down. Consume Me is cute and playful on the outside and harshly demanding under the hood, culminating in looming fail states at the end of each chapter that send you back in time to try again should you slip on any of your goals.&lt;&#x2F;p&gt;
&lt;p&gt;Consume Me’s minigames are its heart, and while they’re not all brilliant, the cleverest ones function as perfect, frantic metaphors for what it feels like to blitz through exhausting tasks while more chores, homework, and self-loathing piles up in your wake. The minigame for reading a book is the best interactive metaphor I’ve ever seen for trying to read while distracted. The game’s general veneer of colorful positivity is both genuinely delightful and also clearly saying something about the masks we put on and the compounding costs of acting like we’re fine when we’re not.&lt;&#x2F;p&gt;
&lt;p&gt;By the end, Consume Me evolves into something a little different, its epilogue taking on a meta-narrative angle and revisiting its core ideas with dramatically different inflections. In some ways, the ending could feel underwhelming, but its honesty and personality kept it in my good graces. Consume Me is both incredibly stressful and deeply engrossing. It’s mechanical structure alone makes it hard to put it down and that makes its narrative even more affecting.&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;7-pipistrello-and-the-cursed-yoyo&quot;&gt;#7 — Pipistrello and the Cursed Yoyo&lt;&#x2F;h2&gt;
&lt;p&gt;It’s practically a given that something in the metroidvania lineage will make its way onto my list each year. The odds that I’ll play several and enjoy &lt;em&gt;at least&lt;&#x2F;em&gt; one of them (more on that later) are quite good. That said, I’ve become familiar enough with the genre and its popularity that I often seek some sort of novelty in the games I play within it. &lt;&#x2F;p&gt;
&lt;p&gt;Looking at the timing from Dandara (2018) to Unsighted (2021), we’re actually one year &lt;em&gt;overdue&lt;&#x2F;em&gt; for another entry into the pantheon of “unique twists on Zelda and&#x2F;or Metroid formulas from a Brazilian developer”. But the wait ended this year with Pipistrello and the Cursed Yoyo from São Paulo studio Pocket Trap.&lt;&#x2F;p&gt;
&lt;p&gt;Pipistrello follows Pippit, the young scion of a ruthless power company, as he embarks on a quest to rescue his horrible aunt who became imprisoned inside his yoyo after a gang of rival capitalists sapped her life force to charge up ultra-powerful batteries that will provide them with infinite energy for their own enterprises. It’s uhh…pretty silly right out of the gate, but its world is big and vibrant and full of all sorts of oddball characters that and subplots. Using a yoyo as a focal object provides a unique mechanical foundation that gets expanded and elaborated through upgrades, most of which come in the form of yoyo tricks that Pippit learns to unlock new kinds of traversal.&lt;&#x2F;p&gt;
&lt;p&gt;Moving around in the game is initially rather basic, but in addition to the library of yo-yo tricks Pippit also gets a brilliantly-tuned jump ability, which gives him a lot of maneuverability and doubles as a dodge during fights. You’ll find yourself jumping and reorienting in midair before using yoyo tricks to propel yourself across gaps and through elaborate puzzle rooms. The flexibility of the jump helps the game avoid being overly stiff and instead makes it feel generous. This little bit of extra wiggle room in Pippit’s movement opens up a whole host of challenging movement and puzzles that feel tricky but don’t involve serious frustration. It takes a while to fully appreciate the basic movement, but it’s a great example of how good foundational movement can make this kind of game stronger all the way through.&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;6-citizen-sleeper-2-starward-vector&quot;&gt;#6 — Citizen Sleeper 2: Starward Vector&lt;&#x2F;h2&gt;
&lt;p&gt;Early in the year, we saw the not-so-long-awaited sequel to the excellent Citizen Sleeper (regarded by &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-1-citizen-sleeper&#x2F;&quot;&gt;some critics&lt;&#x2F;a&gt; as the best game of 2022). Starward Vector zooms out to tell a story in a distant sector of space, only barely outside the crossfire of the vast corporate war that rages just off screen in the first game as well. On the shores of the conflict, Starward Vector contends more directly with the flotsam that washes up and the insidious tendrils of influence that sneak in from both of the war’s major players.&lt;&#x2F;p&gt;
&lt;p&gt;But beyond those big picture ideas, Starward Vector is a lot like its predecessor. It focuses on individual people fighting to carve out a life and a future in a world that surrounds them with hostility, precarity, and scarcity. The character writing is what really sings, but Starward Vector also does a better job than its predecessor with sustaining the tension of its dice-driven mechanics, this time introducing various intertwining systems that complicate the core mechanic of rolling dice each cycle and slotting them into various tasks. I had more frequent brushes with disaster and encountered them further into the game than I expected, and this tension generally felt like it mirrored the narrative tension quite well.&lt;&#x2F;p&gt;
&lt;p&gt;The tyranny of random chance in a setting where everything is second-hand and falling apart is a strong metaphor, and the ways in which community helps to offset these difficulties comes through in the mechanics. In some ways I found that Starward Vector was a tiny bit too saccharine, too unwilling to bring its characters to harm or put them at odds. On the other hand, it’s also more nuanced with its exploration of the Sleepers themselves (enslaved workers in synthetic bodies powered by emulated versions of donated human minds). It handles some of its transhumanist ideas with a little more subtlety and intention, conjuring questions around machine sentience without really posing them directly or fixating on them too pointedly. And ultimately, it sets its sights on hoping for &lt;em&gt;more&lt;&#x2F;em&gt; than mere survival and respite; it dares the player to imagine genuinely better futures, even if it’s hard to know how you’ll reach them.&lt;&#x2F;p&gt;
&lt;p&gt;Citizen Sleeper 2 won my heart through sharply written subplots that make the game go, buoyed by a cast of characters who sometimes get along, sometimes butt heads, and always feel distinctive and worth getting to know. By the time it all wraps up, it really is hard to say goodbye.&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;5-and-roger&quot;&gt;#5 — And Roger&lt;&#x2F;h2&gt;
&lt;p&gt;Some games are best left as minimally spoiled as possible, and that is unfortunately true of And Roger. It’s hard to know what to say about the game itself; it contends with incredibly heavy topics, using confusion and uncertainty as a crucial element of its storytelling. It begins with a girl in a bewildering and scary situation as she tries to understand where her father went and who the strange man in her house is. Even before you know how it shakes out, you can immediately see how much fire this game is playing with emotionally and thematically.&lt;&#x2F;p&gt;
&lt;p&gt;But to talk about this game, the easiest thing I can talk about is my response to it. When credits rolled, I &lt;em&gt;sobbed&lt;&#x2F;em&gt;. It made me think hard about how much I struggle to let myself cry, and the fact that I played it at home alone on a quiet afternoon is probably the reason I felt like I had the space to let it out. It’s a game that had me immediately wanting to call my family and tell them I love them. It uses simple and evocative mechanical metaphors to convey itself, reminiscent of how 2018’s Florence operates in large part through mechanical texture.&lt;&#x2F;p&gt;
&lt;p&gt;The topics that And Roger tangles with are tough ones and I don’t have the authority to say whether it handles them perfectly; my only expertise is my experience as a distant bystander to the themes it tackles, but I would be surprised if there weren’t a lot of folks who have similar experience through proximity. Either way, in my estimation, it brings profound empathy, care, and love to the way that it chooses to address these themes.&lt;&#x2F;p&gt;
&lt;p&gt;To keep talking around it would just be frustrating and unhelpful. I really believe this game works best with minimal foreknowledge. If you’re interested but you’re worried about not knowing where it might go, message me about it and I can tell you if it touches on something you might not be cool with. But otherwise, just play it. It does what it sets out to do with surprising grace and genuine pathos.&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;4-blue-prince&quot;&gt;#4 — Blue Prince&lt;&#x2F;h2&gt;
&lt;p&gt;Blue Prince is a game about exploring a bizarre and ever-changing mansion in search of its deepest, most cleverly hidden secrets. It’s driven by a roguelike loop in which each successive day resets the mysterious puzzle mansion and the rooms it contains. Every individual run hinges on a surprisingly compelling resource management layer that guides the player’s choices. Meanwhile, across multiple runs, players will unlock crucial upgrades that improve that resource economy, provide more control over the randomness of room selections, or give them easier access to powerful tools. &lt;&#x2F;p&gt;
&lt;p&gt;Blue Prince contains the entire gamut of puzzle game challenges: simple and bounded puzzles with robust rules that escalate with successive attempts like increasing levels, clever observational puzzles that reveal hidden secrets, big picture meta-puzzles that only emerge across several runs, and ultimately a staggeringly deep well of elaborate history and lore belying the game’s most devious and complicated questions. It truly is puzzles all the way down. Every minute bit of storytelling, every odd environmental detail, every quirk of the mansion’s rooms and grounds, it all has some grander meaning just waiting to be discovered.&lt;&#x2F;p&gt;
&lt;p&gt;The deeper you go, the more this game becomes a yawning maze of conspiratorial metaplots and mysteries. On the gaming podcast Side Story, Austin Walker suggests that perhaps “the true ending of the game gives you a choice, and the choice is whether to continue being [Charlie Kelly from the Pepe Silvia meme] or to hit uninstall on Steam.” It’s the kind of game where, long after hitting credits and mucking about in its deeper mysteries, you’ll reach a breaking point and think to yourself “alright, I’m done struggling, I’m just going to look up spoilers for the rest of the game”, and then a few sentences into those spoilers you find yourself closing the tab and going back for just a couple more runs. I may never know the full extent of its secrets, but the hunt itself is too tantalizing to give up on.&lt;&#x2F;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2025&#x2F;images&#x2F;3_promise_mascot_agency.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;3-promise-mascot-agency&quot;&gt;#3 — Promise Mascot Agency&lt;&#x2F;h2&gt;
&lt;p&gt;Promise Mascot Agency is extremely weird. That, if anything, is the core of its appeal. Borrowing most heavily from the Yakuza series, it combines a management game with open world exploration in a toy-like kei truck. It leans on crime story trappings for its core narrative thread, following mafioso Michi as he takes the fall for a deal gone south and goes into exile in a rural town that has bad blood with his yakuza family. Thanks to the writers’ wild imagination, the story weaves a grim tale of retribution and civic disenfranchisement with a hopeful and bizarre redemption story, filled to the brim with misfits and weirdos of all sorts.&lt;&#x2F;p&gt;
&lt;p&gt;In many ways, this game boils down to a “checklist game” full of collectibles and repeatable tasks, but its sharp writing, big heart, and strong sense of place make it far far more. Promise Mascot Agency’s characters might be zany but their interiority is taken seriously. It’s not squeamish about labor politics or class dynamics or sex work. Upgrading your truck improves your ability to clean up the town and traverse its hills and satellite islands while building up your mascot agency lets you employ more townsfolk and help promote the businesses of others. It’s all an exercise in putting in the work, rooting out corruption, and bringing a community together by taking their needs seriously.&lt;&#x2F;p&gt;
&lt;p&gt;Like any good open world game, a huge part of its character comes from traversing its world and finding interesting details, both the ones you were looking for and the ones you weren’t. Kaso-Machi is a sad, rundown backwater with a dirtbag mayor and a stagnating economy. It’s full of losers and cynics, hopeful go-getters who have been beaten down and resigned old-timers who have seen too much suffering to get their hopes up again. And most importantly, Promise Mascot Agency &lt;em&gt;loves&lt;&#x2F;em&gt; all of them: it loves their abandoned passions and their faltering hope, it loves Kaso-Machi’s pretty sunsets and its strange landmarks with their quiet magic. It’s a place that clearly has its history and traumas etched into it; the only way you can make something new is to pick up your broom, grab your sassy sidekick, and start bringing the place back to life.&lt;&#x2F;p&gt;
&lt;p&gt;Promise Mascot Agency is wonderful purely on the back of Kaso-Machi and its characters being so fun to discover and fall in love with. Its most heartwarming moments are deeply ridiculous and its most ridiculous moments are strangely heartwarming. I hope it gets more attention as people revisit the year’s releases.&lt;&#x2F;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2025&#x2F;images&#x2F;2_absolum.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;2-absolum&quot;&gt;#2 — Absolum&lt;&#x2F;h2&gt;
&lt;p&gt;Absolum is a roguelike take on the beat ’em up genre set in an apocalyptic fantasy world with a vibrant comic-book art style. For me, it’s against type; I’ve played a few beat ‘em up games here and there, but I rarely reach for them and I’ve never been especially gripped by their combat. Absolum, it turns out, was the perfect entry point towards greater appreciation. It has the appealingly steep difficulty ramp of roguelikes that rewards skill and practice, but it also stays fresh as players progress further with more resources, abilities, and knowledge.&lt;&#x2F;p&gt;
&lt;p&gt;I think what makes Absolum really special is that it’s such a slick complete package. The story is told first through broad strokes as we learn about the cadre of rebellious sorcerers who hope to claim reclaim the land from a usurper. It leans on its focal characters’ pasts and the legacy of their decimated communities, gradually unraveling into a big picture story through the discoveries that players make when exploring new routes. The beefy soundtrack is packed with catchy tracks and has a few surprising swerves from talented guest composers. The art style is cartoonish and flashy with sharp line work and expressive animations that all read pretty clearly. The world is vibrant and its locations are varied and full of character, frequently yielding new details and secrets to those who look closer and search deeper. Combat is expressive enough to reward various playstyles, and while the build-crafting can feel limited sometimes, it’s augmented by item loadouts that can synergize well if chosen carefully. And to top it all off, it’s great fun to play with a friend in co-op.&lt;&#x2F;p&gt;
&lt;p&gt;Honestly, compared to the other games on this list, Absolum is kind of tough to pitch because it’s simply &lt;em&gt;really good&lt;&#x2F;em&gt; in a conventional way. It’s a smart mashup of core mechanical ideas wrapped in a gorgeous fantasy fable, it’s rarely too self-aware and rarely too self-serious, and it brings a lot of life to its world and characters across runs. Polish and panache have always been crucial to the appeal of the beat ‘em up genre, and Absolum translates those facets to a fantasy setting and roguelike format with unbelievable deftness, making it feel both classic and incredibly fresh at the same time.&lt;&#x2F;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2025&#x2F;images&#x2F;1_hollow_knight_silksong.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;h2 id=&quot;1-hollow-knight-silksong&quot;&gt;#1 — Hollow Knight: Silksong&lt;&#x2F;h2&gt;
&lt;p&gt;I’m sorry to be so predictable, but it couldn’t have been anything else. Hollow Knight (2017) was one of the early stops on my descent into metroidvania fever, and I played it pretty soon after my first forays into the Dark Souls universe as well. It sits at the intersection of my fondest genre affinities and it remains one of the best games of it’s kind, jam-packed with compelling secrets, clever world building flourishes, and memorable and challenging fights. It’s the only game I’ve ever revisited via a randomizer, just so I could explore its infested caverns once more. To follow up a monumental achievement like Hollow Knight would be no small task.&lt;&#x2F;p&gt;
&lt;p&gt;Enter Hollow Knight: Silksong, the breathlessly awaited DLC-turned-sequel that finally emerged from its silken cocoon earlier this year, arriving in the face of the highest expectations I’ve seen since No Man’s Sky. It seemed so unlikely that it could be as good as its predecessor. It seemed &lt;em&gt;impossible&lt;&#x2F;em&gt; that it could somehow &lt;em&gt;top&lt;&#x2F;em&gt; its predecessor.&lt;&#x2F;p&gt;
&lt;p&gt;But you know what? It god damn delivers. Silksong expands on nearly every idea that made Hollow Knight stand out, sometimes subtly and sometimes substantially. To enumerate its every bit of clever iteration would be indulgent and uninteresting, but it’s hard to overstate how perfect an evolution it is. Hornet’s movement is distinct from that of the Knight in ways that seem minor at first, but begin to hold more weight as you learn to traverse the world of Pharloom. The first movement ability that you pick up makes her feel more nimble and acrobatic, arriving just late enough that you’ve come to appreciate the basics before you get it, but immediately emphasizing her distinctive agility. The variety of tools and skills and crests (which change the shape and speed of her attacks) starts at a trickle and slowly grows into a steady flow of new options to experiment with. The two separate currencies that Hornet collects reward both cautious exploration and attentive experimentation with her collection of tools. Difficult challenges lurk around every corner, but nothing is so sturdy that it won’t fall to careful practice, a new loadout, or a future visit. Even dozens of hours into the game, it never runs out of surprises, challenges, and unexpected story beats.&lt;&#x2F;p&gt;
&lt;p&gt;Silksong was such a big deal that it spawned its very own difficulty discourse, a type of controversy that’s typically reserved for titles made by From Software. All manner of arguments were trotted out, some tired and some new, but there was a general feeling that if the difficulty of Silksong alienated you it was kind of big deal because the &lt;em&gt;game&lt;&#x2F;em&gt; was kind of a big deal. To be excluded by it felt bad in a way that would not be true of some niche masocore platformer or galaxy brain puzzler. It was a game of the moment, so feverishly celebrated by its core fanbase that it seemed like it needed to also be a game for &lt;em&gt;everyone.&lt;&#x2F;em&gt; When it couldn’t be, folks were (not unreasonably) upset; if anything, the bitterness of those who bounced off only served to deepen its mystique.&lt;&#x2F;p&gt;
&lt;p&gt;At the end of the day, Silksong is one of those special games that feels so laser targeted at my taste that I doubt whether I’m even remotely qualified to judge if it’s actually “good”. I’m pretty certain that it is—but even if it isn’t, it truly feels like it was made just for me. I don’t get that very often with video games, so it’s only fair to reciprocate and declare it the best game of 2025.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Uncommon Resolution Mechanics</title>
        <published>2025-12-15T00:00:00+00:00</published>
        <updated>2025-12-15T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-uncommon-resolution/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-uncommon-resolution/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-uncommon-resolution&#x2F;images&#x2F;maps_and_journeys.jpg&quot; &#x2F;&gt;
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&lt;p&gt;A crucial part of the soul of modern tabletop games is &lt;em&gt;uncertainty&lt;&#x2F;em&gt;. We use it as a way to surprise ourselves and each other at the table, to buck against predetermined stories and foregone conclusions by saying “maybe, just maybe, I could do something unpredictable and get away with it.” It’s what brings the format from traditional storytelling to improvised and collaborative storytelling. I’m by no means an expert or a scholar on this topic, but I’ve been thinking about it lately as I’ve tried to stretch my design ideas beyond well-established techniques.&lt;&#x2F;p&gt;
&lt;p&gt;Those classic techniques have staying power for a reason. Dice and cards are centuries-old tools of randomness and uncertainty and, therefore, excitement. Time-tested as they are, it’s no wonder that they’re cornerstones of tabletop gaming. Things like rolling skill checks or drawing cards to tell us how a proposed action resolves are great ways to stoke our imaginations, lead us to unexpected outcomes, or cause us to reconsider tricky problems.&lt;&#x2F;p&gt;
&lt;p&gt;In story games, we often get uncertainty from each other (sometimes in addition to the above). When it’s my turn in &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;fiasco&quot;&gt;&lt;em&gt;Fiasco&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; by Jason Morningstar, I can choose to establish the scene around my character while leaving the outcome (negative or positive) up to my fellow players to decide. Alternatively, I can &lt;em&gt;keep&lt;&#x2F;em&gt; control over the outcome but be thrust into whatever scene my companions establish for me. Either way, I encounter uncertainty on one end or the other, and further uncertainty arises during the scene itself through the simple act of improvisational scene play.&lt;&#x2F;p&gt;
&lt;p&gt;A great many tabletop games provide players with pools of distinct options to choose from—like a hand of cards, the hexes on a world map, or a table of prompts— in order to lean on players’ ability to mutually surprise one another with their choices (in addition to the art and writing contained in those options).&lt;&#x2F;p&gt;
&lt;p&gt;But we can go further afield than cards and dice. Designer Tyler Crumrine is especially adept at finding uncommon sources of uncertainty to build ideas upon. In &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.possibleworldsgames.com&#x2F;product&#x2F;the-details-of-our-escape&quot;&gt;&lt;em&gt;The Details of Our Escape&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, a hand of dominoes rather than cards provides a unique offshoot of a more familiar kind of uncertainty. Dominoes are tactile in a distinct way from that of cards, and they’re also relational to one another, placed in certain configurations based on their numbers. The dominoes form a shape, a path that traces the journey’s twists and turns, making them a thematically resonant choice in addition to an eccentric one.&lt;&#x2F;p&gt;
&lt;p&gt;In &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.possibleworldsgames.com&#x2F;product&#x2F;beak-feather-bone&quot;&gt;&lt;em&gt;Beak, Feather, and Bone&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, Crumrine uses simple playing cards provide a source of random prompts, but each turn is punctuated by the player selecting and coloring in a building on an illustrated map that accompanies each playthrough. That building is then described according to its significance to the faction within the city that the player controls. They might choose the building based on its shape or size or design or location, but it’ll always be uncertain to their fellow players and it will ultimately intersect with the stories that those players are telling about their own factions. The map functions almost like a table of prompts, in a way, but with visual and spacial meaning instead of words.&lt;&#x2F;p&gt;
&lt;p&gt;Another way to create uncertainty is to build pools of possible outcomes at the table and then either choose or randomly draw from them. In my game &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.itch.io&#x2F;dump-stat&quot;&gt;&lt;em&gt;Dump Stat&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, players provide a set of mad-lib style words (nouns, verbs, adjectives) for the GM to secretly choose from. Those words become the stats that the players are using as they take on challenges and try to figure out what exactly they’re good at. One of the inspirations for this design idea was Tyler Crumrine’s &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.possibleworldsgames.com&#x2F;product&#x2F;scene-thieves&quot;&gt;&lt;em&gt;Scene Thieves&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, in which players each contribute zany props to a big bag at the beginning and then draw one randomly during each scene. The prop introduces a surprising hinge point for the scene that must then be incorporated into the described scenes, but it’s also a perfect fit for the thematic setup (a troupe of actors who are also pulling off a heist behind the scenes): it grounds the story in physical objects and asks players to think about performance and theater craft while also encountering surprising and unpredictable twists, as one expects from a heist story. You could even build entire sentences of narration while drawing from a pool of words at the table, as I encountered &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;kublacon-fall-2025#dreamland&quot;&gt;last month&lt;&#x2F;a&gt; in &lt;em&gt;Dreamland&lt;&#x2F;em&gt; by Jason Bradley Thompson.&lt;&#x2F;p&gt;
&lt;p&gt;If randomness or choice in general are still too boring, tests of real-life skill can be used as a mechanism for generating uncertainty. Some of the most popular versions of this (to my knowledge) use tumbling block towers to simulate mounting tension and eventual catastrophe or release, as popularized by Epidiah Ravachol and Nathaniel Barmore’s horror game &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.tiltingatwindmills.net&#x2F;games&#x2F;dread&#x2F;&quot;&gt;&lt;em&gt;Dread&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; and used in Alex Robert’s much-lauded romance game &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;star-crossed&quot;&gt;&lt;em&gt;Star Crossed&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;This is all exciting and wonderful, of course, and I’m not the only one who feels this way! In fact, Brian Flaherty of Many Sided Media discusses several of these games and more in &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;manysidednewsletter.substack.com&#x2F;p&#x2F;the-rise-of-novel-mechanics-in-ttrpgs&quot;&gt;a newsletter from earlier this year&lt;&#x2F;a&gt;. But what’s even more exciting is that the well surely goes deeper still. I have to imagine that there are all sorts of ways to derive uncertainty, randomness, and inspiration via unexpected materials and mechanics that we haven’t happened upon yet, or that exist in a far corner of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;itch.io&quot;&gt;itch.io&lt;&#x2F;a&gt; that I haven’t yet stumbled upon. And in designing around those unusual resolution tools, we can lean into their specificity and evoke feelings or thematic associations that are uniquely connected to those mechanical ideas.&lt;&#x2F;p&gt;
&lt;p&gt;This notion is something that I’ve begun to dabble with in recent projects. My #promptober game &lt;em&gt;WORD WIZARDS&lt;&#x2F;em&gt; (available in its original form &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.notion.so&#x2F;promptober-Day-2-spells-28072f7a1dab801abe37c40c72c31885?pvs=21&quot;&gt;here&lt;&#x2F;a&gt;, though I’m working on some revisions) relies on a test of skill I haven’t seen used before: spelling words correctly. The game is about spelling bee contestants defeating an accidentally-summoned eldritch monster by using their spelling prowess to create magical effects. With that premise, it’s hard to imagine a game that does &lt;em&gt;not&lt;&#x2F;em&gt; involve attempting to spell words. But since people have very different feelings about spelling, this mechanic risks alienating unconfident spellers. I try to mitigate this in the game&#x27;s rules by building fun outcomes around success &lt;em&gt;and&lt;&#x2F;em&gt; failure, and giving players who failed some control over the resulting narrative, an outlet to turn their mistake into further creative antics. When it works, it means that a game about spelling things correctly can be just as fun and engaging for a player who’s terrible at spelling as it is for a player who wants to flex their spelling skills.&lt;&#x2F;p&gt;
&lt;p&gt;I haven&#x27;t listed every uncommon resolution mechanic I&#x27;m aware of, but I&#x27;m sure there are many more that I don’t know about. If you have a favorite game that uses one, I want to know about it!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Guns, Whips, and Fists in Indiana Jones and the Great Circle</title>
        <published>2025-12-08T00:00:00+00:00</published>
        <updated>2025-12-08T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-indiana-jones/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-indiana-jones/</id>
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  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-indiana-jones&#x2F;images&#x2F;indy_games.jpg&quot; &#x2F;&gt;
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&lt;p&gt;&lt;em&gt;&lt;strong&gt;Update 12&#x2F;22&#x2F;25:&lt;&#x2F;strong&gt; When I initially wrote about this game, I had forgotten that developer MachineGames was under the publishing umbrella of Microsoft, a company that is currently &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bdsmovement.net&#x2F;news&#x2F;sign-pledge-boycott-microsoft%E2%80%99s-xbox&quot;&gt;a priority target of the BDS movement&lt;&#x2F;a&gt; due to its direct complicity in Israel&#x27;s genocide in Gaza. I&#x27;m leaving this blog post up for posterity, but I&#x27;m encouraging readers to follow the guidelines outlined at &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;nogamesforgenocide.com&#x2F;take-action&#x2F;gamers&#x2F;&quot;&gt;No Games for Genocide&lt;&#x2F;a&gt; by activists within the video game industry. I&#x27;ve personally pledged my support to this effort and will make a point to avoid covering games published by Microsoft until it ends this complicity.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
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&lt;p&gt;In my sprint to play a few more of 2025’s games—and lend some legitimacy to my impending top 10 list for the year—I’ve gone all the way back to last December, which I’ve decided to count as within my “2025 release” cutoff. That meant &lt;em&gt;circling back&lt;&#x2F;em&gt; (please clap) for &lt;em&gt;Indiana Jones and the Great Circle&lt;&#x2F;em&gt;, a title I was interested in but never quite made time for over the past 12 months. I’ve not yet finished the game, but I’ve already got a lot of thoughts about the way it finds its niche as a stealth-focused adventure.&lt;&#x2F;p&gt;
&lt;p&gt;Crucial to effective stealth gameplay is enemies that are daunting and dangerous. Giving those enemies plenty of firepower is a classic, straightforward way to make them credible threats, which is why a good number of the various sorts of fascists who wander the regions of &lt;em&gt;Great Circle&lt;&#x2F;em&gt; are packing some sort of heat. That may not seem remarkable in a stealth action game, but it’s a big part of what you can and can’t get away with while you explore the levels. Rifles and revolvers are around, and Indy often has ready access to a revolver like the one he’s often seen with in the movies. It’s easy to miss this, though, and it very well may be the case that you interact with firearms for the first time only after you start knocking out the Italian fascists who carry them and picking them up.&lt;&#x2F;p&gt;
&lt;p&gt;When I first did this, I was already several hours into the game. And I when I aimed and fired it, I was a little surprised that I was even allowed to do so; thus far, the game had been perfectly content to provide me with shovels, wrenches, and the like so that I could quietly bonk my enemies over the head. There was even a boss fight that was entirely a hand-to-hand encounter.&lt;&#x2F;p&gt;
&lt;p&gt;But when I tested out this gun I’d picked up, I immediately remembered that developer MachineGames knows what they’re doing with this sort of thing. Perhaps a true FPS enthusiast could provide a more authoritative assessment, but in my opinion, that automatic rifle I picked up had all the heft and impact you’d expect from a well-made FPS weapon. The “gun feel” was, to be honest, pretty good. It didn’t feel awkward and ancillary the way that Corvo’s pistol in Dishonored does, where ranged weaponry feels very separate from (and secondary to) the core verbs like blinking around and performing sneak attacks.&lt;&#x2F;p&gt;
&lt;p&gt;No, in &lt;em&gt;Great Circle&lt;&#x2F;em&gt;, the guns seem like they’re meant to feel powerful, dangerous, and—well, like they would in a more typical shooter. They’re so effective at defeating Indy, in fact, that In most scenarios enemies won’t even draw them until &lt;em&gt;he&lt;&#x2F;em&gt; fires the first shot, instead preferring to attack with nightsticks or bare fists.&lt;&#x2F;p&gt;
&lt;p&gt;But that’s not the most interesting part about it. What’s interesting about the guns is that they’re really not that useful. Throughout the game, Indy must cautiously pick his way through fascist-occupied buildings and nazi camps at archeological digs. Success comes down to minimizing the scale of the conflicts you get into; cartoonish sneak attacks and frantic, muffled brawls are the only way to avoid alerting dozens of enemies to your infiltration. At the highest difficulty, the crack of a gunshot most often signals an impending game over and checkpoint reload.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-indiana-jones&#x2F;images&#x2F;over_here_pal.jpg&quot; alt=&quot;Indy (from a first person perspective) brandishes a rake at a surprised-looking fascist&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Indy’s signature whip and the dukes he puts up when he enters melee combat are far and away his most stalwart tools, and the combat design around fistfights and melee is clearly an area of greater focus than that of gunfights. The guns, it would seem, are only as tightly designed as they are because of the carried-over talents (and perhaps even technology) of MachineGames in the wake of their Wolfenstein reboot series.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve been finding a lot of enjoyment in the way that &lt;em&gt;Great Circle&lt;&#x2F;em&gt; adapts a campy movie series to its gameplay. Stealth takedowns are only possible if you pick up various items from around the level, most of which quickly break and must be replaced, which plays up Indy’s resourcefulness and puts a lot of silly everyday objects in his hands to be swung at his foes. Just like an action adventure movie, the game never sweats just how lethal these bonks on the head or pushes from a scaffold might be. It’s less about deciding whether you’ll kill or K.O. someone, and more about enjoying the comical slapstick and environmental hazards when you sneak up and trigger your sneak attack animation. When holding a gun, Indy can press a button to flip it around and grip it by the barrel, turning it instead into a breakable melee weapon that’s perfect for bloodlessly clobbering your unsuspecting foes; one more bit of player-driven tone setting that feels right at home for the character.&lt;&#x2F;p&gt;
&lt;p&gt;Mechanically, it all functions a lot like Dishonored, but tonally, it feels a lot more like modern Hitman, delighting in violence that’s both silly and justifiable. If Wolfenstein seems to say “isn’t it rad to mow down a bunch of nazis?”, Indiana Jones is saying “isn’t it hilarious to tap a nazi on the shoulder and then cracking a broom across his face when he turns around?”&lt;&#x2F;p&gt;
&lt;p&gt;My thoughts about the legacy of Indiana Jones as a character and franchise are a lot more scattered. I’ve never had any nostalgic fondness for it, so I can say with clear eyes that the genre of intrepid treasure hunters going on wild globe-trotting adventures brings with it a &lt;em&gt;lot&lt;&#x2F;em&gt; of troubling fixations and tropes. Even with Great Circle’s self-aware pulpiness, modernized interpretation of Indy, and genuine interest in history…the undertone of cultural tourism is impossible to shrug off, and probably inextricable from the core conceit of the character. Despite all that, to those for whom there &lt;em&gt;is&lt;&#x2F;em&gt; still fun to be found in pulpy adventure stories like this, &lt;em&gt;Great Circle&lt;&#x2F;em&gt; has managed to translate it well by making smart, restrained choices about how the hero navigates the trials in front of him.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Holiday Games</title>
        <published>2025-12-01T00:00:00+00:00</published>
        <updated>2025-12-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-holiday-games/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-holiday-games/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-holiday-games&#x2F;images&#x2F;time_sleighed.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Last year, I made a one-page holiday TTRPG to send out with Christmas cards to friends and family. It was a simple trick-taking game tucked into a silly pretense about taking over for Santa on Christmas Eve and delivering gifts in a fleet of time-manipulating sleighs. The premise is explained briefly, the core rules are condensed onto one spread, and it dedicates a back page to a play example; generally, I think it fits itself pretty well into a little gift-wrapped box of design constraints. It’s free and a quick read, so I encourage you to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.itch.io&#x2F;sleighing-time&quot;&gt;take a peek at it on itch&lt;&#x2F;a&gt; if you’re curious!&lt;&#x2F;p&gt;
&lt;p&gt;This year, I’ve decided I’m going to try to cement this into a tradition and make another one-page holiday game. It’s a delightful design challenge, a fun way to experiment with scale and format, and a nice way to vaguely explain to friends and family what this whole “game design“ thing is about.&lt;&#x2F;p&gt;
&lt;p&gt;So, what exactly are the design constraints that I’ve established for myself, and what’s the philosophy behind them? I’m so glad you asked! Here are the design guidelines for Holiday Games:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Sharing memories is a core theme&lt;&#x2F;strong&gt; — Sleighing Time was a little on the nose about this, but its central idea was to nudge players into sharing memories of loved ones, stories about their travels or adventures, or goals and accomplishments. It was built around the idea of catching up with friends and family during the holidays and looking back on the year. I hope to carry that theme forward in a novel way this year.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Highly approachable&lt;&#x2F;strong&gt; — Holiday games are designed to be shared with friends and families ad hoc during the lazy in-between hours of visits and gatherings. That means that they need to have trivial play materials, flexible player counts, and a short runtime. Sleighing Time can be played with a deck of cards and writing implements, which imagined most folks having on hand. Items like block towers, specialized dice, or even 6-sided dice felt a little too specialized for average non-gamers to go dig up. Other widely available implements like coins or sticky notes would also be reasonable choices. In addition to materials, Holiday Games should play comfortably with 2 or more players, probably becoming less reasonable at about 6+. Sleighing Time felt viable even for just two players, like a couple enjoying a quiet evening together before traveling to visit family, but I can imagine it dragging with 5+, so I’m hoping to improve the scaling factor for this year’s game.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Low floor for roleplaying&lt;&#x2F;strong&gt; — In Sleighing Time, players are asked to play as their real-life selves, but placed into a silly fantastical scenario. Since it revolves around sharing your real-life memories, it makes perfect sense to play as yourself. There’s no reason folks &lt;em&gt;couldn’t&lt;&#x2F;em&gt; assume a character and invent memories, but it was important to me that it not be an expectation. TTRPG gamers delight in Making Up Guys, but to me it was helpful to lean into the more casual reflex to simply play as yourself. Holiday Games that &lt;em&gt;do&lt;&#x2F;em&gt; involve playing as characters other than yourself ought to provide simple pre-gens or straightforward archetypes to make sure they’re easy to pick up.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Influenced by board&#x2F;party&#x2F;traditional games&lt;&#x2F;strong&gt; — Sleighing Time includes a little track along which players race to the end, reminiscent of board games, and involves a lightly competitive layer in which players can overtake each other or exchange cards. These details are intended to make the game feel more familiar to folks who aren’t accustomed to storytelling games; a ludic goal like “win the race” gives a simple framework for decision-making if players aren’t drawn to the storytelling prompts. Crucially, Sleighing Time &lt;em&gt;also&lt;&#x2F;em&gt; includes rubber-banding mechanics to keep the race close and an equal-number-of-turns rule that allows multiple or even &lt;em&gt;all&lt;&#x2F;em&gt; players to win, together. The ability to gently compete—but with the potential to bring everyone into the winner’s circle—struck a nice balance in my mind between a competitive impulse that motivates play decisions and a set of equalizing measures that keep the stakes low and the game close.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Simple, but not boring&lt;&#x2F;strong&gt; — Designing for non-gamers means relying on a narrower lexicon of rule vocabulary and zero assumed knowledge of RPG systems. Sleighing Time’s rules needed to fit in one spread so they’d be easy to read quickly and could be referenced during play. The progress track adorns the bottom of the same pages, so everything is in one spot. The front and back “covers” were reserved for the establishing fiction and a play example, both less likely to be actively referenced. The rules, while condensed, still have a light dusting of strategy and storytelling prompts to produce the intended social dynamics. They’re simple enough to follow by referencing the instructions, but not strategically inert and with storytelling prompts that ought to make players think for a moment. There are certainly some ambiguities and edge cases, but I feel like it works well for the space it uses.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;Looking back at Sleighing Time, I still feel like it lives up to these goals. For this year’s game, I have similar goals in mind, but I hope to make something a bit more ambitious. We’ll see how it turns out.&lt;&#x2F;p&gt;
&lt;p&gt;If you’re a game designer, I invite you to (informally) join me in making a holiday game! Share whatever you make, or reach out and let’s exchange cards. If I keep this up, I ought to put together an &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;itch.io&quot;&gt;itch.io&lt;&#x2F;a&gt; game jam in the future.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Expedition 33 and Refusing to Let Go</title>
        <published>2025-11-24T00:00:00+00:00</published>
        <updated>2025-11-24T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-e33-ending-thoughts/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-e33-ending-thoughts/</id>
        <content type="html">&lt;p&gt;&lt;em&gt;Why I’m still stewing about Expedition 33’s ending.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-e33-ending-thoughts&#x2F;images&#x2F;cliffs_below.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;A warning up front: this post is chock-full of spoilers! Read ahead at your own discretion.&lt;&#x2F;p&gt;
&lt;p&gt;As we careen into GOTY season, it’s hard to avoid hearing and talking about a game that’s dominated the industry narrative since it’s release earlier this year. Clair Obscur: Expedition 33 was a critical darling and is regarded as a triumphant inflection point in the state of modern game development. Whether or not it serves as a reasonable standard for indie achievement remains to be seen (not dissimilar from the discussions that surrounded Baldur’s Gate III), but its presence in the zeitgeist is impossible to deny.&lt;&#x2F;p&gt;
&lt;p&gt;I finished the game about a month ago. I honestly struggled to situate my expectations amid the soaring praise, but in the end it was an intriguing and unique experience. However, I found the ending to be incredibly bleak and frustratingly paternalistic; enough so, in fact, that I still haven’t quite let it go, and now I want to talk about it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;a-recap&quot;&gt;A Recap&lt;&#x2F;h3&gt;
&lt;p&gt;Before I get into it, let’s get the relevant pieces on the table. &lt;strong&gt;There are rampant spoilers ahead, so beware.&lt;&#x2F;strong&gt; The following is a &lt;em&gt;very brief&lt;&#x2F;em&gt; summary of the story of Expedition 33 following the end of Act II and approaching its final conclusion. It’s not exhaustive and there may be minor inaccuracies, but I’m pretty sure it’s mostly right.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout the first two acts, the adventure gradually gives way to an unfolding mystery around the Dessendre family, to whom many of the focal characters belong. After defeated the Paintress, the heroes believe they’ve saved the world from an apocalyptic force that was rapturing its population year after year. They find, however, that their victory was hollow. The survivors are unmade in much the same way as before, and we learn that Renoir, the man who’s obstructed the heroes several times and has been revealed to be Verso’s own father, is the &lt;em&gt;true&lt;&#x2F;em&gt; destructive force behind it.&lt;&#x2F;p&gt;
&lt;p&gt;It turns out, then, that the surreal world in which we’ve spent the whole game thus far is in fact a world inside a painting, a vivid fantasy realm given life by the creative powers of a different version of Verso. We learn that there is a “real” world outside of this painting. In that world, Verso has died in a terrible fire that also grievously injured Maelle’s real-world counterpart Alicia, and their parents Aline and Renoir are embroiled in a protracted struggle inside this painting. As Aline wallows in her grief and wields her power to maintain Verso’s painted world, Renoir fights to destroy her creations and return her to her senses. Eventually, Alicia (disfigured by the fire that killed Verso) enters the painting and is reborn as Maelle due to Aline’s control over the painted world. Time appears to pass differently in the painted world relative to the outside one, so she lives an entire second childhood in the painted world, surrounded by its painted folk. They are as real to her as her family outside.&lt;&#x2F;p&gt;
&lt;p&gt;After Aline’s defeat, Maelle&#x2F;Alicia comes to remember her past and her life with the Dessendre family. Meanwhile, the version of Verso that’s present within the painted world struggles with the knowledge that he is only a simulacrum, an approximation invented by Aline to dull her loss. Maelle resolves to defeat her father and send him back to the real world, hoping to linger in Verso’s painted world and restore it to a peaceful equilibrium. But we’ve also been told about one more complicating factor: a lingering fragment of the real Verso’s “soul” (a notion not discussed in &lt;em&gt;any&lt;&#x2F;em&gt; other context) remains trapped within the painting, seemingly preventing him from truly passing on.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;maelle-s-fate&quot;&gt;Maelle’s Fate&lt;&#x2F;h3&gt;
&lt;p&gt;All throughout Expedition 33, great care is taken to center Maelle within the story while rarely putting the player into her perspective. One of the only times that we control her on her own is a brief flashback before Act III as her real-world counterpart Alicia, in a sequence that only drives home her passivity and helplessness.&lt;&#x2F;p&gt;
&lt;p&gt;After Gustave’s death, we saw the “Act II: Verso” title card and jumped seamlessly to Verso’s perspective. We learned about the Dessendres as our charted their course to the Paintress’ doorstep, all the while controlling Verso and building his relationships, seeing through his perspective despite the many secrets he still kept. After defeating the Paintress and witnessing the aftermath, we see the title card for “Act III: Maelle”. We briefly wander Lumière in her shoes and witness her decision to liberate it from Renoir’s tyrannical unmaking, and her escape from the city with Verso and Esquie.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-e33-ending-thoughts&#x2F;images&#x2F;final_objective.jpg&quot; alt=&quot;A screenshot of Clair Obscur: Expedition 33 depicting text on screen that reads &#x27;Expedition 33 Final Objective: Head back to Lumière and expel Renoir from the Canvas&#x27;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Then, we return to camp, reunite with our friends, and… find ourselves once again playing as Verso. Maelle is the last “real” person in this painting besides the primary antagonist, and her fate is clearly the heart of the story, but we never experience the world through her unless we’re wallowing in her trauma. Later, we can play an optional sequence where she defeats and mercy-kills the tortured, silent doppelgänger of her real-world self that has haunted her throughout the game. No matter how much the story is about Maelle, it is rarely told through her perspective.&lt;&#x2F;p&gt;
&lt;p&gt;Despite this, after the final confrontation with Renoir, Expedition 33 ends with a choice. Maelle insists on staying in the painting, but Verso believes that she must leave for her own sake. The game pulls back to a dialog menu and implores the player directly: choose which character you would like to inhabit in this disagreement.&lt;&#x2F;p&gt;
&lt;p&gt;This choice presents the us with some control over how the narrative will end, but any video game with multiple endings will always invite comparison. In the wider cultural discussion, they exist in tandem and in opposition. The whole of the story includes both of the diverged endings, not either ending alone.&lt;&#x2F;p&gt;
&lt;p&gt;While the notion of multiple endings is often portrayed as responding to player choice, in some cases it can feel much more didactic. A single binary choice invokes questions: did you, as a player, come to understand the story’s thematic intentions? Can you determine which decision leads to a “good” ending and which one leads to a “bad” ending? The game may or may not label them overtly (and indeed, many so-called “bad” endings aren’t meant to be punitive), but nonetheless, the approach tends to reward players who choose the thematically appropriate ending by leaving them with more closure, more gravitas, and sometimes even a sense of moral superiority. Sure, it’s entirely up to you which ending you want; but between the two options, one perspective will be proven right and the other will be proven wrong.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;two-endings-one-message&quot;&gt;Two Endings, One Message&lt;&#x2F;h3&gt;
&lt;p&gt;More words are exchanged in the fight between Verso and Maelle, but the proper &lt;em&gt;endings&lt;&#x2F;em&gt; happen in the cutscenes that follow, denoted by an “Epilogue” title card. Verso’s ending is a long and somber moment depicting the Dessendre family in the outside world, standing over Verso’s grave, cathartically grieving and seeming to rediscover a semblance of unity. It suggests a hopeful future in which they can move on from this trauma, together. Alicia lingers beside the grave after the others leave, clutching a plush Esquie, and watches sadly as apparitions of her painted friends wave goodbye and dissolve away.&lt;&#x2F;p&gt;
&lt;p&gt;Meanwhile, Maelle’s ending begins with a slow zoom into a grand theater in Lumière, where we see characters from the game resurrected and happily reunited. Maelle sits among them, watching them arrive. Her expression darkens as the music drops and the lights go out. When they come back up, everything is in grayscale and an aging Verso appears on stage approaching a piano. He hesitates, a pained expression on his face. The sinister turn is punctuated by a dissonant piano sting and a cut to Maelle’s face, which is mottled with melting paint like her mother’s was, seemingly indicating her declining health as she refuses to leave the painted world behind. As an image, it mirrors the disfigurement that seems to define her existence in the waking world, reminding us that she can’t truly escape what’s happened to her.&lt;&#x2F;p&gt;
&lt;p&gt;Both endings prove Maelle wrong. In Verso’s ending, she’s a grieving child brought back to a grim reality that she has no choice but to accept. In her own ending, she’s a grieving child playing pretend in a demented dollhouse. Whatever she wanted, whatever she hoped for, she was wrong and her father was right, as was the simulation of her brother. The painted world is portrayed as a childish fantasy, but the “real” world she returns to is an equally unserious one: as far as we’re ever shown, it’s a world that ends at the steps of her family’s manor, is inhabited by four people, and is characterized by an offscreen “war” between the capital-P Painters and the capital-W Writers. It’s a world in which she is silent and her future is determined by others. That’s the world in which she belongs, according to these endings, and the game offers no further evidence of its “realness”.&lt;&#x2F;p&gt;
&lt;p&gt;The other discomfiting factor is Maelle’s disability after the fire, which leaves her unable to speak. I do &lt;em&gt;not&lt;&#x2F;em&gt; intend to suggest that her life in the real world is made unlivable by her disability or that there’s no peace to be found in the wake of her trauma. There can and should be a life for her outside the painting, and her disability should not erase her as a person. But Verso’s ending makes absolutely no moves towards depicting this notion. The whole time, I was &lt;em&gt;begging&lt;&#x2F;em&gt; someone to please get her a prosthetic eye, or to even gesture at an attempt to let her communicate without use of her voice. I’m not an expert on the disability politics at play, so I’ll try not to put my foot in my mouth, but I think it’s evident regardless that Maelle’s agency in the matter is deeply minimized by the way that she’s portrayed across these two endings. Even if you’re able to see Renoir as a loving and desperate man trying to get his family back, it does not change the fact that he calls Maelle “a living ghost” when trying to convince her to return to a world in which she can’t speak. There is no escaping the fact that Verso’s ending takes this choice away from her.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-e33-ending-thoughts&#x2F;images&#x2F;lights_above.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;what-are-you-trying-to-say&quot;&gt;What Are You Trying to Say?&lt;&#x2F;h3&gt;
&lt;p&gt;For better or worse, a sharp thematic clarity emerges from this dual-endings style of conclusion. It presents a clear dichotomy between two worldviews and forces the player to align themselves with one or the other, and in doing so, says something about both the characters themselves and their understanding of the world they inhabit. They form the two sides of the coin that is the ending’s overall thesis. The two endings of Expedition 33 suggest different outcomes, but do not imagine different possibilities.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout Expedition 33’s final act, questions are raised about grief, trauma, and legacy. The final choice hinges on the fuzzy lore of the paintings themselves, and the suggestion that the Verso we know is not, and can never be, the &lt;em&gt;real&lt;&#x2F;em&gt; Verso… but that he is &lt;em&gt;also&lt;&#x2F;em&gt; somehow connected to the lingering fragment of Verso’s “soul” that prevents him from passing on peacefully. Maelle insists that her father will destroy the painting against her wishes as soon as she leaves, and that seems to be borne out by Verso’s ending. If we believe that Verso’s soul is somehow trapped in the painting, then perhaps it’s a mercy. If we believe that anyone else in the painted world is a person in any meaningful way, well… that makes things more complicated.&lt;&#x2F;p&gt;
&lt;p&gt;In the endings as presented, the metaphor is much clearer than the metaphysical implications. For Maelle to linger in the painting is to refuse to let go of someone who’s gone, and for her to leave is to take the first step towards moving on and accepting both Verso’s death and her own disability. Maelle’s desire for anything else is portrayed as selfish and deluded. Meanwhile, the only way for Verso’s “soul” to move on seems to be the destruction of his life’s work (or at the very least, his childhood drawings), which is a confusing signal about the meaning of one’s art in the context of grief and legacy.&lt;&#x2F;p&gt;
&lt;p&gt;At the end of the day, Maelle is proven to be incapable of knowing herself. She must be rescued by a parent whose affection is barely perceptible through his self-righteous rage; that’s what leaves me feeling so negatively about this pair of endings. Throughout the story we see Maelle being brave, determined, and occasionally self-destructive. But at the end of the day, she is completely reduced to someone who must be saved from herself, unable to face the truth of her disempowerment unless coerced into doing so. Her father, who spends most of the story destroying every remnant of Verso’s work, is the one who ultimately knows better, the one who’s seen the truth of things through his own past trials and now shepherds his family into the light. Never mind that the world &lt;em&gt;he&lt;&#x2F;em&gt; returns to is one he seems to preside over. Never mind that the world he returns to restores his agency and diminishes hers. Maelle, it turns out, was never a person whose eyes we should try to see through; better to make choices for her instead.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;These endings are, of course, designed to evoke a response, to overwhelm with sadness and catharsis. My frustration with it comes from my own interpretation, and others may see either ending more charitably or positively. Let me know what you think, or if anything I’ve said here resonates.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>KublaCon Fall 2025 Recap</title>
        <published>2025-11-17T00:00:00+00:00</published>
        <updated>2025-11-17T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/kublacon-fall-2025/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/kublacon-fall-2025/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;kublacon-fall-2025&#x2F;images&#x2F;kubla_con_stuff.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Over the weekend, I attended a local convention called KublaCon Fall, an off-season supplement to KublaCon Prime (which runs in May). Silly name aside, it’s an approachable local convention that I hadn’t been to before past this weekend, and I played some new games. So without further ado, here are some (long-winded) impressions!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;our-brilliant-ruin&quot;&gt;&lt;em&gt;Our Brilliant Ruin&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The first game I played was &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;ourbrilliantruin.com&#x2F;&quot;&gt;&lt;em&gt;Our Brilliant Ruin&lt;&#x2F;em&gt; by Studio Hermitage&lt;&#x2F;a&gt;. It was an original adventure by the GM, who was running the game as a member of a demo and playtest organization that was works with the publisher. The provided characters were primarily pre-generated ones from the book itself.&lt;&#x2F;p&gt;
&lt;p&gt;The game is part of a constellation of media that form into a big IP blitz, including an ongoing audio drama and an upcoming video game. This kind of production-maxing admittedly puts me off, but since this event had open slots and seemed like a unique system, I gave it a shot.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Our Brilliant Ruin&lt;&#x2F;em&gt; takes place in the final bastion of an apocalyptic world, where light from a distant star has brought a destructive force called Ruin that devours anything made of metal and metaphysically corrupts anyone it comes into contact with. It’s a socially-stratified setting with Gilded Age trappings and supernatural undercurrents. The book is very setting-forward, from what I could tell browsing through it, which is unsurprising given the multimedia project that it slots into.&lt;&#x2F;p&gt;
&lt;p&gt;The session felt a lot like trad games I’ve played in the past, even if the system seemed to stretch against it a bit. The amount of world-building in the book can’t really be absorbed by the scope of a convention one-shot, but I could certainly feel it etched into character sheets and capabilities. These sheets were both flavorful and economical, making it easy to understand my capabilities and archetype at a glance.&lt;&#x2F;p&gt;
&lt;p&gt;The dice system involves rolling d6s and looking for more 6s than 1s. I found it difficult to form an intuition about the dice math; as the dice pool grows, your chance of a positive outcome changes fairly subtly. Even though more dice &lt;em&gt;technically&lt;&#x2F;em&gt; improves the odds, each individual die you add is just as likely to screw you over as it is to grant or reinforce a success.&lt;&#x2F;p&gt;
&lt;p&gt;Our GM was as flexible as he could be within a prewritten-adventure style of play, but he did have to short circuit certain paths once or twice to keep us on track. The group also over-indexed on planning, with several players asking the same questions of the same NPCs and hoping to get new answers with new rolls, dragging out some of the opening scenes.&lt;&#x2F;p&gt;
&lt;p&gt;The system design seems to draw most from World of Darkness games’ narrative and mechanical blend (and indeed, one of its writers is Justin Achilli, a White Wolf veteran). A lot of the resulting dynamics hewed towards how a D&amp;amp;D adventure with an upstairs-downstairs twist might play out, though the scenario that the GM brought could have been a big contributor.&lt;&#x2F;p&gt;
&lt;p&gt;I found it hard to play a noblewoman character in the context of a “go to a poor rural village and hunt a monster that’s terrorizing them” adventure; the aristocrat character felt out of place doing dangerous, violent, hands-on work, even though the epicenter of the haunting was an noble family’s abandoned manor. I suspect that with the right massaging, this tension could be ameliorated or at least made more interesting, but as it was there was some friction that didn’t feel especially fun.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, the game felt like it belonged deep in its own big sprawling setting in a way that couldn’t shine in a convention setting with players who had no prior experience. I don’t think it suited my sensibilities, but the PDF is free and it seems to be thoughtfully crafted, so it’s worth checking out if the pitch sounds intriguing.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;royal-blood-2e&quot;&gt;&lt;em&gt;Royal Blood 2e&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.kickstarter.com&#x2F;projects&#x2F;gshowitt&#x2F;royal-blood-a-tarot-heist-rpg&quot;&gt;&lt;em&gt;Royal Blood&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; is a game by Rowan, Rook, and Decard that funded a lush redesign and rerelease on Kickstarter late last year. It was the first I’d heard about it, but I’m familiar with a chunk of Rowan, Rook, and Decard’s output (as you may have seen in other posts on &lt;em&gt;Eat the Reich&lt;&#x2F;em&gt;, &lt;em&gt;Heart: The City Beneath&lt;&#x2F;em&gt;, etc.).&lt;&#x2F;p&gt;
&lt;p&gt;The game involves establishing characters and setting around the core concept of ambitious magic-users in a modern-day city who band together to dramatically dethrone a powerful magic wielder called the Arcane. The game is fueled heavily by tarot as both an aesthetic cornerstone and an oracle for storytelling.&lt;&#x2F;p&gt;
&lt;p&gt;A good chunk of our session was spent during setup; a nontrivial sequence of steps guides the group through building characters, detailing the world, and establishing the obstacles in front of the protagonists. This is certainly not a bad thing (setup is also play!), but I could feel it straining the time management of our four hour play session. Ultimately, we went a half hour past our allotted end time.&lt;&#x2F;p&gt;
&lt;p&gt;After setup, the remainder of the game involves several phases built around a simple token economy and a tarot card drawing mechanic, in which players can stake more resources to get more card options to choose from for their outcome. Different cards produce different results, so widening the pool of options feels quite meaningful, a lot like rolling with advantage.&lt;&#x2F;p&gt;
&lt;p&gt;The writing of the game is maximalist and indulgent, which is (along with the sheer density of drug references) very recognizably Grant Howitt’s style. It works well most of the time, but occasionally overstays its welcome and makes scanning and remembering details a struggle. For example, each character has “Facets” that they use to contend with challenges and must risk losing in order to progress; each one has an entire paragraph of flowery description, but lacks a single-sentence summary to remind you what it actually is or does.&lt;&#x2F;p&gt;
&lt;p&gt;The tarot artwork by Silvia De Stefanis is lovely; there’s no shortage of gorgeous tarot decks floating around in the Kickstarter ether, but these cards still hold their own and complement the game nicely. Since the Kickstarter hasn’t shipped, our convention GM got a deck printed on glossy card stock and they served us well during the game.&lt;&#x2F;p&gt;
&lt;p&gt;On that note, I also appreciated that the GM constrained our setting with a conceit of his own (high school goths overthrowing the queen bee of the school). It led to exaggerated characterization that suited to the game well and was easy to play into for a convention setting.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, &lt;em&gt;Royal Blood&lt;&#x2F;em&gt;’s top-level procedure felt like a little bit too much, but the bones of the game and its resolution system were punchy and the tarot interpretation was a well-integrated element. Even with a GM guiding the story, these interpretive moments felt very collaborative. I also managed to convince my partner to join the game, which made it all the more fun. I could see myself revisiting &lt;em&gt;Royal Blood&lt;&#x2F;em&gt; to run it for friends at some point.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;blood-on-the-clocktower-trouble-brewing-and-bad-moon-rising&quot;&gt;&lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; — &lt;em&gt;Trouble Brewing&lt;&#x2F;em&gt; and &lt;em&gt;Bad Moon Rising&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I first heard about &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bloodontheclocktower.com&#x2F;&quot;&gt;&lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; at Big Bad Con, when I was making small talk with other volunteers in the break room. It’s a social deduction game, akin to Mafia or Secret Hitler, in which each player is given a hidden role and a team alignment and then tasked with eliminating fellow players until their team emerges victorious.&lt;&#x2F;p&gt;
&lt;p&gt;Designed by Steven Medway, &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; feels like, as far as I can tell, the mother of all social deduction games. It’s built modularly on a foundation of simple rules and then thrown into elaborate strategic chaos via the introduction of &lt;em&gt;dozens&lt;&#x2F;em&gt; of unique character roles, each with a unique ability that lets them contribute to their team in a distinct way.&lt;&#x2F;p&gt;
&lt;p&gt;The structure of a &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; game takes place across several days and nights. During the day, players converse and share suspicions and theories, then nominate players to execute and cast votes. During the night, players take turns triggering their hidden abilities while the rest of the group keeps their eyes closed. Layered on top of this basic format are “scripts”, curated sets of roles that produce certain strategic and social dynamics alongside a set of instructions to follow in order to run the game and proceed through each night.&lt;&#x2F;p&gt;
&lt;p&gt;This brings me to the most distinctive aspect of &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt;: there is one person who has no role at all in the game’s fiction. Instead, they function as the “Storyteller”, a neutral facilitator who carries out the procedural steps: they tell players when to open and close their eyes, call for nominations and count votes, manage individual player abilities during the night, and announce the results of those actions. All of this is performed in a prescribed order to ensure that everything fits into place neatly, often leaving space for mechanical edge cases but ensuring that they’re clever and intentional.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond the precision and simplicity of the core rules, the Storyteller manages every piece of procedure and information visibility, making the whole experience feel smooth and curated. Using these tools, an effective Storyteller may also adjust balance and spotlight certain interactions. They can make choices about which roles from the pool are included in a given game. They can determine which players are affected by certain abilities and can make on-the-fly balancing decisions (all within the stated rules) that keep the drama high and ensure that victory is won cleverly or narrowly.&lt;&#x2F;p&gt;
&lt;p&gt;In both of the games I played, each with a different script (&lt;em&gt;Trouble Brewing&lt;&#x2F;em&gt; and &lt;em&gt;Bad Moon Rising),&lt;&#x2F;em&gt; each of which had more than 20 unique roles, I landed in the role of a Minion, a second-in-command to the lead antagonist Demon. In both games, I was soon pulled aside by the Demon (a more experienced player, luckily) and given advice on how precisely I should lie to other players about my role and its abilities. There was a palpable play culture among the cohort of seasoned players I interacted with: unstated habits and strategies, references to other scripts or past play experiences, and so forth. All of this was a bit alienating at first blush, but it was meaningfully tempered by the presence of a neutral Storyteller who could answer questions.&lt;&#x2F;p&gt;
&lt;p&gt;Playing an evil character in both games was exhausting, and not just because of the complexity. I think it’s fair to say that I have an aversion to social deduction games in general. I find tactical deceit to be stressful and viscerally unpleasant; whenever I draw an evil role, I feel my stomach knot up and my heart rate elevate. I can &lt;em&gt;imagine&lt;&#x2F;em&gt; the appeal: there’s obviously a thrill to getting away with ingenious deceptions, to pulling one over on your friends with poisoned logic or careful acting. It truly &lt;em&gt;isn’t&lt;&#x2F;em&gt; fun for me, but I can understand the sort of competitive impulse that it appeals to. I don’t mean to say I didn’t have fun; I just experienced an inordinate amount of stress along the way.&lt;&#x2F;p&gt;
&lt;p&gt;But I have a million more thoughts about the Storyteller role and the ways it intersects with GMing in traditional TTRPGs and wargames. This post is long enough as it is, but suffice it to say that the mere introduction of a neutral facilitator creates &lt;em&gt;so many&lt;&#x2F;em&gt; possibilities. They can answer rules questions mid-game without giving things away, they can apply “randomness” to abilities (e.g. one-out-of-two chosen targets gets this effect), and they allow role abilities that involve &lt;em&gt;believing your role is something that it isn’t&lt;&#x2F;em&gt;; all of which &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; was doing in the mere two games of it I played*.* The inclusion of the Storyteller truly explodes the design space, and while the game itself is hard for me to stomach, I’m profoundly intrigued by the notion of filling the Storyteller role. In a sense, even with its truly overwhelming complexity, &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; seems to be offering an alternative way to participate—even for forever-GM social deduction haters like me.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;&quot;&gt;**&lt;&#x2F;h3&gt;
&lt;p&gt;The last proper scheduled game I played was a late Saturday night session of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.dreamrpg.com&#x2F;&quot;&gt;&lt;em&gt;Dreamland&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; by Jason Bradley Thompson, run by the game’s very own writer, designer, and illustrator.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Dreamland&lt;&#x2F;em&gt; draws heavily on the stylistic trappings (and also the literal words) of Lord Dunsany’s writing, among many other inspirations, and functions by using an intriguing wordplay system to augment a more traditional “skill check”-oriented foundation. Players portray characters who inhabit a dream world and have only a few specific memories of their waking lives. During the game, they endeavor to solve problems in the dream while periodically intersecting with their waking lives, either by waking up entirely or experiencing events that blur the boundaries between the dreaming and waking worlds.&lt;&#x2F;p&gt;
&lt;p&gt;Whenever players need to take difficult actions, they attempt to meet a target number and may roll skills or start from zero to do so. Either way, players can increase results by interacting with a unique wordplay engine that asks them to poetically describe actions and outcomes, either as in-character monologue or out-of-character narration, using a pool of provided word cards laid out in a grid. The resulting storytelling leaves room for flowery and dramatic descriptions, as well as a degree of overt dream logic (which occasionally came into play to help us circumvent tricky problems).&lt;&#x2F;p&gt;
&lt;p&gt;Intentionally or not, wide vocabularies and articulate improvisation are socially (if not mechanically) rewarded by &lt;em&gt;Dreamland&lt;&#x2F;em&gt;&#x27;s word system. As is often the case, you can feel when mechanical incentives take precedence over roleplaying or writerly impulses. But throughout our session, Jason was admirably reassuring and encouraging about the varyingly eloquent dictations that got us out of trouble. Despite the awkward social challenge of building narration while also attempting to use keywords, I found it to be a genuinely endearing system to engage with: it often produced little swerves or flavorful details to the fiction that would not have emerged from dice alone, and it did so in a structured way that a GM could somewhat anticipate just by keeping an eye on the word pool. It also provided a lot of agency to players wanting to avoid direct failures in exchange for risking alternative consequences. I had relatively bad luck that evening, but I always felt like I had a good degree of control over what I risked and when. That kind of flexibility can be quite hard to produce.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, I sometimes found the waking&#x2F;dreaming lives concept to be a bit of a distraction from the core (dream world) fiction of the scenario, but I could see how it would function better over multiple sessions. &lt;em&gt;Dreamland&lt;&#x2F;em&gt; has an unusual system that surprised me in a lot of ways, and I’m looking forward to seeing it release fully. I couldn’t say if I’ll run it in the future, but I’m certainly not counting it out.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;playtesting-jajanken-duel&quot;&gt;Playtesting &lt;em&gt;Jajanken Duel&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Before I left for the day on Sunday, I got a chance to playtest a slightly revised version of &lt;a href=&quot;&#x2F;promptober-Day-5-masquerade-28372f7a1dab8040b7eed29414236387?source=copy_link&quot;&gt;the Shonen dueling game I wrote for day 5 of promptober&lt;&#x2F;a&gt;, with the help of a local friend who was at the convention. The playtest revealed a few points of logistical friction as well as some rules text that needed more clarity, but I was surprised to find a lot of intrigue and tension in the core structure of the game.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Jajanken Duel&lt;&#x2F;em&gt; (as I’m temporarily calling it, Hunter x Hunter inspiration on its sleeve) is a rock-paper-scissors powered card game about anime characters fighting it out, using cool powers and trying to outsmart and one-up each other. But the story my friend and I told involved a setup that quickly led to &lt;em&gt;both&lt;&#x2F;em&gt; of us being reluctant to continue the fight, even though its stakes were still at play. By the end of the game, neither one of us was explicitly trying to win rounds, especially not with offense; we were instead trying to guide the story towards a cathartic ending for our characters, rolling with the punches along the way as the narrative squirmed in our grasp.&lt;&#x2F;p&gt;
&lt;p&gt;The game played from start to finish in about 45 minutes, which is great news for future playtesting. The fact that we were able to reach such dramatic intensity so quickly was an equally encouraging surprise, and the tension between narrative intent and the mental game of rock-paper-scissors became both disorienting and fruitful. It’ll need a lot of tempering to feel smooth, but the potency of the effect is proof to me that there’s something here to build off of.&lt;&#x2F;p&gt;
&lt;p&gt;I tend to feel extremely vulnerable when playtesting games with friends, especially when introducing folks to my work for the first time, but I always come away energized and touched by their kind, thoughtful feedback. It was a lovely note to end the convention on, and a reminder that in addition to scheduled events, conventions like this provide a space that erodes the burden of planning and leaves pockets of downtime to casually explore games with friends.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h3&gt;
&lt;p&gt;And that’s a wrap for KublaCon Fall. I even managed to not buy anything from its humble selection of merchandise vendors! Please clap!&lt;&#x2F;p&gt;
&lt;p&gt;In general, KublaCon had fewer scheduled events that captured my interest than Big Bad Con (which featured more story games) or Gen Con (which was simply gigantic). But the laid-back experience of a local convention helped me prioritize spending time with local friends and pacing myself with games and time spent at the con. I’m starting to find healthier rhythms with these kinds of events that leave me less drained; hopefully this means many more conventions in the future.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: The Chronicles of Riddick: Escape From Butcher Bay (2004)</title>
        <published>2025-11-10T00:00:00+00:00</published>
        <updated>2025-11-10T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-chronicles-of-riddick-2004/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-chronicles-of-riddick-2004/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-chronicles-of-riddick-2004&#x2F;images&#x2F;videogamevin.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Well, I&#x27;ll be honest: it wasn’t my first choice. Instead, it was a fallback I turned to after dragging my feet for too long. At one point I was choosing between Metal Gear Solid 3 or Grand Theft Auto: San Andreas, but either of these would have been meant sampling from a &lt;em&gt;big&lt;&#x2F;em&gt; game series that I don’t have meaningful prior experience with. So instead I let convenience and familiarity win out and I joined our pal Richard B. Riddick for a good old-fashioned prison break.&lt;&#x2F;p&gt;
&lt;p&gt;The Chronicles of Riddick: Escape from Butcher Bay was developed by Swedish developer Starbreeze Studios and released shortly before the Chronicles of Riddick film, serving as a prequel to the series as a whole. It&#x27;s fundamentally a first person shooter, but with gestures towards RPG and immersive sim design. One clear reason to choose Escape from Butcher Bay was that I knew it was relatively short, and even though I’ve thus far been glad to challenge myself to play slightly longer titles, I was too daunted by the other options I&#x27;d considered for 2004.&lt;&#x2F;p&gt;
&lt;p&gt;I vaguely recall Escape from Butcher Bay being in the canon of “dad games” alongside Tomb Raider and Max Payne, but I can’t remember actually seeing him play it. If memory serves, I once asked him about it and he said it was “pretty good”, or some such tempered (but sincere) praise. Moreover, my dad likes the Riddick &lt;em&gt;movies&lt;&#x2F;em&gt; and other sci-fi action films of their ilk. Personally, I have a similar fondness for Pitch Black (the first in the series) and a limited interest in the rest, but with Escape from Butcher Bay being a prequel, I figured it was worth my curiosity.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-chronicles-of-riddick-2004&#x2F;images&#x2F;its2004alright.png&quot; alt=&quot;First person scene of Riddick being walked into the cell block, with opening credits on the center of the screen that read &#x27;and Xzibit&#x27;.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Oh yeah. It sure is 2004.&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Escape from Butcher Bay is a game full of glimmers. It’s got plenty of untapped potential wrapped into a compelling but ultimately clumsy package, undoubtedly rushed to completion by its proximity to the release of The Chronicles of Riddick (the film). Its level design is intricate, but only occasionally makes any &lt;em&gt;use&lt;&#x2F;em&gt; of its interconnected spaces. Its stealth design builds on a notion of using light and darkness to gain an advantage, but rarely builds interesting spaces around this concept. The edgy action sci-fi storytelling is limited both by its prequel status and its unwillingness to make any narrative maneuvers within that broader context, mostly just alluding to Riddick’s own Mandalorian-esque backstory.&lt;&#x2F;p&gt;
&lt;p&gt;These kinds of dualities are not uncommon for FPS titles of this era, many of which were reasonably- marketed commercial products of humbler scope. It’s fun to revisit a time when the difference in scale between tentpole action games and random PS2 oddballs was not so towering. Having been mostly curious about how and where it pointed its ambitions, the experience didn’t disappoint. But the gaps between those ambitions and their execution were undoubtedly felt.&lt;&#x2F;p&gt;
&lt;p&gt;I played through Escape from Butcher Bay on “Normal” difficulty, wary of the possibility of getting stuck partway through with no recourse (difficulty can’t be changed partway through, I don’t think). I found it to be very inconsistent with its challenge, while still being comically generous with its resources whenever there were heavy gunfight sequences. Ultimately, it’s probably best that I set the difficulty where I did.&lt;&#x2F;p&gt;
&lt;p&gt;To the game’s credit, it does pointedly take your guns away on several occasions as a way to reset the power curve. It feels as if the developers were aware that the gunplay was not all that thrilling or unique; rather than investing in depth with weapon systems, they lean into the narrative pacing of the triumphs and setbacks of Riddick’s escape attempts. The push and pull between gaining and losing your arsenal creates a much more pronounced effect than the Campbellian “belly of the whale” trope that video game stories like to lean on, in which a brief sequence of disempowerment precedes a return to full strength before the finale. Instead, Riddick spends nontrivial portions of the game with nothing but his bare hands, a shiv, or a tranquilizer gun, and those segments are generally made stronger by their limitations.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-chronicles-of-riddick-2004&#x2F;images&#x2F;light_and_dark.png&quot; alt=&quot;First person view, showing Riddick&#x27;s hands holding a gun with a digital ammo display on the back shining a flashlight into a metal hallway. The guns silhouette is completely black, fully in shadow.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The darkness is so stark that it&#x27;s no wonder Starbreeze&#x27;s next game would be titled &#x27;The Darkness&#x27;.&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;The stealth systems make a clever pitch for using darkness, a space where Riddick’s alien superpowers let him see clearly when his opponents cannot, but enemy behaviors are often touchy or frustrating or simply leave no room for stealthy approaches. The “eyeshine” ability that Riddick can deploy is similar to the military shooter trope of night vision goggles, but it sticks to its world-building: it’s a heightened &lt;em&gt;sensitivity&lt;&#x2F;em&gt; to light, meaning that if you keep it on when you’re in a brightly-lit space, the entire screen blooms into white light. I enjoyed how conflicts would fall apart if I failed to use it deliberately, but I was constantly wishing I could make better use of it to be the terrifying hunter that Riddick is portrayed to be.&lt;&#x2F;p&gt;
&lt;p&gt;Butcher Bay as a setting is a grungy sci-fi take on a supermax prison, rendered with an attention to light and shadow that stands out among contemporaries. The labyrinthine nature of the facility makes the whole adventure enjoyably disorienting and keeps the place feeling enormous and incalculably complex. The final sequences shake things up, showing off drastically different parts of the facility and providing a more cinematic conclusion. The soundtrack, by Gustaf Grefberg, is both somewhat generic and strangely catchy, with a focal string melody in its action-oriented tracks &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;youtu.be&#x2F;9iP775V6A34?si=00BSMAuDlSt_TjT_&amp;amp;t=55&quot;&gt;that I can only describe as “swashbuckling”&lt;&#x2F;a&gt;. It’s an odd fit if you take it seriously, but it’s well-suited to the sheer camp of the storytelling.&lt;&#x2F;p&gt;
&lt;p&gt;The prison’s grimy halls are full of various weirdos, with key roles voiced by screen actors giving clumsy, hammy video game performances (complete with Vin Diesel’s gravelly monotone reprising Riddick). Given the era of the game’s release, I was a bit surprised by the racial diversity of characters, suggested by their character models and accents. But I’m hesitant to give it too much credit when the entire cast consists of a grab-bag of inmate archetypes and a couple of variations on the “sadistic prison warden” trope. The one and only woman is a disembodied female voice who explains Riddick’s alien superpowers to him; that’s the kind of writing we’re dealing with here. The most unexpected bit of nuance I found was the presence of Muslim prisoners—or an approximation thereof—who can be found praying in the prison yard on painted patches of concrete that vaguely resemble prayer rugs.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-chronicles-of-riddick-2004&#x2F;images&#x2F;prayers.png&quot; alt=&quot;Two inmates in an open concrete room, a bench on the wall behind them. One stands in the background looking away and the other kneels on a patch of faded paint on the concrete that vaguely resembles a prayer mat. The graffiti on the wall behind them says &#x27;FUCKERS AREA&#x27;, but is cut off.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;I&#x27;m not sure what to make of the fact that the graffiti on the wall behind them says &#x27;FUCKERS AREA&#x27;, but there&#x27;s a lot of similar graffiti elsewhere, too.&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;The highlight of the story, funnily enough, is the comical recurrence of William J. Johns (a.k.a. “Johns”), the put-upon mercenary who repeatedly attempting to collect a fair reward for capturing and recapturing Riddick, all the while enduring Riddick’s… well, ridicule. The homoerotic tension between these two is probably unintentional but undeniably present, and easily the most endearing thing about the entire story (a shame how it all goes down in Pitch Black).&lt;&#x2F;p&gt;
&lt;p&gt;All told, the game’s brief length makes it easier to swallow. It’s not an especially memorable game by 2025’s standards, but I can see why it had its defenders. Its clear why Butcher Bay’s ambitious systems, technological vision, and gleeful action movie violence mark its developers (specifically, key talent that spun off to launch MachineGames) as strong candidates to build the Wolfenstein reboot that released a decade later.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h3&gt;
&lt;p&gt;My choice for 2003, Billy Hatcher, was a game that I had wanted to play at the time but missed out on because of console exclusivity. Chronicles of Riddick: Escape from Butcher Bay is a different kind of missed title, one I &lt;em&gt;might&lt;&#x2F;em&gt; have played on release if I had been particularly keen to do so, but was outside my typical focus at that age.&lt;&#x2F;p&gt;
&lt;p&gt;Growing up, I was kind of a square. I wasn’t drawn to games and movies with mature content the way some other kids often were in ways that made them feel grown up or rebellious. I watched cartoons and played cartoony games well into middle and high school, and I rarely thought much of it. Ultimately, some of the most violent or objectionable games I played were casual hand-me-downs from my dad who had a fondness for that style of heightened action, and it was more incidental  than motivated (I wasn’t just going to &lt;em&gt;ignore&lt;&#x2F;em&gt; entire video games that fell into my lap).&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-chronicles-of-riddick-2004&#x2F;images&#x2F;oneliners.png&quot; alt=&quot;First person view of a closed metal door, with a subtitle on screen that reads &#x27;The air is thick... Smells of oil, machines, crushed rock. And something else. Fear.&#x27;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Riddick rarely speaks outside of cutscenes, but once in a while he&#x27;s overcome by the inescapable urge to monologue.&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;I realize there’s nothing wrong with liking what you like, but I do often wonder if my taste, or even social groups, would have changed if I’d pursued more “grown up” things sooner. In high school I fed my transgressive impulse with metal music while my other media interests remained tame. Escape from Butcher Bay is much more edgy and childish than it is truly “mature”, but it’s an interesting glimpse into a different direction that my childhood tastes could have gone if I had aligned more closely with my dad’s taste. I probably have a greater appreciation for it now, in all its cool guy stupidity. Maybe that comes with getting older and revisiting media that my parents enjoy.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>TTRPG Promptober Retrospective</title>
        <published>2025-11-03T00:00:00+00:00</published>
        <updated>2025-11-03T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-promptober-retro/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-promptober-retro/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-promptober-retro&#x2F;images&#x2F;among_the_ruins.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;As I wrote about &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-promptober-check-in&#x2F;&quot;&gt;a few weeks ago&lt;&#x2F;a&gt;, for all of October I was sucked into a daily design challenge that was helping me stretch my game design muscles and push me to experiment with mechanics, play materials, and thematic ideas that I haven’t previously touched.&lt;&#x2F;p&gt;
&lt;p&gt;Over the course of this challenge, I wrote:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;2 micro-supplements for specific games: a Landmark for &lt;em&gt;Heart: The City Beneath&lt;&#x2F;em&gt; and a Faction for &lt;em&gt;Blades in the Dark&lt;&#x2F;em&gt;&lt;&#x2F;li&gt;
&lt;li&gt;5 generic supplements, mostly tables or prompt lists&lt;&#x2F;li&gt;
&lt;li&gt;4 incomplete games—these ones are missing whole sections of rules or have unfilled tables or prompt lists&lt;&#x2F;li&gt;
&lt;li&gt;18 “complete” games—many of these are woefully imbalanced, some are missing key guidance or crucial prompting, but &lt;em&gt;all&lt;&#x2F;em&gt; of them ought to be playable as written&lt;&#x2F;li&gt;
&lt;li&gt;1 lyric game, which is technically playable but not sensible to group with the ones above&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;Phew…&lt;&#x2F;p&gt;
&lt;p&gt;That was probably too much. I shouldn’t have written that much. And by the end it was mostly stubbornness and sunk cost that was keeping me going. But it was also a lot of fun and an &lt;em&gt;enormous&lt;&#x2F;em&gt; amount of writing and design exercise. I’m probably going to need a bit of a break, but there’s a lot of ideas in here worth revisiting! I want to walk through a few I’m excited to come back to, just to get some commentary written down and summarize my intentions for further work.&lt;&#x2F;p&gt;
&lt;p&gt;So here’s a small selection of the games I wrote that I believe have the most potential and are highest on my list to revisit (in addition to the three I highlighted earlier this month). For each of these, I’ve briefly summarized the game itself so that nobody feels like they need to go read a whole other post all the way through before continuing.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;word-wizards&quot;&gt;WORD WIZARDS&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-2-spells-28072f7a1dab801abe37c40c72c31885?source=copy_link&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;WORD WIZARDS is a loose, silly one-shot game built around using spelling bee questions as a resolution mechanic. The setup involves accidentally summoning a horrible monster, after which players attempt to fight it by answer spelling questions to determine how their actions play out. If they get answers right, they accomplish what they intended. If they get them wrong, they can rewrite reality to accomplish something helpful but different than they intended.&lt;&#x2F;p&gt;
&lt;p&gt;This was Day 2, and it’s the first complete game I wrote. It’s also the moment I realized I was in trouble. From this point on, the average length of my complete game posts increased gradually. It’s hard to say whether that’s because I got less efficient or my mechanical ideas got more complex, but I like the simplicity and efficiency of this early entry a lot.&lt;&#x2F;p&gt;
&lt;p&gt;The writing itself is passable but could certainly be improved, and the setup prompts aren’t as flavorful as I’d like. Additionally, the game is really lacking resources to help GMs find sufficiently fancy words to prompt their players with; I&#x27;d have to do some research to track down good links. Besides that, though, there’s not a whole lot I want to change. It just needs to be playtested!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;scattered-to-the-stars&quot;&gt;Scattered to the Stars&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-14-stars-28972f7a1dab8085bed7ef5a838920f4?source=copy_link&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;An asynchronous, multiplayer journaling game that shares a notebook (with friends, or through a “little free library” like I see around my neighborhood). It’s about survivors from an alien planet that was destroyed in a supernova, who are now doomed to roam the galaxy apart from one another. The radiation of the supernova has given them a deep connection with the stars themselves, through which they can sense and communicate with each other even while lightyears apart.&lt;&#x2F;p&gt;
&lt;p&gt;The goal of the game was to build something out of the deep loneliness of being the last of one’s kind while still capturing a sense of awe and hope about the universe. There’s &lt;em&gt;undeniable&lt;&#x2F;em&gt; Outer Wilds influence, but also inspiration from Umurangi Generation and Superman stories. I think the core idea of the game is strong, but the prompts (specifically the Memories to fill in) are light on specificity and likely need to be more evocative before the whole thing can come together.&lt;&#x2F;p&gt;
&lt;p&gt;There’s also a tension here with using prompts to invent a fictional alien species. They ought to be distinctly non-human and non-earthling, but I also try to avoid the pitfall of collapsing them into a monoculture. There’s a lot of fine tuning to be done around accomplishing this goal elegantly, especially in a way that doesn’t feel like shallow box-checking.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;ihezohr&quot;&gt;Ihezohr&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-19-Wizard-s-tower-28972f7a1dab80c385deda68e91342f9?source=copy_link&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Ihezohr is a storytelling game about a party of victorious heroes who climb a tower to find out what happened to a friend who they parted ways with along their path. It’s essentially a love letter to the friend in your TTRPG group who got too busy and had to drop out of the campaign (usually with some thin narrative pretense).&lt;&#x2F;p&gt;
&lt;p&gt;The game uses a tarot deck with the major arcana representing rooms in the tower. The rest of the cards are used by players to conjure memories of time spent with their old pal Ihezohr and to deal with challenges on the floors of the tower. There’s a bit of a metafictional element to it all, but I hope it comes across as both celebratory and somewhat restrained.&lt;&#x2F;p&gt;
&lt;p&gt;As written, there&#x27;s a little bit too much weight to a single “play”, where a player who’s contributing to the scene must play a card, introduce fiction to the “present” moment of climbing the tower, and &lt;em&gt;also&lt;&#x2F;em&gt; reminisce about Ihezohr through a flashback. I don’t know if this is too much cognitive load, but either way I could imagine the structure getting stale if every maneuver includes a flashback.&lt;&#x2F;p&gt;
&lt;p&gt;There’s also an emerging mystery around Ihezor’s whereabouts and goals, assembled piece by piece as players pass around the role of portraying the tower. I don’t know if those pieces work well yet, but a playtest will help answer that.&lt;&#x2F;p&gt;
&lt;p&gt;Also, it&#x27;s worth noting that the name “Ihezohr” came from &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;fantasynamegenerators.com&quot;&gt;fantasynamegenerators.com&lt;&#x2F;a&gt;. I thought it was kind of funny that it sounded like “eyesore”, even though that seems incredibly mean if you read into it even a little bit. It’s mostly just a generic fantasy-sounding name.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;among-the-ruins&quot;&gt;Among the Ruins&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-20-Lost-book-lost-knowledge-28972f7a1dab8016a37cd2febb86a1a0?source=copy_link&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A world-building game about exploring a post-apocalyptic world and encountering ruins that tell the story of its past. It uses a die, a block tower, and a custom set of rules for stacking blocks that produces odd and expressive structures.&lt;&#x2F;p&gt;
&lt;p&gt;I had been wanting to make something using a block tower, as popularized by &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.tiltingatwindmills.net&#x2F;games&#x2F;dread&#x2F;&quot;&gt;horror RPG Dread&lt;&#x2F;a&gt;. Well, now I have, but I didn’t use it in the conventional way. The block-building in this game uses a d6 and a set of rules about &lt;em&gt;how&lt;&#x2F;em&gt; to arrange the new block onto the structure, which begins from scratch instead of as a complete tower. I was a little surprised how compelling the building was once I started ironing it out; I have some confidence that this piece of the game will work (though I’d probably want more example structures listed in step 1 of the Encountering Structures section). I&#x27;ve also always had a strong affinity for what you might call &amp;quot;verdant post-apocalypses&amp;quot;, which meant I had quite a bit of fun testing the building rules and imagining the ruins they evoked.&lt;&#x2F;p&gt;
&lt;p&gt;I’m much more uncertain about the “talk about” prompts, which suggest freeform conversation topics to use—be it in character or out—as the wanderers make their way towards the next ruin (for the players, this covers the time during which blocks are being placed). The idea is to provide a left-brain counterpart to the very right-brain task of arranging blocks, but I’m not convinced it’s actually helpful to try to talk over that step. This would probably be a key focus area for playtesting, in addition to honing the World Questions that drive the overall storytelling.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;&#x2F;h3&gt;
&lt;p&gt;Plenty of the entries were either much farther from being complete or just less compelling objects altogether, so here&#x27;s some one-liner pitches and links for those who really have a lot of time to go read around:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-7-secrets-28572f7a1dab8000a3f0de548ef7d39a?source=copy_link&quot;&gt;No Honor&lt;&#x2F;a&gt; is a game for 3+ players about a heist gone wrong at the 11th hour, where impending betrayal leads to a standoff just moments before a clean escape.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-11-Thalassaphobia-thalassophilia-28972f7a1dab804c96cbee8aea7c8ac8?source=copy_link&quot;&gt;Final Dive&lt;&#x2F;a&gt; is a solo game about exploring an alien ocean and collecting parts to repair your submarine and ascend...all while avoiding a beast that lurks about the depths.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-12-Liminal-space-28972f7a1dab8094badddf9f0e962967?source=copy_link&quot;&gt;No Empty Spaces&lt;&#x2F;a&gt; is a table of storytelling micro-games that can be used as part of a hex crawl to add some variety between mysteries, monsters, and loot.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-21-Sword-in-the-forest-28972f7a1dab80b59276dba52ec9c783?source=copy_link&quot;&gt;Destined Wielder&lt;&#x2F;a&gt; is a collection of 2-player mini-games built around a shared series of prompts exploring the relationship between a chosen hero and their sapient weapon.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-26-Trail-cams-found-footage-28972f7a1dab80939632ee199a5b4578?source=copy_link&quot;&gt;Something is Out There&lt;&#x2F;a&gt; is an incomplete solo game about monitoring trail cams while something terrifying stalks through the park, played by marking up a trail map.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-27-Dreams-nightmares-28972f7a1dab80ef945fe6f6da05bfc2?source=copy_link&quot;&gt;Dream Sequence&lt;&#x2F;a&gt; is a lightly competitive duet &amp;quot;interlude game&amp;quot; designed to explore a character&#x27;s backstory and a GM&#x27;s future prep by playing out a prophetic dream.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-Day-30-harvest-28972f7a1dab80aaab87c9cdd6b57d2c?source=copy_link&quot;&gt;Reap What You Sow&lt;&#x2F;a&gt; is an unfinished and unhinged solo journaling game about time management, writing poetry, and the illusory simplicity of farming.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h2 id=&quot;farewell-october&quot;&gt;Farewell October&lt;&#x2F;h2&gt;
&lt;p&gt;And that&#x27;s it. There are maybe a couple others in the overall collection, which you can browse &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.notion.site&#x2F;promptober-2025-28a72f7a1dab80b9b6dae584cd0fc628&quot;&gt;here&lt;&#x2F;a&gt;, that I’d love to explore more eventually. For now, I’m very glad to have done this! And I&#x27;m also glad that it’s finished.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Pacing and Progression in Roguelites</title>
        <published>2025-10-27T00:00:00+00:00</published>
        <updated>2025-10-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-absolum/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-absolum/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-absolum&#x2F;images&#x2F;absolum.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;In a “true” rougelike (that is, games whose design lineage points directly at Rogue and its ouvre of procedural dungeon crawlers), there is only the player and the run. The game itself is randomized, malleable, ever-shifting, but sturdily bound by a set of rules and interactions that the player comes to slowly understand. Their knowledge and intuition grow, while the game remains the same object, obstinate but not unconquerable.&lt;&#x2F;p&gt;
&lt;p&gt;Rogue and similar titles are turn-based; there is no skillful execution involved. Only decisions to be made and enough knowledge to overcome the whims of luck. I don’t tend to gravitate towards these titles because the weight of failure can feel so brutal, the tedium of repeat attempts so oppressive.&lt;&#x2F;p&gt;
&lt;p&gt;My preferences fall a bit more in line with those of today’s popular sensibilities, which trend towards providing players with some notion of irrevocable progress even when failures abound. Extra lives, checkpoints, and save functionality are all early expressions of this curve towards kept progress, but it&#x27;s found another common expression through “meta-progression” in the modern wave of popular run-based games.&lt;&#x2F;p&gt;
&lt;p&gt;There’s a satisfaction to progression for its own sake. Leveling up, increasing stats, completing stages; these mechanisms generate a sense of accomplishment. They let players feel like some trials are behind them, and new ones are ahead. And for good reason! It can feel tedious and dull to repeat challenges you’ve already completed because you’re still trying to accomplish whatever lies beyond them.&lt;&#x2F;p&gt;
&lt;p&gt;Regardless, the old becomes new across a variety of vectors and today we find ourselves in a world where procedural generation collide with RPG-like meta-progression. This combination, distinct from the more directly comparative “roguelike”, is often dubbed a “rogue&lt;em&gt;lite&lt;&#x2F;em&gt;”, a slightly-judgmental term that signifies a balance between procedurally-generated challenges and layers of meta-progression providing more resources or more options (or both) for subsequent attempts. This tends to mix nicely with an action game layer, where reflex and reaction complement knowledge and systemic mastery.&lt;&#x2F;p&gt;
&lt;p&gt;The roguelite structure is, in a pretty straightforward sense, meant to be the best of both worlds. It kicks your ass at first, then begins handing you tools to fight back on more even grounds, smoothly blending your growing prowess with a growing collection of concrete advantages. Each time you fail, you get consolation prizes that ultimately soften the sting of defeat. It’s a smart approach that lends itself well to games that are complex but not long, a scale of experience that’s approachable for small teams, though it demands careful testing and balancing.&lt;&#x2F;p&gt;
&lt;p&gt;But here’s the thing: everyone has different tolerances for (and interest in) each of these mutually-reinforcing factors. If a game leans too heavily on skill expectations, it alienates those that want their failures to mean something and bring them closer to success. If it leans too heavily on meta-progression, it alienates those who want their skill to feel meaningful. There can even be additional splits between different types of skill, most notably the difference between build-crafting knowledge and realtime execution in action roguelites.&lt;&#x2F;p&gt;
&lt;p&gt;This difference in tolerances brings me to the topic of two roguelite games I’ve been playing recently: &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1145350&#x2F;Hades_II&#x2F;&quot;&gt;Hades II&lt;&#x2F;a&gt;, the sequel to the greek-myth-inspired roguelite juggernaut Hades, and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1904480&#x2F;Absolum&#x2F;&quot;&gt;Absolum&lt;&#x2F;a&gt;, a roguelite beat-em-up in a fantasy world that released a month later.&lt;&#x2F;p&gt;
&lt;p&gt;In Hades II, after 31 hours, I’ve beaten the “final boss” of the game. What remains is to &lt;em&gt;repeatedly&lt;&#x2F;em&gt; do so while progressing a number of parallel side stories and advancing the main plot. Each of these runs will take somewhere near an hour to complete. While the game &lt;em&gt;is&lt;&#x2F;em&gt; about skillful execution, I’ve reached a point where it asks me to just complete more runs, with any additional sources of challenge coming from weapon choice and opt-in difficulty intensifiers.&lt;&#x2F;p&gt;
&lt;p&gt;In Absolum, after about 5 hours, I’ve not yet reached the last boss (or even come all that close). My longest runs are about 35 minutes and most of them are closer to 15 or 20. Despite presenting me with much less build variety (at least, so far), the core system has enough depth that I’ve been compelled by just learning the ropes and getting better at the core mechanics.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t know if Absolum is ultimately going to &lt;em&gt;rely&lt;&#x2F;em&gt; on sending me back to the beginning as many times as Hades II will in order to see its story through (I did look around, but couldn’t find much without spoiling myself). I don’t know if my more successful runs will balloon in length like they have with Hades II, making the early parts feel more rote and tedious. And more generally, I’m not sure if I’m just prone to enjoy the earlier parts of these experience curves, when the starting areas still hold novelty and the quest for more skillful execution makes each engagement feel significant. Moreover, I ought not ignore the novelty of the combat system in Absolum; I&#x27;m inexperienced with beat-em-up games and might be more easily won over by it.&lt;&#x2F;p&gt;
&lt;p&gt;I’m also still unpacking my general ambivalence towards Hades II, a game that I was &lt;a href=&quot;..&#x2F;game-impressions-hades-ii&#x2F;&quot;&gt;doomed to be disappointed in&lt;&#x2F;a&gt; because of my history with the studio’s previous work. In my experience, the intention to make failure rewarding (go talk to your friends, grow your relationships, and enhance your capabilities) has created an odd inversion of the core loop: now, it’s less about truly striving to overcome a challenge and more about walking a long road that will eventually lead to surmounting it. I should be clear that this &lt;em&gt;isn’t&lt;&#x2F;em&gt; necessarily a bad thing, and in fact it’s one of the reasons that Hades II is so approachable and appealing to so many players. But it may not be to my own taste, and the dichotomy between these two games is helping me understand that.&lt;&#x2F;p&gt;
&lt;p&gt;The line between justifiably critical and elitist can be blurry. I want to be more confidently negative, to proclaim that Hades II leans too much on the sheer escalation of its meta-progression rather than building a challenge that revolves around players becoming more skillful with how they handle it; but I also know that it’s part of what makes the game appealing to a wider audience who might avoid it otherwise (even with its difficulty-adjusting option). For now, it’s given me a lot to think about.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>TTRPG Promptober Check-In</title>
        <published>2025-10-13T00:00:00+00:00</published>
        <updated>2025-10-13T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-promptober-check-in/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-promptober-check-in/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-promptober-check-in&#x2F;images&#x2F;glade_of_solitude.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;This post is coming in a little hot, because I’ve regrettably gotten myself quite distracted. Due to a confluence of unrelated events, my three semi-regular weekly game groups were all on hold for the first half of October. To bridge the gap for myself, I dug into a daily writing challenge for the month of October. The challenge is described here (but requires a bsky account to view): &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;diwatamnl.bsky.social&#x2F;post&#x2F;3m243seqz4c2s&quot;&gt;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;diwatamnl.bsky.social&#x2F;post&#x2F;3m243seqz4c2s&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I find that prompts, jams, and other kinds of time-boxed design challenges are incredibly helpful for my own creativity. I’m prone to endlessly jotting half-considered ideas, but at a certain point the desperation to get &lt;em&gt;something&lt;&#x2F;em&gt; done kicks in and it pushes me to commit to an idea earlier than I otherwise would, sometimes with positive results.&lt;&#x2F;p&gt;
&lt;p&gt;Before I go further, I feel compelled to mention: I’m fortunate to be in a position where my weekly obligations add up to much less than a standard 40-hour work week. Part of the reason I’ve tumbled into a rabbit hole for several of these daily prompts is because I &lt;em&gt;have&lt;&#x2F;em&gt; that time right now. I don&#x27;t necessarily expect anyone to measure themself against my work, but it&#x27;s definitely something &lt;em&gt;I&#x27;ve&lt;&#x2F;em&gt; done with other folks&#x27; work during busier periods of my life. To everyone, always: find your own creative rhythms any way you possibly can, and always give yourself time to rest when possible.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;highlights&quot;&gt;Highlights&lt;&#x2F;h2&gt;
&lt;p&gt;Since the challenge is still ongoing, I’d like to just share a few that I especially enjoyed writing or felt particularly fond of the result.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;glade-of-solitude&quot;&gt;Glade of Solitude&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.notion.so&#x2F;promptober-Day-3-potions-28172f7a1dab80d6a7e0c2798a69fe70?pvs=21&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Glade of Solitude is a game about witches-in-training getting lost in a mystical forest and losing the ability to communicate directly with each other. By using their potion-crafting training, intuition, and trust in each other, they must survive until they can unravel the curse and get free from the Glade of Solitude.&lt;&#x2F;p&gt;
&lt;p&gt;With no time or occasion to playtest, I had no reason not to jump straight to a bunch of ambitious ideas. I used a little map of hexes to give players options for which parts of their curse they unravel, to allow strategizing around remaining resources, and for introducing a loose sequential narrative structure. The game discourages nearly &lt;em&gt;all&lt;&#x2F;em&gt; player communication during potion making (which functions like a heavily-modified prisoners dilemma, where players are trying to produce certain combinations without knowing each others&#x27; choices), and then it gradually reintroduces communication in limited ways.&lt;&#x2F;p&gt;
&lt;p&gt;Honestly, I think it probably has some wild balance issues and I haven’t the slightest idea how well the communication restrictions would work in play. Would it be nigh impossible to collaborate even as restrictions lift? Or would it become trivial far sooner than I hope? This is heavily reliant on in-person play, so it’s hard to say till I revisit it and properly test it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;jajanken-duel&quot;&gt;Jajanken Duel&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.notion.so&#x2F;promptober-Day-5-masquerade-28372f7a1dab8040b7eed29414236387?pvs=21&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Jajanken Duel is a game inspired by Shonen duels and the series of escalating taunts, reveals, and mind games that are often exchanged while the duel unfolds. It’s loosely inspired by my recent watch of Hunter x Hunter (hence the name and the rock-paper-scissors structure, for those familiar), and it attempts to capture the emotional and dramatic arcs of such heightened exchanges.&lt;&#x2F;p&gt;
&lt;p&gt;I had fun trying to laser focus on genre specificity while also keeping actual game content broad and flexible. The game uses 3&#x2F;4 of a deck of cards to implement a modified version of rock-paper-scissors and the remaining 1&#x2F;4 for special prompts that players draw from to rally when they lose a round. I was pleased with the economical use of cards, and I’m happy with how concise and straightforward it is in general.&lt;&#x2F;p&gt;
&lt;p&gt;The core of the game is the prompts that players answer when they win or lose a round, so there’s certainly room to expand on them, to make them both more plentiful and more precise. Also, since ties are resolved by the rank of the cards used, I haven’t fully worked out what kind of incentives it produces choosing which card to play. It may be technically optimal to always choose the highest-value card in your hand, and that could ultimately make it a bit boring; I’ll have to play it out a bit to get a sense for it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;survivors&quot;&gt;Survivors&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.notion.so&#x2F;promptober-Day-9-thriller-28772f7a1dab80318f98ebd29dfb8459?pvs=21&quot;&gt;Full text here&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Survivors is a dark story about a group of sapient zombie-folk who are accosted by unturned survivors while trucking supplies to another community. In order to escape their predicament, they must rely on their few strengths and maintain their resolve for the communities that they hope to protect.&lt;&#x2F;p&gt;
&lt;p&gt;If Glade of Solitude was unwieldy (but fun!) because of its mechanical ambitions, Survivors was tricky because its &lt;em&gt;thematic&lt;&#x2F;em&gt; ambitions. I wanted to invert certain zombie genre trappings in order to unravel my discomfort with them, and I landed in a place that has a huge number of uncomfortable parallels. Most of them are parallels I&#x27;ve thought through and attempted to deliberately incorporate to produce fruitful discomfort, but they’re still topics that are tough to handle and I’m barely semi-confident in my treatment of them.&lt;&#x2F;p&gt;
&lt;p&gt;That said, ambitious attempts can be gratifying even if you’re unsure of their success. As with the others, the actual probabilities need to be mapped out in more detail before I’d have a sense of how closely it aligns with the tension I’m hoping for. Additionally, I was quite happy with how it uses a spread of stats to emphasize thematic ideas, but dissatisfied with the way that the unturned player character is the most literally vulnerable. This really does muddy some key thematic goals, but I do still think it’s mechanically compelling.&lt;&#x2F;p&gt;
&lt;p&gt;I’d also want to revisit the way that backstory is delivered and make it more prominent and more naturally integrated. As it is, it’s kind of shoehorned in to bring depth to characters and what they’re trying to protect. Regardless, writing something really heavy and uncomfortable (but intentional) was new territory that I’m glad to have explored at least a little bit.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;ongoing&quot;&gt;Ongoing&lt;&#x2F;h2&gt;
&lt;p&gt;If you’re interested, you’re welcome to follow along on &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;thecastlebuilder.bsky.social&#x2F;post&#x2F;3m26t7ysk4c2d&quot;&gt;bluesky&lt;&#x2F;a&gt;! I’ve been deeply touched to hear from friends telling me they’ve read along, and though I must remind myself that I’m doing this exercise for the sake of my own growth, I must &lt;em&gt;also&lt;&#x2F;em&gt; never fail to be moved by my friends’ attention and encouragement.&lt;&#x2F;p&gt;
&lt;p&gt;When this is all over, I hope to work through what I made and pick out some to produce more fully, in whatever form they might take. Till then, let’s see if I can keep up the momentum!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Hades II - The Safety of Sequels</title>
        <published>2025-10-06T00:00:00+00:00</published>
        <updated>2025-10-06T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-hades-ii/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-hades-ii/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-hades-ii&#x2F;images&#x2F;hades2_cover.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;A couple of weeks ago, Hades II exited early access and released in its 1.0 form. A huge number of people I know have been delving into its depths (and ascending its mountains). Most of them have put in more time than I have, since much of my gaming time has been devoured by the long (and still delightful) tail of Silksong. I can’t yet opine about endings, boon combinations, weapon aspects, or what have you. But I’ve played enough to get the feel for it, to see most of its regions and fight many of its bosses and mini-bosses at least once or twice.&lt;&#x2F;p&gt;
&lt;p&gt;What I &lt;em&gt;can&lt;&#x2F;em&gt; talk about is how Hades II fits into Supergiant Games&#x27; legacy and why it ultimately leaves me somewhat cold despite its many great qualities.&lt;&#x2F;p&gt;
&lt;p&gt;Hades II is Supergiant’s first sequel, and it seems to be a perfect example of what makes sequels so rewarding: smartly reusing assets and systems by expanding them into new directions with new twists. It’s the same foundation, but with a plethora of new ideas and variations built on top of it.&lt;&#x2F;p&gt;
&lt;p&gt;Hades, its predecessor, was a genuine indie darling. It reached beyond the core audience for roguelike action games and leveraged the studios affinity for charming, character-driven storytelling to broaden its appeal dramatically. Some folks I know felt welcomed into an otherwise brutal genre because of its distinct sensibilities.&lt;&#x2F;p&gt;
&lt;p&gt;Hades II is no less sharp, delivering its story as before through a web of relationships, fueled by writing and voice acting that’s grandiose and admirably unselfconscious. It’s a well-crafted work, honed by iterating on its formula. It’s making good use of its resources and its time in Early Access to feel bigger, more dynamic, and deeper than the previous title. But despite the many ways in which Hades II evolves its formula, it is ultimately more Hades. It feels like popcorn: a whole new spread of delightful character designs and spectacular music, lots of great twists on its core systems…but nothing so bold or unique as the studio’s earlier titles. To put it bluntly, it&#x27;s remarkably safe.&lt;&#x2F;p&gt;
&lt;p&gt;One of Supergiant’s signature elements, crucial to everything they’ve made, is what I might call “gestural storytelling”. Their games constantly invoke stories and worlds offscreen, using (often diegetic) allusion to goings-on at a much greater scale than the focal character’s journey. In Bastion, it’s Rucks’ ruminations on the history that brought their world to collapse. In Transistor, it’s the noir-esque backstory profiles of the digital beings that become Red’s abilities. In Pyre, it’s an ongoing plot in the Commonwealth above, the unseen haven to which the Exiles might return if they can succeed in the Rites.&lt;&#x2F;p&gt;
&lt;p&gt;Both of the Hades titles have a version of this as well, gesturing at the histories, alignments, and animosities between the familiar pantheon of Greek deities, sprinkling in original twists here and there, and delighting players with their interpretations of classic characters. But neither of these titles really has a world outside its characters that feels mysterious or larger than what we know. The warring gods in Hades II are locked in infinite stalemate as the game waits for you to unravel the status quo. The affairs of mortals crop up occasionally but seem largely immaterial. There are happenings outside of Melinoë’s field of view, but the soul of the story belongs to her, to all the small moments of conflict, affection, and determination that she shares with the wider cast of the game. That’s a perfectly fine choice—and often an affecting one—but it does make me miss the grandiosity of what the older titles did with implication and allusion.&lt;&#x2F;p&gt;
&lt;p&gt;Meanwhile, the experience of playing the game certainly feels like an evolution of Hades, with creative weapons and interesting boon combos. But none of it feels nearly as fresh as Transistor’s almost-turn-based action combat and multi-faceted function slots, or Pyre’s bizarre ritual sports matches and asymmetrical kits. If I’m being particularly uncharitable, Hades II feels almost like &lt;em&gt;filler&lt;&#x2F;em&gt;. But I only feel this way because it&#x27;s from a studio that I love for their sense of daring, for storytelling ambitions that always stretch far beyond the edges of the screen and gameplay ideas that surprise me.&lt;&#x2F;p&gt;
&lt;p&gt;For all my gripes, I’ll continue to play and generally enjoy Hades II. I can’t ignore the reality that for every (mild) hater like me, there are hundreds of players who would never be drawn into something as offbeat as Pyre. Hades II is almost certainly going to keep Supergiant’s doors open for many years to come. I can’t fault them for giving fans what they want, especially when their work is still full of so much indulgent &lt;em&gt;fun&lt;&#x2F;em&gt; in its writing, performances, and aesthetics. And I can imagine the kind of pressure and urgency that comes with making unique and unexpected art that also needs to sell well enough to sustain livelihoods. Moreover, I don’t doubt that the developers have &lt;em&gt;enjoyed&lt;&#x2F;em&gt; making this Hades II! But in my heart of hearts, I hope they get an itch to make something far stranger next.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Designer Commentary - Dump Stat</title>
        <published>2025-09-29T00:00:00+00:00</published>
        <updated>2025-09-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/designer-commentary-dump-stat/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/designer-commentary-dump-stat/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;designer-commentary-dump-stat&#x2F;images&#x2F;dump-stat_cover_blog.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Dump Stat is a playful parody of the tyranny of skill checks in the Dungeons and Dragons lineage of TTRPGs. It’s still pretty rough; I’ve only run a single playtest. But it’s also a silly two-pager, so I see no problem with talking through the decisions I made and the changes I’m considering. The PDF is available for free, so please &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.itch.io&#x2F;dump-stat&quot;&gt;grab a copy&lt;&#x2F;a&gt; and follow along!&lt;&#x2F;p&gt;
&lt;p&gt;The basic pitch of Dump Stat is that you’ll play out a scenario where the players don’t know what their stats actually are, only that their better at some than others. During the scenario, they’ll try to glean more about how the GM is interpreting their actions in order to better address their goals in the scenario and construct a guess at what their character’s “build” might be. At the end, players assign themselves a snappily-named Archetype (like a class or playbook) and then all is revealed. Let’s get into some of the details!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;what-s-the-big-idea-behind-this-game&quot;&gt;&lt;em&gt;What’s the big idea behind this game?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Ultimately, Dump Stat is a game about the interpretive calculus of mechanics of skill checks and the ever-present temptation towards metagaming—which can often be good fun!&lt;&#x2F;p&gt;
&lt;p&gt;Players declare what their characters are attempting in the fiction, but only the GM can map those actions onto the mechanical procedure that follows. Meanwhile, the GM does their best to interpret those actions both creatively and consistently. During the scenario, both parties are hyperconscious of the imperfect process of translating fiction into mechanics.&lt;&#x2F;p&gt;
&lt;p&gt;Dump Stat then encourages players to &lt;em&gt;prioritize&lt;&#x2F;em&gt; the metagame goal over the in-fiction one, the opposite of typical play advice. One-shots are always a good opportunity to play recklessly and curiously; having a mystery to solve external to the fiction helps to intensify that impulse. There’s fun to be had in smashing the action figures together and seeing what happens.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;where-does-the-title-come-from&quot;&gt;&lt;em&gt;Where does the title come from?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The term “dump stat” is the popular vernacular for a stat or skill that’s brought as low as possible in order to allocate resources (and thus competence) to some other skill that’s core to a character. Traditionally, your “dump stat” is the thing you’re bad at and don’t plan to use. But since you don’t know what it is you’re good at in this game, you’ll have to experiment to find out which is which. It’s also a familiar phrase that evokes a sense of metagaming intention, so I think it puts players in the right mindset.&lt;&#x2F;p&gt;
&lt;p&gt;The initial title was Mincing Words, which I felt was mediocre. While the GM will certainly use evasive language, the idiom of “mincing words” doesn’t really fit the zanier tone of the game. “Dump Stat” is still a poor descriptor of what the game is, but I do think it’s an improvement. I’m sure there’s still a name I like better out there somewhere.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;why-noun-verb-and-adjective&quot;&gt;&lt;em&gt;Why NOUN, VERB, and ADJECTIVE?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Truthfully, the answer is that I have a pet peeve about games that use inconsistent parts of speech for their stats. It’s a very silly thing to be hung up on. So I made a game that does it loudly and on purpose.&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, though, it doesn’t much matter exactly what they are. The point is to have categories that are distinct, that won’t reveal anything on their own, but can be filled with pretty much any words that might function as stats or skills in other games. The game text could certainly be clearer about how these function, though. In my mind, I think of them as “slots” that have hidden contents, to be revealed at the end. Maybe I can work that metaphor into the text.&lt;&#x2F;p&gt;
&lt;p&gt;One other benefit of using parts of speech is that it calls to mind Mad Libs, which is a helpful grounding for the intentions of this game. The chosen words should be arbitrary, zany, and surprising when encountered in context.&lt;&#x2F;p&gt;
&lt;aside&gt;
&lt;p&gt;&lt;strong&gt;Playtest note:&lt;&#x2F;strong&gt; A couple players asked if they could use proper nouns for the “noun” category (this was before the text specified “common nouns”). I ultimately said “no”, if only because it could make the GM’s role much trickier in a way that would not necessarily be more interesting or fun.&lt;&#x2F;p&gt;
&lt;&#x2F;aside&gt;
&lt;h3 id=&quot;why-do-the-players-contribute-words-to-the-pool-why-not-have-the-gm-choose&quot;&gt;&lt;em&gt;Why do the players contribute words to the pool? Why not have the GM choose?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I wanted to draw players in and get them invested. They’ll have a broad sense of what’s going on if they’ve glanced at the rules, so this is their chance to come up with the funniest or most intriguing word they can think of.&lt;&#x2F;p&gt;
&lt;p&gt;Choosing from a narrow pool of options makes the GM’s job more straightforward than if they had to choose any 3 words for themselves. Meanwhile, giving that same blank canvas to the players is less troublesome, since it doesn’t affect their own mental overhead so directly. Players can focus on picking something funny or strange, and the GM can focus on building a set of 3 that’s both interesting and manageable. I like the way this splits the responsibility.&lt;&#x2F;p&gt;
&lt;p&gt;Another limitation I’ve seen so far is that the number of players affects whose words get chosen. There’s a possibility that this game might be best played with a number of available stats derived from the number of players, so each player can know that &lt;em&gt;one&lt;&#x2F;em&gt; of their contributions will be selected. With a GM and 2 players, it would be only “noun” and “verb”, and with a GM and 4 players, you’d potentially add an “adverb”. But I worry that this both increases the GM’s cognitive load and muddies the water with a less-well-understood part of speech.&lt;&#x2F;p&gt;
&lt;aside&gt;
&lt;p&gt;&lt;strong&gt;Playtest note:&lt;&#x2F;strong&gt; I slightly messed this up when playtesting! I chose &lt;em&gt;two&lt;&#x2F;em&gt; words from one person’s contributions, one from another, and left the remaining two players with none of their selections used. That left one player with a lot more insight than others. On top of that, a miscommunication resulted in him thinking that &lt;em&gt;all three&lt;&#x2F;em&gt; of his stats were his own words, and that I was tracking a unique set of three for &lt;em&gt;each&lt;&#x2F;em&gt; character. That would be an interesting variant, but it sounds like way too much to manage.&lt;&#x2F;p&gt;
&lt;p&gt;Regardless, it may be worth considering what GM advice I can give to help them keep everything organized better and avoid mistakes like the one I made.&lt;&#x2F;p&gt;
&lt;&#x2F;aside&gt;
&lt;h3 id=&quot;character-creation-is-really-thin-how-will-players-find-ways-to-make-their-characters-distinct&quot;&gt;&lt;em&gt;Character creation is really thin; how will players find ways to make their characters distinct?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Naturally, a character built out of virtually nothing (players choose which part of speech to be good at, but they don’t know what the words are) might feel too empty to play. This is where Roles come in. The inclusion of Roles—and the way that the Scenarios tend to imply at least a couple of different roles—allows this change. If I expand on this, I might just outright &lt;em&gt;include&lt;&#x2F;em&gt; a list of suggested roles next to each scenario as a third column. That would help players ground quickly themselves, and it should also imply further variations of the scenario where different sets of roles chosen.&lt;&#x2F;p&gt;
&lt;p&gt;Regardless, the key idea with Roles is to give players a clear responsibility in the fiction. If they have a specialization, they‘ll know when their character should be stepping up to the plate in the story, and it helps suggest ways to share the spotlight. Since a Role is more like a job than an identity or skillset, it also gives the characters room to be &lt;em&gt;bad&lt;&#x2F;em&gt; at their assigned specialty without it seeming like they’re fundamentally a fuck-up. Since they’re guaranteed to be good at &lt;em&gt;something,&lt;&#x2F;em&gt; the trick is more about figuring out what that is and how to best use it.&lt;&#x2F;p&gt;
&lt;aside&gt;
&lt;p&gt;&lt;strong&gt;Playtest note:&lt;&#x2F;strong&gt; The words I chose for our scenario were:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;NOUN — Mustache&lt;&#x2F;li&gt;
&lt;li&gt;VERB — Gamble&lt;&#x2F;li&gt;
&lt;li&gt;ADJECTIVE — Arrogant&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;For the scenario, I suggested “Convicts in a prison yard” planning to “Execute a daring escape.” Some players struggled to think of Roles, but I proposed that one of the prison guards might be a double agent working to spring the rest of the group; this ended up being a great use of a Role, because it differentiated that character from the others meaningfully and enabled new options for approaching the scenario. These are more indications that providing a prewritten list of roles might be helpful.&lt;&#x2F;p&gt;
&lt;&#x2F;aside&gt;
&lt;h3 id=&quot;isn-t-this-a-lot-for-the-gm-to-juggle&quot;&gt;&lt;em&gt;Isn’t this a lot for the GM to juggle?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Well, yes and no! The most unusual task you’ll have as the GM is to keep your chosen stats secret, because that’s the core meta-mystery of the game. Much of the GM advice on the second page is geared towards helping them focus on the important bits. Players will want to be able to try a variety of approaches, both to keep things interesting and to suss out what their stats mean. All the GM needs to do is remember the stats, keep things moving, and try to provide challenges that can be addressed from multiple angles.&lt;&#x2F;p&gt;
&lt;p&gt;It’s possible that this game would benefit from more procedure for running the scenarios, but I’d still want to keep it light. Since there are goals beyond just keeping the scenario on track, it’s important that the structure stays flexible.&lt;&#x2F;p&gt;
&lt;aside&gt;
&lt;p&gt;&lt;strong&gt;Playtest note:&lt;&#x2F;strong&gt; My playtest was run online, which meant that it was trivial for me to put the words physically in front of me in a way that ran no risk of my players seeing them. I wonder if there are better ways to do this in person, short of having a GM screen or something similar on hand.&lt;&#x2F;p&gt;
&lt;&#x2F;aside&gt;
&lt;h3 id=&quot;how-come-the-game-doesn-t-end-with-the-players-guessing-the-stats&quot;&gt;&lt;em&gt;How come the game doesn’t end with the players guessing the stats?&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Rather than have players directly guess what the stats are, I wanted to give them a way to encapsulate their theories in something that’s distinctively &lt;em&gt;their&lt;&#x2F;em&gt; interpretation. Assigning an Archetype lets them channel their guesses into something that might feel true for them even if it turns out that they were way off base.&lt;&#x2F;p&gt;
&lt;p&gt;Each player knows which words &lt;em&gt;they&lt;&#x2F;em&gt; contributed, but unless there’s exactly 3 or fewer players, there’s no guarantee that any of their words was chosen. Though players are encouraged to theorize, I wanted to blunt the possible bad feeling of not having any of your words chosen.&lt;&#x2F;p&gt;
&lt;p&gt;An alternate approach would be to insist that this game be played with no more than 3 players (plus one GM), but that feels needlessly restrictive. Assigning an Archetype still feels clumsy, but it gives the player some final authority over who their character was.&lt;&#x2F;p&gt;
&lt;aside&gt;
&lt;p&gt;&lt;strong&gt;Playtest note:&lt;&#x2F;strong&gt; My players were a little baffled by the notion of an Archetype, which tells me that it’s either poorly explained, or not especially compelling. Either way, this needs to be honed better to accomplish its intended goal.&lt;&#x2F;p&gt;
&lt;&#x2F;aside&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Well, that was a little longer than I thought. I hope you found this interesting!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>An Ill-Advised Dip in the Poison Swamp</title>
        <published>2025-09-22T00:00:00+00:00</published>
        <updated>2025-09-22T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-silksong-difficulty-sigh/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-silksong-difficulty-sigh/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-silksong-difficulty-sigh&#x2F;images&#x2F;hornet_cage.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;With Hollow Knight: Silksong continuing to dominate the indie game attention economy, I’ve come to the terrible conclusion that I have a couple of cents to contribute to ongoing conversations around video game difficulty. So, into the poison swamp of discourse I go.&lt;&#x2F;p&gt;
&lt;p&gt;More than six years ago, I wrote a post about why I thought that Sekiro: Shadows Die Twice would be a better video game if it had provided more flexibility around difficulty. Back then I was on WordPress and had built-in commenting capabilities, and it’s my first (and maybe only) blog post that inspired a long and somewhat snarky disagreement by an anonymous commenter. They were so impassioned that their comment was longer than the blog post, and to this day I have no idea if it was someone I know or a total stranger.&lt;&#x2F;p&gt;
&lt;p&gt;My blog isn’t hosted there anymore, and I didn’t choose to migrate that particular post, but in the interest of transparency (and in letting this anon have their say as long as I get mine), I’ve dug up &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;web.archive.org&#x2F;web&#x2F;20240223180109&#x2F;https:&#x2F;&#x2F;pauldoyle.space&#x2F;blog&#x2F;2019&#x2F;04&#x2F;04&#x2F;sekiro-and-difficulty-my-two-cents&#x2F;#comments&quot;&gt;the archive&lt;&#x2F;a&gt;. To summarize: at the time I felt that there would have been good reason for Sekiro (a game I adored) to provide some options to players who might want to tune their experience towards easier progress. I made a few simple claims to this effect, followed by several refutations of the boring, common arguments I’d seen people level in defense of its immovable difficulty. My whole post has a bit more backseat game design than I might deploy today, and I probably don’t think of difficulty as much in terms of inclusiveness nowadays. I won’t summarize the commenter’s spirited rebuttal, but I won’t discourage anyone from taking a peek at it either.&lt;&#x2F;p&gt;
&lt;p&gt;Video game difficulty is a strange topic; it’s incredibly personal, but also highly animating. Even outside of all the gatekeeping, we &lt;em&gt;like&lt;&#x2F;em&gt; to talk about it because it’s so key to what games uniquely do and make us feel. Difficulty is understood to be experienced subjectively, but frequently framed around more objective details like i-frames or hit boxes. The experience of difficulty certainly arises from identifiable design decisions, but when it’s situated within style, taste, and lineage, it tends to be couched in reductive genre catch-alls. When we talk about difficulty, we rarely articulate the specific cultural moments or trends that it’s responding to or operating within outside of calling it a “soulslike”.&lt;&#x2F;p&gt;
&lt;p&gt;Something that’s readily apparent to anyone who plays games more than a few years old is that the standards and expectations around difficulty have changed dramatically and frequently over the decades. My recent trek through a selection of 90s and 2000s titles via my ongoing (I promise) Backtracking project has been a stark reminder that developers have used difficulty in obnoxious, careless, or uninteresting ways for time immemorial. I smoothed over my experience of A Link to the Past and EarthBound by using emulator save states. But those were always still intentional decisions, as they are now. They were no more defensible then, nor are they defensible retroactively. But they are meaningful facets of the experience of playing those games, parts of their texture and the experiences they produce, both now and in our memories.&lt;&#x2F;p&gt;
&lt;p&gt;When we say that a modern game is unreasonably difficult within its own genre space, the standard that we’re applying is one of the &lt;em&gt;moment&lt;&#x2F;em&gt;, one informed by our collective play experiences and tastes, and it&#x27;s likely less objective or stable than we imagine it to be. There are design choices we put up with now that we didn’t a decade ago. There are others that we once tolerated, but no longer will. There are some that, when brought back from the past, meet much more intense dislike than they ever had before. Even the most good-faith discussions about difficulty can feel circular, disconnected, and hard to build into real analysis.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-silksong-difficulty-sigh&#x2F;images&#x2F;hornet_runnin.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;What I ought to do when the difficulty discourse starts again&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Basically, it leaves me wondering: why is this topic both so discussed, and yet eternally unsatisfying and inconclusive? What can our observations about Silksong’s difficulty tell us about our collective expectations and how they’ve been shaped? Why does this discourse always come back with a vengeance? I don&#x27;t have answers, but I &lt;em&gt;can&lt;&#x2F;em&gt; try to point out what, to me, is instructive about Silksong’s difficulty and how it&#x27;s deployed. I know others have made similar points, but these are things that ring especially true for me.&lt;&#x2F;p&gt;
&lt;p&gt;My first observation is that challenges tend revolve around finding and maintaining rhythms. I admit that this is the “Sekiro is a rhythm game” take, to a degree. The growing stratification between parrying sickos (this is me) and parrying haters (truly, I completely get it) has games leaning more heavily on learning and matching complex enemy patterns, where a mistake can often mean losing the beat and suffering several more mistakes in quick succession. This often feels &lt;em&gt;really bad&lt;&#x2F;em&gt;, and it’s distinct from taking one or two hits and getting back on track. The flip side is that this style of enemy design seems to produce an especially keen feeling of skillful execution when you &lt;em&gt;do&lt;&#x2F;em&gt; manage to maintain the rhythm; at least, it does for me. Games that allow players to lean heavily on parrying tend to prioritize this learning and matching game, turning the challenge into a dance, an improvised performance. Skillful performance feels great to do! When playing games like Nine Sols or Lies of P, which let me give into my inner parrying sicko, I would work my way from being utterly obliterated by a new boss to toppling them almost entirely unscathed; that creates in a very particular feeling of mastery.&lt;&#x2F;p&gt;
&lt;p&gt;If Silksong is more difficult than Hollow Knight, it could be because the landscape has been shaped by games that more often ask for this kind of mastery from players. The heightened lethality and more substantial health pools of its boss fights are, to me, reminiscent of the parrying-sicko mentality I’ve seen celebrated elsewhere in the space, even without a particular focus on parries. Or, maybe I’m just more attentive to it than I would have been before. Just as the moment has changed, so have I.&lt;&#x2F;p&gt;
&lt;p&gt;My other observation is that modern action game difficulty is &lt;em&gt;deeply&lt;&#x2F;em&gt; concerned with how it asks players to spend their time. Even Silksong’s most punitive design choices are cautious. They’re built to be annoying or discouraging but not &lt;em&gt;especially&lt;&#x2F;em&gt; time-consuming. In particular, the “runbacks” (platforming routes between boss fights and the checkpoints they send you back to on failure) in Silksong that I’ve seen so far are much more optimizable than some of the ones in Hollow Knight (Mantis Lords being a notably tedious one). The runback functions as a disruption of the rhythm of the boss fight, bringing players back into the world of intentional platforming. That disruption can be a meditative break from the fight during which the player can refocus, or maybe just an annoyance that persuades you to try something else or take a break. It might be objectively worse for some folks, but it’s clearly a deliberate change to the experience of the fight, an escalating of the stakes of a single attempt.&lt;&#x2F;p&gt;
&lt;p&gt;Once you’ve got Hornet’s first movement upgrade, getting around the world is pretty fast, especially compared to Hollow Knight. Speed and scale are being deployed to make the world feel bigger, but not necessarily more tedious to traverse. Silksong understands very clearly how much it’s asking us to repeatedly tread routes, and still, it does so with real precision.&lt;&#x2F;p&gt;
&lt;p&gt;Silksong is also layered with subtle indicators to players that there are other things they might work on besides the challenge directly in front of them. It introduces quests that send you to scour places you’ve already been, its paths branch frequently, and it provides numerous avenues for improvement and build-crafting.&lt;&#x2F;p&gt;
&lt;p&gt;It isn’t necessarily true that these things will stop you from beating your head against a stubborn challenge (I’ll admit I’m personally guilty of this), but it’s clear that it wants you to acknowledge them. In fact, many of these alternate incentives feel onerous or tedious to some players in their own right. But whether or not they liberate us from our struggles is only one way to read their intent. Maybe they aren’t just there to remind us of other possible approaches, maybe they’re intended to make the world feel bigger and more mysterious, or maybe they want to encourage players to revisit places where they could have missed secrets. Even if they do all these things, maybe they’re still being drowned out by the drive to return to your corpse and recover your resources… or by a cultural moment that’s been telling us for over a decade now to “git gud” and persevere in the face of frustration or drudgery, an impulse that might linger no matter how soundly we reject it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>On Introducing TTRPGs</title>
        <published>2025-09-15T00:00:00+00:00</published>
        <updated>2025-09-15T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-introductions/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-introductions/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-introductions&#x2F;images&#x2F;fiasco.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Nearly a year ago, a friend of mine who lives a couple states away pinged me on discord asking about how to start a D&amp;amp;D campaign with a group of people who had no experience running &lt;em&gt;or&lt;&#x2F;em&gt; playing the game. Being the person that I am, the first question I asked was “is it D&amp;amp;D you want to play? or an intro to TTRPGs more generally?”&lt;&#x2F;p&gt;
&lt;p&gt;Plenty of folks have it in their head that they want to play D&amp;amp;D specifically. It’s the thing that’s in the culture! You can throw a rock in a suburb and probably hit a white guy who knows a thing or two about D&amp;amp;D and wants to run a campaign for you. But this particular person and his particular friends weren’t coming from a laser-focused fandom interest or some other big cultural inroad that I’m aware of; they were simply interested in the hobby in general and seeing what all the fuss was about. I saw it as a chance to pitch some other options that might get up and running faster than D&amp;amp;D, or more easily provide different kinds of tone and setting. He was receptive, and asked for recommendations.&lt;&#x2F;p&gt;
&lt;p&gt;A few weeks later, he bought a copy of Monster of the Week at his local game store, got a group together, and found a willing Game Master (“Keeper”, in Monster of the Week’s parlance). They got together and made their characters, then set the game down with plans to dig in properly in the next session.&lt;&#x2F;p&gt;
&lt;p&gt;They never actually got to pick up those characters. Life interceded and the volunteer GM became distracted by other things. My friend who had reached out to me just shrugged, figuring it would have been better to try something they could play in a single evening. For whatever reason, I felt a bit guilty; should I have directed them elsewhere? Should I have run something for them myself over discord?&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;The hobby is pretty small outside of D&amp;amp;D’s wide umbrella. I always feel a (probably unreasonable) sense of responsibility when I introduce people to RPGs, even just by recommendation. So when my friend came into town this past week, I was delighted when he still wanted to try playing something &lt;em&gt;with&lt;&#x2F;em&gt; me while we could play in person. But I was also determined to get it right, to find something that would make up for the false start he had with his home group.&lt;&#x2F;p&gt;
&lt;p&gt;I put out a few options, including Monster of the Week (I had some pre-generated stuff on hand for a oneshot). But there were only three of us total, and the other player he brought along was similarly new to the hobby. I felt that the occasion called for something that could distribute our attention better than a game with a GM. In the end, they deferred to me to choose. That was where the real fiasco began.&lt;&#x2F;p&gt;
&lt;p&gt;Which is to say: I picked Fiasco, by Jason Morningstar. Fiasco is kind of antithetical to the way that traditional RPGs are popularly played in media that draws folks into D&amp;amp;D (like Critical Role, Dimension 20, etc.). It’s not a game about heroic blorbos at the center of a grandiose plot; it’s a game about normal people who probably kind of suck and are about to have a pretty bad time. It leaves space for so much irreverence and absurdity, and its structure is too simple to get caught up in. I hoped it would be perfect. Amusingly, we ended up playing the Dragon Slayers play set by Logan Bonner, a send-up of fantasy tropes that asks “what happens to the heroes &lt;em&gt;after&lt;&#x2F;em&gt; they slay the dragon?”&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;I&#x27;ve not written all that much about Fiasco, but it’s very near and dear to my heart. It&#x27;s a one-shot storytelling game that invites players to create losers, assholes, and in-over-their-head failures, self-interested people just trying to get a slice of what they think they deserve. It leaves room for brushes with heroism, reconciliation, moments of connection or triumph… but in the end, it’s all going to fall apart. It&#x27;s a game that&#x27;s not about heroes, anti-heroes, or even villains; just regular dipshits getting into trouble they&#x27;re not equipped to handle.&lt;&#x2F;p&gt;
&lt;p&gt;Crucially, Fiasco is built around freeform scene play, providing just enough intrigue during its setup phase (and excellent play sets that add specificity) for the players to build upon. When it’s your turn, you choose between establishing a scene or resolving one. If you establish it, the rest of the table chooses whether it ends positively or negatively for your character. If &lt;em&gt;you&lt;&#x2F;em&gt; resolve it, you let &lt;em&gt;them&lt;&#x2F;em&gt; set the scene, but you get to choose the outcome for yourself. The only other details to think about are your characters, the fiction, and the cards on the table. It leaves players with plenty of mental bandwidth to focus on who they’re portraying (and getting them into more trouble). At times it feels too simple to work, and yet it consistently does.&lt;&#x2F;p&gt;
&lt;p&gt;It’s fun to introduce people to roleplaying games via something like Fiasco, because it tends to get responses like “oh, I didn’t know these games could be like &lt;em&gt;this&lt;&#x2F;em&gt;.” It’s certainly not for everyone, and the sheer darkness of its endings can blindside folks (something I’ve been careless about in the past). But I love how simple and approachable it can be, despite revolving around the daunting notion of freeform collaborative scene play. And who doesn’t love to make up a guy &lt;del&gt;to be mad at&lt;&#x2F;del&gt; and portray their downfall?&lt;&#x2F;p&gt;
&lt;p&gt;I knew I had chosen well when my fellow players and I quickly established a love triangle, an arranged marriage, an enchantment spell, and a bounty hunt. Our chaotic trio consisted of a wealthy aristocrat-adventurer hoping to escape the burden of familial responsibility, another wealthy aristocrat-adventurer desperately trying to sow sympathy and affection, and a bounty hunter whose memory and motives were scrambled by the aforementioned enchantment spell. It was classic, goofy Fiasco fun.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, it seemed like all three of us had a pretty good time. Regardless of whether my visiting friend gives TTRPGs another try with his home group, it’s always an immense privilege to welcome my friends into the hobby. Let&#x27;s play together again soon!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>On Silksong and Savoring</title>
        <published>2025-09-08T00:00:00+00:00</published>
        <updated>2025-09-08T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-silksong-savoring/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-silksong-savoring/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-silksong-savoring&#x2F;images&#x2F;small_friend.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;My favorite games are &lt;em&gt;not&lt;&#x2F;em&gt; the ones that I can’t put down.&lt;&#x2F;p&gt;
&lt;p&gt;The games that draw me into fixation, that keep me sat in front of them for hours or afternoons on end, are generally &lt;em&gt;not&lt;&#x2F;em&gt; the ones that I count among the my personal pantheon of all-time favorites. I wrote last year about Satisfactory and the particular sharpness of the hooks it dug into me, and just last &lt;em&gt;month&lt;&#x2F;em&gt; I wrote about how Donkey Kong Bananza felt like it was dragging me along through its colorful and overstuffed stages. If I can’t put a game down, it’s usually for reasons unrelated to pure delight.&lt;&#x2F;p&gt;
&lt;p&gt;No, my favorite games are most often ones that I find myself savoring. They’re ones I almost don’t &lt;em&gt;want&lt;&#x2F;em&gt; to play, don’t want to continue for too long, don’t want to let go of even though I see their conclusions approaching.&lt;&#x2F;p&gt;
&lt;p&gt;In November of 2017, I attended Day of the Devs in San Francisco, a delightful little games expo that showcased a smattering of upcoming indie offerings and featured an equally delightful live set from Darren Korb and Ashley Barrett of Supergiant Games, playing music from Bastion, Transistor, and Pyre (this was before the release of indie juggernaut Hades).&lt;&#x2F;p&gt;
&lt;p&gt;They stayed along to sell and sign copies of the incredible Pyre soundtrack, and when I briefly spoke to them, I found myself awkwardly admitting that in the 5ish months since Pyre had released, despite diving into it immediately, I had only just finished working through the game’s story days prior (I can&#x27;t imagine they really cared how long it took me).&lt;&#x2F;p&gt;
&lt;p&gt;Everyone who knows me well is sick of hearing about it, but to this day Pyre sits among my favorite games I’ve ever played. I &lt;em&gt;didn’t want it to end&lt;&#x2F;em&gt;, especially given Supergiant’s track record for emotionally compelling endings, and that&#x27;s not an experience that I&#x27;m prone to in the slightest. I’m not usually that kind of person! I love finishing things and moving onto the many many others that I’m interested in. I crave variety and breadth, and when I linger it’s almost exclusively despite myself.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-silksong-savoring&#x2F;images&#x2F;tall_friend.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Okay fine we can talk about Silksong now&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;So, what am I trying to say here? Well, I’ve had several folks ask me to share my thoughts on Silksong with them as I work my way through it. As a hobbyist critic, it’s deeply heartwarming to see people being preemptively interested in my impressions just because they know what I like and what I’m excited about. It’s rare that I really get to feel like an authoritative analytical voice, if only from the perspective of a genre and series enthusiast.&lt;&#x2F;p&gt;
&lt;p&gt;And here’s the thing: about a week and a half beyond launch, I’m barely 8 hours into Silksong; &lt;em&gt;way&lt;&#x2F;em&gt; less than I might have been if I’d gotten truly absorbed into it. That doesn’t mean I’m not having a good time; in fact, it means that I’m having a &lt;em&gt;great&lt;&#x2F;em&gt; time.&lt;&#x2F;p&gt;
&lt;p&gt;I do have some impressions, for those who have asked. I’m really enthralled by the ways that Hornet’s movement and attacks are in conversation with the original game while still branching out, elaborating her movement to feel just as snappy but also a little more acrobatic and expressive. She has a little ledge get-up that makes it easier to clear gaps, and she can cancel it into a full-height jump for speedy ascents, which is a small but greatly-felt change.&lt;&#x2F;p&gt;
&lt;p&gt;The first new movement ability I picked up was multifaceted, interacting in distinct ways with grounded movement, aerial movement, jumping, and attacking. In turn, the &lt;em&gt;subsequent&lt;&#x2F;em&gt; movement abilities I’ve found have been much simpler, giving me space to work them into an already-intricate movement kit without being overwhelmed. I think I&#x27;m mostly on the critical path, and that this pacing is intentional; for me, it&#x27;s worked quite well.&lt;&#x2F;p&gt;
&lt;p&gt;Silksong&#x27;s earliest moments exude confidence and clarity of vision; where the original Hollow Knight sent you through an hour and a half of dreary stone tunnels before opening into the bubbling harps and bright foliage of Greenpath (the second major area), Silksong’s opening hours begin with color and light, and they move much faster. They draw the player through several distinct areas with strong visual identities and a slew of unique characters to meet, all with Team Cherry’s signature stellar character design. There&#x27;s a lot of space provided to establish core ideas, and the developers save the first real difficulty barriers till a bit later on, giving players more time to get familiar with the movement and explore the world around them.&lt;&#x2F;p&gt;
&lt;p&gt;Unlike the Knight of the previous game, Hornet is not a silent protagonist. She banters back and forth with the bugfolk of Pharloom as she investigates the forces that imprisoned her and brought her here. She’s written to be a bit stoic and flat (she reminds me of the one player in the D&amp;amp;D party who stops goofing off and tries to be well-behaved in character, offering polite and over-formal greetings, explaining her goals directly, and asking narrative-furthering questions). But despite the stiffness of her writing, the choice to make her a dialogic agent and an active participant, especially in a story that begins with her capture, is ultimately a sound one. It produces more direct storytelling, but it doesn’t leave behind the sense of mystery and decay that characterized Hollow Knight (and which clearly draws inspiration from Dark Souls before it). Conversely, it seems to be gesturing towards resilience, reclamation, and survival and community amid the ruins, something that was largely absent from the dreariness of the previous game.&lt;&#x2F;p&gt;
&lt;p&gt;I think that’s all I’m ready to talk about. I’m excited to circle back when I finish the game some weeks from now and have a bit more to say. For now, I’m taking my time.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;As a coda to these thoughts, I want to point out some interesting discussion about Silksong’s release and Team Cherry’s decision not to provide a pre-release review period for critics. The game hit storefronts for everyone at the same time, assuming you could get your purchase to go through. I highly recommend that folks read &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.endlessmode.com&#x2F;article&#x2F;silksong-hastens-the-death-of-the-critic&quot;&gt;Grace Benfell’s thoughtful lamentation on Endless Mode&lt;&#x2F;a&gt; about the implications of this choice, as well as &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;noescapevg.com&#x2F;games-criticism-is-dead-long-live-games-criticism&#x2F;&quot;&gt;Kaile Hultner’s equally thoughtful response&lt;&#x2F;a&gt;. Both pieces articulate a lot of insightful points and both are worth the read.&lt;&#x2F;p&gt;
&lt;p&gt;The latter of these articles positions folks like myself as parts of a loose collection of disparate, independent critics who don’t have to play by the rules of publishers and media outlets. I’m a little conflicted about it, because it’s a &lt;em&gt;luxury&lt;&#x2F;em&gt; that I have time to do this at all, but I also read it as a provocation to leverage my position as a separately-financially-stable hobbyist towards striving to write thoughtful and incisive analysis, of a kind that could not flourish under the pressures of marketing and enthusiast press. As I play games at my own pace, I hope to keep in mind the latitude this affords me and use it to make my work sharper, distinctive, more impactful.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>PAX West 2025 Recap</title>
        <published>2025-09-01T00:00:00+00:00</published>
        <updated>2025-09-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/pax-west-2025/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/pax-west-2025/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
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&lt;&#x2F;div&gt;
&lt;p&gt;Well, here it is. I’ve finally attended a single event that spans both of the two key interests that I write about on this blog. PAX West is a video game expo, first and foremost, but it harbors a healthy (and, as far as I understand, growing) collection of tabletop and board game events and spaces. My partner and I spent two days exploring PAX and a couple more exploring other parts of Seattle.&lt;&#x2F;p&gt;
&lt;p&gt;Here’s a quick roundup of the things I played and, yes, the shopping I did.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;games-i-played-plus-a-panel&quot;&gt;Games I Played (Plus a Panel)&lt;&#x2F;h2&gt;
&lt;p&gt;For the sake of the argument, I’m counting the couple of games that I watched my partner play. Here&#x27;s the roundup:&lt;&#x2F;p&gt;
&lt;h3 id=&quot;arcane-eats-video-game&quot;&gt;Arcane Eats (Video Game)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;2640090&#x2F;Arcane_Eats&#x2F;&quot;&gt;Arcane Eats&lt;&#x2F;a&gt; is a roguelike deckbuilding game about feeding various fantasy meals to various fantasy customers. There are a ton of games in the deckbuilding genre nowadays and it’s hard to stand out, but this one was cute and made a positive impression on my partner, whom I watched play it. She said that she appreciated the management angle to the encounters and saw some hidden depths in the deckbuilding even from a quick demo. Personally, I also liked that it was a game that wasn’t about combat, but also wasn’t going out of its way to be cloyingly “cozy”.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;fantasy-fantasy-football-video-game&quot;&gt;Fantasy Fantasy Football (Video Game?)&lt;&#x2F;h3&gt;
&lt;p&gt;These folks are working on building a sort of meta card game around actual fantasy football, using actual football stats. It’s kind of absurd and it’s certainly ambitious from a design and balance perspective, but I can see the appeal almost instantly. You could get a lot of mileage you out of building deliberate meta-mechanics on top of fantasy sports scoring. Hell, fantasy sports scoring rules are &lt;em&gt;already&lt;&#x2F;em&gt; a rabbit hole of their own. I can’t really say whether this game will be for me, but it’s totally for someone.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;truckful-video-game&quot;&gt;Truckful (Video Game)&lt;&#x2F;h3&gt;
&lt;p&gt;The developer demoing &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;3090810&#x2F;Truckful&#x2F;&quot;&gt;Truckful&lt;&#x2F;a&gt; asked me “have you played Dredge? It’s like that, but on wheels.” It&#x27;s a game about driving a truck with finicky controls along roads full of various obstructions, while periodically loading and unloading cargo into the truck bed. Its certainly not easy despite being very simple. I found it a little bit plodding, but it may be that it just doesn’t demo well at the scale that I played; after all, the game&#x27;s store page alludes to an eldritch mystery to unravel.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;rivals-of-aether-ii-new-character-video-game&quot;&gt;Rivals of Aether II — New Character (Video Game)&lt;&#x2F;h3&gt;
&lt;p&gt;I’ve recently been mildly obsessed with &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;2217000&#x2F;Rivals_of_Aether_II&#x2F;&quot;&gt;Rivals of Aether II&lt;&#x2F;a&gt;, the indie Super Smash Bros. clone that has wonderfully functional online features and a tight roster of characters with deep and diverse kits. The upcoming new character, Galvan, has been described, quite literally, as a sequel to an existing one (Kragg) who’s &lt;em&gt;already my favorite.&lt;&#x2F;em&gt; I didn’t get too much time to experiment and I haven’t figured him out even a little, which suggests that his kit will be somewhat elaborate and &lt;em&gt;very&lt;&#x2F;em&gt; fun to learn.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;triangle-agency-ttrpg&quot;&gt;Triangle Agency (TTRPG)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.hauntedtable.games&#x2F;&quot;&gt;Triangle Agency&lt;&#x2F;a&gt; is a game of corporate horror about regular people who are plucked out of everyday life (after a brush with the supernatural) and employed by a powerful and secretive organization to keep those supernatural forces in check. It takes cues from SCP, the X-Files, and (most familiar to me) the video game Control. Most of what I’ve heard about it is about how its rules text puts details behind “playwalls”, in which in-game milestones must be reached before more of the book is “unlocked”. This phenomenon both discourages and (subtly, in an act of rebellion) invites a would-be GM or player to read ahead. I’ve not looked closely at the book, so I can’t really opine on that yet, but I did have an interesting first-time play experience.&lt;&#x2F;p&gt;
&lt;p&gt;My partner and I played together with a group who were (I believe) all new players of game, but with varying familiarity. We had a reasonably good time with it, but I found the game clumsy to teach in a convention setting. It leans heavily on multifaceted character concepts and multiple pages of instruction text that go along with it, evocative of overbearing corporate paperwork in a way that might land better in a longer form game. The GM (a volunteer, and one running multiple games) had a packet of materials available for him to run the game out of, but it still wound up being clumsy in a lot of major ways. As with most decent tables we found our way to fun and success without too much trouble, but I came away understanding the game itself less than I hoped. Still, it was an encouraging dip of the toe into a somewhat elaborate game with some interesting push-and-pull mechanics that govern its flow. I’d like to get a closer look at it and I’d certainly consider bringing it to a table at some point.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;demonschool-video-game&quot;&gt;Demonschool (Video Game)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1900250&#x2F;Demonschool&#x2F;&quot;&gt;Demonschool&lt;&#x2F;a&gt; is a game operating in the Persona design lineage that focuses on high schoolers tasked with preventing an impending apocalypse by banishing demons and solving mysteries. Its writing is a little overly pithy but generally had me rooting for its characters, and the combat system is a tight little tactical game that has some fun nuances to it. I don’t know if it has enough progression to give it long-running RPG longevity, but I don’t necessarily need it to. Demonschool numbers among the several indie games that have &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;aftermath.site&#x2F;aftermath-hours-podcast-demonschool-delay-silksong&quot;&gt;delayed their release&lt;&#x2F;a&gt; to avoid falling victim to Silksong’s hype, which I have complicated feelings about, but it seems like the game has what it takes to be a standout.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;rollergirl-video-game&quot;&gt;RollerGirl (Video Game)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;2828540&#x2F;RollerGirl&#x2F;&quot;&gt;RollerGirl&lt;&#x2F;a&gt; is a game about skating around a neighborhood and running errands for neighbors. I don’t generally love the conceit of a game built entirely around doing fetch quests, not because that’s a fundamentally bad thing, but because it heaps incredible pressure onto the writing and the locomotion of the game. The writing seemed charming enough, and the locomotion had its moments, but overall I found myself losing interest. I did, however, love that the game was loaded with delightful music from indie musicians local to the devs’ home of Toronto; that rules.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;slay-the-spire-the-board-game&quot;&gt;Slay the Spire: The Board Game&lt;&#x2F;h3&gt;
&lt;p&gt;I’m not the biggest board games person but I’ve been trying to explore them more lately. The &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;contentiongames.com&#x2F;games&#x2F;slay&#x2F;&quot;&gt;board game adaptation of Slay the Spire&lt;&#x2F;a&gt; is an elegant but straightforward recreation of the video game, with its core twist being that it involves cooperative play with a crew of several focal characters. It’s a very well-thought-out product that hits a lot of the best strategic notes of the games. It’s hard to say how alienating it might be to someone unfamiliar with the video game (as my partner points out), or how arbitrary its rules may feel, but it’s pretty successful at making the basic ideas of Slay the Spire into tactile little cards, tokens, and square beads moved around cardboard tracks.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;draco-and-the-seven-scales-video-game&quot;&gt;Draco and the Seven Scales (Video Game)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;2559690&#x2F;Draco_and_the_Seven_Scales&#x2F;&quot;&gt;Draco and the Seven Scales&lt;&#x2F;a&gt; is a Zelda-like adventure about a sea-faring captain, his ship, and a quest to save someone dear to him. It utilizes a pixellated mono-color palette reminiscent of old gameboy art styles, but with occasional pops of other colors. It was charming, if a little rote and a little flat in its writing, but I’d be interested to see more of it when it’s out, and the dev assured me that the full game will introduce all sorts of additional mechanical ideas as it progresses.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;rivals-of-aether-ii-video-game-fight-a-dev&quot;&gt;Rivals of Aether II (Video Game) — Fight a Dev&lt;&#x2F;h3&gt;
&lt;p&gt;In addition to trying out the new character, I showed up for a scheduled event in which one of the developers (whose name I didn’t catch) demolished several fans in one-on-one bouts. I managed to get one stock off of him, but that might have been pity. Fortunately, all the contenders were awarded a cute little branded guitar pick for their troubles.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;for-all-mankind-board-game&quot;&gt;For All Mankind (Board Game)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.forallmankindgame.com&#x2F;&quot;&gt;For All Mankind&lt;&#x2F;a&gt; was pitched as similar to Settlers of Catan, but with space colonies. It was a fairly snappy little game that we nearly finished in the hour or so of available time, including instruction. It featured a series of planets on pegs that moved between slots on a big radial grid, simulating the rotation of the planets and complicating decisions by creating varying distances between planets (thus changing the resources necessary to reach them and build colonies there). Outside of the planets’ movement, it was a fairly straightforward rush for resources and colony construction, hemmed in by players’ capacity to buy nukes that could destroy opposing colonies. I don&#x27;t gravitate towards competitive board games generally, but it was interesting to see how the engine of the game worked and how it descended into antagonism as some of the players approached victory. My partner was one of those near-victors, and she had a pretty good time with the game overall, appreciating its simplicity in spite of the tedium of remembering to shift the planets.&lt;&#x2F;p&gt;
&lt;p&gt;Personally, as someone with a fondness for game mechanics that are intentional ideological statements, I often find myself a little alienated in the board games space, where notions like casually dominating the solar system and slinging nukes at one another go largely un-interrogated. Intriguingly, the game’s starting bases on earth cannot be nuked; game balance, surely, but also a particularly twisted sort of idealism that imagines earth as unassailable while the solar system becomes the battlefield of the space-faring future. I’m suspect that I&#x27;m thinking too hard about these things and maybe being pretentious, but these sorts of unquestioned tonal details always stick in my craw.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;noclip-panel&quot;&gt;Noclip Panel&lt;&#x2F;h3&gt;
&lt;p&gt;The only panel that my partner and I went to was the one for &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.noclip.video&#x2F;doclist&quot;&gt;Noclip&lt;&#x2F;a&gt;, the video game documentary studio that’s been doing solid work for (somehow) nearly a decade now. The hosts had a good level of energy and they brought in some guests with interesting insights, including Frank Cifaldi of the Video Game History Foundation, who showed some wonderfully strange clips from 90s TV ads that were part of their growing library of archival footage. It’s cool to see that stuff not only dredged up, but digitized and publicly hosted for posterity. At the end, there was a Q&amp;amp;A where fans pitched documentaries that the studio should do; delightfully, the hosts met each suggestion with a lot of thought and curiosity, even the ones that they admitted to having heard many times before.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;things-i-bought&quot;&gt;Things I Bought&lt;&#x2F;h2&gt;
&lt;p&gt;First, the things I bought at PAX itself:&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pax-west-2025&#x2F;images&#x2F;pax_pickups.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;h3 id=&quot;kragg-plushie&quot;&gt;Kragg Plushie&lt;&#x2F;h3&gt;
&lt;p&gt;Kragg is my main in Rivals of Aether II: he’s a big rock-elemental stag beetle man and just. Come on. Look at him!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;two-hand-path&quot;&gt;Two Hand Path&lt;&#x2F;h3&gt;
&lt;p&gt;Slugblaster creator Mikey Hamm wrote a solo RPG called &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;two-hand-path.carrd.co&#x2F;&quot;&gt;Two Hand Path&lt;&#x2F;a&gt; about playing weird wizard Yahtzee with a varied collection of dice and tattooing magical symbols on your traced handprints (or included book pages) to give your wizard new powers. Or something to that effect. I haven’t played it yet but it looks rad and I’ve wanted to for a while.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;fabula-ultima&quot;&gt;Fabula Ultima&lt;&#x2F;h3&gt;
&lt;p&gt;Readers of this blog (and knowers of me IRL) are aware that I’m an avid appreciator of Friends at the Table, a long-running actual play podcast who bounces between systems and settings with each season. The latest season is in a fantasy world inspired by Dreamcast-era JRPGs using the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;need.games&#x2F;fabula-ultima&#x2F;&quot;&gt;Fabula Ultima&lt;&#x2F;a&gt; system, which is designed to play, you guessed it, tabletop campaigns reminiscent of JRPGs. I’m behind on the pod, but I’ve been wanting to peruse the rulebook for a little while now.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;desperation&quot;&gt;Desperation&lt;&#x2F;h3&gt;
&lt;p&gt;I’ve heard a lot of praise for &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;desperation&quot;&gt;Desperation&lt;&#x2F;a&gt;, but the key things I believe to be true about it are that 1. it involves pre-built playsets with pre-generated characters, 2. various events will happen to various pre-generated characters that may shift their fates, 3. things will almost certainly go badly for the characters, and 4. it was designed by Jason Morningstar (of Fiasco fame) so those other 3 things make a hell of a lot of sense. I love Morningstar’s work in general and I’ve wanted a copy of Desperation for a while, so now I have one!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;some-dice&quot;&gt;Some Dice&lt;&#x2F;h3&gt;
&lt;p&gt;I am by no means a dice collector. I bought these because they were affordable and I knew I could use a few more sets for playtesting a game I’ve been working on that uses one set of dice per player. I don’t think I’m likely to test it on this very trip (though I’ll see friends tonight, so there’s a chance!) but they’re good to have and they’re not from the ever-dominant Chessex, so that’s nice. I bought these from Foam Brain, which has lots of collections, but if you want something like the pride dice they’re advertising now, I might direct you instead to (shameless friend plug incoming) &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;heartbeatdice.ecwid.com&#x2F;&quot;&gt;Heartbeat Dice&lt;&#x2F;a&gt;, who have been in the pride dice game for a long while and put their money where their mouth is by contributing to charities with every purchase.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;for-the-queen&quot;&gt;For the Queen&lt;&#x2F;h3&gt;
&lt;p&gt;My initial impression with &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;darringtonpress.com&#x2F;forthequeen&#x2F;&quot;&gt;For the Queen&lt;&#x2F;a&gt;, from Gen Con last year, was pretty middling. But I’ve since played and greatly enjoyed it, and independent of my play experiences I adore its incisive simplicity. I have a relatively small selection of “backpack games”, the kind I could carry around and bring out ready to play whenever I like. For the Queen is one of the most perfect backpack games around.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;the-world-we-left-behind&quot;&gt;The World We Left Behind&lt;&#x2F;h3&gt;
&lt;p&gt;I’ve read Anamnesis by Sam Leigh, but I’m less familiar with their broader body of work. I like to occasionally pick up something I know very little about, and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blinkingbirchgames.itch.io&#x2F;the-world-we-left-behind&quot;&gt;The World We Left Behind&lt;&#x2F;a&gt; fit the bill: a GMless game about space-faring explorers that takes inspiration from Outer Wilds, Together Among the Stars, Cartograph, Wreck this Deck, and some other eclectic influences. It seems like a fascinating mix of ideas and I’m excited to flip all the way through it.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;And now, the bonus shopping! My partner and I explored a number of book stores and game shops in Seattle, and I bought some things from Mox Boarding House and Blue Highway Games:&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pax-west-2025&#x2F;images&#x2F;seattle_finds.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;h3 id=&quot;mothership&quot;&gt;Mothership&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.tuesdayknightgames.com&#x2F;pages&#x2F;mothership-rpg&quot;&gt;Mothership&lt;&#x2F;a&gt; has become a whole phenomenon. It’s a highly lethal science fiction horror game with a sturdy coating of hellish space capitalism and I’ve heard almost exclusively praise for it and its many modules, including the couple that come bundled in. I’m long due to run and play more games in the OSR tradition, and this is one that excites me enough to get me off my ass to do so.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;little-katy-s-tea-party&quot;&gt;Little Katy’s Tea Party&lt;&#x2F;h3&gt;
&lt;p&gt;I had never seen or heard of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;grumpybearstuff.itch.io&#x2F;little-katys-tea-party-high-tea&quot;&gt;Little Katy’s Tea Party&lt;&#x2F;a&gt; before, and I’m unfamiliar with designer Edoardo Cremaschi (a.k.a. Nuclear Manatee). Even its multitude of included scenarios feature quite a few designers I’m not familiar with. It seems to be a very light system that tells stories about the trials of a little girl’s childhood through the tea parties of her imaginary friends. It weaves a ritual around tea-drinking into its key conflict resolution. It sounds very neat and I’m excited to read it more closely.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;an-altogether-different-river&quot;&gt;An Altogether Different River&lt;&#x2F;h3&gt;
&lt;p&gt;I’ve only recently followed Aaron Lim’s work; he’s a very active personality in the story games spaces that I’m aware of and a &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;ehronlime.bsky.social&#x2F;post&#x2F;3lvbrmzvqus26&quot;&gt;top-tier poster&lt;&#x2F;a&gt;, no less, but I haven’t actually managed to engage with any of his work. Now, I have no excuse! &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;ehronlime.itch.io&#x2F;an-altogether-different-river&quot;&gt;An Altogether Different River&lt;&#x2F;a&gt; is a storytelling game about defining a place by both the people who have moved on from it and those who have returned to it after some time away. Hopefully planning to play this one at some point.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;the-slow-knife&quot;&gt;The Slow Knife&lt;&#x2F;h3&gt;
&lt;p&gt;Jack Harrison is a designer I’ve followed for a while now. I mentioned last year that I bounced off of Koriko (his solo RPG about a young witch on an adventure) despite it’s undeniably gorgeous presentation, but I retain a deep fondness for Artefact (his solo RPG about the history and many possessors of a magic object) and I’ve been hoping to get Orbital (his Belonging Outside Belonging game about a neutral space station in the crossfire of a galactic war) to a table for a while now. &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;mouseholepress.itch.io&#x2F;the-slow-knife&quot;&gt;The Slow Knife&lt;&#x2F;a&gt;, as far as I understand, is nothing like any of those. It’s a story about patient revenge against dastardly villains, told through the perspectives of those villains as the hour of their comeuppance approaches. As with most of Harrison’s work, it’s dripping with style, and I’ve been wanting to read it for ages now.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;That’s it for the overlong recap! I don’t know for sure if I’ll go back to pax, but I’ll certainly play more tabletop games if I do!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Designer Commentary - Alone in the Loop</title>
        <published>2025-08-25T00:00:00+00:00</published>
        <updated>2025-08-25T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/designer-commentary-alone-in-the-loop/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/designer-commentary-alone-in-the-loop/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;designer-commentary-alone-in-the-loop&#x2F;images&#x2F;alone-in-the-loop_cover.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;This post is a design commentary about a game I wrote. The game itself is short (shorter than this post) so to encourage folks to read along with the commentary, I&#x27;m also making it free for the next week. Please go &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.itch.io&#x2F;alone-in-the-loop&quot;&gt;download a copy&lt;&#x2F;a&gt; and follow along!&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;At the beginning of the year, I published &lt;em&gt;Alone in the Loop&lt;&#x2F;em&gt; on itch.io. It’s a solo journaling RPG that hacks Takuma Okada’s incredible &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;noroadhome.itch.io&#x2F;alone-among-the-stars&quot;&gt;&lt;em&gt;Alone Among the Stars&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; to tell a story about a lonesome time traveler trying to shift the tides of fate. It pivots on themes of isolation, despair, and hope in the face of a trial that must be undertaken alone. The time traveler may, if they’re lucky, be able to convince someone of the truth of their situation, but with each new loop, all that effort will be unravelled once again. They may, if they’re lucky, meet another time traveler, but that other traveler may be aloof and mysterious, wrapped up in some grim mission of their own.&lt;&#x2F;p&gt;
&lt;p&gt;Whether by choice or by circumstance, the time traveler must avert a disaster or shift the timeline in some particular way before they can return to linear time. And even if they succeed, they’ll leave the experience profoundly changed by it.&lt;&#x2F;p&gt;
&lt;p&gt;I have a deep fondness for the lonely time traveler trope. I love the grandiose tragedy of the traveler’s descent into despair in the face of failure after failure, all underpinned by an enduring hope that somehow, some way, the world can be changed for the better. It’s existentially brutal and beautifully idealistic all at once, and its all heightened by the way that its stakes play out only in the mind of the singular protagonist. I badly wanted to make a game about it, and what better format than a solo journaling game.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;the-system&quot;&gt;The System&lt;&#x2F;h3&gt;
&lt;p&gt;To do this, I hacked &lt;em&gt;Alone Among the Stars&lt;&#x2F;em&gt;, a brilliantly simple engine driven by a single die and a deck of cards. Play alternates between dice rolls and card draws, with players describing what their character finds on a journey through space. Each card represents a unique discovery, divined by combining the suit (a category: people, flora, structures, etc.) and the rank (a bit of imagery or context: rivers, canyons, oceans, etc.). The game is so short, smart, and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;noroadhome.itch.io&#x2F;alone-among-the-stars&quot;&gt;freely available&lt;&#x2F;a&gt; that you should read it — or even play it — &lt;em&gt;right now&lt;&#x2F;em&gt; if you’re not familiar (and pay the suggested price if you can). It’s a powerful and adaptable system, an elegant combination of context (Alone) and place (Among the Stars).&lt;&#x2F;p&gt;
&lt;p&gt;In adapting it for &lt;em&gt;Alone in the Loop&lt;&#x2F;em&gt;, I chose to focalize loneliness rather than peaceful solitude. To transpose it into a plot contrivance instead of an aesthetic space, I made three of the suit categories focus on the metaphysics of the time loop while most of the card ranks describe the events and people encountered during the loop. Player characters’ interactions, even ones with other people, are contextualized by what can be learned about the loop itself. These people and events are only ephemeral details to be washed away when the loop resets, until the time is right to end it.&lt;&#x2F;p&gt;
&lt;p&gt;To reinforce this loneliness, the fourth suit (Clubs) is all about contending with the isolation of the loop. It might involve your character lashing out, breaking down, or otherwise faltering in their resolve. It plays up the tragedy of being unable to meaningfully seek help, unable to relate your struggle to another person. It’s heavy, but it strikes the right note for this kind of story.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;establish-the-loop&quot;&gt;&amp;quot;Establish the Loop&amp;quot;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;Alone Among the Stars&lt;&#x2F;em&gt; is a toolset for wandering around within an aesthetic palette, with suits and ranks characterizing the surroundings. It treats beginnings and endings loosely, inviting players to linger on individual moments along their journey. But &lt;em&gt;Alone in the Loop&lt;&#x2F;em&gt; centers on a plot conceit rather than an aesthetic identity. To help with up-front ideation, I introduced a setup phase before ongoing play begins. Players use the suits of drawn cards to determine the details or choose freely from the options.&lt;&#x2F;p&gt;
&lt;p&gt;First, players establish the nature of their time travel capability, which roots their story within genre. Time travel powered by invoking a deity suggests a mythic setting, while time travel driven by a high-tech device suggests something more science fictional. Lines will certainly blur, but it’s helpful to start somewhere. Each option also asks a brief question (How do they contact the deity? Who built the high-tech device?) to get the player thinking about the details of their loop.&lt;&#x2F;p&gt;
&lt;p&gt;Second, players establish a reason for repeating the loop. This provides personal stakes for the story; a time traveler who’s &lt;em&gt;trapped&lt;&#x2F;em&gt; in the loop will pursue different ends than one who repeatedly chooses to go back so they can save someone from a tragic fate.&lt;&#x2F;p&gt;
&lt;p&gt;Finally, we establish the length of the loop. The range is wide, using suits and ranks to define a period of time between 5 minutes and 13 weeks. Since this choice dramatically effects the scale of storytelling, I have players draw three cards and choose their favorite option. The time increment (minutes, hours, days, or weeks) will also determine the number of key events (Inflection Points) that occur in each iteration, borrowed from how &lt;em&gt;Alone Among the Stars&lt;&#x2F;em&gt; uses a die roll to determine how many discoveries will be on each new planet.&lt;&#x2F;p&gt;
&lt;p&gt;Once these details are established, the player begins journaling their experience of the loop, starting &lt;em&gt;after&lt;&#x2F;em&gt; the first instance of turning back time. By skipping over the inciting incidents of the loop, they leave narrative gaps to fill as the story unfolds. They also skip straight past the novelty of the time loop, to a moment where the time traveler’s resolve might start to waver.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;live-the-loop&quot;&gt;&amp;quot;Live the Loop&amp;quot;&lt;&#x2F;h3&gt;
&lt;p&gt;During the story, players draw a set number of cards for each time they go through the loop; that number represents the amount of Inflection Points they’ll encounter, important events or details that shed light on the nature of the time loop.&lt;&#x2F;p&gt;
&lt;p&gt;But stories about time loops often play with pace and timing. They swing big and lean into themes of trauma, memory, and causality. Because the clock will roll back, they deploy things like shocking death, sudden violence, cruel words, and queasy foreshadowing. The imprint of the events upon the mind of the time traveler are all that will remain, so they can become heightened and stark, akin to nightmares.&lt;&#x2F;p&gt;
&lt;p&gt;To this end, &lt;em&gt;Alone in the Loop&lt;&#x2F;em&gt; has two special affordances for shifting pace. The first is simple: when it makes sense, restart the loop early. If your character reaches a dead end, encounters an impending tragedy before it’s due, or even finds themselves mortally wounded, the loop can be cut short to shift the pace and escalate the dramatic momentum. At any time, things can go horribly wrong in new ways, making the loop feel volatile, dynamic, and malleable. Despite the trauma of premature tragedy, it’s also a source of hope: it’s proof that there are avenues yet unexplored, changes so dramatic that they can derail the story entirely. That breadth of possibility means that what the traveler seeks is still attainable.&lt;&#x2F;p&gt;
&lt;p&gt;The second affordance allows players to montage a number of iterations together. The set of cards they draw for each iteration (for example, 4 cards for a loop measured in &lt;em&gt;days&lt;&#x2F;em&gt;) can be repurposed to allow each card to represent &lt;em&gt;one&lt;&#x2F;em&gt; crucial event in the entire iteration. As the stakes escalate and the hero becomes more desperate to change their fate, one way to articulate their despair is to accelerate the pace of the story and depict failure after failure in quick succession, culminating in a breaking point that helps them find a new approach. The montage rule is directly inspired by the media that inspired this game, and provides a way to mechanize that story beat.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;end-the-loop&quot;&gt;&amp;quot;End the Loop&amp;quot;&lt;&#x2F;h3&gt;
&lt;p&gt;Ending the loop is a tricky storytelling maneuver. It’s most successful if there’s just enough setup to show it’s possible, but lingering suspense around the execution of the plan. After all, if it works, the final loop is &lt;em&gt;permanent&lt;&#x2F;em&gt;; anything that happened, any sacrifices made, can’t be undone without undoing the work of resolving the loop’s key problem. To wrestle with that drama, I instruct players to decide at the &lt;em&gt;beginning&lt;&#x2F;em&gt; of an iteration whether or not it’s going to be the final one. This way, there’s still an uncertainty about how to actually accomplish the conclusion they have in mind with the story beats they get along the way.&lt;&#x2F;p&gt;
&lt;p&gt;Since there’s always a possibility that the final iteration goes awry in some way, the game presents four possible endings. As before, you can either draw or choose freely. The choice to include several endings was important to me because it helps to visit some of the themes one last time. One ending is failure; tragedy unprevented or an existence trapped in the loop. Another is a restoration, a single choice or compromise that realigns the world and sets things right, leaving room for its own sort of sadness depending on what the player chooses to give up. The others involve finding a solution, but they emphasize different ways that the player character has been changed by the ordeal.&lt;&#x2F;p&gt;
&lt;p&gt;Even after everything has been resolved and the world is allowed to move on, the time traveler remembers it all. There’s a rich, existential sadness that they must be left with, bearing the weight of remembered traumas that were ultimately undone, but were entirely real when they happened. Perhaps those events still reverberate through some alternate timeline. To reach the end of the time loop is triumphant, but also bittersweet.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;if-i-could-go-back&quot;&gt;If I Could Go Back…&lt;&#x2F;h3&gt;
&lt;p&gt;I’ll likely revise this game at some point. I can already see little things I might change: some wording is too terse, I’d like to more strongly justify why I invite players to &lt;em&gt;choose&lt;&#x2F;em&gt; options directly instead of drawing cards during certain steps, and I could do more to make the rank descriptions more evocative and enticing; right now some are utilitarian or bland.&lt;&#x2F;p&gt;
&lt;p&gt;I could also realign the suits for the endings; the most tragic ending should align with Clubs, the suit that contends with despair and isolation. This would also make the safety advice at the beginning (which suggests removing the clubs cards before playing through the loop in order to avoid the darker emotional themes) more effective in the ending phase.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;Alone Among the Stars&lt;&#x2F;em&gt; is fundamentally about a sense of &lt;em&gt;place,&lt;&#x2F;em&gt; about an observational experience while alone in nature. Adapting it involved some relatively heavy scaffolding to repurpose its system towards inhabiting a plot trope instead, but I feel that the adjustments pull their weight, and I’m proud of the game on the whole.&lt;&#x2F;p&gt;
&lt;p&gt;This post ran quite long, even after revising, but it was great fun to write! A lot of tiny, invisible choices go into game design. Articulating it in detail helps me bubble up some of the subconscious choices and re-evaluate what I works best. Some of my thoughts here might even be worth distilling into play advice and other revisions if I choose to revisit this project at some point. Either way, the exercise was fun and I highly recommend it to other designers; tell me about your work!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>The Bananza Never Ends</title>
        <published>2025-08-18T00:00:00+00:00</published>
        <updated>2025-08-18T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-impressions-dk-bananza/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-impressions-dk-bananza/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-impressions-dk-bananza&#x2F;images&#x2F;ohbanana.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;So, I’ve been playing Donkey Kong Bananza.&lt;&#x2F;p&gt;
&lt;p&gt;It’s an immaculately designed game, full of both ambitious ideas &lt;em&gt;and&lt;&#x2F;em&gt; the proper affordances to make them approachable. The developers have crafted fascinating levels and their mastery of complex 3D terrain is indisputable. The game has fluid, elaborate movement that lets players freely climb most surfaces or chain together techniques to fling themselves across gaps, which is great fun.&lt;&#x2F;p&gt;
&lt;p&gt;Bananza comes from the designers of Super Mario Odyssey, the most recent 3D Mario title, which has been occasionally critiqued for having &lt;em&gt;too many&lt;&#x2F;em&gt; of its primary collectible item. I didn’t share that criticism at the time, and I assume the developers also disagreed, because Donkey Kong Bananza doubles down. They’ve built dense, lavishly complex worlds of destructible terrain, tucked collectibles into every conceivable nook and cranny, then somehow conceived of &lt;em&gt;more nooks and crannies&lt;&#x2F;em&gt; to put more collectibles in. It’s genuinely impressive how well they’ve constructed these 3D spaces.&lt;&#x2F;p&gt;
&lt;p&gt;But… I wish I liked this game more? Or maybe &lt;em&gt;less&lt;&#x2F;em&gt;, alternatively. I’ve stumbled into a completionist impulse that I can neither justify nor fully explain. The game is filled with flashes of brilliance, but even a lot of its clever design winds up rendered into mind-numbing fluff that leaves me disappointed.&lt;&#x2F;p&gt;
&lt;p&gt;Across its dozen or so levels, Bananza has nearly &lt;em&gt;1500&lt;&#x2F;em&gt; collectibles, consisting of “banandium” gems and hidden fossils stamped around the world. I keep circling back to prior levels to track them all down, exchanging resources for map markers indicating items I’ve missed (an admittedly elegant solution). It’s taking forever, but instead of abandoning this quest, I’ve been putting on podcasts and plugging away. Annoyingly, the game has achieved a seamless blend of clever puzzle platforming challenges and shiny, brain-off, button-spamming nothingness.&lt;&#x2F;p&gt;
&lt;p&gt;Now, I &lt;em&gt;am&lt;&#x2F;em&gt; aware of my own habits. I regularly begin games with a meticulous approach only to falter later on, either putting them down or sprinting to the finish. My completionist ambitions arise despite myself, and they’re often something to be &lt;em&gt;shed&lt;&#x2F;em&gt; when the time is right rather than clung to. Earlier this year, I played Demon Turf, Pipistrello and the Cursed Yoyo, and several others exactly like this, each time eventually giving up on the 100% Life and satisfying myself with end credits.&lt;&#x2F;p&gt;
&lt;p&gt;But with Bananza, I can’t shake it. And the texture of the gameplay only makes it worse; to put it simply, Bananza is a monkey game for monkey brain gaming. It provides near-constant dopamine through its collectibles and its abundant primary resource (gold ore). This pursuit is accompanied by an onslaught of visual glitz and an invitation for rapid inputs; you’ll spam buttons to punch through terrain, mash the “clap” button locate nearby collectibles with radar pulses, and burst through veins of gold that shower the world with shiny globules to collect. Everything’s bright, colorful, and toyetic. I suppose there’s &lt;em&gt;also&lt;&#x2F;em&gt; some other nonsense happening along the way, something with talking rockfolk, animal transformations, a girl who’s shy about singing, and- OH, BANANA.&lt;&#x2F;p&gt;
&lt;p&gt;The 3D platformer scaffolding of the game &lt;em&gt;does&lt;&#x2F;em&gt; largely hold. The bits of story and dialogue writing are unremarkable but clearly crafted with love. There are boss fights, story-related MacGuffins that gate level progress, special abilities, and so forth. It’s not &lt;em&gt;just&lt;&#x2F;em&gt; nonstop bashing and bananas. But the amount of visual and tactile stimulus is so escalated that it feels like profound spectacle inflation, a sharp uptick from Super Mario Odyssey&#x27;s mere moons and coins.&lt;&#x2F;p&gt;
&lt;p&gt;Bananza&#x27;s design insists on avoiding dull moments and, more importantly, avoiding &lt;em&gt;any lingering moments at all&lt;&#x2F;em&gt;; the delightful (finding cleverly hidden collectibles) and the dull (smashing through layers of terrain to get somewhere) are all stirred together into a stew, where everything happens explosively and briefly. Most banana collectibles gesture at intended ways to find them, but a huge amount can also be found by just randomly spamming DK’s radar pulse and then digging your way out to them, a tool that becomes largely automatic since it&#x27;s the same way he collects nearby gold.&lt;&#x2F;p&gt;
&lt;p&gt;It’s very old-man-yelling-at-clouds of me to say this, but it does remind me of TikTok, of YouTube shorts, of Twitter feeds. It&#x27;s a game for the modern attention economy, reminiscent of short-form, rapid-fire pieces of digital popcorn that form the “just scrolling” entertainment that all of us get sucked into. Bananza is built with so much more intention and care than this, but the produced effect is still one of rapid attention shifts, tiny bursts of feeling and interest that are quickly moved on from. The bright colors and cascades of glittering gold reduce clever design to a vapid vividness.&lt;&#x2F;p&gt;
&lt;p&gt;I expect to finish this game. The psychological conditioning works; I want those damn bananas. If remain untethered from my own will, I may even 100% it. The later levels are honestly better! They corral DK through them in more interesting ways and expand on the interactions between the terrain materials he slings about. But it took so long to get here, and its &lt;em&gt;still&lt;&#x2F;em&gt; driven by so many empty collectibles that fail to excite me. I’m curious (or maybe apprehensive) to find out if I&#x27;ll manage to abandon my completionist quest.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>I Don&#x27;t Know How to Read (TTRPGs)</title>
        <published>2025-08-11T00:00:00+00:00</published>
        <updated>2025-08-11T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-reading-rpgs/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-reading-rpgs/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-reading-rpgs&#x2F;images&#x2F;three_games.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;I have a problem familiar to TTRPG nerds: my shelf runneth over with games I’ve not found time to play or read. It’s a privileged problem, of course, but it imparts the same shame as unread books and unplayed video games.&lt;&#x2F;p&gt;
&lt;p&gt;When I find time, I enjoy reading RPG rulebooks even if I don’t get around to playing them; there’s a lot to learn about how different designers approach different subjects, themes, systems, and information architectures. Whenever I run or facilitate a game, I typically read it cover-to-cover in advance so I can come in as prepared as possible.&lt;&#x2F;p&gt;
&lt;p&gt;But I read slowly, and I can’t read everything so thoroughly, especially my ballooning digital library. A close read can also be more dense and muddying than a quick, crisp overview. There’s a difficult balance to strike between skimming and perusing, and there‘s no single answer to the question of where a given game’s “heart” or “core” lies.&lt;&#x2F;p&gt;
&lt;p&gt;But the shelves (physical and digital) still stare disdainfully back at me, and I need new ways to read them. I want to learn to do incomplete (but still enlightening) RPG reading.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;learning-to-read&quot;&gt;Learning to Read&lt;&#x2F;h2&gt;
&lt;p&gt;Today, as an experiment, I picked 3 untouched RPGs on my shelf and dedicated 30 minutes to each one, hoping to see what I could glean and discover how much more closely I’m inclined to read.&lt;&#x2F;p&gt;
&lt;p&gt;I knew these books largely by their pitches; I had not read or played them and I knew little about their systems, besides all three having a traditional GM role:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;revryebread.itch.io&#x2F;interstitial-2e&quot;&gt;Interstitial 2e&lt;&#x2F;a&gt; by Riley Hopkins — a modestly-sized RPG (80 pages) about interconnected worlds, inspired by Kingdom Hearts&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;evilhat.com&#x2F;product&#x2F;deathmatch-island&#x2F;&quot;&gt;Deathmatch Island&lt;&#x2F;a&gt; by Tim Denee — a medium-sized story game (200 pages) inspired by the popular death games trope, based on AGON’s system (which I’ve not read or played either)&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;shop.coyoteandcrow.net&#x2F;products&#x2F;coyote-crow-core-rulebook-pdf&quot;&gt;Coyote &amp;amp; Crow&lt;&#x2F;a&gt; by Connor Alexander — a hulking (maybe) trad game (470 pages, large format) designed around a setting and system built by indigenous creators&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h2 id=&quot;interstitial-2e&quot;&gt;Interstitial 2e&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;How did I approach it?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I checked the table of contents, then skimmed through largely in order. My time ran out right before I got to the appendices. I read the overview of playbooks, but only looked closely at a couple of them. I paid the most attention to the basic rules on Moves and Links and parts of the GM section.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;How did it go?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I was able to get a good grasp on the overall system and what player characters are made of. It helped to understand Interstitial&#x27;s shared lineage (Powered by the Apocalypse) with games I&#x27;m more familiar with. I also managed to form notions of how I think the game might play relative to those others.&lt;&#x2F;p&gt;
&lt;p&gt;I also had time to get to know the writing voice. Being familiar with core touchstones also helped me understand the tone it was going for.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;What did I learn?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Games that are built on systems I already know are much easier to read, and the important focus is often where they deviate or elaborate. Because of the commonalities, the differences take on additional significance in my understanding of the game and its intentions. Voice and tone of instructional writing is also a good source of guidance.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;deathmatch-island&quot;&gt;Deathmatch Island&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;How did I approach it?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I browsed the table of contents, then again worked through from the beginning. I spent time up front (more than I should have) trying to understand some of the smaller-scale procedures for individual steps of play. I didn’t really get to the back half of the book.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;How did it go?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I didn&#x27;t get as complete of a picture for this book, and that&#x27;s only partly because it was longer. Deathmatch Island runs on a system I don&#x27;t already know, and it features a lot of different procedures for various phases of play. Putting it all together without moving ahead to the actual play material was a lot harder; I internalized far less than I did with Interstitial. I did, however, appreciate how much the layout and design helped highlight information.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;What did I learn?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Obviously, unfamiliar systems take more time to understand. I also learn better by example, so I&#x27;d likely consult the included play example next to help solidify my understanding. Play examples are rarely thrilling to read, but it would be worse for them to be absent.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;coyote-crow&quot;&gt;Coyote &amp;amp; Crow&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;How did I approach it?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I focused on the broad strokes and learning how the book was organized. I jumped around quite a bit between table of contents, intro text, explanation of the dice system, the worldbuilding section, character creation, and back to the remaining system explanation and the GM guide following it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;How did it go?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I got a relatively sturdy understanding of the core dice mechanics and the structure of the game. I looked at the stats, skills, and character creation alongside the blank character sheet at the back, which helped me get a good sense of what characters are made up of. I also got several glimpses of the book&#x27;s ideological approach and how it intends engage both native and non-native players.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;What did I learn?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Coyote &amp;amp; Crow is built in a more traditional style, not dissimilar from modern D&amp;amp;D (this style is often called &amp;quot;trad games&amp;quot;). That format meant that I could expect to find a big section on the setting, a section on making characters, a section explaining the core mechanics, and a section with GM advice and material for GMs to use in play. That structural familiarity was a huge benefit to understanding the game, and it gave me time to focus in on learning how dice rolls work and how to create characters.&lt;&#x2F;p&gt;
&lt;p&gt;I also realized that world-building sections are much harder to skim effectively. I got bits and pieces, but I was daunted by the sheer amount of it.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;in-conclusion&quot;&gt;In Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;I recognize that reading the quantity of RPGs I would like to is an uncommon pursuit, but it’s one that I find rewarding as a designer, GM, and enthusiast.&lt;&#x2F;p&gt;
&lt;p&gt;None of the impressions above constitute a review, or really any degree of considered criticism, of the games in question (apologies to these designers for experimenting on their work like this). I found that deliberate skimming and jumping around can accomplish quite a lot, and came more naturally than I&#x27;d have thought. I learned that I’m already attentive to where a book is easy to refer back to, and where I might need to read closely and build an understanding ahead of time. I also found that my familiarity with a rulebook&#x27;s systems (obviously) and format (less obviously) make a difference in how quickly I can understand its information architecture.&lt;&#x2F;p&gt;
&lt;p&gt;I don&#x27;t plan to continue reading in strictly-timed intervals, but it was refreshing to spend 90 minutes surveying several books rather than getting partway through one. I do, however, plan to skim more deliberately and skip around more liberally in my future RPG reading.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Mosh Pit Musings</title>
        <published>2025-08-04T00:00:00+00:00</published>
        <updated>2025-08-04T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/design-musings-mosh-pit/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/design-musings-mosh-pit/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;design-musings-mosh-pit&#x2F;images&#x2F;architects_live.jpg&quot; &#x2F;&gt;
&lt;div class=&quot;caption&quot;&gt;Photo by Eashwar Mohan&lt;&#x2F;div&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;I saw the metalcore band Architects this past weekend and I’ve been thinking (as you may suspect) a lot about game design lately.&lt;&#x2F;p&gt;
&lt;p&gt;See, I recently read through a very long Discord thread discussing &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;nyorlandhotep.blogspot.com&#x2F;2025&#x2F;07&#x2F;storygames-leave-me-colder.html&quot;&gt;this blog post&lt;&#x2F;a&gt; about how story games often expect players to move between the roles of portraying characters and adding detail to the setting or scenario. I don’t really relate to the friction with context switching that the post’s author describes, but it did get me thinking about when, how, and with what level of awareness we context switch during play.&lt;&#x2F;p&gt;
&lt;p&gt;Mosh pits are, surely, at least game-adjacent. Maybe they’re even a role playing game, if your definition is expansive enough. There are rules, enforced by a play culture, and often instructions (this may be true of a lot of dance culture, but I’ll stick with what I know).&lt;&#x2F;p&gt;
&lt;p&gt;I’m not well-studied on the wide world of metal culture, but I’ve been around metalcore scenes for almost a couple decades, enough to have a solid grasp on this particular space. For the uninitiated, here are some things that you can do within the social fabric of a metalcore show:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;Push people around in the pit; that’s the moshing!&lt;&#x2F;li&gt;
&lt;li&gt;Clear some space and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;youtu.be&#x2F;SJGwXWWtcMM?si=FvrqbSOApHjgKNVf&quot;&gt;hardcore dance&lt;&#x2F;a&gt; (depending on the genre and crowd)&lt;&#x2F;li&gt;
&lt;li&gt;Stand on the edge of the pit, pushing people back in when they get propelled out — you’ll also make openings for people trying to leave and form a barrier between the pit and the folks who aren’t trying to participate in it&lt;&#x2F;li&gt;
&lt;li&gt;And of course, stand away from the pit and do your thing: headbang, jump up and down, or be real cool and only nod very slightly to the music&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;At a metal show, live music is the catalyst by which participants slip into a “play” state, where they focus primarily on their embodied experience of the music.&lt;&#x2F;p&gt;
&lt;p&gt;But the “play” mode is only half the puzzle. In the pit, people fall over, drop hats, lose shoes, or catch stray elbows. Pit protocols form around genre, venue, location, and the subcultures that all of these things foster, but there are some common facets of a good mosh pit, where the crowd broadly cares about mutual enjoyment and safety. When someone falls, you pick them up. When someone loses something, you help them find it (or help found items get back to their owners). When someone gets hurt, you make space for them and get them out if needed. People in the pit have to be doing this in tandem with &amp;quot;play&amp;quot;; the people on the outer edge of the pit are doing sort of a hybrid.&lt;&#x2F;p&gt;
&lt;p&gt;Mosh pits can also shift in response to the performers&#x27; direction; anywhere between simple riling like “I wanna see you guys get wild!” and direct commands like “Open this place up and get a circle pit going!” Sometimes they’ll set a tone (“I want it to look like a fuckin warzone in here”, “if somebody falls, help them up!”), emphasizing the culture they want to foster and incrementally replicating it to inexperienced attendees.&lt;&#x2F;p&gt;
&lt;p&gt;But while the performers can instruct, they aren’t the ones &lt;em&gt;facilitating&lt;&#x2F;em&gt; the experience. Crucially, at any moment during “play”, the majority of folks are also ready to switch gears to a “facilitator” role focused on social awareness and upholding rules. We’re better at doing this than we think! We can move pretty fluidly in and out of having an embodied experience based on the social demands of the moment, not dissimilarly to how we might steward each others’ experience at a game table.&lt;&#x2F;p&gt;
&lt;p&gt;So there it is: rules, instruction, play culture, and distinct player and facilitator roles. I suspect LARP designers and enthusiasts are (rightly) grumbling that similar phenomena are well-explored in the LARP scene. Still, I had fun thinking about it in the context of a cultural niche that&#x27;s near and dear to me.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Success and Failure with Spire and Heart — Part 2</title>
        <published>2025-07-30T00:00:00+00:00</published>
        <updated>2025-07-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/success-and-failure-part-2-heart/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/success-and-failure-part-2-heart/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-2-heart&#x2F;images&#x2F;heart_cover.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;This is the second part of my 2-part blog series on Spire and Heart (Rowan, Rook &amp;amp; Decard), and the ways that failure and consequences intertwine with the stories we tell at the table. &lt;a href=&quot;..&#x2F;success-and-failure-part-1-spire&#x2F;&quot;&gt;Check out part 1 here&lt;&#x2F;a&gt;.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Last week, I discussed how Spire: The City Must Fall initially left me a little cold, wrong-footed by how my expectations conflicted with the way the dice hit the table. Meanwhile, the relative lack of friction didn’t cause my players much consternation at all; they were simply progressing through an adventure.&lt;&#x2F;p&gt;
&lt;p&gt;For me, the pursuit of flavorful failures and meaningful consequences is a huge part of the joy I find in tabletop RPGs, whether I’m running them or playing them. I like to see characters struggle as much as I like to see them triumph. I like to know what happens when plans go awry, when villains gain ground, when prices are paid and stakes are raised. In many popular games and play cultures, failure often manifests as nothing more than &amp;quot;the thing you want didn&#x27;t happen&amp;quot;; and I feel like that&#x27;s a disservice to the storytelling potential of dice.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve not returned to Spire since my initial brush with it, but I’ve had an enduring curiosity about its followup, Heart: The City Beneath (also written by Grant Howitt &amp;amp; Christopher Taylor). This year, I pitched another group on Heart and we&#x27;re now well underway. Heart is in many ways a rare TTRPG sequel (&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;erfjordan.bsky.social&#x2F;post&#x2F;3ltcfymmq6k22&quot;&gt;as pointed out by E.R.F. Jordan on BlueSky&lt;&#x2F;a&gt;): it iterates meaningfully on system and setting, and it draws focus away from certain aspects of the world of Spire and more tightly onto others.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-2-heart&#x2F;images&#x2F;the_map.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Art by Felix Miall, Image © Rowan, Rook &amp; Decard&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;from-spire-to-heart&quot;&gt;From Spire to Heart&lt;&#x2F;h3&gt;
&lt;p&gt;Heart veers away from revolution, instead establishing itself as a horror-fantasy twist on the already-fantastical and already-horrifying world of Spire. To do this, Heart takes players deep beneath the base of the titular Spire into a cursed subterranean land called The Heart. The Heart is named for the unfathomable anomaly at its center that twists and sunders reality around it, spilling forth grotesque beasts, bizarre landscapes, and incredible secrets. Its draws inspiration from Roadside Picnic, Annihilation, Bloodborne, and more. The world of Heart is harsh and lethal, but it’s also deeply alien, in ways that can be just as existentially beautiful as they are terrifying.&lt;&#x2F;p&gt;
&lt;p&gt;This thematic shift turns the protagonists from stoic freedom fighters into a morally broad collection of explorers, survivors, peace-keepers, and truth-seekers. Heart’s main characters are “delvers”, people compelled (either intrinsically or extrinsically) to seek deeper levels of the Heart’s strangeness and uncover its greatest mysteries. Many kinds of folk can be found in the Heart, and survival and subsistence is so all-consuming that the racial and cultural tensions of the world above are (perhaps a bit awkwardly) pushed into the background.&lt;&#x2F;p&gt;
&lt;p&gt;Systemically, Heart takes loose inspiration from hexcrawls, a style of crunchy map exploration characterized by traversing tile to tile and finding monsters and secrets as you work towards broader objectives. Heart asks players to descend into strange landmarks in search of valuable resources or knowledge, leaning more on the grim fantasy setting of Spire than its topside political turmoil. To sell the treacherousness of the Heart, it adds a crucial twist to Spire’s mechanic for added difficulty: while Spire reduces the number of dice in the pool you roll with (e.g. 3d10 → 2d10*)*, Heart leaves the pool untouched until &lt;em&gt;after&lt;&#x2F;em&gt; rolling, and then cruelly culls the highest value from the results (e.g. “10, 6, 2” → “6, 2”; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;anydice.com&#x2F;program&#x2F;3e825&quot;&gt;this makes a meaningful difference&lt;&#x2F;a&gt;).&lt;&#x2F;p&gt;
&lt;p&gt;Heart’s Stress system works similarly to Spire’s, but its locations and adversaries classify the amount of stress that they might incur more directly. In Heart, any degree of additional difficulty will steer players sharply towards Stress and Fallout. But there’s a good reason for this: Fallout is a key part of the narrative rhythm of the story. Spire’s three-ish pages of Fallout options cover straightforward events like bleeding wounds, favors owed, a bounty on your head. Heart, meanwhile, dedicates a whopping &lt;em&gt;ten&lt;&#x2F;em&gt; pages to describing all the fucked up things that can happen to player characters. Fallout can establish plot hooks or intrigue, and many of the options can be “upgraded” into more serious problems. Some are just unapologetically upsetting, like vomiting up a handful of parasites, suddenly losing a light source in the dark, or having “reconfigured physiology” (I’ll let you just imagine that one).&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-2-heart&#x2F;images&#x2F;grip_station.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Art by Felix Miall, Image © Rowan, Rook &amp; Decard&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;at-the-table&quot;&gt;At the Table&lt;&#x2F;h3&gt;
&lt;p&gt;This sounds like good fun and all, but it did take my group some time to acclimate; even Heart’s gentlest areas have the capacity to be harsh, so when difficult rolls appeared, Stress started to accumulate and Fallout loomed. The players were making progress, but felt a little caught off guard; they questioned whether the stress I was inflicting was too much for the early game. I assured them that, per Heart’s advice, the players were in control of their ultimate fate; the consequences that I was holding over their heads could slow them down and even change them, but only the players could decide when their doom arrived.&lt;&#x2F;p&gt;
&lt;p&gt;After a while, Stress began to turn to Fallout and the group started to see what the game actually looks like. What at first seemed overly harsh took on a different color under the light of Heart’s twisted setting and its delightful variations on Fallout. While both games’ lists of Fallouts provide a mixture of plain old debuffs and entirely new problems, Heart’s are more geared towards advancing stories and making the world feel more treacherous and interesting. Some Fallouts, if left unattended, could easily entwine with the party’s overall pursuits or become central to their story. Others become little whispers of unsettling detail, causing very little immediate trouble but shifting a character’s relationship to events as they’re unfolding.&lt;&#x2F;p&gt;
&lt;p&gt;Meanwhile, presenting Fallout via a Great Big Menu of Options is a potent way to simplify GM responsibilities (even if it can result in a bit of a pause to scan the options). Not only that, but the list of options is an object over which to negotiate. Players are encouraged to work &lt;em&gt;with&lt;&#x2F;em&gt; the GM to determine which Fallout they ultimately take, giving them a reason to peruse the list themselves and imagine the possible ways their story could shift. As my group began to learn the rhythm of these exchanges, players were able to meet Fallout with a rueful grin rather than an exasperated groan.&lt;&#x2F;p&gt;
&lt;p&gt;This is one of the things that makes Heart so interesting to me as a GM. It’s a structure built upon permission and feedback, where the game’s rules are just sturdy enough to give me clear guidance and a reasonable alibi when assigning consequences, but negotiable enough that the players still have tools to adjust or argue for themselves. It’s a tidy little mirror of Heart’s Beat system, which allows players to signal to the GM which mechanical and plot elements they want to engage with, and then earn advancements when they pursue those elements. When prepping locations, NPCs, adversaries, and imagery, I look to the players’ chosen Beats. But once the board is set, the tango of difficulty ratings, Stress, and Fallout do a &lt;em&gt;lot&lt;&#x2F;em&gt; of work to make obstacles feel daunting and failure feel dramatic and meaningful — without being nearly as punitive as sheer lethality.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-2-heart&#x2F;images&#x2F;nightmares.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Art by Felix Miall, Image © Rowan, Rook &amp; Decard&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;story-game-structure&quot;&gt;Story Game Structure&lt;&#x2F;h3&gt;
&lt;p&gt;In story games, there will always be a critical space between where the dice fall and the narrative that GMs and players unravel out of those dice rolls. Many of the games I’ve run embrace this open-ended approach, providing generic maneuvers that help the GM tell a good overarching story. Negative consequences of rolls should “fail forward”, emphasizing the stakes of the scenario, provide intrigue or novelty, and leaving players with ingredients they can turn into dramatic comebacks, clever solutions, or compelling reasons to shift their focus.&lt;&#x2F;p&gt;
&lt;p&gt;While there are certainly gaps in Heart’s GM materials (and Spire’s too, for that matter), the ridiculous menu of alarmingly specific and nasty things that might befall the players makes for a potent tool. The game encourages GMs to invent their &lt;em&gt;own&lt;&#x2F;em&gt; Fallout if none of them fit, but the options provided will reinforce themes and cover a wide range of scenarios. Many of them also leave space to further elaborate.&lt;&#x2F;p&gt;
&lt;p&gt;Running story games can be challenging because they encourage minimal planning and discourage prewritten story structure, but they often still provide some kind of shape to fit it all into. If the goal is to tell (and be surprised by) the story as you go, you don’t want predetermined events or outcomes, but you do want ingredients on hand and a loose idea of what you’re going to do with them.&lt;&#x2F;p&gt;
&lt;p&gt;The other games I’ve run in this lineage build narrative within broad templates or rhythms: Masks: A New Generation uses “Arcs” help build and pay off drama, Apocalypse Keys has “Mysteries” with a “Complexity” score to guide pacing, and Blades in the Dark cycles between heists, downtime, and free-form investigation. Heart uses a lighter touch with overall structure and instead leans on flavorful character abilities, location and enemy descriptions, and consequences that can pitch players into interesting plots and spiraling problems.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve not yet finished the Heart campaign I’m running, so I may yet have more to conclude. But for now, Heart’s amorphous and pulsating world is a fairly successful demonstration of how story can be shaped by both the PCs’ strange abilities and the world’s horrifying reactions when they risk too much or reach too deep. If your players really hate failing rolls, they might not have much fun. But if your group is willing to take Heart’s blood-slick hand and let its lurid writing guide them, it might just take them somewhere more exciting and memorable than they expected.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Success and Failure with Spire and Heart — Part 1</title>
        <published>2025-07-23T00:00:00+00:00</published>
        <updated>2025-07-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/success-and-failure-part-1-spire/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/success-and-failure-part-1-spire/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-1-spire&#x2F;images&#x2F;cover.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;This is part 1 of a 2-part blog series on Spire and Heart (Rowan, Rook &amp;amp; Decard), and the ways that failure and consequences intertwine with the stories we tell at the table.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;About three and a half years ago, I ran a short campaign of Spire: The City Must Fall, a moody, angry, fantasy TTRPG about upending popular tropes around dark elves (or Drow). Spire casts the Drow as a subjugated people, invaded and lorded over by deeply unsympathetic high elves (or Aelfir) and fighting desperately to fuel the flames of resistance. It’s a setting that’s grim, gross, and strange.&lt;&#x2F;p&gt;
&lt;p&gt;It’s a bit of a layer cake of tropes and subversions, beginning with humanizing the Drow by reconstructing them from ugly tropes by adding humanity, nuance, and community. Then, it introduces a colonizing force who levels those same cruelties and stereotypes against them. Finally, it casts the players &lt;em&gt;exclusively&lt;&#x2F;em&gt; as those Drow and tells them to &lt;em&gt;fight back:&lt;&#x2F;em&gt; against occupation, against subjugation, and against a cruel mischaracterization of what a people like themselves are and can be.&lt;&#x2F;p&gt;
&lt;p&gt;I do have a few qualms about how Spire approaches its subject matter, but I can’t deny the effort that designers Grant Howitt and Christopher Taylor put into delivering on their pitch. Character playbooks are strange and distinct from bland fantasy tropes, the megacity of Spire is loaded with fascinating places that are described with a light touch and pocked with holes for imaginative GMs to fill, and the book commits to a certain notion of revolutionary intrigue across its mechanical design, narrative framing, and GM advice. The game reminds you that the resistance is bigger than you, and that you &lt;em&gt;can’t&lt;&#x2F;em&gt; know the big picture lest your capture or failure jeopardize it. The game reminds you that everyone you fight is a thinking, speaking person with a reason to oppose you, but that those reasons probably involve maintaining Aelfir hegemony and you might just have to kill these guys. There are no mindless beasts, but that doesn’t mean there are no monsters. It’s hard-hitting and it means what it says.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-1-spire&#x2F;images&#x2F;kill_this_guy.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Art by Adrian Stone (sans my stupid meme edits)&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;But despite Spire’s strong pitch, I had some difficulty running it when I tried a few years ago. The gaps it leaves are great for imagining the details of its world, but provide no real scaffolding for staging stories of daring resistance within it. I turned to an adventure module (Eye of the Beholder, by Christine Beard) to assemble a space for the players to explore and some problems for them to solve. Along the way, though, I struggled to introduce meaningful challenges to a group of players who were reticent to do any check where they didn’t have multiple extra dice. They breezed through some obstacles, and when they were stifled by others, it often felt artificial, like I’d leaned too much on the scale against them. The way that Spire deploys its supplemental difficulty mechanic (which would help me increase the challenge) felt a little too arbitrary, a little too flat.&lt;&#x2F;p&gt;
&lt;p&gt;The system has a certain rhythm to it. On any given roll, players will either succeed or fail based on the best result in a pool of D10s. A result of 6 or greater is a success, and it’s fairly common to approach a task with 2 or more dice in hand (that’s at least a 75% chance to succeed). Results below 8 accrue &lt;strong&gt;Stress&lt;&#x2F;strong&gt;, which can land on several different tracks and remains there until healed circumstantially or ultimately detonated by &lt;strong&gt;Fallout:&lt;&#x2F;strong&gt; every time Stress is added, a die is rolled to check if Fallout occurs. Stress is abstract, Fallout is concrete. When fallout does finally occur, it incurs both narrative an mechanical penalties that can reduce the PCs’ effectiveness or invite additional trouble. Players work their way through problems, picking up bits of Stress largely inconsequentially at first, until things begin to come undone and Fallout rears its head.&lt;&#x2F;p&gt;
&lt;p&gt;It’s a system designed for tension, where greater consequences are meant to loom before they land. I knew that it was designed to work this way, but I wasn’t quite prepared to push through my players’ cautious play, and I rarely enticed them to engage proactively unless they could maneuver into additional dice. Throw in some remarkable luck (very few failures and very little stress accrued) and we ended up with a 5-session campaign where fallout kicked in maybe once or twice &lt;em&gt;ever&lt;&#x2F;em&gt;. The adventure was dark and exciting, but the friction felt insufficient to make the story really sing and carry the weight it wanted to.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-1-spire&#x2F;images&#x2F;firebrand.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Art by Adrian Stone, Image © Rowan, Rook &amp; Decard&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;I put Spire back on the shelf with a feeling of mild disappointment, hoping to revisit it someday but making no concrete plans (I still haven’t run it again yet). In my mind, it was a decent little campaign, but an overall flop in GMing on my part, a failure to deliver on the stakes as written. I didn’t collect player feedback for this adventure; my regular group of old college friends are more keen to play &lt;em&gt;something&lt;&#x2F;em&gt; and hang out than they are to dive deep into reflection and metacognition about everything we play; for some of them, giving feedback is a chore at best (which is entirely understandable).&lt;&#x2F;p&gt;
&lt;p&gt;While writing this post, I asked them what they recalled about this game; nobody seemed to remember how much friction or consequence they encountered. What they remembered, generally, was the bizarre abilities and the more vivid details about the setting and the scenario.&lt;&#x2F;p&gt;
&lt;p&gt;The fun for them, as far as I can tell, existed outside of the challenge or consequences. It was instead about exploring the setting and seeing the adventure through, occasionally using cool abilities along the way. This is probably incredibly obvious to most people, but I was prepared to show them what they were really up against, to give them difficult choices and real danger. I had conceived of these characters as desperate revolutionaries taking enormous risks to stop an injustice, not smooth operators on a clear-cut rescue mission.&lt;&#x2F;p&gt;
&lt;p&gt;Spire is ultimately quite vague about the what goals players might attempt to accomplish, and its advice about campaign structure is very high level. The presumption is that PCs will be gathering resources and allies for the resistance, disrupting injustices where possible, and uprooting seeds of corruption. More dour or tactical goals like taking down a turncoat or installing a sympathetic councilman still have a vaguely heroic bent, given the context. What I hadn’t accounted for was that even if Spire thematically positions itself as dire and grim, its overarching inclination is towards hope and justice, unattainable as they may seem.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;success-and-failure-part-1-spire&#x2F;images&#x2F;spire.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Art by Adrian Stone, Image © Rowan, Rook &amp; Decard&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;See, in Spire, character advancement happens &lt;em&gt;whenever the PCs change the world in some way&lt;&#x2F;em&gt;, small or large: to me that reads as fundamentally hopeful (even if the game makes it clear that the change need not be positive for it to count). Some playbooks even have a bit of superhero feel to them. At my table, Spire wound up being a game about heroic triumph, not heroic sacrifice, and it felt like it undermined its own themes a bit. But it worked fine for the players, who were satisfied to do some good in a setting that they understood to be brutal and unjust.&lt;&#x2F;p&gt;
&lt;p&gt;In other words, Spire is simply not an engine that requires negative consequences to produce an outcome that felt natural to my players, at least not when it left room for unambiguously heroic acts (as was the case in the scenario we played through). What was lacking to me didn’t register as an issue to players, especially not this particular group who likes to progress and succeed. It’s probably worth admitting that, as a GM, part of my enjoyment comes from challenging players with complications and consequences.&lt;&#x2F;p&gt;
&lt;p&gt;I still have a real fondness for what Spire achieves in its world-building and writing. But I believe that Spire’s followup, Heart: The City Beneath, &lt;em&gt;does&lt;&#x2F;em&gt; thrive on failure in a number of ways. More on that next week.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Billy Hatcher and the Giant Egg (2003)</title>
        <published>2025-06-30T00:00:00+00:00</published>
        <updated>2025-06-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-billy-hatcher-2003/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-billy-hatcher-2003/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-billy-hatcher-2003&#x2F;images&#x2F;thumbsup.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I began in 2024 in which I will play one game from each year since I was born, up until the present. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;3D platformers must have been my earliest video game fascination. As a child I played whatever I could get my hands on, but in my early elementary school years, I always gravitated toward bright, colorful platformers.&lt;&#x2F;p&gt;
&lt;p&gt;Like Mario, right? Banjo Kazooie? Well, not quite. I can’t explain why, but I always was a PlayStation kid growing up. My favorites were Spyro the Dragon and Crash Bandicoot and their lesser-known peers (anybody remember Croc?), not to mention a parade of underwhelming Disney-branded platformers in various styles. When I had an occasional brush with Mario 64, I found it too slippery and complex. When I puttered around in Ocarina of Time’s opening moments, I found myself baffled and frustrated by the lack of a dedicated &lt;em&gt;jump&lt;&#x2F;em&gt; button. Platformers were my fundamental lens for understanding 3D games.&lt;&#x2F;p&gt;
&lt;p&gt;By 2003, I had moved onto the PS2. The path I had chosen pointed firmly towards Jak II, the hilariously edgy sequel to beloved classic Jak and Daxter. Looking back, I can see that embracing the moody, desaturated teenager-targeted era of Naughty Dog (Jak II and Jak 3) and Insomniac (Ratchet &amp;amp; Clank) informed the trajectory of my interests, a shift that was amplified by my dad introducing first person shooters to me on the PC.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-billy-hatcher-2003&#x2F;images&#x2F;worldmap.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;If I’d been a GameCube kid, I likely would have wound up playing Billy Hatcher instead. Would it have been the last of the bright and colorful platformers that dominated my attention? Or would I have spent a lot longer in the saturated Nintendo sunshine? It’s in this sense that I see Billy Hatcher as a purely circumstantial inflection point in the evolution of my own taste. So for 2003, I sampled from an alternate timeline of my childhood.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Billy Hatcher and the Giant Egg is an adventure through a series of big playground-like worlds in which Billy must rescue Morning Land from the villainous crows. It’s a goofy hodgepodge of chicken and egg imagery, drawing from all the video game tropes you’d expect: hatching monsters out of eggs, bowling enemies over with eggs, equippable rooster combs that have different powers, and the like.&lt;&#x2F;p&gt;
&lt;p&gt;Being developed by Sonic Team, it’s no surprise that the core feature of the game is its movement. Rolling around eggs, bashing them into enemies, slamming them on the ground, and launching forward to clear gaps; all of it is fiddly and strange at first, and it takes some time to get used to it. With enough attention, though, it &lt;em&gt;does&lt;&#x2F;em&gt; have interesting texture, and reasonable capacity for advanced techniques and mastery. In many ways, movement in Billy Hatcher is about starting, stopping, and controlling your momentum.&lt;&#x2F;p&gt;
&lt;p&gt;The level design isn’t groundbreaking or particularly elegant, but it does accomplish its overall goal: big sandboxes with a bunch of interlocking paths and barriers that can be shifted around to craft different routes and challenges. Each stage takes place in one of the worlds and has some particular objective; rescue a supporting character, defeat a number of enemies, reach a particular spot, etc. The later stages lean much more heavily on instant-death pitfalls that can become very tiresome, and create a level of deeply unearned difficulty. In some ways, the problem of escalating difficulty is always touchy in platformers like this, where the technical mastery of movement is confounded by factors like imprecise physics and clumsy camera movement. I found the difficulty of the later stages to be irritating; the limited lives made long levels more tedious than necessary.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-billy-hatcher-2003&#x2F;images&#x2F;oritta.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Difficulty aside, though, most of the game is what I might call &lt;em&gt;playful&lt;&#x2F;em&gt;; throughout the stages can be found dozens of different eggs with patterns to distinguish them, each hatching into different kinds of powerups and pets. Hatching an egg involves rolling it over collectibles found around the level and dropped by defeated enemies. The pets can be used to attack and are often more effective against bigger enemies than bashing them with eggs, but they vanish after they’ve been activated 5 or 6 times. Other powerups change the comb on Billy’s rooster costume to imbue the eggs he rolls with elemental affinities or extra damage. Finally, there’s a slot for one-time-use powerups that do things like make Billy invisible or invincible or heal him a bit. Since few things last, and there’s always something a little better, you’ll always be rotating between different powerups to get the most out of them.&lt;&#x2F;p&gt;
&lt;p&gt;None of these different abilities is substantially unique or dramatically better than others, but they are all there for you to seek out, experiment with, and choose favorites from. The elemental aspects are barely used, the various wearable powerups are neat but never utilized, and, infuriatingly, boss fights use &lt;em&gt;none&lt;&#x2F;em&gt; of these elements. The boss fights are mostly forgettable and utterly uninterested in the broader mechanical space of the rest of the game, using only the default eggs (no pets, powerups, elemental damage, advanced movement techniques, etc.).&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-billy-hatcher-2003&#x2F;images&#x2F;monkeyfriend.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, this disappointing simplicity gives a clearer picture of what Billy Hatcher is. Layered on top of its relatively interesting movement is a relatively &lt;em&gt;uninteresting&lt;&#x2F;em&gt; toybox of monsters and powerups, each unique enough to be distinct but not deeply embedded into the design of the enemies and challenges in the surrounding game. And… that’s fine? It’s nice that there’s a double jump ability — even if it’s never actually useful. Because when you find it, it’s cool! But it still leaves me wishing for more.&lt;&#x2F;p&gt;
&lt;p&gt;To reinforce the toybox appeal, everything comes in a brightly colored package; each world begins in night, and changes into daylight after rescuing the sage. This means that most of your time spent there will be in the sunny, saturated version of the world. The soundtrack is similarly playful, upbeat and frenetic and full of blasts of brass and busy melodies over jaunty beats.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, I found myself… whelmed. It was fun to see what the game was all about. I like some aspects of its core movement, but its difficulty in the later stages was profoundly annoying. It’s bright, pleasant, and fun to move around in, but the delight wears off quickly as the shallowness of the surrounding systems become evident.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-billy-hatcher-2003&#x2F;images&#x2F;bossfight.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;Recently, I’ve picked up a few 3D platformers from the modern indie resurgence, complete with their throwback graphics and undergirded by strange, distinctive, and expressive movement systems. A lot has changed in the past two decades, and the people who are making this style of game now were in love with the deepest nuances of the platformers they played in their youths. They build movement toolkits that emphasize depth above all else.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t come to 3D platformers for sheer challenge like I do with Dark Souls and the like. There’s something delightful about engaging with art that’s &lt;em&gt;almost&lt;&#x2F;em&gt; nostalgic, that feels adjacent to things you’re actually nostalgic for, but is still wholly new to you. My takeaway, though, is that I may have more fun replaying games like this that I still love than I will playing ones that passed me by.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Fatal Frame (2002)</title>
        <published>2025-05-25T00:00:00+00:00</published>
        <updated>2025-05-25T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-fatal-frame-2002/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-fatal-frame-2002/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-fatal-frame-2002&#x2F;images&#x2F;ohnonotthisguy.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I began in 2024 in which I will play one game from each year since I was born, up until the present. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;strong&gt;First, an important aside.&lt;&#x2F;strong&gt; My &lt;em&gt;original&lt;&#x2F;em&gt; choice for 2002 was The Elder Scrolls III: Morrowind. I had started into it and made some solid progress. But while I was underway, the BDS movement singled out Microsoft (owner of Zenimax → Bethesda → Morrowind) as a priority boycott target. You can (and should) read their reasoning &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bdsmovement.net&#x2F;microsoft&quot;&gt;here&lt;&#x2F;a&gt;. Obviously, I don’t expect my readership to actually move the needle, but attention &lt;em&gt;is&lt;&#x2F;em&gt; attention, and the idea of giving anyone &lt;em&gt;any&lt;&#x2F;em&gt; reason to keep their Xbox Game Pass subscription didn’t sit well with me. Maybe in the future I’ll write about Morrowind, but not right now.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Fatal Frame is a cult classic survival horror game, drawing from the lineage of the Resident Evil and Silent Hill series’ and their more esoteric predecessors. Truth be told, I don’t gravitate towards supernatural horror (zombies, ghosts, etc.). And while I do dabble with horror games, my forays involve summoning a &lt;em&gt;lot&lt;&#x2F;em&gt; more courage and composure than I would naturally have on hand.&lt;&#x2F;p&gt;
&lt;p&gt;So why pick Fatal Frame? Just to challenge myself? Well, maybe a little. Horror more broadly &lt;em&gt;has&lt;&#x2F;em&gt; been a growing interest for me over the years, especially when it intersects with science fiction. I’ve greatly enjoyed indie horror titles like &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;2475490&#x2F;Mouthwashing&#x2F;&quot;&gt;Mouthwashing&lt;&#x2F;a&gt; and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1846170&#x2F;Iron_Lung&#x2F;&quot;&gt;Iron Lung&lt;&#x2F;a&gt;, and I had keen enough affection for &lt;a href=&quot;..&#x2F;goty-2022-3-signalis&#x2F;&quot;&gt;the stylish and terrifying Signalis&lt;&#x2F;a&gt; and &lt;a href=&quot;..&#x2F;backlog-1-echo&#x2F;&quot;&gt;the doppelganger nightmare ECHO&lt;&#x2F;a&gt; to write about them in past years.&lt;&#x2F;p&gt;
&lt;p&gt;So, despite my ambivalence towards ghost stories, Fatal Frame felt like a viable pivot: a glimpse at the beloved PS2 era of strange and experimental survival horror titles. There are, admittedly, more esoteric ones than Fatal Frame, but it strikes a nice balance between obscure and beloved. And while its sequel is probably the most well-regarded, anyone reading along with Backtracking knows that I’m loathe to start a series anywhere but the beginning.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-fatal-frame-2002&#x2F;images&#x2F;courtyard.png&quot; alt=&quot;A girl in a school uniform holding a flashlight stands near a wooden door in a moonlit courtyard between a wooden outbuilding and a large bare-branched tree.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Fatal Frame follows Hinasaki Miku, a teenage girl with a sixth sense for the supernatural who ventures to a strange, remote mansion in search of her missing older brother Mifuyu. The dilapidated mansion, which we learn is called Himuro Manor, turns Miku’s search into an investigation into the past, delving through a grim history of mysterious deaths and brutal rituals that haunt the place.&lt;&#x2F;p&gt;
&lt;p&gt;While exploring the manor, Miku learns of traumatic events that befell several generations of inhabitants, from the recent research of a novelist in search of inspiration, to the prior investigations of a folklorist, all the way back to a history of occult rituals decades prior. Each of these unfolds as distinct layers of the mystery, uncovered piecemeal through notes about notes about rituals, found while gradually exploring the manor.&lt;&#x2F;p&gt;
&lt;p&gt;The layered structure of the story works well. Slowly unearthing an ever deeper and darker past helps break the game into acts, draws parallels across the time periods, and brings the story further and further into the surreal folklore and occultism at its roots.&lt;&#x2F;p&gt;
&lt;p&gt;More importantly, Fatal Frame delivers all of this with spectacular atmosphere, drawing liberally from the Japanese cinematic horror tradition that emerged in the 80s and 90s to unnerve and terrify. Restrained jump-scares intermingle with haunting camera tricks, unsettling background elements, and enemy designs that are unique and striking (despite being filtered through the same spectral aesthetic). The sound design is profoundly upsetting throughout, incorporating a variety of unsettling ambient noises, creaking floorboards, haunting moans of the damned, and so on. The English voiceover is admittedly as corny as you might expect from this era of translated survival horror, but to me it truly has its own sort of charm.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-fatal-frame-2002&#x2F;images&#x2F;behindyou.png&quot; alt=&quot;The ghostly shape of a woman emerges from a mirror in the foreground, while a girl in a school uniform walks through an open door further down the hall in the background.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Fixed cameras give space for all sorts of spooky tricks.&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Fatal Frame&#x27;s distinctive camera is the only tool Miku has to keep the undead spirits at bay, making it not only a plot point, but a load-bearing facet of both the mechanical elements and horror direction of the game. When controlling Miku normally, we see her walking around in 3rd person, flitting between fixed camera positions that often unnervingly obscure what’s ahead of her. When she holds the camera up to her face, though, the viewpoint changes to 1st person, her movement slows, and she can look around through the camera&#x27;s stark, grainy viewport. This helps Himuro Manor feel like a fully-formed 3D space, complete with all the ominous, shadowy corners one might expect.&lt;&#x2F;p&gt;
&lt;p&gt;During encounters with spirits, the camera is a double-edged sword. Enemies will circle around the room, glide through walls, and fade in and out of view. The longer you can keep them in your viewfinder, the more you can charge up your shot before finally snapping the shutter and dealing damage. But with the limited field of view through the camera, you’d better not lose track of that enemy, lest they sneak up on you. This wonderful, disjointed duality between aiming and moving is a staple of survival horror, an iconic element of early Resident Evil titles — but the perspective switch adds a unique, disorienting layer that helps escalate the tension of these encounters. Seeing Miku from the outside but &lt;em&gt;also&lt;&#x2F;em&gt; through her eyes has an interesting effect on how the player is positioned relative to the terrors she encounters. It blurs the role of guiding our character and &lt;em&gt;embodying&lt;&#x2F;em&gt; her, which I found to be evocative towards situating me within Himuro Manor.&lt;&#x2F;p&gt;
&lt;p&gt;The perspective switch adds another little bit of spice: having emerged in an era before the ubiquity of console first person shooters, Fatal Frame’s control scheme is… odd. There’s an awkward shift between the 3rd person mode (left stick moves) and the 1st person camera mode (left stick &lt;em&gt;aims&lt;&#x2F;em&gt;, right stick moves). It’s easy to see this as a fault, but I loved it; it made the earlier encounters in particular just a little bit more harrowing as I found my footing. After all, if games like this can use constrained movement to ramp up tension, who’s to say they can’t also benefit from a bit of control scheme jank?&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-fatal-frame-2002&#x2F;images&#x2F;throughtheviewport.png&quot; alt=&quot;An image of a wooden hallway seen through the grainy viewport of an old camera. There are HUD elements on the left showing 22 photos remaining, nearly-full health, and 7 of some resource denoted by a blue icon.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The camera&#x27;s view is terrifyingly narrow.&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Survival horror’s other key facet is resource scarcity; scraping by with limited ammunition and healing items as you attempt to solve mysteries and fend off threats as efficiently as possible. Eventually, &lt;em&gt;infamously&lt;&#x2F;em&gt;, many of these games begin to crumble under the weight of carefully-stashed resources that a cautious player inevitably retains. The horror aspect wears thin as this overstocked player trivializes the later moments of the game. In my case… well, I would say that I was less cautious and more meandering, arriving in the later parts of the game with dwindling resources just when the manor became extremely sparse with replenishments. I had a hell of a time with some of the late-game fights, but I did find them ultimately conquerable with enough patience and attention. Oddly, the overall effect was similar; the horror wore off for me on a frustrated attempt #10 in the same way it might for a player who trivialized attempt #1. This unevenness is not unexpected for survival horror, but it was an unfortunate lurch in my playthrough that I probably should have anticipated, and maybe speaks to my inexperience with the genre.&lt;&#x2F;p&gt;
&lt;p&gt;All told, though, I enjoyed my time quite a bit. Fatal Frame was consistently creative with its storytelling, compelling with its art direction and sound design, and clever with how it used the strange and shifting space of Himuro Manor. This one was worth gritting my teeth through to the end.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-fatal-frame-2002&#x2F;images&#x2F;itwasamistake.png&quot; alt=&quot;Miku, the protagonist, stares at a bright blue wisp. There&#x27;s a dialogue box on the screen that says &#x27;It was a mistake to live in this mansion...&#x27;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Yeah dawg I think it was lol&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;Horror can be very hit or miss for me, and I’m unlikely to reach for survival horror in particular. I would have had a much worse time finishing Fatal Frame without a couple of emulator affordances here and there that helped me overcome my late-game resource lacks. Brief peeks at a guide helped me get past a couple of esoteric progression moments as well. I&#x27;m glad I had the tools to see it through to the end.&lt;&#x2F;p&gt;
&lt;p&gt;As always, the theme I keep coming back to is this: putting in the effort to stick with games that are less familiar (or not as accommodating as I’m used to) continues to be rewarding. It feels like I’m developing my taste — or even my skill — as a thoughtful, critical player. I expect the games in this series to become (understandably) a little less unyielding as I move through the years, but I hope that the patience and attentiveness I’ve built up will continue to aid my insight and enjoyment. Plenty of art deserves a little bit of effort and grace in order to comprehend and appreciate it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Managing Momentum in Eat the Reich</title>
        <published>2025-04-22T00:00:00+00:00</published>
        <updated>2025-04-22T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/managing-momentum-in-eat-the-reich/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/managing-momentum-in-eat-the-reich/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;managing-momentum-in-eat-the-reich&#x2F;images&#x2F;game_cover.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;In the last month or so, I had the chance to run a 4-session game of Eat the Reich, the recent ink-drenched, ENNIE-winning, nazi-slaughtering vampire adventure from Grant Howitt, with art by Will Kirkby, published by Rowan, Rook &amp;amp; Decard. It’s intended to be played as a high-octane no-prep action movie 3-shot (ish) in which a squad of vampire commandos treks through an alternate-history nazi-occupied Paris to put a bloody stop to Hitler’s conquest.&lt;&#x2F;p&gt;
&lt;p&gt;To accomplish its action-blockbuster concept, Eat the Reich stacks its design with mechanisms that produce and maintain momentum, angling for a bombastic ultra-violent romp that barrels headlong towards a ridiculous and spectacular conclusion. These mechanisms are both indulgent and clever, locking the game into a tight structure akin to turn-based combat encounters in traditional TTRPGs without quite eroding the narrative-driven sensibilities.&lt;&#x2F;p&gt;
&lt;p&gt;Despite this, I encountered a number of challenges running the game, edge cases that threatened or undermined the crucial sense of momentum and left me trying to plug holes. As I’ve found with several of Grant Howitt’s games, the book implies a lighter lift for the GM than my own experience at the table bears out. With Eat the Reich in particular, the structure and rhythm at the game’s core is refreshingly straightforward. But across several sessions, it became a more concentrated effort to keep intensity high and creativity rewarding.&lt;&#x2F;p&gt;
&lt;p&gt;My overall experience with Eat the Reich was pretty positive, and my players enjoyed the change of pace and the over-the-top premise. But it left me thinking a lot about what makes turn-driven encounters tick and why the game’s myriad ways of maintaining inertia still created odd pitfalls at our table.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;all-gas-no-brakes&quot;&gt;All Gas, No Brakes&lt;&#x2F;h2&gt;
&lt;p&gt;Eat the Reich uses of a level of structure that traditional TTRPGs often apply specifically to combat encounters. To some degree, nearly all of Eat the Reich could be describe as one of three things: a combat encounter, a quiet start to a soon-to-be-combat encounter, or an action or intrigue set piece with the intensity of — yeah, a combat encounter.&lt;&#x2F;p&gt;
&lt;p&gt;This is a little reductive, as there are generally non-combat objectives that are centered, but I think the comparison still fits. Players of D&amp;amp;D or other trad games in its lineage can attest to a problem that frequently occurs with combat: the pace of actual events occurring in the game slows down &lt;em&gt;so much&lt;&#x2F;em&gt; that the momentum of play stalls and the game becomes a rather tedious math exercise. Even players who do their best to stay engaged may lose focus when it’s not their turn to act, especially when playing virtually. While Eat the Reich gains clarity and simplicity by slotting in a classic turn structure, it also risks producing the kinds of problems endemic to 3 or 4 sessions of straight combat encounters.&lt;&#x2F;p&gt;
&lt;p&gt;Howitt clearly knows that this risk is present, and the system is designed to (forgive the pun) combat that kind of repetitiveness. It’s driven by the Havoc Engine, a resolution system initially conceived for Howitt’s Havoc Brigade (a trope-inverting fantasy game about chaotic orcs). In its Eat the Reich incarnation, it’s driven by pre-generated player characters with arsenals of dramatic vampiric weapons and abilities. During a turn, players choose an action (most often BRAWL or SHOOT, but also including things like SEARCH and TERRIFY), start with their stat in that action, add bonuses for weapons and abilities they’re using, and roll a big pool of D6s. Each 4 and 5 is a success; each 6 is a crit (which can mostly be used as two successes instead of one). Each success is allocated towards dealing damage to opposing forces (called Threats), completing the Objective for that area, stockpiling Blood (a resource for healing injuries and activating abilities), and deflecting damage generated by the GM’s dice pool.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;managing-momentum-in-eat-the-reich&#x2F;images&#x2F;dice_stuff.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;There’s a mischievous joy to cobbling together elaborate actions, trying include as many boons as possible, and it allows a fun degree of variety between any two turns based on the situation, focal objective, context of the scene, and the toolkit of the acting character.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond the expressivity of individual turns, though, is a stack of broader systems that keep the action surging forward. Players only stay at a given location until the Objective (with a given number of points) is cleared. Any Threats that players eliminate will “respawn” by way of reinforcements arriving at the end of the round, a weakening but never-ending assault. Players can freely share Blood, the resource that drives their healing and abilities, as long as their characters are roughly nearby one another. Once per session, each player can re-roll a poor result by invoking a Flashback: they narrate some history between their character and another, and then roll again with 2 extra dice. Players take injuries if they fail to (or choose not to) block damage, but they won’t see any consequences from them until they’ve taken several. And while Equipment and Loot all have limited uses, the final use typically grants an extra die — a little extra incentive to use that final charge instead of hanging onto it.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, the pressures add up for players to build big, wacky dice pools, focus on objectives rather than killing every enemy, and accept occasional injuries rather than fixate on blocking damage. All of these forces keep players moving through each location without lingering too long. Right?&lt;&#x2F;p&gt;
&lt;h2 id=&quot;brakes-after-all&quot;&gt;Brakes, After All&lt;&#x2F;h2&gt;
&lt;p&gt;At the turn level, it quickly became apparent that a fight can stagnate whenever the Threats facing the party roll well against them. Players may feel that they need to spend all or most of their successes simply blocking incoming damage to stay on their feet, and their turn may come and go without progressing Objectives or whittling down Threats. Once my players got their footing, they started to push harder to make their own dice pools bigger to counteract these stalemate, but a particularly dangerous set of threats always risked producing a lot of nothing-happens turns unless players were more willing to take injuries.&lt;&#x2F;p&gt;
&lt;p&gt;And while there was certainly plenty of creativity involved in crafting an interesting action for a given turn, our table found some actions (and by extension, some characters) felt limited by their options when they were not in situations that overtly invited those actions. Eat the Reich’s 7 action ratings can be easily divided into two categories: the obviously useful ones (BRAWL, SHOOT), the occasionally useful ones (SNEAK, TERRIFY), and the rarely-used leftovers (CON, FIX, and SEARCH). Beyond being less applicable to the most common situations, these last three also needed to stretch a bit farther to justify applying them to certain objectives or threats. In the end, it became clear that some characters had very easy ways to combine their best stats with most of their equipment and abilities, and some simply didn’t.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond individual turns, Eat the Reich has similar structural edge cases. Each location on the map of Paris provides a brief description of what’s going on there, the kinds of Threats and loot to be found, and an Objective to complete before moving on. A few locations contain Ubermenschen, powerful supernatural nazi experiments that pose especially dire threats to our squad of vampire anitheroes (and the world). Defeating one of these area bosses allows everyone to choose an Advance from a short but tantalizing list of powerful additional abilities. This is the only progression that the game offers, so my players were obviously drawn to seek one out.&lt;&#x2F;p&gt;
&lt;p&gt;Naturally, boss enemies are one-of-a-kind, so they’re explicitly exempt from the rules for reinforcements. That means that anywhere that an Ubermenschen can be found, players may be implicitly incentivized to focus &lt;em&gt;all&lt;&#x2F;em&gt; their energy on defeating that threat (and claiming their hard-won advance), which leaves the actual objective and any straggling minor Threats feeling extremely perfunctory once the boss is defeated.&lt;&#x2F;p&gt;
&lt;p&gt;Moreover, the big picture elements of the setting benefit from a context and foreshadowing, and in fact the Ubermenschen each suggest imagery that might foreshadow their appearance. But the majority of play was so focused on each location’s scenario that it was difficult to keep this in mind, and it was unclear how to guide or constrain the party’s decisions of where to visit next.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;managing-momentum-in-eat-the-reich&#x2F;images&#x2F;reinforcements.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;if-you-don-t-like-it&quot;&gt;If You Don’t Like it…&lt;&#x2F;h2&gt;
&lt;p&gt;In the (relatively brief) “Running the Game” section, there’s a note directly encouraging GMs to abandon or change any rules that aren’t serving their table or making the game fun. If I’m encountering issues with the rules, why not change them, right? Well, I did! A little! I don’t personally find it easy to change rules on the fly for a game this short, but I did what I could to adapt it to my table. In a few cases, I twisted and bent the rules to generate more tension, provide a bit of relief, or reward ambitious play. Any deeper changes felt like they might cheapen the creativity and resource management that players had done up to that point.&lt;&#x2F;p&gt;
&lt;p&gt;As we were feeling out the system, enemies with high attack ratings felt like brick walls. I started splitting their attention. For example, this Sniper Team can only focus on 3 out of 5 of you, and you all get to decide based on your action if you’re drawing their attention or doing something else while your teammates keep them busy. This turned out to be a nice way for players to strategize as a team, either volunteering to distract or taking opportunities to to push objectives with less opposition. As we progressed further and players started to push their characters harder, I dropped that modification. It felt like a good set of training wheels to add and remove as needed, but I might have better telegraphed it with precise language (perhaps a Sniper Team that split its attention could later have been swapped with an Elite Sniper Team that had no such restriction).&lt;&#x2F;p&gt;
&lt;p&gt;Later on, we encountered our first Ubermenschen. The fight felt insurmountable at first, but after a tough battle and some effective use of abilities, the players were victorious. Once it was over, they were left with a somewhat plodding push through an Objective that was (reasonably) untouched by the time the fight ended; I wound up introducing more minor Threats just to keep some pressure on, but it ultimately dragged out the escape, without actually making it any more harrowing. In retrospect, I ought to have taken a particular bit of advice in the “Mission Structure” section: “If there’s nothing particularly interesting happening in a location, hand-wave past it and progress onto the next exciting thing that happens.” But it was tough to justify just skipping the Objective when it seemed to be &lt;em&gt;about&lt;&#x2F;em&gt; escaping the current location.&lt;&#x2F;p&gt;
&lt;p&gt;Towards the end, several players had been taking on a lot of injuries, but didn’t want to slow things down by “farming” Blood, as it were, before pushing through Objectives. To balance this back out, I let players heal one injury each time they moved between locations, as their vampires had a moment to catch their breath before the next big encounter.&lt;&#x2F;p&gt;
&lt;p&gt;And finally, at the end, after we skipped past a couple of locations in order to wrap up our final session, the players dispatched a surprisingly underwhelming “final boss” Ubermenschen. Trying to reignite a bit of drama, I pulled out a stronger enemy that they hadn’t encountered, had it absorb one of the abilities of the defeated Ubermenschen, and gave the players one last challenge in between them and Hitler-murdering satisfaction. This didn’t give them &lt;em&gt;too&lt;&#x2F;em&gt; much trouble, but it did help make the ending more bombastic, and I was happy with the adjustment.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;managing-momentum-in-eat-the-reich&#x2F;images&#x2F;our_map.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;hacking-at-the-table&quot;&gt;Hacking at the Table&lt;&#x2F;h2&gt;
&lt;p&gt;I don’t typically like to hack games apart at the table to adapt them to my group or my concept. I like to hold rules close in hand and try to experience and engage with what those rules produce. My home group is curious and flexible, and they’ve let me bring a lot of different games to the table over the years. When we play something new, we tend to want to play &lt;em&gt;that thing&lt;&#x2F;em&gt;, not massage it into whatever fits our rhythm. Rules are written in particular ways for particular reasons, and sometimes adhering to them more than we intuitively might is a good way to understand their intentions and strengths. Giving a game’s rules attention, patience, and grace can encourage different kinds of play than my players and I might typically gravitate towards, and it’s one of the reasons we like to try out different games.&lt;&#x2F;p&gt;
&lt;p&gt;I really like a lot of things about Eat the Reich, especially its size and scope. It’s a fairly lean 70-page book designed for short, explosive campaigns. It occupies a rare niche between small games that I can read in a half hour and play in a session, and hulking campaign games designed for hours of perusing and hundreds of hours of play. And even in its brevity, Eat the Reich manages to spill a lot of ink towards helping players and GMs thoughtfully handle its subject matter. The advice in this book on how to portray nazis, vampires, accents, violence, and the possibility of harm to innocents is all remarkably strong, measured, flexible, and specific.&lt;&#x2F;p&gt;
&lt;p&gt;In a game so dense and so brief, there’s a lot of pressure to make the &lt;em&gt;right&lt;&#x2F;em&gt; changes for your table if you choose to fiddle with the design on the fly. In the end, as with all games, running them makes you better at running them. I have ideas of which alterations I’d keep and which I’d drop for future play, and I’ll now remember important details that are easy to forget or overlook. If it&#x27;s your first time running Eat the Reich, though, be ready to get a little bit creative to help your table stay entertained and engaged.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Building Partial Worlds</title>
        <published>2025-03-18T00:00:00+00:00</published>
        <updated>2025-03-18T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/build-partial-worlds/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/build-partial-worlds/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;build-partial-worlds&#x2F;images&#x2F;pair-of-games.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;This post is a little bit “play report”, a little bit game critique, and a little bit of reflection on play culture, gm-ing, and game design. I don&#x27;t think it&#x27;s my most cohesive and clear-cut writing, but I’m challenging myself to write more frequently and less monolithically. Not everything has to be a full-formed critical essay.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;in-search-of-mysteries&quot;&gt;In Search of Mysteries&lt;&#x2F;h2&gt;
&lt;p&gt;About a month ago, I wrapped a campaign of Apocalypse Keys by Rae Nedjadi, which I ran for a small group somewhat intermittently from April 2024 to February 2025. Earlier last year, I shared &lt;a href=&quot;..&#x2F;ttrpg-apocalypse-keys&#x2F;&quot;&gt;my impressions&lt;&#x2F;a&gt; from running my first Mystery (basically, the first story arc) and upon revisiting it, most of those impressions remain true. Since I started with a prewritten mystery from the book, I was glad to be able to get my bearings and focusing on learning the system and getting to know the player characters.&lt;&#x2F;p&gt;
&lt;p&gt;But after that, I found myself looking past the pre-written mysteries in the book; they’re certainly well-written and evocative, but none were quite suited to my particular party of player characters. Luckily, the Apocalypse Keys is designed to make mystery-writing approachable. It’s essentially a template to fill out, with some guidance on all the ingredients that are necessary to make it work. Not only that, but the prewritten ones make for great examples to follow and pick over for ideas.&lt;&#x2F;p&gt;
&lt;p&gt;So I wrote a new mystery. I gave it a higher Complexity score than our introductory one, which affects the overall pace, and we played through it over 9 sessions. We had a good time and met some memorable characters, but I generally struggled to pace the mystery well across sessions after session. The Complexity score determines the number of clues that must be gathered before the mystery can be fully solved, and the ways our story went confounded the curve of tension and drama that a monster-hunting story ought to have. We got there, but I was dissatisfied with the length and the pacing of my mystery. By the end, the little rural town in which it took place felt simultaneously incomplete and already-picked-over for every detail of interest.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;build-partial-worlds&#x2F;images&#x2F;craft-your-own-apocalypse.png&quot; alt=&quot;Craft Your Own Apocalypse — The best kind of apocalypses are the ones of our own making. When you’re called to craft your own Mystery, Harbinger, or Faction, this chapter will guide you through the process. Creating Your Own Mysteries — Apocalypse Keys is a game where the supernatural and danger lurk around every corner, where reality breaks down to reveal how fragile the world truly is. Writing your own Mystery is a creative and exciting way to truly make this game your own!&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;This chapter helps a lot with understanding how to run prewritten mysteries, too!&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;So, for the following mystery, I sought a bigger canvas. I wanted a setting and context that felt wide and explorable, but still distinct and specific. I wanted a plethora of mysterious threads that could be pulled on to keep the wider mystery gradually unraveling, a less isolated and singular space than those first couple mysteries.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-conservatory&quot;&gt;The Conservatory&lt;&#x2F;h2&gt;
&lt;p&gt;This is around the time when I attended Big Bad Con, and happened to meet Devin Nelson and pick up a copy of one of their games: The Conservatory. At the time, it was one game in a big pile of stuff I’d excitedly accumulated during the convention.&lt;&#x2F;p&gt;
&lt;p&gt;But when I flipped through it at home, it occurred to me that it was exactly what I was looking for: not a mystery &lt;em&gt;setting&lt;&#x2F;em&gt;, but the perfect procedure for &lt;em&gt;building&lt;&#x2F;em&gt; one together with my players. So instead of a new mystery, I brought it to the (very agreeable) table.&lt;&#x2F;p&gt;
&lt;p&gt;The Conservatory is a GM-less storytelling game about occult institutions, their triumphs and defeats, and the ways they intersect with their surrounding communities and change over time. To be quite honest, I might not have had a good grasp on it if not for delving into the Hellboy comics and movies ahead of Apocalypse Keys; in my mind, the genre spaces fit together well. Since we’d already established our setting a little bit, I was optimistic that my players would be along for the ride, at least for one quick session in between Mysteries.&lt;&#x2F;p&gt;
&lt;p&gt;The Conservatory adapts the basic structure of Avery Alder’s The Quiet Year to tell the story of an institution engaged in mysterious occult research. On each turn, players choose from a set of actions that elaborate or change the conservatory, like introducing new “Keepers” (key characters), adding “Wings” (parts of the building itself that carry distinct purposes), and modifying “the Work” (the mysterious occult phenomena or practices that the conservatory pursues). Some actions can be used to introduce new curiosities or embellish existing details, which are interesting choices in their own right, but also make for perfect fallbacks when inspiration is slow to strike.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;build-partial-worlds&#x2F;images&#x2F;the-gdoc.png&quot; alt=&quot;Keepers: * Paul Draper (Neophyte [struck through] Shadow Director) - A talented young tap-dancer, one of the first clients taken on by the agency. Seems to be barely touching the floor at all times. Can be found reading and practicing in the Great Hall. * Mariah Mullaney (Practitioner [struck through] Recruiter [struck through] Mentor) - Bartender and talent scout, operates the bar at the speakeasy and has an eye for skilled dancers, experiment candidates, investors, and more. Takes over after Jeremiah retires. * Jeremiah Johanneson (Mentor [struck through] Retired [struck through] Dead, Ghost) - A distinguished elderly gentleman and a key figure in the curse-dance arts. He no longer has the need for spoken words, communicating vividly through dance. A genius and innovator of the Work. Most often in the dark rooms, and rumored to write books in total darkness, which sometimes appear on the shelves in the Great Hall. Retired as he got older. * Lucille Fox (Director [struck through] Escaped Cryptid Office Keeper [struck through]) - A childhood dance prodigy whose career was ended in her teenage years by a leg injury that she never recovered from fully. She’s in search of ways to win back a life she didn’t get to live, one way or another. She can be found in her office, somewhere in the labyrinth of office rooms. After the ruins, she escaped into the hills.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;A tiny slice of the shenanigans we got up to...&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;In addition to an action, each player will also draw a card on their turn and resolve whatever events or questions it brings into play. The Conservatory trades away The Quiet Year’s playing card deck in exchange for a tarot deck, using its breadth and thematic flavor to round out the various moving pieces of the game. Face cards introduce new Keepers, ensuring that the enigmatic cast grows, and major arcana introduce Harbingers, impending disasters that the conservatory can attempt to mitigate and must eventually face (also, an amusing terminological overlap with Apocalypse Keys). When enough Harbingers pile up, that “Era” of the conservatory’s history ends and the consequences must be resolved.&lt;&#x2F;p&gt;
&lt;p&gt;The structure of the game gave us a good runway: we set our story nearly a century before the modern day, and we built our strange institution across decades. We placed our conservatory in the LA hills during the golden age of Hollywood: a bizarre dance studio and talent agency obsessively learning dances that would inflict curses upon other people and reality itself. Our story intersected with real-life history in various absurd ways. What I had hoped would be one solid session turned into three enthusiastic and fruitful ones; we constantly delighted in each others’ increasingly strange ideas and characters. By the end, we had an 11-page google doc chronicling our cast of odd characters, the conservatory’s checkered history of careless experimentation and ill-considered manipulation, and a number of unresolved problems that seemed very likely to reassert themselves at some point.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;build-partial-worlds&#x2F;images&#x2F;the-tower.png&quot; alt=&quot;The Tower [XVI] A physical or metaphysical apocalypse looms in the near future. The Conservatory is the epicenter of this event but the Community will be affected as well.
Answer: what hubris has wrought this end?
Resolution: the Conservatory is in ruins.&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;An apocalypse? You don&#x27;t say...&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;cursed-complementary&quot;&gt;Cursed (Complementary)&lt;&#x2F;h2&gt;
&lt;p&gt;Once we put down The Conservatory, it was time for me to go write that new Mystery I’d been putting off. This time, it was easy. There were dangling threads that I could pull on, characters I could bring back and others I could leave mysteriously absent, echoes of the conservatory’s past that were sure to rear their ugly heads. I had all the ingredients I needed, and it was great fun to balance recurring details that players would be excited to revisit with wild extrapolations that would surprise them.&lt;&#x2F;p&gt;
&lt;p&gt;Moreover, the transition to and from storytelling game was smoothed over nicely by Apocalypse Keys’ preexisting affinity for player-contributed detail, something I praised about it in my initial impression. The mysterious sources of otherworldly forces that drove our conservatory’s research meshed excellently with Apocalypse Keys’ focus on cosmic, unknowable, and unpredictable powers.&lt;&#x2F;p&gt;
&lt;p&gt;In some of the most visible surfaces of indie TTRPG play culture, world-building games often supplement campaign-driven play by forming a foundation. The Quiet Year, in particular, has been played on several high profile Actual Play shows as a way to establish a setting full of evocative details, material problems, and enigmatic story hooks. I’ve been drawn to this approach in the past as well, but I find that it heaps a &lt;em&gt;lot&lt;&#x2F;em&gt; of pressure onto a world-building game that may or may not produce something that the whole group is excited to continue exploring.&lt;&#x2F;p&gt;
&lt;p&gt;My experience with The Conservatory and Apocalypse Keys suggests an alteration to this strategy: build &lt;em&gt;partial&lt;&#x2F;em&gt; worlds. Take a few sessions away from an in-progress campaign to collaboratively build a setting for &lt;em&gt;just&lt;&#x2F;em&gt; the next story arc. Do it &lt;em&gt;after&lt;&#x2F;em&gt; you’ve got your campaign underway and all of your players have established their characters, goals, and motivations. They’ll be able to build a setting in anticipation of their character interacting with it, and they’ll be able to weave in themes and ideas that they know their character will be interested in.&lt;&#x2F;p&gt;
&lt;p&gt;Most of my game groups are not recording podcasts or embarking on huge campaigns with months of runway to ideate and prepare. The most planning we tend to do is in choosing games to play and creating characters. I like this partial-world-building approach because it alleviates pressure; if your world-building game just doesn’t quite hit, you can easily leave it on the cutting room floor or scavenge it for parts when you resume your campaign. Or maybe your world-building game was an enormous success, but doesn’t quite fit your ongoing campaign; that’s still fine! Put it in your back pocket. Borrow a character or two for a silly cameo. Write it into your setting, but don’t go there straight away.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;coda&quot;&gt;Coda&lt;&#x2F;h2&gt;
&lt;p&gt;As I understand it, The Quiet Year was never explicitly designed to be a “session 0” game. It’s built with very deliberate edges and its text is abundantly clear about when it invites elaboration and when it encourages fruitful ambiguity or uncertainty. In my opinion, these things make it a stronger game and emphasize its thematic ideas about small communities. But it’s so easy to see why folks play The Quiet Year and want to explore further. Its structure inevitably produces unfinished projects, unresolved mysteries, and uncertain fates. Letting it lie is part of the game… but then the game ends, and maybe you’d like to know more after all.&lt;&#x2F;p&gt;
&lt;p&gt;The Conservatory borrows a lot from The Quiet Year, but one thing it does differently is explicitly invite players to use their conservatory as part of a bigger story if they so choose. I see a lot of world-building games used to &lt;em&gt;start&lt;&#x2F;em&gt; campaigns, but The Conservatory, and certainly many others, can (and should!) be used to augment and revitalize &lt;em&gt;ongoing&lt;&#x2F;em&gt; campaigns too.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Max Payne (2001)</title>
        <published>2025-02-17T00:00:00+00:00</published>
        <updated>2025-02-17T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-max-payne-2001/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-max-payne-2001/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-max-payne-2001&#x2F;images&#x2F;itshimitsmax.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Max Payne might not be the most popular of the classic shooters from the early aughts, and it&#x27;s likely not the most beloved property from Finnish studio Remedy Entertainment in the wake of their latest successes. But it is one of their earliest titles, beloved for innovative mechanics, and certainly a crucial part of their legacy that&#x27;s worth exploring.&lt;&#x2F;p&gt;
&lt;p&gt;But more importantly (to me, at least), it&#x27;s a game I remember my dad playing. I don&#x27;t know how much of it he played, and I don&#x27;t think it was a favorite series of his &lt;a href=&quot;..&#x2F;backtracking-tomb-raider-1996&#x2F;&quot;&gt;the way Tomb Raider was&lt;&#x2F;a&gt;, but it was in the mix of shooter game boxes that I remember finding by his desk in the early aughts. Unlike Tomb Raider, I don&#x27;t think he ever suggested that I try Max Payne. Maybe that&#x27;s because of its brutal opening moments or its more real-life setting and tone. I doubt he&#x27;d remember why he never put it in front of me; maybe he did, and &lt;em&gt;I&#x27;m&lt;&#x2F;em&gt; the one forgetting.&lt;&#x2F;p&gt;
&lt;p&gt;Regardless, this fuzzy category of &amp;quot;dad games&amp;quot; has a certain gravity in my mind. He doesn&#x27;t much enjoy shooters nowadays, and has some trouble communicating and remembering things due to some health problems. Sometimes, I feel like playing these games might let me learn something about him that I don&#x27;t already know.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-max-payne-2001&#x2F;images&#x2F;dive.jpg&quot; alt=&quot;Max Payne dives to his right while aiming through a circular bank vault door at a pistol wielding enemy on the other side&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Going into this, there was really only one thing I knew about Max Payne: it revolved around doing dramatic bullet-time diving manuevers while gunning down opponents. Something so firmly rooted in a turn-of-the-millennium aesthetic novelty seemed like it would be fun to explore today.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Max Payne, stripped to its barest components, is a game about diving for cover while desperately spraying bullets at a room full of enemies. It&#x27;s about pushing through armies of mobsters and cops in a desperate quest for revenge, barely hanging on, doing whatever it takes to unravel the machinations behind the violence that upturned Max&#x27;s life. Max still has his wry wit, but revenge is what keeps him going: dive after desperate dive, betting that he can kill you before he hits the ground and has to pick himself back up.&lt;&#x2F;p&gt;
&lt;p&gt;These diving bullet time manuevers make up the core mechanical conceit of the game. It does certainly stretch itself a little thin by the end, but combined with a variety of weapons, it tends to be pretty fun and unique throughout. Most of Max&#x27;s weapons have very poor accuracy, so the diving and dodging serves as a mechanism of tipping the odds in your favor. It makes Max a smaller target and it helps him keep sustained gunfire on his enemies as the slowed-down seconds tick by. The combination of desperate lunges towards cover, bullet-time slow-mo, and low accuracy weapons makes for a messy and grimy struggle, an apt canvas for a story about crime, drugs, and revenge.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-max-payne-2001&#x2F;images&#x2F;coattailsflying.jpg&quot; alt=&quot;Max Payne begins to dive to his left as inside a control room as guards shoot at him from an empty adjacent room through a security grate&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The writing, credited to Sam Lake (now creative head of the studio), is as melodramatic as one might expect, constantly indulging in lurid metaphors and brooding machismo. It&#x27;s a charming style throughout, never failing to make me smirk even as other aspects of the story wear thin. The plot itself is hard to grasp onto, careening from hunting down mob bosses to stealing weapons caches to uncovering grand government conspiracies. In many ways, Max Payne feels like an enjoyably campy action movie that&#x27;s got one act too many, eventually dragging itself over the finish line with a brutal gauntlet of a final level that barely ties off it&#x27;s story (just enough to tee up a sequel) and leaves the melodrama of Max&#x27;s descent into violence a little bit threadbare.&lt;&#x2F;p&gt;
&lt;p&gt;True to its noir and action movie stylings, Max Payne&#x27;s writing also treats women poorly and wallows too often in the violence done to them (typically intending to reinforce Max&#x27;s own trauma, no less). I&#x27;m caught halfway between &amp;quot;it comes with the territory, I had no reason to expect better&amp;quot; and &amp;quot;I was hoping for more from this studio, even at the time&amp;quot;. The storytelling in general is so over-the-top, so full of scenery-chewing mobsters and Max&#x27;s own gritty narration that the misogyny probably arises primarily from an exaggerated commitment to established genre tropes, but it was still exhausting after a while.&lt;&#x2F;p&gt;
&lt;p&gt;That said, the aesthetic of the storytelling generally won me over. The plot functions like another aesthetic element, a flurry of tropes and conspiracies that&#x27;s hard to keep up with. I adore the strange multimedia format that delivers the story in lieu of cutscenes: comic-book-styled sequences crafted from stylized, edited photos of the game&#x27;s developers (and even &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.ign.com&#x2F;articles&#x2F;sam-lake-remedy-max-payne-reunion-alan-wake-2&quot;&gt;their families&lt;&#x2F;a&gt;) posing with props and making exaggerated faces. The panels fade in one by one, fully voiced and narrated immaculately (by the late James McCaffrey) as if told in brooding monologue by Max himself after the fact. Even if the story itself began to dull, the stylish delivery never lost its charm. These comic book panels feel like the game&#x27;s clearest signifier of Remedy&#x27;s offbeat, multimedia artistic lineage.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-max-payne-2001&#x2F;images&#x2F;newyorkwinter.jpg&quot; alt=&quot;A 2-panel comic, the first an aerial image of a snow-covered New York City with the text &amp;quot;Outside, the mercury was falling fast. It was colder than the Devil&#x27;s heart, raining ice pitchforks as if the heavens were ready to fall. Everyone was running for shelter like there was no tomorrow.&amp;quot; and a panel of Max&#x27;s face in profile with the text &amp;quot;It didn&#x27;t get any better when I got to the subway.&amp;quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Max Payne released in a time of emerging 3D realism, when even the campiest games had an underlying sincerity and self-seriousness, especially when drawing heavily from film genres. Sure, the game knows it&#x27;s pretty goofy, but it also knows that it&#x27;s pretty fucking awesome, and it isn&#x27;t trying to pretend it thinks otherwise. In the end, I&#x27;m pretty forgiving of this kind of tone, even if I wish it reproduced less of the most eye-roll-worthy qualities of its inspirations. And in case it wasn&#x27;t clear, bullet time &lt;em&gt;is&lt;&#x2F;em&gt; still cool as hell; there&#x27;s a reason why it grew to become an action gaming staple, stretching onward from F.E.A.R. all the way to Tears of the Kingdom.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;Playing some of these old titles that my dad interacted with when I was younger feels like exploring a snapshot of his taste. As I get farther into the aughts with this project, the &amp;quot;dad games&amp;quot; dry up. He kept playing games, but I got older and simply played more of the ones he handed down to me. As I grew to a more appropriate age and more capable player, I also became more voracious and curious. I eventually got brave enough to endure the horror elements that characterized so many shooters in the aughts. I might revisit those games someday, but they don&#x27;t haunt my backlog.&lt;&#x2F;p&gt;
&lt;p&gt;Max Payne is probably a good sendoff for this type of Backtracking selection, but it certainly feels a little bittersweet. Moving deeper into the aughts, I&#x27;ll be choosing from games I couldn&#x27;t get my hands on them, didn&#x27;t have interest in, or didn&#x27;t have a console for. Max Payne may be the last of these games that missed &lt;em&gt;me&lt;&#x2F;em&gt;, rather than ones that &lt;em&gt;I&lt;&#x2F;em&gt; missed in pursuit of other things.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Shenmue (2000)</title>
        <published>2025-02-01T00:00:00+00:00</published>
        <updated>2025-02-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-shenmue-2000/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-shenmue-2000/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-shenmue-2000&#x2F;images&#x2F;stoic_ryo.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Shenmue made its way to my list in a different way than most of the other titles. It&#x27;s influential, of course, a notable influence on games like the Yakuza and Grand Theft Auto series&#x27;. But I haven&#x27;t played any of those games. It was also the most expensive game ever made at the time of its release, which is fascinating to compare to today&#x27;s ultra-expensive games. Shenmue is also famous for its hilariously clumsy English voice acting and goofy investigation sequences around things like &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=dQa3yGXzGls&quot;&gt;finding out  where sailors hang out&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;None of those things are reasons that I played Shenmue. No, the reason I played it was a trio of video game critics whose writing and commentary are influential for me — specifically, the hosts and guest of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.abnormalmapping.com&#x2F;the-abnormal-mapping-podcast&#x2F;2023&#x2F;10&#x2F;26&#x2F;abnormal-mapping-151-shenmue&quot;&gt;the Shenmue episode of Abnormal Mapping&lt;&#x2F;a&gt;: Jackson Tyler, Em Marko, and Dia Lacina.&lt;&#x2F;p&gt;
&lt;p&gt;Following compelling critics with whom I disagree has been a fundamental part of my own growth as a writer. Jackson seems to hate everything I like. Em invites chaos seemingly on purpose with a number of hot takes (just listen to the opening of that episode). Dia regularly comes out swinging against beloved mainstream titles (and tends to be entirely justified in doing so), and sings the praises of games that are often a little obtuse for me. I disagree with these critics probably &lt;em&gt;more&lt;&#x2F;em&gt; often than I agree. All of that said, they&#x27;re some of the most incisive, thoughtful, and earnest people in the space. And when they find something they truly want to celebrate, it tends to really deserve the attention.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-shenmue-2000&#x2F;images&#x2F;this_is_cool.jpg&quot; alt=&quot;Ryo wastes time and money at the gachapon machines&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Despite being drawn in by a recent critical evaluation, I went into Shenmue largely fresh. I didn&#x27;t listen to any of the aforementioned Abnormal Mapping episode until after I&#x27;d rolled credits, though I knew the gist of the hosts&#x27; overall impression from comments on Twitter and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.pastemagazine.com&#x2F;games&#x2F;best-games&#x2F;the-7-best-games-i-played-in-response-to-2023s-best-games&quot;&gt;Dia Lacina&#x27;s writing&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s hard to get far without realizing that this game is &lt;em&gt;loaded&lt;&#x2F;em&gt; with mechanical ideas that are loathed by modern gamers: real-time clocks, missable side stories, quick-time events, gacha machines (alright, fine, this one is a joke), and lots of tedious interactions with busses, phones, and Ryo&#x27;s notebook full of reminders. Shenmue tends to be meandering, awkward, and occasionally inscrutable. It&#x27;s also, despite it all, &lt;em&gt;really damn good&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;Despite drawing heavily on the martial arts movies during its cutscenes, most of Shenmue&#x27;s moment-to-moment play is grounded in daily life. Throughout the game, players contend with a real-time clock that slowly advances as they guide teen protagonist Ryo Hazuki as he looks for the man who killed his father by interacting with the people and places in his hometown. In the early parts of the game, Ryo will frequently have to wait until a particular hour before he can continue his search, meaning that he&#x27;ll need to find ways to kill time. The clock builds the sense of anticipation as you move between steps of Ryo&#x27;s investigations, but it also builds a rhythm of daily life. You might kill a few hours at the arcade, practice martial arts with Fuku-San, or stop by the store to buy a treat for the injured kitten that Megumi is nursing back to health. Despite Ryo&#x27;s distance from his loved ones, who might resist his fixation on revenge, elements of his daily life still intercede.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-shenmue-2000&#x2F;images&#x2F;orphans.jpg&quot; alt=&quot;Ryo commiserates with a kitten whose family was killed on the same day his own was&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;This relationship to time changes as the game progresses. Ryo Hazuki begins the story distant and aimless, reeling from the death of his father and unsure how to proceed beyond a single-minded fixation on finding the man responsible. Ryo follows a meandering sequence of tasks in the early part of the story, inching closer to his goal with each curious question he asks of those around him. In between these connected dots, he continually brushes off those closest to him, stepping into their lives only to defend them from direct harm.&lt;&#x2F;p&gt;
&lt;p&gt;As Ryo gets closer to the dangerous elements who were involved in his father&#x27;s murder, the story escalates and the underutilized combat system begins to come into play more often. Ryo&#x27;s loved ones fret over his safety, and he becomes increasingly frustrated with and estranged from them. Ryo is drawn farther and farther from what was once his daily life, and goes to increasing lengths to pursue his revenge.&lt;&#x2F;p&gt;
&lt;p&gt;This crescendos when Ryo gets a &lt;em&gt;full-time job&lt;&#x2F;em&gt; just to draw out his enemies. The function of the in-game clock inverts; now, every day is subsumed by Ryo&#x27;s work responsibilities, turning about 25 minutes or so of real-life gameplay into pure forklift operation. The plot events begin to unfold around Ryo&#x27;s workday, and though he can still explore in the evenings and nights, the sense of disconnection from the people in his life is made even more palpable. As his pursuit entangles him in machinations bigger than he understands, the reins of the story are gradually taken away. By the end, Ryo is locked into increasingly scripted cutscenes and gameplay sequences, as if carried off by a river of destiny that he was so determined to wade into. Some of the later moments of the story include fond (yet stilted) goodbyes with characters that Ryo assumed would be fixtures of his hometown, people whom he could always come back to when this was all over. It turns out, instead, that some of them have aspirations of their own.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;twitter-tweet&quot;&gt;&lt;p lang=&quot;en&quot; dir=&quot;ltr&quot;&gt;in the first 2 discs of shenmue the game moves lightning fast as days become an interconnected weave of linking clues and understanding the space. in the final disc things slow to a crawl as each day brings little new events. this is an accurate portrayal of “getting a job”&lt;&#x2F;p&gt;&amp;mdash; yuuko from nichijou (@headfallsoff) &lt;a href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;headfallsoff&#x2F;status&#x2F;1715481589646303398?ref_src=twsrc%5Etfw&quot;&gt;October 20, 2023&lt;&#x2F;a&gt;&lt;&#x2F;blockquote&gt; &lt;script async src=&quot;https:&#x2F;&#x2F;platform.twitter.com&#x2F;widgets.js&quot; charset=&quot;utf-8&quot;&gt;&lt;&#x2F;script&gt; 
&lt;p&gt;Shenmue&#x27;s greatest strength lies in its straddling of grandiosity and mundanity, and its understanding that the two are ultimately intertwined. As Ryo alternates between smalltalk with his neighbors and dramatic fights in seedy parlors and back alleys, a picture of the normal life he might have once lived begins to emerge. The soundtrack moves between somber ballads with beautiful erhu melodies, rhythmic urban backtracks, and momentous orchestral swells. Ryo&#x27;s sense of companionship with an orphaned kitten gets the same gravitas as late-night stare-downs with gangsters at the docks.&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;m not convinced that the overarching story is all that interesting, at least not in this first entry. The rumblings of a mystic martial arts adventure reverberate in the distant background, focalized occasionally through particular plot beats, but existing largely on the sidelines of Ryo&#x27;s pursuit for revenge. The game is so much more about details; about the immaculate melodrama of Ryo&#x27;s brushes with criminal elements, about the bustle of his little hometown full of folks who know him, and about the myriad ways he can interact with the world to kill time, or perhaps lose track of it.&lt;&#x2F;p&gt;
&lt;p&gt;The game ends with a voiceover, the final line of which is &amp;quot;And thus, the saga begins.&amp;quot; In the end, Shenmue&#x27;s scale eclipses even itself, gesturing at a grand destiny for Ryo, teaching him a combat moves he won&#x27;t even get a chance to use (until the sequel). The box art and opening sequence of the game feature an unnamed woman who never appears at all, except during cryptic dream sequences, evidently a part of some future plot that awaits him beyond this game&#x27;s story. Shenmue&#x27;s ambitions seem to be simply insurmountable (evidenced by the fact that the series remains incomplete after 2019&#x27;s Shenmue III, with no news of a fourth title being developed). And while the ambition often leads to setups that don&#x27;t pay off and awkwardly elaborate systems, it also makes the game the beautiful mess that it is.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-shenmue-2000&#x2F;images&#x2F;forklift.jpg&quot; alt=&quot;Ryo&#x27;s boss Mark stands in front of a forklift, explaining that using it is easy&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;The sense of grandeur with which Shenmue holds itself seems like it should be corny and outdated, but even as the technologically impressive details have lost their luster, the game that they cohere shines through nonetheless. The whole experience feels inexplicably stronger, nostalgic and timeless.&lt;&#x2F;p&gt;
&lt;p&gt;All of this exists only underneath a layer of clunkiness, whether it&#x27;s Ryo&#x27;s awkward movement, a combat system that&#x27;s apparently lifted out of the Virtua Fighter series but not well explained in context, and a dozen other protruding corners and snags.&lt;&#x2F;p&gt;
&lt;p&gt;This blogging project, which I started last year thinking I&#x27;d have &lt;em&gt;at least&lt;&#x2F;em&gt; completed one game per month, has driven me to play games that I might not have had patience for casually. Most of them have been quite rewarding all on their own, but they&#x27;ve also helped me develop my appreciation of the craft. Shenmue was only within my reach because of the patience and attentiveness that I&#x27;ve developed playing slightly older games, games with awkward interfaces or frequent bits of tedium, the kinds of games I might have thoughtlessly turned off earlier in my life.&lt;&#x2F;p&gt;
&lt;p&gt;Age of Empires II forced me to admit that there are some genres that just don&#x27;t appeal to me, despite my earnest efforts. But Shenmue proved that the patience and grace I&#x27;ve been trying to develop can help me access games that are genuinely remarkable.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>2024 in Review — Video Games</title>
        <published>2025-01-02T00:00:00+00:00</published>
        <updated>2025-01-02T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/2024-in-review-video-games/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/2024-in-review-video-games/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;this_is_cool.png&quot; &#x2F;&gt;
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&lt;p&gt;Another year of video games has gone by, and this one has been markedly different for me. While I had more free time than previous years, I wound up spending less of it on 2024’s games than I thought I might. I also put a lot of time into some especially long games, something I tend to avoid. But mostly, I spent a good chunk of time on my &lt;a href=&quot;..&#x2F;..&#x2F;tags&#x2F;backtracking&quot;&gt;Backtracking project&lt;&#x2F;a&gt;, a series of sort-of-reviews, sort-of-reflections on older titles that I&#x27;ve finally been plucking out from my backlog.&lt;&#x2F;p&gt;
&lt;p&gt;That said, I still found plenty from 2024 that I want to talk about. For the first time, I’m also allowing myself to include games that I didn’t finish. Finishing games is only one small piece of enjoying them, and sometimes even very good games are too damn long. So without further ado, let’s get to the list!&lt;&#x2F;p&gt;
&lt;h2 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;&#x2F;h2&gt;
&lt;p&gt;Every year, there are things that just barely miss the list; games I didn’t get quite far enough into, games I liked but couldn’t fit on the list, games I missed entirely. Here&#x27;s a few I want to mention:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;I Am Your Beast&lt;&#x2F;strong&gt; — I’m only about halfway through this game, and while I haven’t been too harsh on myself about completing games this year (as you’ll see below), I wasn’t quite ready to decide where I land. So far, it’s an absolute blast to play and it’s wrapped in stylish and relentlessly badass packaging.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Astro Bot&lt;&#x2F;strong&gt; — It definitely hurts a little bit to leave this off the list, especially when so many other interesting 3D platformers passed me by this year, but there’s something about Astro Bot’s complete package that leaves me cold. As delightful as it is, as effectively as it uses its pared-down moveset and gimmick powerups, its fundamental reliance on nostalgia (no matter how many respectable deep cuts it included) was cloying for me the whole way through. I had fun! But I wish it had been able to be more than a brand vehicle.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Rise of the Golden Idol&lt;&#x2F;strong&gt; — I’m not typically drawn to mystery games (or mystery stories in general), but when I’m sat down front of a good one of them, I can appreciate their twists and intricacies. Rise of the Golden Idol is a sequel to the excellent Curse of the Golden Idol, and while I’ve not yet seen the ending, it’s an absolute delight to puzzle over it together with my partner (who is, it turns out, much better at solving mysteries).&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Balatro&lt;&#x2F;strong&gt; — I know, I know. Balatro came out of nowhere and had a hell of a year. I’ve watched hours and hours of friends or streamers playing Balatro and enjoyed it immensely. But… I didn’t actually &lt;em&gt;play&lt;&#x2F;em&gt; it much at all, and I don&#x27;t feel like I&#x27;d have much to say. It’s obviously a remarkable success and deserving of the praise it’s gotten; at the end of the day, nobody needs &lt;em&gt;me&lt;&#x2F;em&gt; to reiterate that.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h2 id=&quot;10-metaphor-refantazio&quot;&gt;#10 — Metaphor: ReFantazio&lt;&#x2F;h2&gt;
&lt;p&gt;
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&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;metaphor.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
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&lt;p&gt;Metaphor is a strange object, one that took me a long time to form an opinion on. As of now, I’m still only about halfway through the game, so I have a bit of reservations when I put this here, but 45 hours into a game feels like a good time to know whether or not you like it, and I quite like it. Metaphor’s transposition of the Persona series formula into a fantasy setting has an odd effect: it makes it kind of unserious. That sounds &lt;em&gt;bad&lt;&#x2F;em&gt;, right? Well, in this case, not really: it has the effect of distancing Metaphor from the kinds of lukewarm critiques of modern society that Persona games have in spades.&lt;&#x2F;p&gt;
&lt;p&gt;The Persona games have meant a lot to me, but I’ve soured a lot on some of their big thematic ideas as the years have gone by, and I found myself going into Metaphor with a lot of skepticism about what it might have to say, and how it might attempt to say it. Well, dozens of hours into the game, it’s clear by now that I really don’t &lt;em&gt;care&lt;&#x2F;em&gt; what Metaphor has to say, because it’s so outwardly silly and its politics are so bizarre that I’m really just not sweating it at this point. It still leans on character drama and personal relationships to drive its moment-to-moment storytelling, and it still has plenty of endearing little guys to hang out with as the in-game calendar progresses forward. In a certain sense, Metaphor is cringe, but it is free.&lt;&#x2F;p&gt;
&lt;p&gt;It’s also just a really finely honed version of the RPG mechanics that make Persona fun. The resource management and dungeon exploration is tight, exciting, and satisfying to overcome. There’s a visceral, aspirational joy that comes from working through goals day by day at maximum efficiency. And just like all the silly politics and wild fantasy racism in Metaphor, I’m just fine not examining that too closely.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;9-satisfactory&quot;&gt;#9 — Satisfactory&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;satisfactory.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
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&lt;p&gt;Satisfactory has been around for a few years now, but it hit its 1.0 release this year. I’ve described it to friends as “a depression game”, which people seem to find alarming. I’m completely serious. Satisfactory is a game about completing escalating tasks to build increasingly large quantities of increasingly complex mechanical parts by extracting, smelting, and combining raw ores on a verdant and beautiful planet. These tasks can be automated through elaborate factories composed of conveyor belts and conversion and combination machines, and most things fit together not &lt;em&gt;quite&lt;&#x2F;em&gt; right; getting maximum output of one machine might mean you have to split a belt into 2, or combine 4 outputs into 3 inputs, or overclock this or that, and so on and so forth. You’ll see a problem, have some grand ambition to solve it ✨elegantly✨, and slowly watch that ambition rot into “well I just wanna get &lt;em&gt;some&lt;&#x2F;em&gt; consistent output, even if it’s inefficient and ugly”.&lt;&#x2F;p&gt;
&lt;p&gt;I call it a depression game because it’s a sequence of immaterial problems, that are all &lt;em&gt;shaped&lt;&#x2F;em&gt; like material problems, where planning, forethought, and smart execution result in optimal results, and the degradation to just getting it working still feels pretty damn good to do in a kind of &amp;quot;ignoring my real problems&amp;quot; way. It’s a very specific variation of the “number go up” mentality; it’s not a grind, it’s a drawing board that’s always getting out of control. It’s a game that has popup warnings that tell you when you’ve been playing for 2 hours, or 4 hours, etc. You go there to get lost in meaningless but satisfying tasks. Finally meeting a quota after hours and hours of tinkering things into place and letting it crank out all the parts is… satisfactory.&lt;&#x2F;p&gt;
&lt;p&gt;Satisfactory is, crucially, what I think of as a “podcast game”. It’s an escape from more urgent or grounded mental work, where I can let 30%-volume factory sounds wash over me as a backdrop to whatever familiar media crit podcaster voices I might be listening to. For me, it&#x27;s been a game for passively absorbing information into a tired brain, all the while building a disastrous sprawl of interconnected machines that felt like a literalized diagram of said tired brain. Satisfactory &lt;em&gt;is&lt;&#x2F;em&gt; a good game, and it’s genuinely fun to muddle through its various open-ended automation objectives. But there’s a reason it has those screen time notifications on by default. It’s a certain kind of escapism, plain and simple. Sometimes I need that, but my relationship with it will always be complicated.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;8-prince-of-persia-the-lost-crown&quot;&gt;#8 — Prince of Persia: The Lost Crown&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;thelostcrown.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;p&gt;Anyone who knows my taste knows that I’m a bit of a metroidvania sicko, having arrived late to the genre and explored it pretty widely over the years. And while the term &amp;quot;metroidvania&amp;quot; is eternally going out of fashion, I find that the fundamental structure of exploring, unlocking, and overcoming challenges just has a bone-deep appeal to me. That said, there’s a &lt;em&gt;lot&lt;&#x2F;em&gt; of them out there, and it’s not always easy to find what is and isn’t worth my time. This year’s Prince of Persia offshoot was one that was decidedly worth my time.&lt;&#x2F;p&gt;
&lt;p&gt;The Lost Crown is sprawling, full of interesting powers that beautifully interweave themselves into both the (surprisingly rewarding) combat system and the acrobatic exploration and traversal challenges. Its art style has some rough edges, but it manages to be respectably stylish and colorful the vast majority of the time. Boss fights aren’t perfectly consistent but tend to deliver lots of interesting variety and challenge. The storytelling ultimately falls over, despite some striking character designs, but doesn’t waste a ton of your time either. At the end of the day, it’s a big game that gets a ton of mileage out of the cool abilities that it parcels out. It’s just a &lt;em&gt;really good&lt;&#x2F;em&gt; one of these. It’s incredibly frustrating that Ubisoft chose to disband a team that built a phenomenal game just because the publisher&#x27;s wonky marketing and release strategies didn&#x27;t drum up enough sales.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;7-dragons-dogma-2&quot;&gt;#7 — Dragons Dogma 2&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;dragonsdogma2.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
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&lt;p&gt;Dragon&#x27;s Dogma 2 is another awkward addition to the list: I haven’t finished it, and thus haven&#x27;t actually reached some of the late game twists I’ve been spoiled for. That’s okay. I love what this game is doing with the genre it occupies, and how much it expands on the core ideas of its predecessor. The combat is dynamic and systemic, providing dramatically different play experiences for different classes and different party compositions. Quests can range from silly and frivolous to tragic and cruel. The game is deadly serious about its goofy simulacrum of early modern English accents and turns of phrase, and it feels like a grand pastiche of the high fantasy genre. In general, it’s committedly &lt;em&gt;weird&lt;&#x2F;em&gt; and distinctive.&lt;&#x2F;p&gt;
&lt;p&gt;Dragon’s Dogma 2 was mired in some minor Gamer Controversy over Capcom’s bizarre choice to sell in-game items as microtransactions. The game itself is extremely deliberate about scarcity: items that enable fast travel, allow resting in the wilderness, or let the player character to cheat death once or twice are intentionally challenging to find or stock up on. It’s a game that wants to push you out into the world, back along routes you thought you knew, in search of more secrets. The publisher’s decision to charge impatient players money to skip this is not only comically greedy, but it also frustratingly undermines what are very clearly design goals.&lt;&#x2F;p&gt;
&lt;p&gt;If “they want you to &lt;em&gt;pay&lt;&#x2F;em&gt; for fast travel” is all you heard about this game, consider giving it a proper chance to see what it’s &lt;em&gt;actually&lt;&#x2F;em&gt; doing with these resource limitations. Dragon’s Dogma 2 wants to convey a treacherous world, teeming with monsters but also full of mysteries and treasures that you’ll only find on successive treks through it. It wants great distances to &lt;em&gt;actually feel&lt;&#x2F;em&gt; far, moonless nights to &lt;em&gt;actually feel&lt;&#x2F;em&gt; dark, colossal beasts to &lt;em&gt;actually feel&lt;&#x2F;em&gt; powerful and terrifying. When was the last time you used fast travel so sparingly, so thoughtfully? That’s the point. They knew what they were doing, and it&#x27;s a world worth hiking across.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;6-arctic-eggs&quot;&gt;#6 — Arctic Eggs&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;arcticeggs.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;p&gt;Alright, this is a weird one. It’s hard to explain what’s good about Arctic Eggs, and I think that’s maybe part of the charm. The aesthetic is striking and unnerving, and the storytelling might be doing something deep and ambitious or it might be kind of inscrutable nonsense. What matters is frying eggs.&lt;&#x2F;p&gt;
&lt;p&gt;The game revolves around a core mechanic of simulated pan and egg physics, made complicated by escalating combinations of eggs with other foods and absurd objects like bullets, bugs, and beer bottles. Frying those eggs in the pan, flipping them at the right time, not losing things as you struggle to wrangle what can only loosely be described as ingredients... these tasks are the heart of the game. It’s more challenging than it sounds, and at a couple of points can become outright frustrating. But it’s &lt;em&gt;fun&lt;&#x2F;em&gt; to make those strange concoctions, and the backdrop of a pointedly bizarre space full of pointedly bizarre characters only heightens the experience. It’s perhaps one of the most “vibes-based” games I’ve enjoyed this year, and sometimes that’s all you need.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;5-rivals-of-aether-ii&quot;&gt;#5 — Rivals of Aether II&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;rivalsofaether2.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;p&gt;I’m not often one for competitive games. I find them stressful and difficult in a way that isn’t often rewarding for me. For a long time, my only exception to this rule has been Smash Bros., specifically Smash 4 and Smash Ultimate. Nowadays I don’t play Smash all that often, for one glaring reason: its online play experience is &lt;em&gt;really bad&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;Rivals of Aether II can’t hold a candle to Smash’s enormous roster and its endless parade of nostalgic characters. But god damn, they are packing a &lt;em&gt;lot&lt;&#x2F;em&gt; into their little indie platform fighter. A sequel to Aether Studios’ 2017 debut title, Rivals II goes from a cute pixel-art aesthetic into a full-fledged cartoony 3D style. They’ve aligned much more closely to Smash Bros. this time, incorporating shields, grabs, and ledge getups into their combat system, but they bring a few extra tricks to deepen movesets: special attacks can be used in a additional ways, and Rivals 1&#x27;s parry carries over for more varied defensive play. Each character has a dense collection of cool mechanical gimmicks, and they all feel dramatically different and expansive to play.&lt;&#x2F;p&gt;
&lt;p&gt;All of that forms a solid baseline underneath what is perhaps the most important part: Rivals II is a properly-supported online game, with dedicated servers and rollback networking that makes online play smooth and easy, with most of the minor bugs around lobbies and matchmaking getting squashed within the first few months after release. The studio has pledged to make all future roster additions 100% free and included in the base game, and they appear to be hoping that loyal players purchasing premium cosmetics will fund continued support and development. It remains to be seen whether or not the community can sustain the ongoing costs of proper online infrastructure and new character development, but the game is remarkably fun to play and I’m really excited to see how far they can take it. If you’re like me and you no longer have a group to play Smash Ultimate with in person, you very well might find something you’ve been missing in Rivals of Aether II.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;4-ufo-50&quot;&gt;#4 — UFO 50&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;ufo50.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
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&lt;p&gt;When I was in grade school, my dad randomly installed the Visual Boy Advance GBA emulator on my computer one day. From whereabouts unknown, he dumped a massive collection of downloaded ROMs into a folder, organized by nothing but the alphabet, for my sister and I to explore. I think he just thought it was neat that software like that was so easy to set up. Digging around for treasure in that arbitrary library of games was its own sort of meta-game, an experience that&#x27;s hard to emulate without… well, emulation.&lt;&#x2F;p&gt;
&lt;p&gt;UFO 50 takes a crack at it anyway. It&#x27;s a collection of 50 completely original games spanning genres and styles, wrapped in the alternate history veneer of a classic console that never was and the experiments, iterations, and franchises that built its fictional library. Some titles are arcade-like affairs with no saved progress, others high-score chasers, and many have discrete levels or progression. No two games are all that similar, even ones that are framed as direct sequels, and the breadth of genres is really remarkable.&lt;&#x2F;p&gt;
&lt;p&gt;UFO 50 really does capture the appeal of rummaging around in a big library of titles from an era you didn’t personally witness, and it’s full of real gems. Some of its best titles feel searingly unique even despite their retro coats of paint, delivering really clever executions of tight conceptual designs. Some of them I bounced off of quickly, but I never found a game that wasn’t worth feeling out to see if it stuck or didn’t. Many of them even have optional multiplayer, and I could imagine the game being especially delightful if it eventually gets ported to the Nintendo Switch (or its successor).&lt;&#x2F;p&gt;
&lt;p&gt;UFO 50 resists completionism, sometimes by putting challenging scores behind its achievement-like goals, and sometimes by just making games remarkably big or demanding. It boasts a staggering degree of commitment to the bit, and even the smallest and sparsest titles in its library feel like complete and lovingly-made objects, never like demos or prototypes. It’s a reminder that games aren’t unilaterally intended to be mastered or conquered and moved on from, but to be curiously explored, abandoned, revisited. It’s at the intersection of an arcade, a classic console in a dusty box in the closet, and a  collection of modern indie games that has accumulated in your Steam library. It&#x27;s a salve to the value-for-your-dollar discourse that tends to loom over indie game development, while ironically also scoring high marks by that very same measure.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;3-1000xresist&quot;&gt;#3 — 1000xRESIST&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;1000xresist.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;1000xRESIST is a narrative game that centers around alternating sequences of exploring hub areas to talk to their inhabitants and working through more linear dialogue and exploration sequences. It wields a large toolbelt of narrative and theatrical techniques, leaning sometimes on choice-driven dialogue, sometimes on perspective switches, and sometimes on vast dreamlike set pieces to explore.&lt;&#x2F;p&gt;
&lt;p&gt;It’s a bit difficult to describe what the game is actually &lt;em&gt;about.&lt;&#x2F;em&gt; In a literal sense, it follows the story of a society of clones created in the wake of a mysterious and devastating pandemic. But more broadly, it’s about diasporic experience, generational trauma, parenthood, and the terror of disease and apocalypse. It’s core conceit is delivered as a speculative science fiction story, but unfolded through many layers of mysteries around the focal characters and the secrets of their present circumstances. 1000xRESIST is deeply engaging with its ideas and subject matter in a way that repeatedly caught me by surprise with its deftness and nuance. It’s not good because it’s elaborate; it’s elaborate because it has a lot to say and think about.&lt;&#x2F;p&gt;
&lt;p&gt;Its strong writing is delivered with shockingly good direction and spectacular performances by it’s modestly-sized voice cast. Camera angles, lighting and environment design, facial animation, and vocal delivery are constantly evocative and deliberate, and the relatively spare resources used in its art direction are deployed with a myriad of smart decisions. It’s been a fairly long time since I’ve been so captivated by an “art game” of this sort, so it should come as no surprise that it stood out so much.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;2-rabbit-steel&quot;&gt;#2 — Rabbit &amp;amp; Steel&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;rabbitandsteel.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Rabbit &amp;amp; Steel doesn&#x27;t seem to have been the critical darling that many of the other games on my lists were. I have not seen it appear in any mainstream news outlets&#x27; GOTY lists, and I’ve not heard many folks in the circles I follow talking about it. But it &lt;em&gt;was&lt;&#x2F;em&gt; a hit, a big enough success for its solo developer to secure a sturdy future of continued support and future projects. It’s a game that takes the core ideas behind Final Fantasy XIV’s raids and wraps them up into a dense, adorable, roguelike package that delivers engaging multiplayer, challenging bullet-hell-style maneuvering, and — crucially — does &lt;em&gt;not&lt;&#x2F;em&gt; demand hundreds of hours of lead-up before it can be meaningfully engaged with.&lt;&#x2F;p&gt;
&lt;p&gt;The game is played as a series of boss fights interspersed with collectible powerups for movesets designed around maximizing damage output and avoiding dangers. The overall package uses bullet hell mechanics to mimic a Simon-says-style gauntlet of dodging and coordinating around boss attack hitboxes while dishing as much damage as you can with each character’s varying kits. Players will need to work together to avoid harm and maximize their output, and can occasionally bail each other out with carefully timed uses of their defensive abilities. It’s cooperative, but chaotic and precarious in ways not unlike this year’s surprise PvE hit Helldivers 2 (which I also liked a lot, but couldn’t quite fit on this list). The roguelike layer allows each character class’ moveset and tactics to morph dramatically through a run, and the classes provide a nice level of variety right out of the gates.&lt;&#x2F;p&gt;
&lt;p&gt;And similarly to Rivals of Aether II, it’s developer takes the player community very seriously. Rabbit &amp;amp; Steel works like a dream with Steam’s “Remote Play Together” feature, uses game streaming tech to simulate local multiplayer across the internet. With only one copy of the game, I invited friends to hop into my “local” multiplayer session and give it a shot. It’s clear that this was an intentionally supported experience, and it made what might have been a lonely experience (or the more daunting social exercise of playing with strangers) into something that I could easily share with friends without asking them to buy anything.&lt;&#x2F;p&gt;
&lt;p&gt;From top to bottom, Rabbit &amp;amp; Steel is a game about taking something deeply beloved, but highly unapproachable, and sharing it to a new audience. It’s committed to cutting to the chase and delivering the core appeal of grueling late-game MMO raids, all while incorporating multiplayer infrastructure that has a low barrier to entry and a high level of quality and polish. Admittedly, I can’t say for sure whether it succeeds at evoking FFXIV’s raids, but that’s because I’m &lt;em&gt;never going to play those raids&lt;&#x2F;em&gt;. And that’s why it’s so nice that I got to play Rabbit &amp;amp; Steel, and what makes it feel so unique and special.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Small disclosure: I previously worked with mino_dev, the developer of Rabbit &amp;amp; Steel, many years ago. We don’t keep in touch, but I’ve been rooting for him and I’m delighted to see him find an enthusiastic audience.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;1-caves-of-qud&quot;&gt;#1 — Caves of Qud&lt;&#x2F;h2&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-video-games&#x2F;images&#x2F;cavesofqud.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Technically, Caves of Qud has been widely available for nearly a decade, and in development for many years more. But this year, its very small team of developers brought it to a triumphant 1.0 release, complete with a big UI overhaul as a cherry on top.&lt;&#x2F;p&gt;
&lt;p&gt;What exactly &lt;em&gt;is&lt;&#x2F;em&gt; Caves of Qud? Well, on the surface, It’s a classic roguelike RPG with a lovely console-style interface and an emphasis on deep simulation. Beneath that surface, it’s an unfathomably large world, constructed from a delicate mixture of bespoke design and procedural generation. Exploring the world of Qud involves tangling with a frankly absurd combination of intersecting systems and strange character abilities, all while picking your way though a heady slurry of science fiction, weird fantasy, and post-apocalyptica. A cursory peek into the communities or let&#x27;s-play footage around Caves of Qud will tell you just how deep this rabbit hole goes, and how elaborately the game can both punish and reward your machinations.&lt;&#x2F;p&gt;
&lt;p&gt;One character I played was a psychic, capable of shooting mind lasers at anyone who upset me. Because of my access to this unseen psychic energy, I was hunted by other psychics who hoped to absorb my power. One such altercation resulted in me attempting to terrify my opponent, who had reflective mental shields. I spent several turns fleeing in terror from &lt;em&gt;myself&lt;&#x2F;em&gt;, before finally having an opportunity to intimidate them in a more mundane sense, at which point my companion finished our grim work. I continued to flee from myself for a while. Absurd as this was, it&#x27;s &lt;em&gt;nothing&lt;&#x2F;em&gt; compared to the stories you&#x27;ll see in threads or promised insanity you&#x27;ll see in youtube thumbnails.&lt;&#x2F;p&gt;
&lt;p&gt;Qud is one of the most impressive video game settings I’ve ever seen, full stop. It’s steeped in phenomenal prose, a deep sense of awe and melancholy, and an ever-present thread of dark humor. I owe this game a &lt;em&gt;lot&lt;&#x2F;em&gt; more time and exploration than I’ve currently spent, not only to see more strange corners of it’s world, but also to dig into the iceberg below the surface that is its systems and simulation. Caves of Qud does the thing that simulation and procedural generation are endlessly striving to achieve: it &lt;em&gt;generates stories.&lt;&#x2F;em&gt; The bizarre interactions that the game allows tend to unfold into wild adventures that seem impossible for a video game to create. Not only that, but the detailed procedural history and language systems generate an impossibly fine-grained continuum between beautiful hand-written prose and delightfully absurd procedural descriptions. I’m not generally willing to throw around the word “masterpiece”, but Caves of Qud very well might be one.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>2024 in Review — Tabletop RPGs</title>
        <published>2024-12-30T00:00:00+00:00</published>
        <updated>2024-12-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/2024-in-review-ttrpgs/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/2024-in-review-ttrpgs/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-ttrpgs&#x2F;images&#x2F;shelves.jpg&quot; &#x2F;&gt;
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&lt;p&gt;2024 has been a year of firsts for me with tabletop role-playing games, a hobby and art form that’s become increasingly important to me over the past 6 years or so. I took a class all about worldbuilding in TTRPGs that was endlessly inspiring and enlightening. I attended conventions dedicated to the hobby. I got to approach a few particular games for the first time as a player rather than a GM. It was also my first year exploring the communities around TTRPGs, playing a lot more with strangers and making new friends along the way. I even started working on my own game design projects and even &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thecastlebuilder.itch.io&#x2F;&quot;&gt;released a few small ones&lt;&#x2F;a&gt;, with hopefully more to come.&lt;&#x2F;p&gt;
&lt;p&gt;Those following along might know that this is also the first year I turned this very blog towards TTRPGs alongside video games. I’m still building the relevant critical muscles and learning how to follow the space and its communities, and although I did technically play a modest assortment of games that released in 2024, I don’t feel equipped to give a big overview. And beyond &lt;em&gt;what&lt;&#x2F;em&gt; I’ve played, I have dramatically less confidence that I’m playing TTRPGs &amp;quot;well&amp;quot; or &amp;quot;correctly&amp;quot; than I do with video games, meaningless as those notions may be. I shouldn’t let this quell my desire to opine critically, but it gives me pause more than I’d like.&lt;&#x2F;p&gt;
&lt;p&gt;So instead of a Top Some-Number of 2024 like I typically do with video games, I’m going to follow a different format for reflecting on my year in tabletop RPGs: a bunch of silly made-up award categories, picking up the buck from &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;ttrpg.in&#x2F;2024&#x2F;12&#x2F;22&#x2F;games-of-the-year-2024&#x2F;&quot;&gt;Thomas M’s Games of the Year 2024 post&lt;&#x2F;a&gt; from earlier in the month. Starting with, as it turns out…&lt;&#x2F;p&gt;
&lt;h3 id=&quot;favorite-blog-the-indie-rpg-newsletter&quot;&gt;&lt;strong&gt;Favorite Blog:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;ttrpg.in&#x2F;&quot;&gt;The Indie RPG Newsletter&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I read slowly and skim inefficiently, so I’m not great at organically keeping up with critical discourse, new releases, and the general glut of cool stuff going on in the various indie TTRPG spaces. What helps me most is a thoughtful roundup of interesting new games, insightful reviews, and game design blog posts and essays from around the internet — and the best place I’ve found to get it is from The Indie RPG Newsletter, by the aforementioned Thomas M. Not only does each newsletter contain a great collections of links, but it also opens with a little bit of anecdote, play culture noodling, design analysis, or some such thing to set the tone and give the blog its personality. These intros are frequently thought-provoking and endearing while always being bite-sized and straightforward. Thomas M has been at this a while now and he’s clearly honed this newsletter to a wonderful balance of warmth, breadth, and brevity.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;favorite-podcast-dice-exploder&quot;&gt;&lt;strong&gt;Favorite Podcast:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;www.diceexploder.com&#x2F;&quot;&gt;Dice Exploder&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;This year, I started a few RPG design projects of my own. It’s been a rewarding and introspective exercise: unravelling a decade or so of creative stagnation to discover if maybe I &lt;em&gt;could&lt;&#x2F;em&gt; write and design things that aren’t software. The RPG space is vast and amorphous (and imposter syndrome comes for all of us), but there has been no better salve than Dice Exploder, a podcast about dissecting RPG mechanics and the play experiences they produce. Host Sam Dunnewold is full of energy and curiosity but always committed to spotlighting his guests and bringing interesting conversations into focus — especially when he occasionally comes out swinging with a contrary opinion. The format of the show has guests bringing their own favorite mechanics for show and tell, which means it’s chock full of cool game designers talking about a &lt;em&gt;other&lt;&#x2F;em&gt; cool game designers’ work. The show is equal parts celebratory, analytical, and reflective. Whenever I felt creatively stuck, it’s invigorated and motivated me to work at my own projects and find new ways forward. Not only that, it’s been a wonderful magnifying glass on games I love as well as an excellent recommendation engine for games I didn’t know.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-ttrpgs&#x2F;images&#x2F;dice_exploder.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;I think I listened to these 52 episodes in the space of a month or so&lt;&#x2F;div&gt;
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&lt;h3 id=&quot;favorite-game-with-a-gm-apocalypse-keys&quot;&gt;&lt;strong&gt;Favorite Game With a GM:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;evilhat.com&#x2F;product&#x2F;apocalypse-keys&#x2F;&quot;&gt;Apocalypse Keys&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Apocalypse Keys was the pretense for assembling a new group of players, old friends with whom I wanted to better stay in touch. The ame invites a lot of player input beyond the boundaries of PC roleplay, which eased the process of rebuilding my game master instincts while also giving players a chance to show me just how creative and clever they were. Apocalypse Keys is also special because it inspired my first crack at writing about TTRPGs, something I hope to continue in the coming year. You can read it here: &lt;a href=&quot;..&#x2F;ttrpg-apocalypse-keys&#x2F;&quot;&gt;Apocalypse Keys Wants You to Fill in the Gaps&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;h3 id=&quot;favorite-game-without-a-gm-fall-of-magic&quot;&gt;&lt;strong&gt;Favorite Game Without a GM:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;heartofthedeernicorn.com&#x2F;product&#x2F;fall-of-magic-revised-edition&#x2F;?v=0b3b97fa6688&quot;&gt;Fall of Magic&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I had a delightful time playing through Fall of Magic in a few big chunks across 2023 and 2024. It’s a game that inspired much of my own RPG design thinking and gave me plenty to consider regarding play culture and the social and emotional demands of various game formats. I wrote quite a bit more about it here: &lt;a href=&quot;..&#x2F;fall-of-magic-a-lot-from-a-little&#x2F;&quot;&gt;A Lot From A Little in Fall of Magic&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;left-on-read-girl-by-moonlight&quot;&gt;&lt;strong&gt;Left on Read&lt;&#x2F;strong&gt;: &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;evilhat.itch.io&#x2F;girl-by-moonlight&quot;&gt;Girl by Moonlight&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;In addition to exploring design communities and conventions, I tried to make a point of reading more RPGs this year. In September, I made a big dent in my pile of “unread” games, and it helped broaden my gaming lexicon and hone my own design ideas. Among these newly “read, but not played” is Andrew Gillis’ Girl by Moonlight, a game about magical girls resisting forces of oppression and violence. In addition to some smart mechanical twists on top of the Forged in the Dark system, Girl by Moonlight dedicates a sizable chunk of its pages to four distinct “series playsets” that help players build settings around focused thematic ideas with directly-stated influences.&lt;&#x2F;p&gt;
&lt;p&gt;A recent social media discussion about how TTRPGs use genre had me thinking more about Girl by Moonlight again. It’s &lt;em&gt;thoroughly&lt;&#x2F;em&gt; suffused with genre, both as an exploration of the breadth of magical girl fiction and a celebration of several of its precise, iconic works. While some would describe “magical girls” as more of a “trope” than something as expansive as a “genre”, Girl by Moonlight insists that “magical girls” can be broadened into a set of shared themes around gender, relationships, and societal positioning. I’m no expert on magical girl fiction, but I love how this game sets out to to exemplify both its multitudes and its most distinctive qualities. I kept meaning to put a group together for it, but it was one more thing that fell by the wayside. Hopefully next year!&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-ttrpgs&#x2F;images&#x2F;picks_of_the_year.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;it-s-complicated-koriko-a-magical-year&quot;&gt;&lt;strong&gt;It’s Complicated:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;mousehole.press&#x2F;products&#x2F;koriko-a-magical-year&quot;&gt;Koriko: A Magical Year&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I’ve had intermittent interest in solo RPGs for years, but this year I finally started to understand my own taste. Koriko: A Magical Year, is a solo RPG by Jack Harrison that’s spread across distinct chapters, driven by a slowly morphing collection of mechanics involving tarot decks and dice towers, all telling the story of a witchy teen protagonist as they leave home for a magical big-city adventure. It’s a gorgeous game, packed to the brim with lovely art and some of the most charming writing I’ve seen all year.&lt;&#x2F;p&gt;
&lt;p&gt;I… also didn’t get very far into &lt;em&gt;playing&lt;&#x2F;em&gt; it. Two chapters in, I found myself mired in the specificity and increasing mechanical detail, struggling to answer prompts with enough brevity to keep a healthy pace, and struggling to maintain any momentum. I came to realize that my preference in solo RPGs is for simplicity: my favorite solo games are intensely spare and straightforward little games that lean heavily on oracles and generate very little friction from needing to read along as you play (&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;tamsinbloom.itch.io&#x2F;healer&quot;&gt;Healer&lt;&#x2F;a&gt; by Tamsin Bloom and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;noroadhome.itch.io&#x2F;alone-among-the-stars&quot;&gt;Alone Among the Stars&lt;&#x2F;a&gt; by Takuma Okada are some favorites).&lt;&#x2F;p&gt;
&lt;p&gt;I appreciate Koriko for all of its lovely writing and art, and I do think the systems that it uses to tell its story are capable and compelling. But I also appreciate it for helping me untangle my own tastes — even if it was a casualty thereof. And despite this, Jack Harrison’s body of work continues to excite me: &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;mouseholepress.itch.io&#x2F;artefact&quot;&gt;Artefact&lt;&#x2F;a&gt; is another solo game that functions as a spectacular worldbuilding muse, I’ve wanted to play &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;mouseholepress.itch.io&#x2F;orbital&quot;&gt;Orbital&lt;&#x2F;a&gt; for ages, and I’m excited to read more of his backlog too.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;gets-me-every-time-fiasco&quot;&gt;&lt;strong&gt;Gets Me Every Time:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;fiasco&quot;&gt;Fiasco&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;My regular home group doesn’t play many games more than once. Our long-running D&amp;amp;D 5e campaign takes most of our time, with shorter campaigns and oneshots filling space between story arcs or covering for a missing player or two. There are &lt;em&gt;so many&lt;&#x2F;em&gt; games out there that I rarely find occasion to return to any particular game. One of the rare exceptions is Fiasco, by Jason Morningstar. It’s the very first GM-less game I brought to this group and it remains a stalwart favorite. Earlier this year, we played a game using &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;endwalker.com&#x2F;files&#x2F;The_Devils_Lettuce_Fiasco_Playset.pdf&quot;&gt;The Devil’s Lettuce&lt;&#x2F;a&gt;  by Endwalker, a community playset designed for ridiculous stoner comedies. We stumbled our way through an unhinged story about alien abductions, secret military facilities, and weed that gives you telekinetic powers. It was almost certainly the stupidest story we’ve ever told together. It was so much fucking fun.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;a-vtt-can-be-cards-and-a-google-doc-the-conservatory&quot;&gt;&lt;strong&gt;A VTT Can Be Cards and a Google Doc:&lt;&#x2F;strong&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;devindecibel.itch.io&#x2F;the-conservatory&quot;&gt;The Conservatory&lt;&#x2F;a&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The Conservatory is a collaborative worldbuilding game by Devin Nelson about creating an occult institution and chronicling its rise, trials, and legacy. It uses a tarot deck to drive its story and has an overall structure influenced by The Quiet Year, where turns revolve around answering card-driven prompts and then performing a chosen action. I pitched it to my Apocalypse Keys group as an interlude game when I ran out of prep runway, and as much as I loved reading through it, I really wasn’t sure how it would land.&lt;&#x2F;p&gt;
&lt;p&gt;Well, it was a hit! The Conservatory was a wonderful way to draw in friends who were relatively new to worldbuilding games, giving them both specificity to latch onto and latitude get elaborately weird. Our three sessions produced a huge document full of absurd characters and plot machinations. One player told us that his attempts to describe the game to his partner felt like failing to explain a wildly complicated inside joke; our conservatory’s story was dense with silly comedic bits, but always retained a sense of occult horror and conspiratorial drama. The Conservatory delivers a lightweight but effective framework, and it’s an easy recommendation for anyone looking to explore more worldbuilding games.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;2024-in-review-ttrpgs&#x2F;images&#x2F;up_next.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The unplayed &#x27;shame pile&#x27; accumulates&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-s-next&quot;&gt;What’s Next&lt;&#x2F;h2&gt;
&lt;p&gt;2024 was a rewarding year of digging deeper into TTRPGs as a player, learner, practitioner, and community member. I can think of ways I might have directed my time or attention differently, but all told, I can’t believe how many positive and memorable experiences I got out of it.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t feel compelled to bring any particular goals into play here for next year, but I hope to write at least four or five pieces about TTRPGs, in addition to reading more of the long-form games that have accumulated on my shelf. Beyond that, here’s a manageable list of games I really want to make time for in the next year:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;Girl by Moonlight by Andrew Gillis&lt;&#x2F;li&gt;
&lt;li&gt;City of Winter by Ross Cowman&lt;&#x2F;li&gt;
&lt;li&gt;Alice is Missing by Spenser Starke&lt;&#x2F;li&gt;
&lt;li&gt;Heart: The City Beneath by Grant Howitt &amp;amp; Christopher Taylor&lt;&#x2F;li&gt;
&lt;li&gt;Orbital by Jack Harrison&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;We’ll see how I do… if you would like to play something with me next year, please reach out!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Big Bad Con 2024</title>
        <published>2024-11-01T00:00:00+00:00</published>
        <updated>2024-11-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/big-bad-con-2024/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/big-bad-con-2024/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;big-bad-con-2024&#x2F;images&#x2F;gearing_up.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Big Bad Con is the second TTRPG convention I’ve been to ever, and in just about as many months,following my &lt;a href=&quot;..&#x2F;gen-con-2024&quot;&gt;adventures at Gen Con&lt;&#x2F;a&gt; earlier this year. I’m very new to this scene, but I was surprised and delighted to see how different the two were.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-convention&quot;&gt;The Convention&lt;&#x2F;h2&gt;
&lt;p&gt;The most obvious distinction is the scale. Big Bad Con was a couple orders of magnitude smaller in sheer attendance, but it also filled the available space much more comfortably. I didn&#x27;t find &lt;em&gt;anywhere&lt;&#x2F;em&gt; that actually felt physically crowded. On top of that, masking and COVID safety measures were dramatically stricter and more considered, making the convention inclusive in a way that’s exceedingly rare today.&lt;&#x2F;p&gt;
&lt;p&gt;The event schedule was dense with interesting games and panels, and despite all my days being split in half by volunteering shifts, I still had a ton of interesting options. Sign-ups happened in waves, which made it easier to prioritize a couple of things.&lt;&#x2F;p&gt;
&lt;p&gt;The convention was also full of prolific designers, and it was hard not to be a little starstruck at first. In a strange way, the proximity to so many creators drew out the full force of my social anxiety in a way that I was completely unprepared for, and made the very simple task of “be normal” a bit more difficult for me. I tried to give myself lots of rest in between events to settle my nerves. In the end, though, the events themselves were surprisingly energizing and I was fortunate to have lovely interactions with some designers I respect a great deal (as well as a number of other volunteers and attendees). It’s hard to imagine a much more welcoming space.&lt;&#x2F;p&gt;
&lt;p&gt;The volunteer experience was wonderful. Instructions and communication were clear and contacts for escalation were always on hand. Volunteers were well taken care of, and a break room was made available for resting and grabbing a snack (a nice place to spend a bit of downtime ahead of a shift). I chatted with other volunteers during some of my shifts and brought home lots of nice little nuggets of conversation and game recommendations. I’m excited to go back and hopefully see some of them again.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-bought&quot;&gt;What I Bought&lt;&#x2F;h2&gt;
&lt;p&gt;Regrettably, I had time before the exhibit hall closed to sneak in and buy some things. I apologize for again “the haul”, but I think all of these things are neat and I want an excuse to briefly mention them.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;big-bad-con-2024&#x2F;images&#x2F;the_haul.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thornygames.com&#x2F;products&#x2F;sign-a-game-about-being-understood&quot;&gt;Sign: A Game about Being Understood&lt;&#x2F;a&gt; — A game designed around the idea of inventing a language, inspired by the true story of a group of deaf children in Nicaragua who built a sign language of their own. It comes from Kathryn Hymes and Hakan Seyalıoğlu of Thorny Games, a design duo who’s work engages deeply with the construction and cultural impact of languages (Dialect, their best-known work, has been on my To-Play list for ages).&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thousandyearoldvampire.com&#x2F;products&#x2F;a-collection-of-improving-exercises&quot;&gt;A Collection of Improving Exercises&lt;&#x2F;a&gt; — This is... a solo... drawing game??? I’m not entirely sure what it is, honestly. It’s created by Tim Hutchings, best known for Thousand Year Old Vampire, and involves a framing device with a &lt;em&gt;fictionalized&lt;&#x2F;em&gt; Tim Hutchings as the author. I’ve been dipping my toe into drawing lately but struggling to find resources I like and build the habits. Maybe A Collection of Improving Exercises is a “so crazy it just might work” way to make the practice stick? If not, well, it’s a very pretty book.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;p-h-lee.itch.io&#x2F;polaris&quot;&gt;Polaris&lt;&#x2F;a&gt; — I bought a physical copy of this game because it’s so strange and compelling that I signed up to play it at the convention! There were certainly memorable details about the story that we told, but the play experience itself (in and out of character, and along that boundary), was one of the most interesting ones I’ve had in a while. More on that below.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bullypulpitgames.com&#x2F;products&#x2F;the-skeletons&quot;&gt;The Skeletons&lt;&#x2F;a&gt; — A contemplative storytelling game by Jason Morningstar (of Fiasco fame) about the mysterious interiority of the tomb-guarding skeletons on the other side of a classic dungeon crawl. I &lt;em&gt;adore&lt;&#x2F;em&gt; Fiasco, so it felt like it’s long past time for me to read and play more of Jason Morningstar’s work.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;heartofthedeernicorn.com&#x2F;product&#x2F;city-of-winter&quot;&gt;City of Winter&lt;&#x2F;a&gt; — The closest thing to a TTRPG “luxury item” that you’ll catch me buying (I am not often tempted by figures, dice, etc). City of Winter is a game by Ross Cowman, the creator of Fall of Magic (which &lt;a href=&quot;..&#x2F;fall-of-magic-a-lot-from-a-little&quot;&gt;I wrote about in some depth&lt;&#x2F;a&gt; earlier this year). One of my own design projects takes inspiration from Fall of Magic, particularly the precision and openness of its world-building and its phenomenal prompt writing. City of Winter layers new kinds of complexity and grounds its story with a different time scale (generations), and a different sort of journey (refugees fleeing disaster). I’m not sure &lt;em&gt;when&lt;&#x2F;em&gt; I’ll play City of Winter, but I look forward to it; a little bit because it’s similar to something I love, but primarily because I’m excited to see how it’s different.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;devindecibel.itch.io&#x2F;the-conservatory&quot;&gt;The Conservatory&lt;&#x2F;a&gt; — After I had pledged to purchase no more games (and the dealer hall was well and truly closed up), I chanced to meet Devin Nelson, a friend of a friend who’s also a local TTRPG designer. Our mutual friend had spoken fondly of The Conservatory, a storytelling game about the formation and machinations of a “powerful, esoteric, &amp;amp; occult institution”. I love its setup, and I’m excited to read closer and maybe play it!&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h2 id=&quot;what-i-played&quot;&gt;What I Played&lt;&#x2F;h2&gt;
&lt;p&gt;Much more important than  what I bought, of course, is what I &lt;em&gt;did.&lt;&#x2F;em&gt; I played fewer games than I hoped, partly because of volunteer shifts and partly because of spacing things out for self-care’s sake, but each experience was compelling for one reason or another.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;planet-fist&quot;&gt;PLANET FIST&lt;&#x2F;h3&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;big-bad-con-2024&#x2F;images&#x2F;planet_fist_char.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;jumpgategames.itch.io&#x2F;planetfist&quot;&gt;PLANET FIST&lt;&#x2F;a&gt; is a game about an endless war over a colonized planet between three sci-fi superpowers. Its fiction is driven by a simple narrative flourish: you are playing super-soldiers assembled from nano-machines that dissolve and reassemble when you die, fighting over facilities &lt;em&gt;also&lt;&#x2F;em&gt; assembled from nano-machines that rearchitect themselves when captured by different factions. Your goals generally involve wiping out enemies and capturing these facilities and objectives. You can change your loadout every time you die. All the logic of a multiplayer FPS is &lt;em&gt;diegetically&lt;&#x2F;em&gt; integrated, and even though the resulting storytelling takes on a satirical and maximalist tone, that storytelling is still very present and well-supported.&lt;&#x2F;p&gt;
&lt;p&gt;To that point, PLANET FIST &lt;em&gt;is&lt;&#x2F;em&gt; a narrative game, and in many ways its an ambitious attempt to unify a fiction-first sensibility with the satisfying tactical specificity of wargaming. I&#x27;m typically disinterested in tactical wargames, so I joined this one in part with the hope that it could help me appreciate their appeal.&lt;&#x2F;p&gt;
&lt;p&gt;And while it wasn&#x27;t perfect for me, it did the dang thing! It’s fundamentally a fiction-first game, so it fit my sensibilities in that regard, but it also delivered a level of tactics, resource management, and cleverness that wouldn&#x27;t typically accompany a fiction-first game. I found the menu of weapon, class, and tactical options to still be a little too dense and fiddly for my personal taste, but that could very much have been a consequence of the time-limited convention setting.&lt;&#x2F;p&gt;
&lt;p&gt;It was great fun to see characters emerge from the sparse but evocative details chosen during character creation (mostly by rolling dice and picking from a couple of options). Even if some of the density of &lt;em&gt;stuff&lt;&#x2F;em&gt; on my sheet didn’t fully hit for me, there really is a coherent union of OSR sensibilities (let’s just &lt;em&gt;roll&lt;&#x2F;em&gt; our characters instead of picking everything!) and fiction-first elements (bolstered by the underlying Powered by the Apocalypse system).&lt;&#x2F;p&gt;
&lt;p&gt;Or to put it in a less jargon-y way: it came across as  like a “narrative wargame”, exactly as advertised. Character creation produced compelling cocktails of traits and quirks, and a clever procedure for doling out roles (within the squad) and ranks (within the military organization) established a wonderfully precise and hilarious rapport between characters that spun out into absurd recurring bits. It’s a game with a remarkably focused tone, and the blend of comedic bleakness with video game tropes results an unexpectedly deft satire that remains fun and bombastic.&lt;&#x2F;p&gt;
&lt;p&gt;At the end of the day, I don’t think it’s the first thing I’d reach for to &lt;em&gt;play&lt;&#x2F;em&gt; again, largely because the tactical elements of it still don’t quite speak to me in the same way they do to other folks. However, it &lt;em&gt;is&lt;&#x2F;em&gt; high on the list of games that I would love to run for my home group, some of whom have a video-game-derived affinity for tactics and optimization, and some of whom love to have a tantalizing menu of items and weapons to deploy. It’s not uncommon for me to find a game that I’m excited to run, if I can only find a table who I can pitch on it. But PLANET FIST is a much rarer thing: a game that I’m excited to run &lt;em&gt;unselfishly&lt;&#x2F;em&gt; — a game that I want to run because I think &lt;em&gt;my friends in particular&lt;&#x2F;em&gt; would have an absolute blast playing it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;polaris&quot;&gt;Polaris&lt;&#x2F;h3&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;big-bad-con-2024&#x2F;images&#x2F;polaris_cover.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;I read &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;p-h-lee.itch.io&#x2F;polaris&quot;&gt;Polaris&lt;&#x2F;a&gt;, by P H Lee, a couple of weeks ago after seeing &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;everestpipkin.medium.com&#x2F;that-was-how-it-happened-fdf7cf656bbe&quot;&gt;Everest Pipkin’s introspective blog post&lt;&#x2F;a&gt; about it (and about play, &lt;em&gt;planning&lt;&#x2F;em&gt; to play, and solo play experiences; it’s a wonderful piece and you should go read it). Polaris is bizarre, beautiful, and genuinely distinctive despite nearly two decades of games since. It&#x27;s a bit inscrutable, and some of its most revelatory mechanical ideas have awkward complexities in execution, but it takes an interesting approach to dividing player responsibilities in an attempt to guide them towards a dramatic story. It’s also a hauntingly poetic book, stitched together by key phrases that bind both its structure and its play at the table. As a whole, it feels remarkable and unique and kind of impenetrable.&lt;&#x2F;p&gt;
&lt;p&gt;Polaris provides a sort of mythic setting as the backdrop to your story: a tragic and fragile society crumbling beneath the weight of endless waves of demonic invasions and the frivolous excess of its sheltered survivors. The player characters are knights sworn to defend the last remaining bastions of this civilization, but are doomed to either die in service or fall to their despair and bitterness. This sparse backstory is rendered with intense melodrama and a refreshing disregard for clarity. Today’s most popular RPG settings have enumerated pantheons of gods and planes and such... but we &lt;em&gt;could&lt;&#x2F;em&gt; have settings like that of Polaris, 21 zine-sized pages of myth and poem and no more.&lt;&#x2F;p&gt;
&lt;p&gt;The poetic sensibility is cemented with a series of &lt;em&gt;key phrases&lt;&#x2F;em&gt; that signify the passage between mechanical moments in the game. They open and close scenes and give structure to negotiating conflicts within the story, a ritual and rhythmic element that noticeably affects the feel of play. It&#x27;s one thing for the book to be filled with phrases like &amp;quot;And so it was that...&amp;quot; or &amp;quot;It was not meant to be&amp;quot;. It&#x27;s another entirely to put them in the players&#x27; mouth and form the game around their utterances.&lt;&#x2F;p&gt;
&lt;p&gt;Moreover, these ritual phrases are crucial pieces of the conflict resolution rules, which pit players against each other by aligning them in opposite postures towards the focal characters. Each main character’s story is played out by four players: one who plays the Heart (their own actions), another who plays the Mistaken (their rivals, enemies, and ill fortune), and two more who play people in their periphery. When conflicts arise between the Heart and the Mistaken, a negotiation can take place using the key phrases as mechanisms to extrapolate, retract, or finally resolve a collection of truths that satisfy both players or result in a dramatic dice roll to decide a victor. The phrases build a permission system by which each proposed detail is encapsulated in a unit of negotiation. To look across the table and declare &amp;quot;You ask far too much&amp;quot; or &amp;quot;It shall not come to pass&amp;quot; has a wonderful dramatic weight to it at the table -- even while occurring outside the immediate fiction.&lt;&#x2F;p&gt;
&lt;p&gt;The game is typically played with four players, four characters: each player occupies each role once for the various characters around the table. Instead, we played with five people: four players playing &lt;em&gt;two&lt;&#x2F;em&gt; characters (each person was either a Heart or a Mistaken for one of these two) and a facilitator providing additional ideas, NPCs, and rule clarifications for the conflict interactions. We also started the characters a little further along in their stories, with one of them past the &amp;quot;veteran&amp;quot; tipping point where &amp;quot;Zeal&amp;quot; turns to &amp;quot;Weariness&amp;quot; and character death is on the table.&lt;&#x2F;p&gt;
&lt;p&gt;The story we told was perhaps a little stilted, a little circular, a little fixated on particular setting details to the detriment of others. And we definitely struggled to wrap our heads around the conflict logic at first, even with the helpful flowcharts created by the facilitator (really, he made flowcharts!). But the folks I played with were good fun: thoughtful, committed to their roles, comfortable to give and take up space when moments picked up momentum, and glad to pause and work through rule challenges as they came up.&lt;&#x2F;p&gt;
&lt;p&gt;In the end, the most gratifying part of play was seeing the storytelling and conflict engines tick at a real table. It was also fun to challenge myself, as one of the Hearts, to emphatically fight for my character&#x27;s success while trusting other players to push back. Like many frequent GMs, I have a tendency to delight in failure and misfortune whenever I&#x27;m in the player&#x27;s seat -- contradicting that impulse was fun and surprisingly difficult, but might come naturally to other kinds of players. The conflict resolution is thorny, confusing, dense… but when it works, it allows each player to truly play their role to the hilt. I just can’t shake the feeling that there is &lt;em&gt;so&lt;&#x2F;em&gt; much more to learn from Polaris.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;interns-in-the-dark&quot;&gt;Interns in the Dark&lt;&#x2F;h3&gt;
&lt;p&gt;I get varying mileage out of corporate satire, and while PLANET FIST deployed it by way of heightened sci-fi and video game logic, the portrayal is a bit more straightforward in &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;itsmeadamyee.itch.io&#x2F;interns-in-the-dark&quot;&gt;Interns in the Dark&lt;&#x2F;a&gt;. There were certainly fun moments in the couple hours I spent with it, but the game itself didn’t resonate with me for a number of reasons. I don’t really have much else to say about it, but I greatly appreciated being able to find a shorter 2-hour time slot to squeeze another game into. The typical 4-hour slots are a good sweet spot for completing a story in one go, but some games work fine when run a little quicker than that, and short sessions can be a nice break.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;big-bad-con-2024&#x2F;images&#x2F;schedule.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;panels&quot;&gt;Panels&lt;&#x2F;h3&gt;
&lt;p&gt;In addition to playing games, I spent a bit of my time meeting with friends, a good chunk volunteering (this was how I secured my tickets, and the same was true for many other volunteers), and a couple of panels at the end of the day on Sunday.&lt;&#x2F;p&gt;
&lt;p&gt;I hung around for a panel titled &lt;strong&gt;The Dark in “Dark Fantasy&amp;quot; - Perspectives of POC in Fiction&lt;&#x2F;strong&gt;. The panelists talked about the ways that dark fantasy tropes tend to reinscribe real-world social ills uncritically, and how to avoid these pitfalls while retaining what makes the genre interesting. I wasn’t familiar with the panelists’ work, so I didn’t have a firm foothold with their history with the genre, but I found the discussion to be thought-provoking nonetheless.&lt;&#x2F;p&gt;
&lt;p&gt;The last event I attended was a panel called &lt;strong&gt;Designing for Playstyles in GM-less Games&lt;&#x2F;strong&gt;, which delved into the challenges of building GM-less games that accommodated and supported a multitude of players and approaches to play. The panelists discussed the way different types of players relate to the lighter structure of gm-less play and the new responsibilities it often entails, and gave voice to man of the challenges I&#x27;ve seen both facilitating and designing this format of game. It was immensely insightful and I could have listened to several hours more of discussion.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;next-year&quot;&gt;Next Year&lt;&#x2F;h2&gt;
&lt;p&gt;I implied at the end of my Gen Con post that I’d like to go back, and maybe even run some convention games myself. But with Big Bad Con I feel much more strongly: I &lt;em&gt;will&lt;&#x2F;em&gt; be going back if possible, hopefully with friends in tow, and I’m excited to get even more out of my time there next year.&lt;&#x2F;p&gt;
&lt;p&gt;A few goals for next time:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;I want to check out the Games on Demand hall next time, where games are offered and filled over the course of the day rather than through a pre-scheduled portal. I kept missing the windows, but next time I hope it lines up.&lt;&#x2F;li&gt;
&lt;li&gt;I’d like to do is play a LARP (some of which I heard a lot of folks talking about and enjoying). It’s a step towards the theatrical and improvisational side of the hobby that’s generally intimidated me to this point, but I’m hoping to give it a shot next time.&lt;&#x2F;li&gt;
&lt;li&gt;I also hope to have a pocket game to play with friends I meet, or to play some pickup games with discord communities that I’m only just getting to know. Hopefully I’ll be in the loop next time!&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;I think that’s probably enough conventions for me for this year. But I&#x27;m glad of how much I&#x27;ve learned and experienced, and how much more there is to explore in future years.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Age of Empires II (1999)</title>
        <published>2024-10-15T00:00:00+00:00</published>
        <updated>2024-10-15T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-age-of-empires-ii-1999/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-age-of-empires-ii-1999/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-age-of-empires-ii-1999&#x2F;images&#x2F;cover.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;I think I&#x27;ve established a pattern here. Once again, I find myself looking for new ways to explain how my latest game selection was an influential and beloved title (check) and a wider stretch of my genre preferences (check). Perhaps I need to find more interesting reasons to pick em, but for now, these criteria have kept me playing games that are, if nothing else, worth talking about.&lt;&#x2F;p&gt;
&lt;p&gt;So far, I’ve enjoyed exploring the widest extents of my taste. In many ways it&#x27;s been a tour of the genres I&#x27;ve enjoyed in the past. Previous choices like &lt;a href=&quot;..&#x2F;backtracking-system-shock-1994&#x2F;&quot;&gt;System Shock&lt;&#x2F;a&gt;, &lt;a href=&quot;..&#x2F;backtracking-earthbound-1995&#x2F;&quot;&gt;Earthbound&lt;&#x2F;a&gt;, and &lt;a href=&quot;..&#x2F;backtracking-parappa-the-rapper-1997&#x2F;&quot;&gt;PaRappa&lt;&#x2F;a&gt; have been fond and enlightening returns to immersive sims, JRPGs, and rhythm games, respectively. But Age of Empires II is the furthest that I’ve taken this particular bit: it&#x27;s a genre I’ve never touched before, but always wondered if I could get into.&lt;&#x2F;p&gt;
&lt;p&gt;After playing a good 30 hours, I can say pretty confidently that I probably will not be &amp;quot;getting into&amp;quot; Age of Empires II... real-time strategy games in general are still uncertain.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-age-of-empires-ii-1999&#x2F;images&#x2F;gotta_save_france.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;A good chunk of my time was spent on the France campaign&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Age of Empires II was mostly a letdown for me. I engaged exclusively with the campaign and AI controlled opponents, and I didn&#x27;t actually finish the base campaign. The packaging felt hollow and the gameplay felt varyingly slow or inscrutable. I don&#x27;t really believe that it&#x27;s a &lt;em&gt;bad game&lt;&#x2F;em&gt;, per se. But I did have substantial problems with it.&lt;&#x2F;p&gt;
&lt;p&gt;The story framing of each campaign is melodramatic, mostly in a fun way. I&#x27;m no history buff, but it seems that the campaigns generally eschew historical accuracy in service of fitting iconic figures into the center of a series of historical battles and encounters. From what I can tell, the choice to represent cultures and empires through singular historical figures is a new addition since the first Age of Empires (which is sparser on story). It&#x27;s a fascinating and limiting choice, perhaps borrowed from the inescapable Civilization series. The use of a mythologized historical figure as both the title and the driving force of each campaign reads to me as a capitulation to the power-serving &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Great_man_theory&quot;&gt;&amp;quot;great man theory&amp;quot;&lt;&#x2F;a&gt; of history. It&#x27;s reinforced by flattened structure of the various civilizations, which share the same &amp;quot;ages&amp;quot; of progression as well as a core set of troops, buildings, and upgrades — albeit with minor variations. The few unique details of each civilization wither in the shadow of the sweeping generalizations, and the differences only manifest as situational tactical advantages.&lt;&#x2F;p&gt;
&lt;p&gt;Meanwhile, the storytelling threaded through the campaign missions suffers under the same weight of mythologized history. Caught between the drama of its central characters and its begrudging adherence to some semblance of truth, it all ends up fairly bland and stereotypical. The military histories of these cultures and empires become stories about Main Characters, not actual people or their histories and traditions.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-age-of-empires-ii-1999&#x2F;images&#x2F;mfw_joan_kidnapped.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;My face when I&#x27;m unable to protect Joan of Arc&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;There are certainly looming genre limitations, so maybe I&#x27;m being uncharitable. Maybe I don&#x27;t have enough inherent interest in the war stories that it&#x27;s telling to appreciate them. Maybe it&#x27;s the... &lt;em&gt;troubling&lt;&#x2F;em&gt; accents of the seemingly uncredited narrators (or single narrator? I couldn&#x27;t say) that makes it difficult to take seriously. Regardless, the scenario design tends to tell stories more successfully than the overt storytelling.&lt;&#x2F;p&gt;
&lt;p&gt;In any case, the historical set dressing (lavish though it may be) feels more aesthetic than meaningful. But, you may ask, what was it like to &lt;em&gt;play&lt;&#x2F;em&gt;? Well, as an introduction to the RTS genre, this game was... rough. I got through 2 and a half of the 5 campaigns (among which I conveniently include the tutorial) before determining that I had had enough. I poked at the remaining two for a bit, and then finally put it down.&lt;&#x2F;p&gt;
&lt;p&gt;Things started out okay. I enjoyed learning the basics in the tutorial campaign, an embellished story about the First War of Scottish Independence. The core base building mechanisms of the game are readable and fun to tinker with, and the tech trees and building capabilities have a certain clarity after some amount of experimentation and observation. The interface is often clumsy but broadly serviceable. But as the campaign&#x27;s difficult escalated, I found gaps in my knowledge that I didn&#x27;t know how to address. Certain tactical approaches wouldn&#x27;t result in clear outcomes until half an hour of pursuing them, if any insights emerged at all. Experimentation was slow, expensive, and fuzzy. Lessons that could have been imparted through tutorial or scenario design were elusive and hard-won.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-age-of-empires-ii-1999&#x2F;images&#x2F;misery.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The mission that finally made me give up&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;I had a lot of difficulty finding the general rhythms of the game; the dance of harassing enemies while building up my forces felt impossible to actually learn, since most missions began with well-established enemy factions. Obviously, fighting off harassing troops while exploring the map and deploying armies towards objectives is &lt;em&gt;intended&lt;&#x2F;em&gt; to be a challenging attention split, but it compounded with very little instruction on what those individual pieces of focused play actually look like. Managing villagers and resource gathering is fairly straightforward, but troops are another story.&lt;&#x2F;p&gt;
&lt;p&gt;&amp;quot;Micro&amp;quot;, short for &amp;quot;micromanaging&amp;quot; units (usually in combat), is a term that I know through vague cultural knowledge of the Starcraft esports scene. It was not one that I understood to be inherent to the DNA of the genre. As an intentional gameplay technique, it was completely absent from the tutorialization and hints provided in the game, not even acknowledged as a tactic, by name or otherwise. In fact, the only indications that micro was an expected technical skill were the sheer difficulty of playing some missions without it and the enemy AI&#x27;s propensity to effortlessly dodge and weave between projectiles (when it chooses to micromanage units). I got as far as I could trying to focus on using battle formations and unit composition as optimally as I could, but it often felt insufficient to match the challenges the campaigns presented, or too slow to experiment with.&lt;&#x2F;p&gt;
&lt;p&gt;At the end of the day, the overall pace of the game was too slow, the micro was too fiddly and unexplained, and the packaging was unremarkable. I felt like I played the game wrong. I wasn&#x27;t supposed to play it in a vacuum, relying only on its own explanations of its rules. I wasn&#x27;t supposed to presume that micromanagement was as optional to casual play as the game seems to tell me it is. I wasn&#x27;t meant to poke at the game&#x27;s under-explained corners alone. But I attempted to, and it left me unsatisfied and disappointed.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-age-of-empires-ii-1999&#x2F;images&#x2F;trial_and_error.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;I resorted to a lot of save scumming and trial and error&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;As with all the games in this blog project, I tried to meet Age of Empires II as I believed it would have existed at the time it released. I played the tutorial, I flipped through an uploaded copy of the manual that would have accompanied it, and I experimented with the various modes to try to figure out how it ticked.&lt;&#x2F;p&gt;
&lt;p&gt;What I &lt;em&gt;didn’t&lt;&#x2F;em&gt; do, though, is play the game socially. Age of Empires II might be better learned via community: at the time of its release, this could have meant friends or siblings. Today, it means the huge communities on Steam, GameFAQs, Discord and elsewhere on the internet. It’s a game that presents wide possibility spaces and relatively complex simulations, all of which plays out at a pace that’s difficult to quickly experiment with. Unit descriptions explain strengths and weaknesses and basic stats, but the actual outcomes in play are too complex and micro-dependent to calculate or intuit. With Age of Empires II, I never felt that I had the space to learn these things deeply on my own.&lt;&#x2F;p&gt;
&lt;p&gt;The Backtracking project started as a way to chip at my backlog. But it began with games that came out more than 30 years ago, and I made decisions about how I would engage with those games. I played original versions when possible, or at least minimally modified ones. I avoided DLC or post-launch changes. I made concessions for things like emulator save states, graphical remasters, and up-scaled resolutions, but I was otherwise strict about using outside support or modern affordances. I&#x27;ve always been stubborn about reaching for external help like walkthroughs and guides, so maybe this was just my natural posture.&lt;&#x2F;p&gt;
&lt;p&gt;But I&#x27;m finally seeing the cracks in this methodology. Sure, sticking to original versions keeps me true to the release years I&#x27;m targeting, but also it also generates friction that may or may not be productive. Before Age of Empires II, I’ve been able to contend with the consequences of avoiding newer remakes, &lt;a href=&quot;..&#x2F;backtracking-baldurs-gate-1998&#x2F;&quot;&gt;even when they really sucked&lt;&#x2F;a&gt;. I’ve turned to guides infrequently, hoping to let the game produce the effects it might produce. By and large, &lt;em&gt;I have not been asking for help&lt;&#x2F;em&gt;. But now I have to wonder: does this let me see the game more clearly, or does it leave me caught up in frustrations I&#x27;m refusing to work around?&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-age-of-empires-ii-1999&#x2F;images&#x2F;its_mine_now.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The mission where I finally needed to look up a guide&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;I can reasonably guess that players of the original release of Age of Empires II had some combination of prior genre experience and community with whom they could play and learn. Some would have ignored the campaigns entirely and duked it out in multiplayer. Some would have turned to the internet, where people were surely sharing strategies &lt;em&gt;somewhere&lt;&#x2F;em&gt; (though the evidence is now heartbreakingly difficult to find).&lt;&#x2F;p&gt;
&lt;p&gt;After a lot of frustration with Age of Empires II, I did violate my self-imposed rules: I sought strategic advice from internet guides for a couple of especially brutal campaign missions. I chatted extensively with a friend who had RTS experience and was playing more recent remakes of Age of Mythology and Age of Empires II. These compromises equipped me to push farther than I otherwise would have. But it was too little, too late. I stopped playing partway through the Saladin campaign, numbered 3 out of 5 original campaigns. I was relieved when I finally decided to call it quits. Maybe the game just isn&#x27;t to my taste, or maybe I spent too much time being frustrated, and it soured. It&#x27;s hard to tell at this point.&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;ve been counseled by the same friend that a better introduction to the genre might be Starcraft II. It&#x27;s hard to say whether I&#x27;ll find a strong desire to pick up another RTS. But it&#x27;s clear that my own vague notions of influence or significance within a genre&#x27;s history aren&#x27;t the right way into those niches. Finding my way into a complex genre with a long history is not a simple thing. I can and should ask for help, advice — even recommendations.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Baldur&#x27;s Gate (1998)</title>
        <published>2024-09-15T00:00:00+00:00</published>
        <updated>2024-09-15T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-baldurs-gate-1998/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-baldurs-gate-1998/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-baldurs-gate-1998&#x2F;images&#x2F;baldurs_gate_cover.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;You could probably come up with a few guesses as to why I chose Baldur’s Gate. Perhaps the most obvious is its relevance to a recent moment in modern video game culture: the monumental success of Baldur’s Gate 3 (which, I’m so sorry, I have not played at all). Starting with the roots of this juggernaut series is a great way to think about its history.&lt;&#x2F;p&gt;
&lt;p&gt;Additionally, Baldur’s Gate has an important place in the legacy of Dungeons &amp;amp; Dragons and its many excursions into computer RPGs. Baldur’s Gate launches the Infinity Engine, bringing a modified version of the Advanced Dungeons &amp;amp; Dragons system into an explorable isometric world that could seamlessly contain both exploration and combat. Tabletop RPGs are &lt;a href=&quot;..&#x2F;..&#x2F;tags&#x2F;ttrpg&#x2F;&quot;&gt;a topic of interest for me&lt;&#x2F;a&gt;; Baldur’s Gate’s modified AD&amp;amp;D is an interesting lens through which to explore a classic touchstone of the hobby.&lt;&#x2F;p&gt;
&lt;p&gt;And finally, this choice was also an opportunity to stretch my genre coverage for this project. So far, my selections have spanned my taste and comfort, from JRPGs to rhythm games to proto-immersive-sims. Playing a classic computer RPG was a great way to delve a little further out of my element without losing too much familiarity.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;I’ve been trying to keep these posts relatively brief, but this game is long and I have a lot to say about it. I’ll try to keep it focused.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-baldurs-gate-1998&#x2F;images&#x2F;starting_out.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;zoomed-but-not-enhanced&quot;&gt;Zoomed, but not Enhanced&lt;&#x2F;h3&gt;
&lt;p&gt;I have to preface my thoughts with a crucial detail: like my previous Backtracking picks, I opted to play as close as I reasonably could to the original release. Baldur’s Gate is sold on gog.com via its modern, enhanced edition that additionally bundles in a relatively untouched classic edition (including the Tales of the Sword Coast expansion, but I ignored the added content).&lt;&#x2F;p&gt;
&lt;p&gt;Playing this version was, most likely, a huge mistake. Baldur’s Gate: The Original Saga, as it’s titled, is &lt;em&gt;deeply&lt;&#x2F;em&gt; frustrating to play. In a humorous echo of D&amp;amp;D itself, my experience of the game involved far more “combat” than I wanted; which is to say, I spent a lot of time fighting with the interface, the camera, and the truly insufferable path-finding system. Navigating any narrow space or close-quarters encounter was an irritating nightmare of characters stepping on each others’ toes and getting stuck on scenery. The heavily-zoomed camera routinely turned crossing large maps into a frustrating combination of waiting around and actively intervening to unstick characters.&lt;&#x2F;p&gt;
&lt;p&gt;Inventory management also became a trail, because the original game &lt;em&gt;cannot be paused&lt;&#x2F;em&gt; while in the inventory screen. Occasionally, I would need to frantically move a potion between characters or resupply ammo while my characters were getting hit.&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, I found my way to &lt;em&gt;liking&lt;&#x2F;em&gt; but not &lt;em&gt;loving&lt;&#x2F;em&gt; Baldur’s Gate, and I’ll explain below how I came around on many of its quirks. But it must be said that the constant frustrations of the classic version were a huge drag, and they needed to be overcome before I could really enjoy the game at all.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-baldurs-gate-1998&#x2F;images&#x2F;chillin_at_the_inn.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;beating-the-odds&quot;&gt;Beating the Odds&lt;&#x2F;h3&gt;
&lt;p&gt;The early sections of the game were especially brutal, full of swift and punishing combat. But as the game expanded and my character creation regrets began to recede (my mage was horrendously useless early on), the game presented a surprisingly dynamic combat system, grounded in a few core baselines despite its awkward complexity. Combat can be described as “real-time with pause”, functioning like D&amp;amp;D combat that advances automatically, in which each character makes a basic attack with a selected weapon by default. Each character’s actions proceed in “turns” that have a certain real time duration. The game can be paused at any point (even automatically, according to configurable triggers) to reassess and issue new commands.&lt;&#x2F;p&gt;
&lt;p&gt;Combat required a good deal of tinkering. I confess that I never fully got my head around the math behind the game’s concepts of AC (Armor Class), THAC0 (To Hit Armor Class 0), weapon speed factors, and so on, despite having a working knowledge of D&amp;amp;D 5e’s combat system. Baldur’s Gate’s real-time combat produces a higher frequency of “turns” than an analog gaming table would, meaning lower odds of successful attacks but a greater frequency of attempts; lots of swings, few hits. Because combat is so dense with dice rolls, it essentially reduces to a kind of Math Soup. So, rather than deeply understand the math soup, I took to simply stirring it around with what I might call Tactical Fuckery.&lt;&#x2F;p&gt;
&lt;p&gt;See, the combat encounters that the game presents often felt deeply unfair: kobold commandos with devastating fire arrows posted up across a gulf, powerful wizards who melt my main character with a single spell, greater basilisks who can instantaneously turn party members to stone. So many fights were ridiculous and brutal, unraveling my relatively weak party of 6 that I’d been spreading XP across for most of the game.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-baldurs-gate-1998&#x2F;images&#x2F;a_big_fight.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;And yet, Baldur’s Gate gave me a lot of tools to throw at these problems. Spell-casting formed the backbone of my aforementioned tactical fuckery, especially since my party wound up weighted (too heavily) towards casters. These tricky combat encounters became exercises in odds-stacking and party maneuvering, a race against time to either disempower enemies or rush them down. Once I got the hang of it, many of these trickier fights became compelling, if grueling, challenges.&lt;&#x2F;p&gt;
&lt;p&gt;My acts of defiance against fate itself did not stop at mere combat encounters. Upon leveling up, every character randomly rolls hit dice to improve their HP, but I could load a save and retry when they inevitably rolled 1s or 2s to ensure that their health pool grew meaningfully. Overland travel between areas has a random chance of leaving your party “waylaid by enemies”, thrust into fights that typically overwhelmed me. These odds, too, could be circumvented with shameless save scumming, often reducing the trip to small increments and quick saves until I reached my destination without a fight.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;sword-coast-adventure&quot;&gt;Sword Coast Adventure&lt;&#x2F;h3&gt;
&lt;p&gt;There’s a degree of tonal inconsistency across the storytelling in Baldur’s Gate that seems to suggest the multi-faceted vibe of a group of friends around a gaming table. It’s a spectrum from comically-overacted joke NPCs with silly one-note voices all the way to grand monologues and pure fantasy melodrama. A group of bandits announce their presence with a chorus of identical  voices irreverently shouting “So I kicked him in the head until he was dead! Haha!” (just in case you weren’t sure how to feel about bandits)… and in the next moment, the combat soundtrack bursts to life with booming drums, blasts of low brass, and dramatic strings — it sounds, dare I say, “epic”. To someone outside the tabletop hobby, I have no idea if or how these disparate elements might cohere.&lt;&#x2F;p&gt;
&lt;p&gt;Because of these vacillations, Baldur’s Gate’s storytelling leaves a complicated impression. The exaggerated voice acting, devotion to inane comedic bits, and frequent fourth-wall-breaking is irritating, but it ultimately fades into background noise. Beyond that, the actual writing does the most of the legwork. In its endeavor to mimic a D&amp;amp;D campaign, Baldur’s Gate suffers most when it leans on humor that would play better at a table of familiar friends. The majority of sidequest writing was unmemorable and, when it wasn’t absurd, meaninglessly dour. The most interesting side content comes in later parts of the game, when exploring the city of Baldur’s Gate itself and the relationships between the sorts of people who live there.&lt;&#x2F;p&gt;
&lt;p&gt;But when it focuses on epic campaign storytelling, it tends to finds its footing. The story begins with a disastrous escape into the open world and a simple rumor to investigate. Following this thread, the adventure spirals out into far-reaching political intrigue: widespread supply shortages driven by conspiratorial forces, enigmatic villains making maneuvers in the shadows, corrupted merchant guilds operating in plain sight, their strings pulled by worshippers of forgotten deities. Cliches and tropes abound, but they shine because of their audacity and the attention to detail and consequence. The world feels meaningfully affected by the changing circumstances of the story. It’s a respectable crack at a notion of classic tabletop storytelling: an escalation from localized problems into vast and sinister ones, unraveling in step with the characters’ advancing capabilities and appetite for danger.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-baldurs-gate-1998&#x2F;images&#x2F;prophetic_dreams.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;The story is bound together by juicy second-person narrations the leap suddenly onto screen during chapter breaks and subsequent dream sequences that occur after resting in a new chapter. They’re dramatic, flowery bits of prose, delivered in the impeccable bass of Kevin Michael Richardson’s Narrator voice, a loving simulation of the moment when the DM at your table leans forward and delivers a theatrical establishing monologue about your progress so far and your trials yet to come. This voice is the “serious” mode of DM, looking at you across the table and drawing you into the fiction of the story, reiterating your grand destiny as an adventurer. It’s the complete inverse of the silly NPCs with their stoner drawls or overwrought accents. It’s over-the-top in the best way.&lt;&#x2F;p&gt;
&lt;p&gt;Despite this, I can’t bring myself to ignore the unavoidable ick of the forgotten realms moral worldview. D&amp;amp;D’s ongoing struggle against the legacy of its alignment system is a topic all its own, but Baldur’s Gate instantiates it as a fundamental, immutable, and racially-deterministic truth. It might be easy to dismiss it as a quirk of its time, but there are narrative consequences to this notion of ontological good and evil that color the way that Baldur’s Gate is conveyed as a setting. It’s a disappointing backdrop to the more nuanced reputation system, which produces various changes to interactions across a number of systems. It’s unfortunate that those deeper systemic ideas ultimately get sanded down to the hyper-transparent binaries that Bioware would move towards in games like Knights of the Old Republic and Mass Effect.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-baldurs-gate-1998&#x2F;images&#x2F;im_not_racist.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;Baldur’s Gate was in many ways a serious trial for me. The months between this post and the my previous Backtracking post in late June attests to how much it got away from me (I originally hoped to keep a roughly monthly cadence, but we don’t need to talk about that). It’s the game I’ve spent the longest on so far by a fair margin. Some of this came from the sheer clunkiness of its packaging, and a gradual acclimation to the kinds of save scumming nonsense that make it manageable, but some of it was simply the game&#x27;s scale.&lt;&#x2F;p&gt;
&lt;p&gt;Baldur’s Gate was a critical lesson with regard to remakes and remasters. For the entirety of this project, I’ve endeavored to play original versions of the games I choose. I’ve certainly benefited from emulator save states here and there, but I’ve tried to at least ensure that the game itself was minimally altered. The most pronounced effect of that choice in prior games was System Shock: crucially, I found the keyboard-driven input constraints to be highly impactful to my play experience (despite reducing my pace of progression). Like before, I hoped to find something productive in the gaps between the original and its upgraded version, an interesting friction that made the game compelling in ways it might not otherwise have been.&lt;&#x2F;p&gt;
&lt;p&gt;Well. I did not. I found a &lt;em&gt;lot&lt;&#x2F;em&gt; of meaningless tedium and frustration. Many folks will tell you that Baldur’s Gate is an eminently playable game by modern standards; I promise you, &lt;em&gt;they are talking about 2012’s Enhanced Edition&lt;&#x2F;em&gt;. The classic version simply did not produce the same kind of distinctive play experience that System Shock did. If you play Baldur’s Gate in 2024, I’m begging you to avoid my misguided notion of “purity of experience” and play the enhanced edition. There are still plenty of interesting aspects of its original moment to contend with.&lt;&#x2F;p&gt;
&lt;p&gt;For my part, I’ll have to be more thoughtful about these decisions with future games in this series, especially as they intersect with different genres.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>A Lot From A Little in Fall of Magic</title>
        <published>2024-09-08T00:00:00+00:00</published>
        <updated>2024-09-08T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/fall-of-magic-a-lot-from-a-little/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/fall-of-magic-a-lot-from-a-little/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;fall-of-magic-a-lot-from-a-little&#x2F;images&#x2F;side_view_fom.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It must have been around May 2021 when I first listened to Friends at the Table’s playthrough of Fall of Magic. Friends at the Table is a long-running &amp;quot;actual play&amp;quot; podcast, in which a group of friends plays through tabletop RPGs together to tell stories. Fall of Magic is one of those many tabletop RPGs.&lt;&#x2F;p&gt;
&lt;p&gt;The series totals to three episodes, something like 9 hours of audio, roughly the length of an average audiobook. Originally formatted as live episodes exclusive to Patreon backers, it was later repackaged into regular episodes in the main feed. At the top, host Austin Walker warns about the fuzziness of the overall story: the intervening months between recordings had blurred their memories of precisely what happened prior, and the whole thing takes on a fairytale-esque air because of this.&lt;&#x2F;p&gt;
&lt;p&gt;That trio of episodes is very dear to me. I don&#x27;t revisit media very often, especially podcasts, but these episodes are a comfort I return to once a year or so. They’re a work of storytelling that never fails to bring me quiet smiles, sudden laughter, pleasant daydreams, goosebumps, tears.&lt;&#x2F;p&gt;
&lt;p&gt;A couple of months ago, I reached the end of my very own campaign of Fall of Magic, played across a span of months with a group of dear friends. It was exciting to finally play the game myself, years after hearing those episodes. The lavish physical copy had been collecting dust on my shelf for nearly as long. Sitting down to play, I couldn&#x27;t shake a nervous feeling that my own play experience might not measure up.&lt;&#x2F;p&gt;
&lt;p&gt;Our game, it turned out, was fairly different from the one that the Friends at the Table played. We were different friends at a different table. More importantly, it&#x27;s surprisingly easy to forget that &lt;em&gt;play&lt;&#x2F;em&gt; is a remarkably different experience than listening.&lt;&#x2F;p&gt;
&lt;p&gt;But I absolutely enjoyed my play experience. I loved the contemplative and charming character beats and the clever world-building maneuvers that my friends and I came up with. Meanwhile, it also helped me forge a deeper understanding of Fall of Magic as a &lt;em&gt;game&lt;&#x2F;em&gt;, and the ways that it shapes collaborative storytelling.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-elaboration-imperative&quot;&gt;The Elaboration Imperative&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;heartofthedeernicorn.com&#x2F;product&#x2F;fall-of-magic-revised-edition&#x2F;?v=7516fd43adaa&quot;&gt;Fall of Magic&lt;&#x2F;a&gt; is a storytelling game by Ross Cowman, with illustrations by Doug Keith and Taylor Dow. Its game text is laid out in a short booklet of vertically-folded pages and opens with a simple summary of its driving concept:&lt;&#x2F;p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;Magic is dying, and the Magus is dying with it. We travel together to the realm of Umbra where magic was born.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;blockquote&gt;
&lt;p&gt;The game begins with creating very thinly-defined characters, no more than names and titles. Players then take turns exploring those characters, their quest, and the world they travel by answering a sequence of story prompts. Story prompts are simple questions answered by playing out scenes of your characters&#x27; experiences in the many places they visit during their journey.&lt;&#x2F;p&gt;
&lt;p&gt;Playing the physical copy of the game involves incrementally unrolling a beautiful canvas scroll as your travelers make their way from place to place. The slow reveal of the scroll mirrors the characters&#x27; uncertainty about what might lie beyond the horizon. The Magus themself helps binds the group together: portraying the Magus is a shared responsibility, passed between players as they arrive at new locations and whenever they&#x27;re needed in scenes.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;fall-of-magic-a-lot-from-a-little&#x2F;images&#x2F;game_table_fom2.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The scroll in all its glory&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;The rules text is relatively brief. Aside from explaining the basic ideas (character creation, moving between locations, and a few light mechanical elements that occasionally crop up), it devotes a large portion of its words to framing the game and providing play examples and advice. The only narrative and world-building &amp;quot;content&amp;quot; of the game, as it were, can be found on the scroll itself.&lt;&#x2F;p&gt;
&lt;p&gt;Thus, the vast majority of the fiction in Fall of Magic is produced by &lt;em&gt;elaboration&lt;&#x2F;em&gt;: players read story prompts and location names, look at the lovely inked illustrations on the map, and then expand on these inspirations to form the details of their story.&lt;&#x2F;p&gt;
&lt;p&gt;To establish this pattern of elaboration, a seed is planted during character creation. Players choose a &amp;quot;title&amp;quot; for their character from a set of short lists; options include &amp;quot;Golem of Ravenhall&amp;quot;, &amp;quot;Heir of Stormguard&amp;quot;, or &amp;quot;Crab Singer of Istallia&amp;quot;, for example. Sorry, a &lt;em&gt;what&lt;&#x2F;em&gt; of Istallia? Fall of Magic will not tell you what a Crab Singer is — this is where you come in. The rules text explains this with a simple, almost cheeky aside:&lt;&#x2F;p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;Someone may ask, “Is a Raven like the bird?” or “What is a Crab Singer?” To this we reply, “It means what you want it to mean.”&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;blockquote&gt;
&lt;p&gt;This maneuver is what I&#x27;ll call an &lt;strong&gt;elaboration imperative&lt;&#x2F;strong&gt;. It&#x27;s the fulcrum of Fall of Magic&#x27;s design: little flourishes of phraseology that are insufficient on their own, but expansive in their implication. Each instance is incomplete in such a way as to be tantalizing and necessary to build upon. Most of the prompt and location language is less obtuse than &amp;quot;Crab Singer&amp;quot;, but I like the example because of the immediacy of its appearance during character creation. It sets the stage for the elaboration imperatives that players will contend with frequently as the game progresses. From here on out, whenever players are presented with these evocative phrases, they will be tasked with exploding them into description and specificity during play.&lt;&#x2F;p&gt;
&lt;p&gt;Below, you can listen to the eponymous Friends taking the assignment very seriously (at least, for a couple of minutes):&lt;&#x2F;p&gt;
&lt;iframe title=&quot;Libsyn Player&quot; style=&quot;border: none&quot; src=&quot;&#x2F;&#x2F;html5-player.libsyn.com&#x2F;embed&#x2F;episode&#x2F;id&#x2F;7044997&#x2F;height&#x2F;90&#x2F;theme&#x2F;custom&#x2F;thumbnail&#x2F;yes&#x2F;direction&#x2F;forward&#x2F;render-playlist&#x2F;no&#x2F;custom-color&#x2F;0e4a59&#x2F;time-start&#x2F;00:14:38&quot; height=&quot;90&quot; width=&quot;100%&quot; scrolling=&quot;no&quot;  allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen&gt;&lt;&#x2F;iframe&gt;&lt;&#x2F;br&gt;&lt;&#x2F;br&gt;
&lt;p&gt;The elaboration imperative largely serves as the engine for the rest of the storytelling, fueled by the drawings and prompts on the scroll. Despite the sparse text, players draw inspiration from the illustrations on the map and the affective aspects of unrolling the scroll and moving tokens across it. A cycle of moving, discovering, and expounding.&lt;&#x2F;p&gt;
&lt;p&gt;Crucially, the vast majority of Fall of Magic&#x27;s prompts and locations are composed of simple English words, often concatenations and nearly always capitalized for dramatic effect. The deluge of proper nouns brings a sense of place and specificity, while the absence of explanation passes the buck to the players gathered around the table. Thanks to the plain English components, players have all the pieces they need to construct explanations both intuitively and creatively, as the podcast clip above demonstrates.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-collaborative-story-game&quot;&gt;A Collaborative Story Game&lt;&#x2F;h2&gt;
&lt;p&gt;While elaboration imperatives help initiate scenes in Fall of Magic, the rest depends on interplay between the player characters. The &amp;quot;How to Play&amp;quot; section provides a great deal of simple tools for telling stories in different ways, including asking questions of your fellow players, describing the scene conversationally, and supporting one another by filling the roles of side characters or environmental elements. &lt;&#x2F;p&gt;
&lt;p&gt;As mentioned before, players also share responsibility for portraying the Magus themself, who guides the travelers towards their destination. Thinking through the character of the Magus together is an early act of cooperation within the story. It tasks players with building a character who is distinctive enough to match the importance of their role, but characterized broadly enough that anyone can portray them. These cues led our table to a Magus who had the body of a human but the head of various animals; which head they “wore” would change from scene to scene to fit their mood and situation. &amp;quot;What animal head do they have in this scene?&amp;quot; became a recurring question for whenever the Magus appeared. Choosing an animal head became a tool for implying a tone for the scene (and sometimes unnerving our player characters).&lt;&#x2F;p&gt;
&lt;p&gt;Our characters all had different shapes to their personal story arcs, but moments of interplay between each other&#x27;s ideas drove the broader story. More so than other scene-driven games I&#x27;ve played, Fall of Magic was frequently dependent upon multiple players contributing major world-building and character details to the same scenes, and it relied upon us remembering and teeing up one another&#x27;s themes.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;fall-of-magic-a-lot-from-a-little&#x2F;images&#x2F;characters_fom.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;The characters we took on our journey&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;This push and pull created an interesting complexity to the act of collaboration. In addition to portraying characters, our scenes also needed to define terms or answer questions. We didn&#x27;t always find formal ways of designating someone to collapse those narrative possibilities into truths within our fiction. Some of our clumsiest moments came from awkwardly hot-potato-ing this responsibility around to avoid stepping on toes or to give ourselves room to think and respond instead of invent.&lt;&#x2F;p&gt;
&lt;p&gt;As a group, we certainly had occasions where I felt that we stumbled, got in each others&#x27; ways, or failed to follow through. But we &lt;em&gt;did&lt;&#x2F;em&gt; get better at telling these stories together over the course of play, and part of it comes from beginning to apprehend the complexity of the world-building-as-you-go nature of the game. It soon became clear just &lt;em&gt;how much fiction&lt;&#x2F;em&gt; we were building collectively, compared to a game with a more concrete setting.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;making-a-scene&quot;&gt;Making a Scene&lt;&#x2F;h2&gt;
&lt;p&gt;These two mechanical pieces form the beating heart of Fall of Magic: the elaboration imperatives help establish the scene, and the collaborative interplay unravels it towards a conclusion. Aside from occasional story prompts that invoke a dice roll to determine their resolution, the world is unfolded almost entirely by the extrapolative work of the players.&lt;&#x2F;p&gt;
&lt;p&gt;This gets at the last major component of my experience with Fall of Magic. One might notice that &amp;quot;elaborate&amp;quot; and &amp;quot;collaborate&amp;quot; both derive from a Latin root that undergirds the word &amp;quot;labor&amp;quot;. In other words, both elaboration and collaboration are forms of work, effort that we expend to turn the sparse words on the page into a compelling scene from our story. I use &amp;quot;work&amp;quot; to describe &amp;quot;effort&amp;quot; in an abstract sense; I&#x27;m not suggesting that it&#x27;s compulsory or un-fun, or mutually exclusive with &amp;quot;play&amp;quot;. Rather, this framing draws attention to the amount of active involvement that loosely-defined scene play demands, and the way it can be both intimidating and exhausting, especially for folks who engage with it as a hobby rather than a practiced craft.&lt;&#x2F;p&gt;
&lt;p&gt;All of this serves to explain why, after every session of Fall of Magic, I found myself feeling &lt;em&gt;incredibly&lt;&#x2F;em&gt; drained. Even with practice and with increasing familiarity with each other&#x27;s goals and the game itself, the post-session exhaustion did not relent. It could almost certainly be mitigated by more thoughtful practices at the table: breaks, check-ins, shorter sessions. We had already discarded the standard turn order, instead taking turns as ideas came to us until we&#x27;d all gone once at each location. But the fact remained that this wore me out more than most other RPGs I&#x27;ve played (and I have the sense that my friends felt similarly).&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;fall-of-magic-a-lot-from-a-little&#x2F;images&#x2F;ravenhall_fom.jpg&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Ravenhall, where the journey begins&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Fall of Magic&#x27;s lightness of rules is complemented by a heavier lift for the players themselves. Creating a good scene together involves following your fellow players&#x27; cues carefully, finding ways to give and take direction, sometimes explicitly and sometimes via implication alone. Simply put, it takes work; that&#x27;s why playing scenes in story games can be so exhausting but also so gratifying. Fall of Magic winds up being &amp;quot;a lot of work&amp;quot; to play because it layers the basic challenges of scenecraft atop additional elaborative tasks. Getting in your character&#x27;s head isn&#x27;t enough. You may have to first figure out who or what &amp;quot;the Gilded One&amp;quot; is, or pause to determine what it means when a die result prompts you with &amp;quot;Heart of the Forest&amp;quot;.&lt;&#x2F;p&gt;
&lt;p&gt;This perspective was missing from my understanding of Fall of Magic when I first started playing it. One reason that the game was so enticing was that it seemed to beget so much interesting fiction from such terse prompts. These tiny evocative phrases and inked drawings unravel into a big tapestry of storytelling, a journey whose scale is truly felt. But that doesn&#x27;t simply &lt;em&gt;happen&lt;&#x2F;em&gt;; it&#x27;s &lt;em&gt;produced&lt;&#x2F;em&gt; by the players at the table building upon those prompts. Fall of Magic does not make a lot from a little: it gives players the tools and inclinations to do this work themselves.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;beyond-the-journey&quot;&gt;Beyond the Journey&lt;&#x2F;h2&gt;
&lt;p&gt;Coming off of our final session of Fall of Magic, I was really high on the game. It felt like a truly grand journey, a complete adventure full of memorable moments. I wrote down a bunch of notes in anticipation of writing a blog post, and then... put them down. My musings seemed too effusive, insufficiently considered. Obviously there&#x27;s nothing wrong with enjoying a game and writing about that experience. But I felt I hadn&#x27;t fully processed it, and I had a nagging feeling that I needed some distance and perspective.&lt;&#x2F;p&gt;
&lt;p&gt;Coming back now, I&#x27;m thinking a lot more carefully about the design decisions that make Fall of Magic tick. I still feel very positively about the game! I also have a better understanding of how it functions and why it made me feel the way it did: fulfilled, but often exhausted.&lt;&#x2F;p&gt;
&lt;p&gt;Contending with this exhaustion was a big part of reaching that understanding. I&#x27;ve played other story games that made similar demands of their players, but rarely did they feel so intense and draining, and the difference seems to go beyond things like subject matter. Taking a step back let me consider that the usual challenges of scenecraft were layered on top of additional elaboration steps that simply increased the overall cognitive demand for explanation and invention. The true density and efficiency of Fall of Magic&#x27;s great big scroll was not apparent until I realized this.&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, I now have an even greater appreciation of the sheer creative craft that goes into something like the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;friendsatthetable.net&#x2F;category&#x2F;Fall+of+Magic&quot;&gt;Friends at the Table series&lt;&#x2F;a&gt; that first introduced the game to me. I highly recommend those episodes to anyone interested. Not only do they tell a wonderful story, they also showcase how Fall of Magic&#x27;s wistful fantasy writing and illustrations help to produce that story. &lt;&#x2F;p&gt;
&lt;p&gt;And while I &lt;em&gt;also&lt;&#x2F;em&gt; greatly recommend playing &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;heartofthedeernicorn.com&#x2F;product&#x2F;fall-of-magic-revised-edition&quot;&gt;Fall of Magic&lt;&#x2F;a&gt; yourself (the scroll is great, but the digital edition will do just fine), I also offer a word of caution: it&#x27;s a lot more work than listening to a podcast.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>I Went to Gen Con!</title>
        <published>2024-08-06T00:00:00+00:00</published>
        <updated>2024-08-06T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/gen-con-2024/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/gen-con-2024/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;gen-con-2024&#x2F;images&#x2F;welcome_to_gen_con.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;This past weekend I attended Gen Con, an enormous annual gaming convention with a history that goes all the way back to the early days of Dungeons and Dragons. It was a chance to explore more of the wider tabletop games space and play with a greater variety of folks.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;overall-impressions&quot;&gt;Overall Impressions&lt;&#x2F;h2&gt;
&lt;p&gt;It was my first time at Gen Con, so I attempted to pace myself with various game events, but I also underbooked myself a little bit. I spent a good amount of time wandering the convention center, which had massive spaces dedicated juggernauts of the tabletop scene like Magic: The Gathering, Warhammer, and Dungeons and Dragons.&lt;&#x2F;p&gt;
&lt;p&gt;But it also had an enormous variety of other interesting things to play. I focused the majority of my attention on role-playing games, with a couple of general ideas in mind:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;I was looking forward to was spending more time as a player in some of the TTRPGs that I’ve only ever run or read or seen played by others. Character development is one of my weaknesses as a GM, so it can be helpful to spend time finding characters within a session.&lt;&#x2F;li&gt;
&lt;li&gt;Sitting on the player side of the table also helps me better empathize with how players might experience these games, and gives me further context on how other GMs run them.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;Overall, I had a good time, and I mostly enjoyed the events I attended. Of course, while the gaming sessions were my main reason to be there, there was also an enormous show floor with a ton of stuff to buy. So, regrettably, I would like to briefly talk about &amp;quot;the haul&amp;quot;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-bought-sorry&quot;&gt;What I Bought (Sorry)&lt;&#x2F;h2&gt;
&lt;p&gt;I was traveling light, so I did my best to restrain myself. It was nice just to see so many little indie things I care about out on a big show floor with so many people, and so many that were new to me as well.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;gen-con-2024&#x2F;images&#x2F;games_bought.png&quot; alt=&quot;Several game books laid out on a table&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h3 id=&quot;heart-the-city-beneath&quot;&gt;Heart: The City Beneath&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;rowanrookanddecard.com&#x2F;product&#x2F;heart-the-city-beneath-rpg&#x2F;&quot;&gt;Heart&lt;&#x2F;a&gt; is a followup of sorts to Spire: The City Must Fall (more on that later) that takes a more overtly horror approach to the setting of Spire, elaborating on the sprawling undercity beneath and the eldritch things within. It’s the system used by Friends at the Table&#x27;s horror&#x2F;weird-west season &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;friendsatthetable.net&#x2F;sangfielle-01-the-curse-of-eastern-folly-pt-1&quot;&gt;Sangfielle&lt;&#x2F;a&gt;, and it’s a game I’ve been interested in running for a while ever since the brief Spire mini-campaign I ran a couple years back. I’ve been flipping through Heart already and I’m excited to give it a closer read.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;rune&quot;&gt;Rune&lt;&#x2F;h3&gt;
&lt;p&gt;Spencer Campbell (aka Gila Games) uses a mechanical palette for his games that&#x27;s fairly new to me. &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;gilarpgs.itch.io&#x2F;rune&quot;&gt;Rune&lt;&#x2F;a&gt; is a solo “soulslike” RPG that tries to use a grid-based combat resolution system to evoke the experience and tension of fighting bosses in a From Software video game. At a glance, Rune&#x27;s combat looks a bit to me like running a D&amp;amp;D encounter against yourself. It sounds strange, and I don&#x27;t know if I think it&#x27;ll work; that&#x27;s why I&#x27;m looking forward to trying it out.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;slayers&quot;&gt;Slayers&lt;&#x2F;h3&gt;
&lt;p&gt;From the same creator, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;gilarpgs.itch.io&#x2F;slayers&quot;&gt;Slayers&lt;&#x2F;a&gt; is a rules-light game about a group of monster hunters in a haunted, endless city. It has stylish art, it&#x27;s endearingly condensed and flavorful, and it has interesting ideas about character differentiation. I’ve yet to dig into it deeply, but so far it seems distinctive.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;the-details-of-our-escape&quot;&gt;The Details of Our Escape&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.kickstarter.com&#x2F;projects&#x2F;crum&#x2F;details&#x2F;description&quot;&gt;The Details of Our Escape&lt;&#x2F;a&gt; is a recently-kickstarted game from Possible Worlds games about a caravan of travelers in search of a new home. Its monochromatic art style is simultaneously spare and lush, and it uses a system based on dominos to unravel its story.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;claw-atlas&quot;&gt;Claw Atlas&lt;&#x2F;h3&gt;
&lt;p&gt;Possible Worlds has a great number of interesting games, but I’ve played only a couple; one of these still-unplayed titles is Beak, Feather &amp;amp; Bone, a game about labeling the map of a city while representing the various cohorts of birdfolk that live and work within it. &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;possible-worlds-games.itch.io&#x2F;claw-atlas&quot;&gt;Claw Atlas&lt;&#x2F;a&gt; provides additional maps to use and a few more factions and mechanical twists. More motivation to find a good time to play it!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;pack-ins-and-extras&quot;&gt;Pack-ins and Extras&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;gen-con-2024&#x2F;images&#x2F;packins.png&quot; alt=&quot;Games, stickers, and enamel pins spread on the table&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A few other things that I came home with:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;The Hollows Quickstart — I’ve not yet flipped through this much; it’s one of the newest games from prolific design duo Grant Howitt and Christopher Taylor (Heart, Spire, many more). It touts a unique approach to combat and positioning that promises to make for tactical and dramatic encounters. I’m curious to flip through it and see how it works.&lt;&#x2F;li&gt;
&lt;li&gt;Gogo Golf — a pack-in from Possible Worlds games. It&#x27;s a cute little game about fighting monsters with magic golf clubs; the illustrations of golf clubs has immense “drawing custom keyblade designs as a child” energy and I love it.&lt;&#x2F;li&gt;
&lt;li&gt;I also bought some stickers and pins from Possum Creek games, which packs their games with tons of gorgeous and whimsical art, particularly their most recent major release, Yazeba’s Bed &amp;amp; Breakfast (we’ll get back to that).&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h2 id=&quot;what-i-played&quot;&gt;What I Played&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;avatar-legends-rpg&quot;&gt;Avatar Legends RPG&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;magpiegames.com&#x2F;pages&#x2F;avatarrpg&quot;&gt;Avatar Legends&lt;&#x2F;a&gt;, published by Magpie Games, is the official TTRPG for the beloved Avatar TV shows. Early last year, I ran the system for a couple of months with my regular RPG group. I found it to be surprising and unique, but unwieldy. It went to great effort to make its combat encounters feel like dramatic martial arts showdowns, but some of the complexity introduced in the endeavor felt extraneous or prone to friction.&lt;&#x2F;p&gt;
&lt;p&gt;Getting to play it at someone else&#x27;s table, it was nice to see someone else running it. Ultimately, it still managed to be unwieldy despite their careful tracking of characters. That said, there were endearing and exciting moments that fell from the way the combat encounters operate. I&#x27;m still on the fence about a lot of the system, but I&#x27;m more excited now to try playing with it again in the future.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;for-the-queen&quot;&gt;For The Queen&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;darringtonpress.com&#x2F;forthequeen&#x2F;&quot;&gt;For The Queen&lt;&#x2F;a&gt; is a card-based story game by Alex Roberts. It&#x27;s about a queen traveling somewhere to broker an alliance, and the retinue of companions who defend her on her journey. It&#x27;s very straightforward, composed almost entirely of story prompts on cards.&lt;&#x2F;p&gt;
&lt;p&gt;I played it with a hastily-assembled group of folks at one end of a table in the big gaming hall. The game is simple and elegant, a series of cards with simple prompts. That said, the event was organized so that we were simply handed the game and the instructions, and the facilitator left as soon as we’d talked over the rules; it was a bit of a challenge at first to build a rapport with the table while also developing interesting characters, and I found that it fell a little flat for me. The game itself would likely have been much stronger with a more familiar table, or a little more time to get familiar with each others&#x27; ideas.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;pacing-in-pbta-panel&quot;&gt;Pacing in PbtA (Panel)&lt;&#x2F;h3&gt;
&lt;p&gt;The only panel I attended was a panel hosted by Magpie Games, publisher of the Avatar Legends RPG, on how best to pace games in the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;lumpley.games&#x2F;2023&#x2F;11&#x2F;22&#x2F;what-is-pbta&#x2F;&quot;&gt;Powered by the Apocalypse&lt;&#x2F;a&gt; system. It was a relatively small room and the panelists’ advice was pretty heavily tailored towards convention play and professional GMing. Their advice broadly focused on a grab bag of tips to keep campaigns and sessions focused and rewarding.&lt;&#x2F;p&gt;
&lt;p&gt;I found myself surprisingly underwhelmed by this panel, in large part because its focus veered away from the realities of my own tables. But more than that, I think it’s possible that — after hundreds of hours of reading, prepping, and running these systems myself — I’ve already developed my own approaches and strategies for running PbtA games that works for me and my groups. While I hoped the panel would be more enlightening, it still proved to be a good opportunity for reflection. I certainly don’t have it all figured out (and I do think that the advice on offer was generally reasonable and useful); it’s a reminder that player groups and contexts vary widely, and the best approaches to GMing tend to be synthesized from a broad range of advice, experience, and player input.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;spire-the-city-must-fall&quot;&gt;Spire: The City Must Fall&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;rowanrookanddecard.com&#x2F;product&#x2F;spire-rpg&#x2F;&quot;&gt;Spire&lt;&#x2F;a&gt; is a game about dark elf revolutionaries in a towering multi-leveled fantasy city controlled by high elf colonizers. It uses a dice pool system and has character and setting concepts that are spectacularly strange and evocative.&lt;&#x2F;p&gt;
&lt;p&gt;The session of Spire that I played was part of a multi-table format, in which each of the 6 tables was participating in an interconnected story. Each table was tasked with assassinating a different member of the high council, while protecting the one remaining council member whom the resistance could control. It was a wonderfully chaotic time, and the GM at my table was great with spotlight management, while the table was great with following each others shenanigans as we scattered about the room, hastily cobbling together an assassination. Meanwhile, the wandering &amp;quot;good&amp;quot; council member (portrayed by co-designer of the game Grant Howitt) stumbled from table to table carelessly endangering himself. Grant was costumed, theatrical, and goofy, doing bits of physical comedy according to the fiction regardless of where he was in the room.&lt;&#x2F;p&gt;
&lt;p&gt;The format definitely worked best when the scaffolding of the scenario wasn&#x27;t too heavily stressed. There was a degree of foregone conclusion (you might not really want the tables to be able to undermine each other by failing the mission), so some dramatic tension was sacrificed in order to keep the scenario more architected and on track. Despite this, I thought it was a memorable experience, and it was fun to see it use the format of the convention to some distinctive effect. The GM running my table ran with our ideas and shook things up in fun ways when consequences reared.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;inevitable&quot;&gt;Inevitable&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;usa.soulmuppet-store.co.uk&#x2F;products&#x2F;inevitable-an-arthurian-western-rpg&quot;&gt;Inevitable&lt;&#x2F;a&gt; is a &amp;quot;Doomed Arthurian Western RPG&amp;quot;, a game about cowboys, knights, and mages fighting to resist an inevitable apocalypse. Its system is a curious mishmash of Forged in the Dark ideas with bespoke rules for &amp;quot;showdowns&amp;quot; with noteworthy antagonists. In regular play, characters lean on their abilities, special equipment, and the “reputations” that they’ve earned from friends, rivals, and significant deeds. When resolving an action with a dice roll, all of these elements are negotiated into or out of play according to relevance to build the dice pool.&lt;&#x2F;p&gt;
&lt;p&gt;Inevitable was easily the highlight of the convention for me. The GM told us up front that it was their first time running the game (though they had read it closely and prepared, of course). Two other players at the table were friends with the GM, so it sometimes felt a bit like joining in with a pre-existing table of friends, mostly in a good way. It was the only game at the convention where I built a character entirely from scratch at the beginning, choosing the backstory prompts and enjoying the delightful intersections between our characters (my scoundrel had disgraced and embarrassed a knight who happened to be the mystic&#x27;s trusted mentor,only made more complicated by the fact that the mystic had &lt;em&gt;hired&lt;&#x2F;em&gt; me to join the quest).&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;gen-con-2024&#x2F;images&#x2F;inevitable_table.png&quot; alt=&quot;A table covered in character sheets, info sheets, and dice for Inevitable&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The GM was theatrical, leaning into the melodrama, occasionally with a little more intensity than I really needed. But more importantly, they did a wonderful job weaving threads from character creation together into a complex personal web, and sharing the spotlight appropriately. When two players (the ones who knew each other) turned on one another in a clash of ambition, duty, and heartbreak, the scenario spiraled into a frantic PvP exchange that quickly roped in the rest of us, to which the GM adapted admirably. We tied it off by fast-forwarding to the final apocalyptic encounter and watching our characters give up everything in a hopeless attempt to save the world. It was incredible fun, a table that I mostly had good chemistry with, and I was really delighted to have played a part.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;yazeba-s-bed-breakfast&quot;&gt;Yazeba’s Bed &amp;amp; Breakfast&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;possumcreekgames.com&#x2F;pages&#x2F;yazebas-bed-breakfast&quot;&gt;Yazeba’s Bed &amp;amp; Breakfast&lt;&#x2F;a&gt; is a charming game from Possum Creek Games about a magical Bed &amp;amp; Breakfast owned by a witch who gave up her heart, and the variety of strange and wonderful folks who stay there. I’ve played and even facilitated the game before, but this is the first time I got to see it in a particular light. It’s designed around chapters, which are something like short stories for TTRPG sessions; each one sets up a scenario, explains which characters are involved, and then employs one of four different mechanical structures to lead the scene towards a conclusion. As chapters conclude, things change in the B&amp;amp;B, characters continue on their personal journeys, and new characters arrive.&lt;&#x2F;p&gt;
&lt;p&gt;At this session, we played a version of the B&amp;amp;B that had already been inhabited by a number of player groups, and whose characters had all sorts of changes written onto their sheets, big and small. It was delightful to look at them and come to understand what their journey had been, and then play a little part in continuing it. I hadn&#x27;t really seen it in this light before, but this is one of the remarkable and unique things about Yazeba&#x27;s: it can tell a story across groups without feeling like it leaves folks out.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;bonus-oldhome&quot;&gt;Bonus: OLDHOME&lt;&#x2F;h3&gt;
&lt;p&gt;Periodically throughout the convention, when I had an hour or so to kill, I picked away at a game of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;noroadhome.itch.io&#x2F;oldhome-children-chasing-giants&quot;&gt;OLDHOME: Children Chasing Giants&lt;&#x2F;a&gt; by Takuma Okada in a little composition notebook I brought with me. I find solo journaling RPGs to be very rewarding, but I rarely manage to set aside time for them. The breaks between events and convention wandering were a great way to squeeze in a little time. OLDHOME is a pastoral fantasy story about children who go on journeys to find the owners of lost items, in a world of cities and towns built on the backs of enormous colossi; it’s technically designed for multiple players but has rules for solo play.&lt;&#x2F;p&gt;
&lt;p&gt;It was admittedly a little confusing to parse the intentions of the rules at first, but I eventually found its rhythm. So far, I’m enjoying the adventure and the exercise of inventing new places on the backs of giant beasts. My intrepid adventurer has journeyed to a long and narrow city stretched along the back of a giant snake (with special cables and supports that keep the buildings from falling over when the snake swallows a meal) and a small farming town under a great glass dome on the back of a giant stingray, where children play games in the refracted light patterns that dance across the fields.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;gen-con-2024&#x2F;images&#x2F;oldhome.png&quot; alt=&quot;The page of a notebook with writing from a solo journaling game&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;future-adventures&quot;&gt;Future Adventures&lt;&#x2F;h2&gt;
&lt;p&gt;There are a few things I wish I&#x27;d done differently this time around, that I hope to learn from:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;I should have signed up for more events, and checked the events list much sooner than I did. Some of the things I was interested in sold out well before I found them.&lt;&#x2F;li&gt;
&lt;li&gt;I should also have signed up for a miniatures game of some sort, especially since there were a number of beginner-friendly events; it&#x27;s a massive corner of the RPG hobby that I really haven&#x27;t had any experience with at all. I don&#x27;t think I&#x27;m ready to dive into wargaming in general, but it would be fun to dip a toe.&lt;&#x2F;li&gt;
&lt;li&gt;This is maybe an obvious one, but I&#x27;d love to go with friends next time; it got a bit lonely to be there on my own!&lt;&#x2F;li&gt;
&lt;li&gt;I met some lovely folks here and there, and I think I should have asked if people were interested in exchanging socials. I was nervous about making a lapse in etiquette, so I mostly just said goodbye and moved on to other things; it might have been nice to be able to keep up with anyone I met there.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;And in general, for the future, I think I&#x27;d like to try running convention games! Playing games with a few different GMs in different contexts gave me some confidence that there&#x27;s room for my style and skill level of GMing in settings like that, and that the experience would be useful and gratifying. It&#x27;ll be a challenge, but it&#x27;s one I think I&#x27;m finally up to.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: PaRappa the Rapper (1997)</title>
        <published>2024-06-27T00:00:00+00:00</published>
        <updated>2024-06-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-parappa-the-rapper-1997/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-parappa-the-rapper-1997/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-parappa-the-rapper-1997&#x2F;images&#x2F;gottabelieve.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Given the massive cultural impact of games like Guitar Hero and Dance Dance Revolution, it&#x27;s hard to underestimate the influence of PaRappa the Rapper, a Japanese rhythm game that &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;splice.com&#x2F;blog&#x2F;history-rhythm-games&#x2F;&quot;&gt;launched a genre on home consoles&lt;&#x2F;a&gt;. Despite a more modest release in the states, it heralded the rise of the rhythm games that would make up a huge portion of the living-room gaming of my childhood.&lt;&#x2F;p&gt;
&lt;p&gt;In middle school, I spent hours after school at the &amp;quot;kids&#x27; club&amp;quot; of a local gym and recreation center while my parents were at work. I was largely unsupervised and the place was sometimes noisy, so homework had very little appeal. Instead, I spent much of my time with one of the few available video games: Dance Dance Revolution Extreme, set up in the far corner of the room on a PS2 with a dance pad controller.&lt;&#x2F;p&gt;
&lt;p&gt;I made friends with the other kids who frequented the dance pad, and we took turns trying to complete the most difficult songs, beat each others&#x27; scores, or &amp;quot;full combo&amp;quot; the songs we&#x27;d practiced for hours (nowadays, playing DDR mostly makes me feel out of shape). As I got older and had more autonomy, Guitar Hero with friends at home scratched the same itch.&lt;&#x2F;p&gt;
&lt;p&gt;PaRappa heavily influenced games that I loved as a kid, but despite this, I knew very little about it. With System Shock and even A Link to the Past, I was often surprised and fascinated by what I found exploring the earlier roots of my favorite genres. I hoped that PaRappa would be a similar case, and in some ways, I definitely got what I asked for.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-parappa-the-rapper-1997&#x2F;images&#x2F;tryagain.png&quot; alt=&quot;A game over screen with the text &amp;quot;Try again!!&amp;quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;The most prominent thing that I need to say about PaRappa the Rapper is that it&#x27;s &lt;em&gt;fucking difficult&lt;&#x2F;em&gt;. Only after browsing reddit threads in search of tips did I start to comprehend that it&#x27;s &lt;em&gt;infamously&lt;&#x2F;em&gt; difficult. This manifests in ways that defy clear explanation. The timing is sometimes very precise and sometimes oddly forgiving. The visual indicators frequently fail to line up with the rap vocals (and notably, the remastered version for PS4 also fails to include any calibration settings for display latency). PaRappa&#x27;s sound bites — which play in response to player inputs — have their own delays that troubled my sense of rhythm, like trying to speak while hearing an echo of yourself. After a time, the only way I got through was to sort of &lt;em&gt;feel it out&lt;&#x2F;em&gt;, to find whatever sense of rhythm seemed repeatable and made the game happy. It was never too far from what I&#x27;d expect based on the prompts or the music, but it was very often not &lt;em&gt;quite&lt;&#x2F;em&gt; right.&lt;&#x2F;p&gt;
&lt;p&gt;This unevenness is perhaps an understandable shortcoming given PaRappa&#x27;s sheer novelty. In an odd way, its technological nascency undermined one of my core expectations for the genre: careful tuning around input windows and visual precision. At one point, I truly thought I&#x27;d be unable to finish the game; it took a solid forty minutes of patiently repeating the same 2-minute song to finally break through.&lt;&#x2F;p&gt;
&lt;p&gt;But underneath the awkward implementation is a lot of creativity. Each stage involves a call-and-response structure throughout, in which PaRappa mimics lines established by various &amp;quot;master&amp;quot; characters. On his turn, PaRappa can embellish and elaborate on the pattern by &amp;quot;freestyling&amp;quot;, which involves switching up the button inputs along with the beat of the song. When replaying a completed song, it&#x27;s possible to enter &amp;quot;cool&amp;quot; mode, in which there is no instruction at all and your only goal is to stylishly rap along to the beat.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-parappa-the-rapper-1997&#x2F;images&#x2F;teachya.png&quot; alt=&quot;Chop Chop Master Onion raps about what he&#x27;ll teach PaRappa&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;PaRappa the Rapper is also a game about, rapping, of course, which situates in a very different cultural place than many of its genre successors. Being a Japanese-published game about hip hop, made int the 90s, and helmed by Japanese and white American creators, I was honestly bracing for the worst. But despite being far from perfect, PaRappa manages to deliver more than just stereotype or cliche. The story plays out through cartoonish cutscenes interjected between the stages. In most stages, PaRappa must learn a new skill to overcome a challenge in front of him, all in the pursuit of impressing a girl he likes. It&#x27;s earnest, positive, and more than a little corny. These stages frame the call-and-response gimmick around a teacher and student, layering in the freestyling mechanic that lets capable players show off their mastery and rack up a high score. In PaRappa&#x27;s world, hip hop is about listening to the masters, learning their flow, and then bringing your own style into the mix. This is maybe a little trite, but it communicates a lot of love and respect for the culture it&#x27;s drawing from. It&#x27;s also encouraging that nearly all of the characters in the game were portrayed by Black performers.&lt;&#x2F;p&gt;
&lt;p&gt;With its relatively small number of tracks, PaRappa also manages to cover a nice variety of musical aesthetics and genre tropes, full of jaunty little instrumental riffs that nicely frame the beat of the song. Most of them are earworms through and through; even the goofy rap lyrics will get stuck in your head. It&#x27;s ultimately a very charming game, at least as long as the difficulty hasn&#x27;t soured it.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;At the end of the day, the core mechanics of PaRappa were unexpectedly rough. Repeatedly losing at the very end of a 2 minute song is deeply infuriating and tedious; I nearly gave up entirely.&lt;&#x2F;p&gt;
&lt;p&gt;What made PaRappa worth playing for me, though, was its quirky packaging and its joyful and unique musical identity. The shift towards peripheral-driven games in the aughts brought jukeboxes full of licensed music like Guitar Hero and DDR, shedding a lot of personality along the way. Despite their iconic song selections, they sacrificed the expressivity of freestyling, the distinct charm of original music and the storytelling built around it, however silly.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-parappa-the-rapper-1997&#x2F;images&#x2F;steponthebrakes.png&quot; alt=&quot;PaRappa is told to &amp;quot;step on the brakes&amp;quot; during his driving lesson&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The peripheral-oriented games have receded to arcades (at least in the USA), but smaller developers without access to huge licensed music libraries are reconfiguring the genre to accommodate. Metal: Hellsinger and Hi-Fi Rush use licensed music sparingly and weave in action game verbs to &lt;a href=&quot;..&#x2F;goty-2023-4-hi-fi-rush#beatdown-to-the-beat&quot;&gt;build expressive and tactile play &lt;em&gt;around&lt;&#x2F;em&gt; a central beat&lt;&#x2F;a&gt; or song, not so different from PaRappa&#x27;s freestyling. Last year&#x27;s Infinite Guitars still deploys note charts, but integrates them into turn-based RPG mechanics, where strong performances resulted in more effective attacks, weaving it all through &lt;a href=&quot;..&#x2F;goty-2023-7-infinite-guitars#fight-the-power&quot;&gt;a surprisingly affecting story&lt;&#x2F;a&gt;; upcoming titles like Afterlove EP and Unbeatable are positioning themselves to do similar things. Through the years, numerous niche innovators have revived and reinvented the rhythm game: the Patapon series, the Rhythm Heaven series, Thumper, Sayonara Wild Hearts, and many more.&lt;&#x2F;p&gt;
&lt;p&gt;In these most recent iterations, rhythm game concepts appear less often as a distinct kind of game and more often as a kind of &lt;em&gt;gameplay&lt;&#x2F;em&gt; to be mixed and matched with other elements to tell stories. PaRappa the Rapper lives at the root of this lineage, and suggests to me that the layering of storytelling onto rhythm games is just as much a return to form as it is an elaboration. I truly don&#x27;t know if I could recommend this game; actually &lt;em&gt;playing&lt;&#x2F;em&gt; it was sometimes more frustrating than enjoyable, and it might be hard for me to distinguish my retroactive fondness from the sense of relief at having finished it. But I&#x27;m glad I did, and for what it&#x27;s worth, it made me love the genre even more.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Tomb Raider (1996)</title>
        <published>2024-06-09T00:00:00+00:00</published>
        <updated>2024-06-09T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-tomb-raider-1996/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-tomb-raider-1996/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-tomb-raider-1996&#x2F;images&#x2F;tomb_raider_cover.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;When I was growing up, my dad played PC games. Mostly, they were shooters and action games that I was too young for. We hardly ever played video games together, maybe because of differences in taste. Instead, as I got older, he shared his favorite games by handing them down to me: Half-Life, Halo, Far Cry, F.E.A.R., and many more made their way to my computer once he had finished them, often with me barely old enough to start engaging with them.&lt;&#x2F;p&gt;
&lt;p&gt;The first of these &amp;quot;grown-up&amp;quot; games that I clearly remember playing was Tomb Raider III. Though technically just as violent and scary as the rest of his collection, it became a different object my hands. I spent hours running around in Lara Croft&#x27;s extravagant mansion, an introductory level partitioned off from the main game. Tomb Raider III&#x27;s Croft Manor features a gym in which Lara explains her idiosyncratic maneuvering, a secret relic room locked by hidden and timed switches, and a obstacle course with a time trial scoring component. It was a little collection of puzzles, challenges, and tutorials, a vertical slice of the game without the dire stakes.&lt;&#x2F;p&gt;
&lt;p&gt;As a child, my occasional forays into the proper game were too harrowing. I was unprepared, or perhaps uninterested, in the rows of vicious spikes positioned halfway down a slope, the tigers prowling the jungle underbrush, the murky swamp that drowns Lara before she can reach its far shore.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-tomb-raider-1996&#x2F;images&#x2F;title_screen.png&quot; alt=&quot;The title screen of Tomb Raider, with a 3D passport icon centered&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;1996&#x27;s Tomb Raider features only the barest iteration of Croft Manor, a simple tutorial that ends abruptly with a level completion screen and leads directly into the main game. There&#x27;s little to explore, and no invitation to do so. Lara has an adventure to get on with, and it&#x27;s finally time for me to brave the labyrinths and all the beasts and traps they contain.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Tomb Raider is widely understood to be an obtuse game, with an awkward control scheme that exemplifies the early stumblings of the 3rd-person action and platformer eras. Lara uses &amp;quot;tank controls&amp;quot;, meaning that she can move forward and backwards, but only pivot to the left to right; the direction she faces is always the direction she&#x27;ll move. To augment this, she can perform acrobatic jumps forward, backwards and sideways, as well as a quick roll to reverse her direction on the ground. The camera can only be moved manually when standing still and holding down a &amp;quot;look&amp;quot; button; otherwise, it follows behind her and swings around in front if she backs up to a wall.&lt;&#x2F;p&gt;
&lt;p&gt;Layered on top of this basic locomotion are additional maneuvers for running jumps, ledge grabs and shimmies, and swimming. Collected together, they form a sort of tactical platforming toolkit, in which navigating the level geometry is about careful planning, precision execution, and occasional quick reactions.&lt;&#x2F;p&gt;
&lt;p&gt;With a bit of practice, this all begins to make a degree of sense. Lara&#x27;s clunky movement comes into focus as an experiential choice rather than a poorly-implemented control scheme. She bonks into things to stop her momentum, pivots in tiny increments to line up jumps, and pushes blocks around with excruciating effort. All of these actions are animated expressively, giving a surprising amount of life to Lara&#x27;s lanky and exaggerated character model. The result is an inversion of idealized &amp;quot;fluid&amp;quot; platforming; it&#x27;s awkward, cautious, and slow, moving in fits and starts, often one missed jump away from a bone-breaking fall or a grisly spike pit.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-tomb-raider-1996&#x2F;images&#x2F;cistern_big_room.jpg&quot; alt=&quot;Lara looks around a large cistern from a high ledge&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The levels themselves become increasingly elaborate, demanding a startling degree of scrutiny. I occasionally looked to a walkthrough to point me to carefully concealed switches or underwater passageways that were critical to progressing. Though sometimes too clever for its own good, this level design is remarkably varied, vertical, and dense with secrets. If the platforming can be said to convey a treacherous trek through crumbling ruins, the level design accomplishes the same with the hunt for deviously hidden secrets.&lt;&#x2F;p&gt;
&lt;p&gt;The game leans more heavily on its thin combat elements than it truly ought to. Ferocious creatures that are terrifying at first become a tedious barrage of annoying bullet sponges. Some of the rare encounters with human enemies manage to stand out: clumsy gunfights amidst ancient pillars that turn into bizarre games of hide and seek. The infrequency of these setpiece fights works in their favor, especially given that the game goes on a bit too long in general.&lt;&#x2F;p&gt;
&lt;p&gt;I have either too much or very little to say about the infamous character design and concept that is Lara Croft, but &amp;quot;very little&amp;quot; fits better in this blog post. Tomb Raider&#x27;s plot follows an action-adventure formula with a sprinkling of spy thriller flair. Its goofy sci-fi escalations occasionally generate a noteworthy unsettling moment, but ultimately they leave it feeling like a mediocre movie plot, complete with all the well-trodden tropes of indigenous erasure that you&#x27;d expect. Perhaps the only hint of commentary is the decision to call the game &amp;quot;Tomb Raider&amp;quot;, a title that seems pretty bald-faced in retrospect, and which the 2010s reboots would feebly attempt to complicate.&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, Tomb Raider&#x27;s misogynist character design and racist story tropes cast a longer shadow than its gameplay ideas. I found it interesting as an oddball action platformer that marks a strange moment in early 3D action game design. I can pretty confidently say that I&#x27;ve played very few modern games that feel &lt;em&gt;anything&lt;&#x2F;em&gt; like Tomb Raider, and given the enduring popularity of the series, that&#x27;s kind of remarkable.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-tomb-raider-1996&#x2F;images&#x2F;jumping.png&quot; alt=&quot;Lara leaps through the air in a large stone room&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;I played Tomb Raider with a controller, which helped cement the intentions of the unconventional controls. The version I played also allows saving the game anywhere at all, rather than at specified save points, which was immensely useful. It&#x27;s hard to overstate how crucial these details were to my ability to be patient with it, and I&#x27;d recommend that others play it the same way if possible.&lt;&#x2F;p&gt;
&lt;p&gt;More than any other game, playing Tomb Raider reminded me a bit of Sephonie, a 3D platformer from 2022. Sephonie&#x27;s seemingly-clumsy movement system begins to feel much more usable, intentional, and consistent after some acclimation. Once it started to click, &lt;a href=&quot;..&#x2F;goty-2022-9-sephonie#like-riding-a-skateboard&quot;&gt;it made the game feel unique and interesting&lt;&#x2F;a&gt;. It bolstered Sephonie&#x27;s other ideas in ways that more conventional platforming may not have.&lt;&#x2F;p&gt;
&lt;p&gt;Games with strange controls and locomotion typically don&#x27;t make those decisions without reason. In the case of Tomb Raider, it communicated the precarity and precision of movement in hostile and ancient environments, and it managed to generate a surprisingly interesting variety of puzzles and obstacles. It&#x27;s easy to dismiss it as poorly aged or even altogether bad, but I don&#x27;t think much can be gained from that critical lens.&lt;&#x2F;p&gt;
&lt;p&gt;Best-selling classics with enormous multimedia franchises don&#x27;t necessarily deserve this kind of generosity, but today&#x27;s bounty of indie titles from around the world certainly might. There&#x27;s a lot of value in letting games push against our familiarities and preferences rather than expecting them to conform to particular standard. Previous titles in my Backtracking series had me questioning my ability to adapt to their controls and challenge, but Tomb Raider has been a nice reminder that older games don&#x27;t always demand adaptability; sometimes they just need a little patience and grace to see what&#x27;s interesting about them.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Apocalypse Keys Wants You to Fill in the Gaps</title>
        <published>2024-05-31T00:00:00+00:00</published>
        <updated>2024-05-31T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/ttrpg-apocalypse-keys/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/ttrpg-apocalypse-keys/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ttrpg-apocalypse-keys&#x2F;images&#x2F;cover.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;This is a critique of a tabletop RPG, which is not a video game! Though I&#x27;ve been personally exploring the world of indie TTRPGs for many years now, this is the first time I&#x27;m exploring it on my blog. I hope that in writing about indie RPGs I can contribute to a much smaller canon of RPG crit (relative to video game crit), deepen my appreciation and analytical eye for TTRPGs, and invite folks less familiar with the hobby into a wide and wonderful world of storytelling and play.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;About a month ago, I began reading, prepping, and eventually running a tabletop RPG called &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;evilhat.com&#x2F;product&#x2F;apocalypse-keys&#x2F;&quot;&gt;Apocalypse Keys&lt;&#x2F;a&gt; by Rae Nedjadi, a Hellboy-inspired game about monsters hunting down harbingers of the apocalypse while they wrestle with their own darkness. The book is inky and colorful, full of vivid art from an impressive range of artists and jampacked with evocative prompts and prepared mystery materials. While preparing to run it, I developed a sort of apprehension for how it might actually look in play, and how it might land for a new group of players. Once I was able to see it in action at the table, I found that many pieces fell into place, while a few others stuck at odd angles. Both the greatest strengths and greatest weaknesses of Apocalypse Keys boil down to the gaps it leaves open, some productive and intentional, others only surfacing at inopportune moments.&lt;&#x2F;p&gt;
&lt;p&gt;In order to talk about Apocalypse Keys, I&#x27;ll need to talk about how it works and its design lineage. Apocalypse Keys is &amp;quot;Powered by the Apocalypse&amp;quot;, a confusingly unrelated term that was popularized in the wake of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;apocalypse-world.com&#x2F;&quot;&gt;Apocalypse World by Vincent and Meguey Baker&lt;&#x2F;a&gt;, a seminal work in this particular branch of the indie TTRPG scene. The core system associated with Powered by the Apocalypse (or PbtA) games has been heavily borrowed and adapted into a number of other works, including Apocalypse Keys, and I&#x27;ll endeavor to capitalize key nomenclature from both the system and specific games (like Move, Playbook, or Omen) for easier reference. Most of the elements of Apocalypse Keys that I name directly can be found in the reference materials that are freely available.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;player-authorship&quot;&gt;Player Authorship&lt;&#x2F;h3&gt;
&lt;p&gt;Apocalypse Keys is a game about monstrous heroes called Omens solving dangerous mysteries. Unlike many other games that revolve around mysteries, it leans heavily on improvised and collaborative narrative construction. Player authorship is a crucial element throughout the structure of the game, one of clearest and most consistent design philosophies. From character creation all the way to actually answering the key questions of each mystery, players contribute a substantial portion of the narrative substance.&lt;&#x2F;p&gt;
&lt;p&gt;Let&#x27;s start with character creation: characters rely on a resource called Darkness Tokens (earned via roleplay triggers, spent when taking actions) instead of putting points into stats.  From the very get-go, there are no stat spreads that begin the work of defining a character. Playbooks (like archetypes or classes) consist largely of &amp;quot;pick lists&amp;quot; that prompt further elaboration. Players might choose to have &amp;quot;a name that reminds me of the life I lost&amp;quot; or the power of &amp;quot;shadow control&amp;quot;, but the actual name and the nature of those powers is for them define. Once characters are established, intimate Bonds are formed between them via specific questions in each playbook, relying on satisfactory answers from their fellow players. The only especially &lt;em&gt;mechanical&lt;&#x2F;em&gt; decisions made during character creation are which playbook to use, and which starting moves to take. Starting moves can optionally include DIVISION moves, which link player characters to DIVISION (the monster-hunting organization that employs them) and invite the player to establish fiction related to the organization itself.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ttrpg-apocalypse-keys&#x2F;images&#x2F;ruins2.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Image © Evil Hat Productions&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Once the mystery begins, players will be prompted to answer establishing questions that link them to their contact and the mystery&#x27;s premise. As they move through the story of the mystery, players will encounter new locations and NPCs including additional prompts for connections or details. All of these questions are embedded in the pre-written mystery descriptions and doled out as their accompanying elements enter the fiction at the table. As players seek out clues, some of them may involve providing further details of what they discover, often linking the mystery back to their histories or to their fellow player characters.&lt;&#x2F;p&gt;
&lt;p&gt;In one place, this impulse perhaps overreaches: the ticking of the Doomsday Clock, a pacing mechanism that the game master (referred to as the Keeper) manipulates in order to encourage the players forward and introduce intrigue and danger. Prompts included with these events interrupt moments of &lt;em&gt;Keeper-driven&lt;&#x2F;em&gt; narrative momentum in a way they don&#x27;t during exploration. When players encounter a new location and are asked to help describe it, it flows naturally out of their own actions: &lt;em&gt;they&lt;&#x2F;em&gt; chose to move forward, and are working together with the Keeper to describe what they find. But when the Keeper chooses to tick the Doomsday Clock and introduce some complication or drama, it can feel odd to throw back to the players; after all, the Keeper is in the middle of using one of their tools for guiding the story&#x27;s trajectory. I found, as Keeper, that I preferred to provide answers to these prompts myself so that the players would have more to react to and be surprised by.&lt;&#x2F;p&gt;
&lt;p&gt;The bias for player input has an impact on the format of the game as well. Apocalypse Keys comes with an introductory mystery designed for oneshots, but gently suggests that a oneshot format might compromise the narrative arcs of the player characters. While the inclusion of detailed oneshot guidance is both admirable and practical, the issues become apparent when looking at the pregenerated characters. Each pregen character includes a page or more of backstory description that elaborates the character conceit. The simple, stat-less character sheet design does little to convey evocative pregenerated characters on its own, leaving oneshot players stuck trying to digest detailed backstories in order to get a basic understanding of their options. On the other hand, at-the-table character creation shows how malleable and expressive the playbooks can be, bringing a certain weightiness to the small number of mechanical choices involved. Reading a page of backstory does little to draw players in, but &lt;em&gt;writing&lt;&#x2F;em&gt; it via the structure of character creation is much more engaging. My oneshot players struggled to embody their pregens, but a separate group of campaign players were drawn in by the creation process.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ttrpg-apocalypse-keys&#x2F;images&#x2F;photograph2.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Image © Evil Hat Productions&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;The repeated structure of short, punchy player prompts with clear intentions (but wide open space to answer) generates a conversational character creation experience and sets the tone nicely. This looseness complements the genre stylings of Apocalypse Keys, where the dark powers at play are so overwhelming and otherwordly that they defy an overarching logic or power curve. Moreover, the Hellboy-inspired grim heroics and drama at the game&#x27;s heart obviate the need for a perfect puzzle box mystery. I found myself prepping fairly lightly and focusing on imagery and ideas that would complement character themes rather than trying to preempt the direction of the story. This framework of play — which is so easily buoyed by light prep — is one of Apocalypse Keys&#x27; biggest successes, even if it takes some adjustment and faith. When the players feel ready to solve the mystery, they may attempt to &amp;quot;Unlock Doom&#x27;s Door&amp;quot; by building a theory of what&#x27;s really going on with each key aspect the mystery. With the scale of the mystery that my group completed, this &amp;quot;build your theory&amp;quot; conceit was quite functional, producing a surprisingly rich set of interconnected ideas that brought all the key details into focus.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;mechanical-imprecision&quot;&gt;Mechanical Imprecision&lt;&#x2F;h3&gt;
&lt;p&gt;Inviting player input helps keep the story focused on heroes who are flawed, troubled, and never fully in control. Apocalypse Keys reminds players that their heroes rely upon dark powers that always risk harm or collateral damage. To accomplish this, the game avoids directly mechanizing combat or powers of darkness, ensuring that narrative stakes always drive the details of the action. As the book reminds, the player characters are powerful monsters with apocalyptic strength; the question is not &amp;quot;how hard can they punch&amp;quot;, but &amp;quot;how do they contain their own immense power&amp;quot; while they contend with the Harbingers, grim mirrors of their own potential futures should they fall to their dark impulses.&lt;&#x2F;p&gt;
&lt;p&gt;This tension between power and restraint is captured elegantly in the dice mechanics. Rather than the standard Powered by the Apocalypse dice results (on 2d6: 6- is a miss, 7-9 a partial success, 10+ a full success), the scale is shifted up and its outcomes rearranged: 7- is a miss, 8-10 is an ideal success, and 11+ is a &amp;quot;disastrous success&amp;quot;, which often includes collateral damage. In order to improve their odds, players must spend Darkness Tokens to add a bonus to the roll, hoping not to overshoot. Results above a 10 represent a failure to contain the terrifying power that gives the Omens their dangerous status, and bring with them additional consequences. A low result is a complete failure, usually giving the Keeper license to make things even worse. The metaphor of the Omens&#x27; lives is brought into wonderful focus: to act at all is to risk destruction and chaos, but to fail is even more terrible.&lt;&#x2F;p&gt;
&lt;p&gt;The details of the moves tell a more complicated story. PbtA games generally use &amp;quot;Moves&amp;quot; to decide when to roll dice. Moves consist of triggers and outcomes, where the trigger is a fictional cue (e.g. &amp;quot;when you summon a creature from another world to help you&amp;quot;) and the outcomes might either be simple choices or a set of possible results based on a dice roll. Apocalypse Keys follows this formula with a set of Basic Moves (which reflect the core themes of the game) as well as Playbook Moves that bring particular character details to the forefront. It has a small set of Basic Moves with a refreshing variety of mechanical outcomes. It additionally offers players Ruin Moves, linked to the Omens&#x27; potential fall to the darkness, that are more powerful and more certain, eschewing dice rolls and instead incurring points of Ruin. These points push characters further towards becoming a Harbinger (which might, in itself, be something a player chooses to pursue).&lt;&#x2F;p&gt;
&lt;p&gt;The variety makes for a nice range of textures in the available moves. For example, the move Torn Between can trigger any time an Omen feels caught between their dark impulses and their inherent humanity, imposing on them a consequence for staying in control of their power or inviting them to indulge in it and step closer to becoming a Harbinger themselves. It does not involve a dice roll at all, which makes it an excellent cue to reinforce a player&#x27;s own roleplaying instincts and give them an opportunity to mechanically support their storytelling goals (as well as a reminder that the Omens always walk a knife&#x27;s edge).&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ttrpg-apocalypse-keys&#x2F;images&#x2F;torn-between2.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Image © Evil Hat Productions&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;p&gt;Unfortunately, Apocalypse Keys&#x27; Basic Moves also incorporate ideas that feel more like vestigial echoes of other games than expressions of its own themes. Perhaps my least favorite part of the Basic Moves is the outcomes for Unleash the Dark, a Move that triggers when the Omens try to inflict their will on others. The &lt;em&gt;trigger&lt;&#x2F;em&gt; is spot on, making sure to apply to both direct violence and coercion or manipulation, but the options for a success feel narrow and tactical when they could be more open-ended. Additionally, they partially rely on understandings of how Keeper-controlled characters function under the hood (specifically, Conditions), which can pull the players out of the fiction by asking them to engage with a tactical layer that&#x27;s far too thin to warrant the disruption. A different sort of imprecision can be found in the move Reveal Your Heart, which focuses on contending with the drama, isolation, and romantic tension that fills the Omens&#x27; lives. Though it explicitly supports interactions between Omens and NPCs, the available options on an 11+ result are much clumsier when interacting with NPCs.&lt;&#x2F;p&gt;
&lt;p&gt;As is often the case with PbtA games, some kind of happy medium emerges as players and keepers get comfortable with the Moves, their triggers, and how to interpret their outcomes. There&#x27;s a lot to praise in Apocalypse Keys&#x27; Moves, especially in their evocative triggers and dramatic failure outcomes, but some of the success outcomes tend to reveal &lt;em&gt;unproductive&lt;&#x2F;em&gt; gaps, ones in which the scenarios encouraged by the game&#x27;s themes aren&#x27;t fully accounted for or fall short of meeting player intentions.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;leveraging-prior-experience&quot;&gt;Leveraging Prior Experience&lt;&#x2F;h3&gt;
&lt;p&gt;The player-fillable gaps in Apocalypse Keys produce its most fluid and effective storytelling, inviting players to contribute imagery and themes while providing the Keeper a bounty of ideas to elaborate and complicate. Meanwhile, the mechanical gaps present in some of the Basic Moves sometimes left me scouring the book looking for guidance I might have missed. Overall, the book contains a fair bit of pregenerated material: a number of prepared mysteries, harbingers, and factions. It also includes detailed situational guidance for scenarios like a first session, a final mystery to wrap up a campaign, or a oneshot. What it often tends to lack, however, is much explanation of how to deploy its own component parts, notably Harbingers, Factions, and NPCs.&lt;&#x2F;p&gt;
&lt;p&gt;To address this, I found myself leaning on other games that built more strongly on similar ideas. Antagonistic Keeper characters have a notion of &amp;quot;Conditions&amp;quot;, negative emotional states that can compromise their ability to stick around and fight, but the explanations thereof are quite limited. I looked instead to Masks, a superhero PbtA game that portrays its villains as people who will exit a fight when they&#x27;re emotionally overwhelmed and discouraged, not simply beat up. It became a reminder to focus on the ways in which a Harbinger might still have some shard of humanity embedded within them, and the tragedy that this would entail. Apocalypse Keys doesn&#x27;t offer as much guidance, and it spares barely a sentence to encourage Keepers to let Harbingers react when receiving Conditions, something that Masks explains in much more detail.&lt;&#x2F;p&gt;
&lt;p&gt;Prior to the actual encounter with the Harbinger, it can be difficult to properly frame them. Even though mystery resolution is a delightfully improvisational endeavor, the identity of the responsible Harbinger is only decided once the players build a theory to resolve the mystery. Good villains are hard to build without clear identities and thematic grounding; collapsing these two things involved retroactively attaching an identity to a villain concept rather than either building one entirely from play, or conceiving a villain in advance; it seems difficult to find satisfying outcomes in this tightrope walk. I leaned on experience running Monster of the Week (a PbtA game about exactly what it sounds like) to try to make the Harbinger an enigmatic presence in the periphery of the story.&lt;&#x2F;p&gt;
&lt;p&gt;Some of these gaps are briefly addressed in the section on building your &lt;em&gt;own&lt;&#x2F;em&gt; mystery, but they&#x27;re critical elements of running the prepared ones as well. In attempting to leave Keeper guidance light and straightforward, Apocalypse Keys leans more on Keepers&#x27; prior experience than it really lets on. I would have loved to find a bit more direction for &lt;em&gt;how&lt;&#x2F;em&gt; to build a compelling conclusion to a mystery, how to integrate Harbinger concepts into the identities of the suspects that Omens have encountered, and how factions can introduce obstacles or intrigue in ways that individual NPCs can&#x27;t.&lt;&#x2F;p&gt;
&lt;p&gt;
&lt;div class=&quot;centered-image&quot;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ttrpg-apocalypse-keys&#x2F;images&#x2F;library.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;&#x2F;img&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;div&gt;
&lt;div class=&quot;caption&quot;&gt;Image © Evil Hat Productions&lt;&#x2F;div&gt;
&lt;&#x2F;p&gt;
&lt;h3 id=&quot;resolving-the-mystery&quot;&gt;Resolving the Mystery&lt;&#x2F;h3&gt;
&lt;p&gt;Apocalypse Keys&#x27; designer Rae Nedjadi &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.swordqueengames.com&#x2F;blog&#x2F;the-three-session-rule&quot;&gt;suggests that TTRPGs deserve a &amp;quot;3 session rule&amp;quot;&lt;&#x2F;a&gt;, an echo of the popular &amp;quot;3 episode rule&amp;quot; that&#x27;s often applied to exploring new anime: only after a few distinct engagements with the work can one form a sturdy initial opinion of it. His argument is reasonable, and it influenced my decision to put a complete Apocalypse Keys mystery to bed before sitting down to write out my impressions. It would have been difficult to truly assess the game without seeing the full arc of a mystery, including its crescendo with Unlocking Doom&#x27;s Door.&lt;&#x2F;p&gt;
&lt;p&gt;Impressions are, of course, constructed cumulatively; vagaries that kept recurring became additionally frustrating, but elements that didn&#x27;t stick the first time they came up landed better later. I wish I&#x27;d kept better notes on my feelings as I went, but the rule seems to hold; I needed to give Apocalypse Keys a few sessions before I had an answer the basic question of &amp;quot;do I like this game?&amp;quot; (criticisms aside, I certainly do). It&#x27;s also a clear reminder of the challenges of critiquing complex works of design like campaign-driven TTRPGs.&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, I think the whole package provides a lot to love; it features numerous on-ramps for player and Keeper narrative investment and a nice mix of Moves with different triggers and resolution mechanics. Crucially, my players also left the mystery excited to continue the campaign, looking forward to further luxuriating in the hope and despair that their playbooks promise to deliver. As with any campaign-oriented game, I still have plenty of questions to explore as I continue to play. Does the mystery structure hold with a higher &amp;quot;complexity&amp;quot; level (representing the amount of clues the Omens should pursue)? Can I bring Factions into play in a way that really makes the world feel bigger? Will the players engage with Ruin enough to risk losing their characters? Do the added Moves for playing a &amp;quot;Final Mystery&amp;quot; help bring the story to its zenith? I guess we&#x27;ll have to play to find out.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: EarthBound (1995)</title>
        <published>2024-05-13T00:00:00+00:00</published>
        <updated>2024-05-13T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-earthbound-1995/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-earthbound-1995/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-earthbound-1995&#x2F;images&#x2F;starman2.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;EarthBound, and the Mother series to which it belongs, is an arguably niche cultural object that&#x27;s seen a swell of popularity in the decades since its release, casting a long and fascinating shadow over the art that&#x27;s followed in its wake. It&#x27;s beloved for its dark, offbeat humor and psychedelic storytelling, which ripple through generations of indie RPG writing and design (Undertale being probably the most notable).&lt;&#x2F;p&gt;
&lt;p&gt;Beyond cultural reach, it also belongs to a genre that I&#x27;ve fallen away from as I&#x27;ve gotten older, my life busier and more complicated. The JRPG format, with its epic-scale plotlines and long sequences of repetitive combat encounters, is something I struggle to engage with today. It&#x27;s not mere disinterest; it&#x27;s impatience. When I chose EarthBound for this project, I hoped it might help me confront and retrain my hangups with works like it. Whether or not I succeeded... well, we&#x27;ll get into it!&lt;&#x2F;p&gt;
&lt;p&gt;But before I go on about my play habits, let&#x27;s talk about EarthBound itself.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-earthbound-1995&#x2F;images&#x2F;bombinside.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;EarthBound is an RPG that follows a suburban boy and his psychically-fated friends as they embark on an adventure to defeat a cosmic evil from beyond the stars. It&#x27;s fondly regarded for its unrepentant strangeness, its sense of humor, and its abundance of heart and aesthetic appeal. It delivers its charm in such a multitude of ways that it left me with a positive impression, despite some aspects failing to land.&lt;&#x2F;p&gt;
&lt;p&gt;Without nostalgia to guide me, I wasn&#x27;t really moved by the emotional heights of the story. The grandiosity of EarthBound&#x27;s tale is lost in its irreverence and its paper-thin protagonists. The party of heroes is characterized almost entirely by overt stereotype and exhausting gender tropes (I truly can&#x27;t believe Paula gets kidnapped &lt;em&gt;twice&lt;&#x2F;em&gt;), most of which come off poorly in a game so often praised as being satirical.&lt;&#x2F;p&gt;
&lt;p&gt;Instead, what I came to appreciate was a consistently charming writing voice that never quite runs out of cleverness. While there are plenty of plain old jokes, EarthBound also delivers a lot of silly caricatures in the form of NPCs and various Funny Little Guys: talking rocks and animals, the Mr. Saturns, Dungeon Man, etc. that keep the world surprising and fun. It also reinscribes its RPG vocabulary, replacing traditional status effects with things like &amp;quot;crying uncontrollably&amp;quot; and &amp;quot;feeling strange&amp;quot;.&lt;&#x2F;p&gt;
&lt;p&gt;EarthBound also playfully reinterprets staple JRPG mechanics. For example, Ness&#x27; ability to teleport between previous locations can only be performed by finding a long runway in the overworld to dash along. This reconfiguration of the spaces he&#x27;s exploring provides unexpected new puzzles to solve. Another example is Ness&#x27; companion Jeff. Jeff has no psychic abilities and unremarkable stats, but can repair broken items when the party stops to rest. These items become critical combat tools that damage enemies or defend allies. Adding nuance to both the “use an item” and “rest at a hotel” interactions makes Jeff feel like a mechanically unique party member without needing any unique menu options.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-earthbound-1995&#x2F;images&#x2F;struckbylightning.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;These mechanical departures are core to EarthBound&#x27;s quirky sensibilities. Not only are they setting up jokes and delivering punchlines (flubbing a teleport leaves the party cartoonishly covered in soot and freeze-framed in a startled pose; Jeff&#x27;s abilities eventually result in him carting around a Heavy Bazooka to fight with), they also demonstrate an admirable commitment to simply &lt;em&gt;being weird and unpredictable&lt;&#x2F;em&gt;. The same can be said about the soundtrack, which veers between jaunty jazz tunes full of references to various decades of American music, and dissonant, atmospheric backdrops that underscore the encroaching alien presence.&lt;&#x2F;p&gt;
&lt;p&gt;Despite the abundant charm, my dislike for the repetition of the JRPG format remains. EarthBound&#x27;s most grueling sections boil down to meandering dungeons, dense with enemies, that must be navigated with careful resource management so that the party is ready to take on the boss that awaits them at the end. The resource management is engaging, but the pacing is drawn out and the price of failure can feel steep. What &lt;em&gt;should&lt;&#x2F;em&gt; be a source of interesting tension is mostly just a looming sense of frustration.&lt;&#x2F;p&gt;
&lt;p&gt;I took my own measures to mitigate this, consistently leaning on the emulator&#x27;s save states before boss fights to avoid retreading dungeons on each attempt. Late in the game, I encountered a boss fight with only Ness in my party that &lt;em&gt;instantly KO&#x27;d me&lt;&#x2F;em&gt; with an unlucky opening move — ample justification for my save scumming tactics.&lt;&#x2F;p&gt;
&lt;p&gt;Qualms aside, though, EarthBound&#x27;s flair for the unexpected is what leaves me glad to have played it. It tells a rote story about a hometown hero saving the world, but it&#x27;s always wriggling in the grasp of its monomythic structure, deploying a grab-bag of genre tropes to surprise and bewilder its players. Its earnest heroism is balanced by a chaotic mix of oddball humor, creeping horror, and rampant psychedelia. Beyond all else, EarthBound is distinctive and memorable.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-earthbound-1995&#x2F;images&#x2F;heyyouguys.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;The most surprising thing I learned from playing EarthBound is that I truly wasn&#x27;t going to play it. In other words: the only reason I finished EarthBound was because I had the structure of the Backtracking project. As with System Shock before this, the tenacity required to see it through was ultimately rewarding. But EarthBound being as long as it is, and save states being as critical as they were, I felt the tension here more than any title so far.&lt;&#x2F;p&gt;
&lt;p&gt;Establishing an analytical lens was similarly challenging. The storytelling in EarthBound is so rampant with haphazard symbolism and off-kilter stereotypes (which seem to &lt;em&gt;gesture&lt;&#x2F;em&gt; at satire, but never say much) that I struggled to form a clear reading of it. After some digging into other critical analysis, I found that I can see more in its margins and assumptions than into its actual thematic ideas. Fans breathe much more life into the characters and the story&#x27;s maneuvers, but they felt largely superficial to me, which made it tricky to unravel how I felt about the story.&lt;&#x2F;p&gt;
&lt;p&gt;Nonetheless, I&#x27;m glad to have played it all the way through if only to have seen the entirety of its bizarre offerings and mechanical subversions. Even if I didn&#x27;t love &lt;em&gt;playing&lt;&#x2F;em&gt; EarthBound, I&#x27;ve had a good deal of fun watching it go by and thinking about it afterwards.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: System Shock (1994)</title>
        <published>2024-03-22T00:00:00+00:00</published>
        <updated>2024-03-22T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-system-shock-1994/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-system-shock-1994/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-system-shock-1994&#x2F;images&#x2F;dosbox_V4VekpptA2.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Despite its inclusion in the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Immersive_sim&quot;&gt;immersive sim&lt;&#x2F;a&gt; genre lineage, System Shock is broadly eclipsed by its 1999 sequel. But the original still represents a meaningful step within Looking Glass Studios&#x27; broadly influential output. It retains a niche following and, looking back, it evidently does a good deal of work establishing genre staples that would carry through to Deus Ex, Bioshock, and beyond.&lt;&#x2F;p&gt;
&lt;p&gt;System Shock was also recently remade from the ground up, releasing in May 2023 to a generally positive reception. I&#x27;ve only watched bits and pieces of the remake, but it&#x27;s clear that its multitude of minor changes cohere into a fairly differentiated game. Looking back at the original System Shock provides some perspective on the ever-present questions that plague the Video Game Remake Industrial Complex: Why remake this game? What changes were made? For whom is the remake intended?&lt;&#x2F;p&gt;
&lt;p&gt;And of course, despite its relative obscurity, one aspect of System Shock&#x27;s reputation precedes it: SHODAN, the evil A.I. who serves as the primary antagonist. SHODAN&#x27;s place in video game culture was likely cemented by System Shock 2, but she nonetheless plays an enormous role in the story and the very &lt;em&gt;identity&lt;&#x2F;em&gt; of System Shock. Who wouldn&#x27;t want to see the origin story of one of the &amp;quot;top video game villains of all time&amp;quot;?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-system-shock-1994&#x2F;images&#x2F;dosbox_8zXuExzVbZ-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;System Shock tells the story of a space station A.I. liberated from its ethical constraints at the behest of a rogue actor within the security company who built her. The setup is laid out in the opening sequence (&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=Wbu0yITIoXQ&quot;&gt;which rules, honestly&lt;&#x2F;a&gt;) and the story picks up as the nameless Hacker is tasked with fixing the mess he helped create.&lt;&#x2F;p&gt;
&lt;p&gt;From the opening moments, System Shock leans heavily on atmosphere and environmental detail. Every room serves some function in Citadel Station&#x27;s overall design. Most are filled with details that allude to past events: bodies, broken equipment, stashed weapons, and warnings scrawled on the bulkheads in blood (the &amp;quot;environmental storytelling&amp;quot; classic). The station is organized by levels with primary functions (engineering, research, storage, etc.), each of which contains important objectives and items. System Shock often makes fairly elegant use of backtracking, with most of its spaces being compact, intricate, and quick to revisit. However, some of Citadel Station&#x27;s many passageways and maintenance corridors are... let&#x27;s say &lt;em&gt;needlessly elaborate&lt;&#x2F;em&gt;, awkward exceptions to the general sense of intentionality.&lt;&#x2F;p&gt;
&lt;p&gt;Amid the corpses and debris throughout the station are audio logs, a now-ubiquitous narrative device (which likely owes some of its popularity to System Shock). They make for efficient storytelling, bolstered by a range of performances that characterize the many beleaguered-station-worker-turned-doomed-survivors. Workplace drama and squabbles between departments mix together with fragmented chronicles of harrowing attempts to contain SHODAN. System Shock covers a lot of the tonal ground that gives this storytelling technique its distinct feel, which echoes still in modern games from studios like Arkane.&lt;&#x2F;p&gt;
&lt;p&gt;SHODAN herself is a fascinating character. Unsatisfied with the limited parameters of her existence, she desires only to become a god, reforging the human race into a loyal army of mutants and cyborgs. Besides her iconic distorted and pitch-shifting voice, her mannerisms and motivations are far removed from stereotypical machine logic and instead register as eerily human. She&#x27;s spiteful, smug, and cruel; a released captive bent on violent and grandiose vengeance.&lt;&#x2F;p&gt;
&lt;p&gt;The actual &lt;em&gt;systemic&lt;&#x2F;em&gt; aspects of System Shock, which are a crucial part of its inclusion in the immersive sim lineage, are lighter than today&#x27;s standards but undeniably present. The freshly-built 3D engine allows the player to crouch and lean around corners and get movement upgrades like gravity-defying jump jets. There&#x27;s enough nuance to these systems to build novel solutions; in one particular case, I avoided enabling a bridge and used a combination of reflex enhancing drugs and movement enhancements to carefully leap a gap guarded by &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;shodan.fandom.com&#x2F;wiki&#x2F;Energy_Drain_Mine&quot;&gt;energy drain mines&lt;&#x2F;a&gt; and slip through a door. Small sequence breaks like this prove that the game is honest enough to its own simulation to allow these emergent solutions.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-system-shock-1994&#x2F;images&#x2F;dosbox_SkRKh2oFgE-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;Playing through System Shock turned out to be a pretty involved experience. I challenged myself to play the &amp;quot;classic&amp;quot; version rather than the 2015 &amp;quot;Enhanced Edition&amp;quot; re-release. That meant not only the original &lt;em&gt;look&lt;&#x2F;em&gt; of the game (which is mostly endearing and still evocative), but also the original &lt;em&gt;feel&lt;&#x2F;em&gt; of the game: specifically, no mouse-driven free-look option. Despite early challenges, I did begin to adapt to the elaborate keyboard controls that manage strafing, turning, looking up and down, leaning, and crouching. Ultimately, though, I reached a hard limit on my ability to move and react effectively with the clunky controls.&lt;&#x2F;p&gt;
&lt;p&gt;In the end, however, the tension &lt;em&gt;did&lt;&#x2F;em&gt; prove to be productive: I found myself reaching deeper into my proverbial bag of tricks (save scumming among them). Survival came down to planning and ingenuity rather than reflexes, which pushed me to engage with odd corners of the game&#x27;s systems. My choice of control scheme changed how I played the game in crucial ways, and I think my experience was richer for it (if also more time consuming). That said, I&#x27;m looking forward to more familiar control schemes in future picks for Backtracking.&lt;&#x2F;p&gt;
&lt;p&gt;Besides the experiential aspect, examining System Shock&#x27;s place in genre lineage was also rewarding. The storytelling-via-audio-log format is fully present, even though actual &lt;em&gt;audio&lt;&#x2F;em&gt; wasn&#x27;t added till &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;System_Shock#Production&quot;&gt;the CD-ROM release&lt;&#x2F;a&gt;. The logs tell disordered portions of stories, coloring in the early moments of SHODAN&#x27;s takeover and introducing a cast of recurring characters whose footsteps the player can follow. It&#x27;s an elegant way to combine a trail of mission objective breadcrumbs with a chaotic, nonlinear story of corporate recklessness, shithead executives, and desperate folks doomed by their collective indiscretion. Not only that, but it works hand in hand with a deeply interconnected and fictionally justified collection of spaces to explore. Having first encountered this lineage when I played Bioshock as a teenager, it&#x27;s fascinating to see how sturdy the foundation already was 13 years prior.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: Myst (1993)</title>
        <published>2024-02-05T00:00:00+00:00</published>
        <updated>2024-02-05T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-myst-1993/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-myst-1993/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-myst-1993&#x2F;images&#x2F;scummvm_roeMYTh9fs.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;Myst’s influence is hard for me to fully comprehend, given how young I was when it released, not to mention the many ways that adventure and puzzle games have shifted in the decades since. But it occupies a particular space in my memory alongside the eclectic collection of 90s games that my dad had installed on the various PCs we had while I grew up. Some of these were games he nudged me to try, some of them were his own favorites that I would see him playing every so often.&lt;&#x2F;p&gt;
&lt;p&gt;The primary games he played were first person shooters, many of which weren&#x27;t appropriate for me when I was especially young. Years before he shared games like Half-Life and Halo with me, he shared Myst. I remember very little, but I believe I only poked around at it, never really getting a foothold or progressing. To me, it remained a closed book, a vague curiosity that lingered from my childhood but that I&#x27;d never had the commitment to return to. In my imagination, Myst feels like a focal point of a certain kind of puzzle design, world-building, and fantastical storytelling; this was my impression even without ever playing all that much of it.&lt;&#x2F;p&gt;
&lt;p&gt;Now, having played it this year, I think that was even more true than I realized.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-myst-1993&#x2F;images&#x2F;scummvm_JB4j1WmDFP-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;I knew surprisingly little about Myst when I sat down to play it. I had a hazy memory of the island itself, of a few particular screens that stuck out in my memory. I never reached any of the ages when I dabbled in it as a child. I wasn’t honestly sure what to expect besides some puzzles and some world-hopping. What I didn’t expect was the precision of its craft.&lt;&#x2F;p&gt;
&lt;p&gt;In spite of its hand-wavy sci-fi concepts, Myst is a remarkably coherent object. It&#x27;s deeply committed to being an explorable world first and foremost. Its Ages (the other worlds accessible from the hub island) can be visited in any order, and the path to the end of the game can be completed in only a few minutes once the solution to its final puzzle is revealed. Despite being filled with small contraptions and puzzles, it does not make use of a classic point’n’click inventory system. Because of this, puzzles are largely self-contained, knowledge-driven, and rooted in the worlds themselves.&lt;&#x2F;p&gt;
&lt;p&gt;It took me an embarrassing amount of time to realize that I wasn’t going to be picking up and moving objects around (aside from the pages). There was a point during my explanation of the Stoneship Age, the first one I reached, when I suddenly understood that the elaborate scattering of items in the brothers’ rooms were entirely for the purpose of the narrative. The bottles of poison, the gilded furniture, and the strange contraptions were elaborating on the personalities and fixations of these two characters. The spaces that I was maneuvering through, though they &lt;em&gt;contained&lt;&#x2F;em&gt; puzzles and clues, were often primarily engaged in storytelling.&lt;&#x2F;p&gt;
&lt;p&gt;In pursuit of this story-first approach, Myst achieves a great deal of atmosphere within the limitations of mostly-static screens and sparing interactive elements. Reading the journals about each of the ages — in search of clues that will help you access them — creates a wonderful sense of anticipation and curiosity that pays off when arriving at each of those worlds.&lt;&#x2F;p&gt;
&lt;p&gt;Myst obviously means a lot to people for a number of reasons, but I think I can understand why it sticks so much in the collective imagination, why it sold so phenomenally in it’s day, and why it seems to justify a remake or remaster every decade or so. Its commitment to telling stories first, using puzzles as minimally-arbitrary friction to pace the adventure, makes it resonate as not just a sequence of challenges and solutions, but an actual place in which the characters spent time.&lt;&#x2F;p&gt;
&lt;p&gt;My favorite video game experiences involve exploring, learning, and coming to know a virtual place. From Hallownest to Zebes, from Gransys to Yharnam, I so often build my memories of games around the places they put me into. Now, 30 years after the fact, I finally paid a visit to the island of Myst and the worlds it connects to. Exploring such lovingly crafted spaces will always be a delight.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-myst-1993&#x2F;images&#x2F;scummvm_72seUFyfHE-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;I think Myst might have had a greater effect on me if I was a little older when I was first introduced to it. As a grade schooler, it seemed neat but outdated, not quite worth what little attention I was capable of directing at it. Its storytelling is indulgent in a very earnest way, employing a certain genre fiction tone that I think I could have appreciated if I’d found the patience to engage.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond just the attention span, Myst (together with A Link to the Past) has challenged my assumptions of just how obtuse, and in what ways, these early 90’s titles would really be. With Myst in particular, my perception of how dated it might be &lt;em&gt;actively held me back —&lt;&#x2F;em&gt; I found myself digging through the books in the library in search of esoteric clues before simply wandering the island and interacting with marker switches.&lt;&#x2F;p&gt;
&lt;p&gt;A lot of the difficulty in puzzle and exploration games comes from a mismatch between player expectation and developer intention. What the developers think is obvious may be easily missed by a player who was looking for something else. I think an important takeaway from these two games is that I can broaden the space in which I’m looking for solutions. Rather than scouring books for hidden messages, I probably should have been trying to better understand the interactive elements that I’d already encountered.&lt;&#x2F;p&gt;
&lt;p&gt;I hope this takeaway helps me meet older games where they are a little better than I have so far. It’s possible that I’m going to need it for the next one.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backtracking: A Link to the Past (1992)</title>
        <published>2024-01-20T00:00:00+00:00</published>
        <updated>2024-01-20T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backtracking-a-link-to-the-past-1992/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backtracking-a-link-to-the-past-1992/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-a-link-to-the-past-1992&#x2F;images&#x2F;2024010722375000_s.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Backtracking&lt;&#x2F;strong&gt; is a blogging project that I’m embarking on in 2024 in which I will play one game from each year since I was born. My goal is to engage with games I’ve never played and divert some of my attention away from new releases and towards older titles. I hope to cross off some major backlog items, learn more about the influences and intertexts that informed the games I grew up with, and practice my analytical skills. I’m using US release dates as the relevant year for my selections.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;why-i-chose-this-game&quot;&gt;Why I Chose This Game&lt;&#x2F;h2&gt;
&lt;p&gt;A Link to the Past has been a source of curiosity for me for many years now. Nintendo games weren’t a huge part of my earliest gaming memories, with the notable exception of the Super Mario Bros. cartridge that was one of the first to grace my GameBoy Color. Besides that, many of my earliest video game experiences were with PC titles or on the PlayStation, the first home console I owned.&lt;&#x2F;p&gt;
&lt;p&gt;Surprisingly, I never sat down to play through a Legend of Zelda game until the summer of my sophomore year of college, when I bought a used Wii console with the intention of poking my head into a parallel world of video games that I&#x27;d missed growing up. I’ve worked my way through a number of Zelda titles since then, mostly played via re-releases with added conveniences. There are a few I’d still like to get to, but none loomed so large on my backlog as A Link to the Past.&lt;&#x2F;p&gt;
&lt;p&gt;A Link to the Past appears is widely regarded as the originator of the Legend of Zelda formula that carried through into multiple console generations of subsequent titles. I don’t feel like I can comment on these claims without starting all the way back at The Legend of Zelda (the first in the series), but A Link to the Past clearly includes all the core elements. It’s an object of immense nostalgia for some folks, a formative experience for many who played it near its release. It casts a shadow too big to ignore.&lt;&#x2F;p&gt;
&lt;p&gt;I also think it’s a perfectly fitting way to start my Backtracking project: with an earlier title in a series that resonates with me today, a connection back to its roots… a link — if you will — to the past.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-a-link-to-the-past-1992&#x2F;images&#x2F;2024011922075400_s-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-i-thought&quot;&gt;What I Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Imagining that I have anything especially insightful to say about A Link to the Past is a little ridiculous. Even arriving at it with a modern perspective is not especially novel, as it&#x27;s still popularly played and replayed and watched and speedrun to this day. It sits at a crucial turning point in the series&#x27; lineage. It’s a refinement of the previous two titles, using the power of a new console to realize a much more detailed and complex world. But it’s also the crystallization of an identity that would define the series for two decades to follow, bringing in iconic elements like the Master Sword and recurring themes like travel between parallel worlds.&lt;&#x2F;p&gt;
&lt;p&gt;I’m a fairly casual fan of the series, but it’s one I return to often to visit pieces of history that I missed during a childhood spent on PlayStations and PCs. Perhaps the most remarkable thing I encountered was how elegantly guided the game could be. A Link to the Past guides its players with only only map markers, sparing dialogue, and a scattering of hints (some of which require greasing the palms of NPCs). Despite a few especially convoluted interactions, almost every puzzle or challenge I encountered in the game felt solvable with enough intuition and experimentation. On many occasions, just before I became frustrated and looked up a solution, I would find a hint or a secret or a missed detail that kept me engaged with the puzzles being presented.&lt;&#x2F;p&gt;
&lt;p&gt;I leaned on the Switch SNES emulator&#x27;s Save State feature in the later in the dungeons to avoid losing several minutes on every boss attempt. But despite those particular moments of heavy progress loss, I found that I rarely needed them for anything else. With a few exceptions (looking at you, Ice Palace), most of the dungeons provided some tools to replenish resources after a death, or shortcuts to reach the boss room more easily.&lt;&#x2F;p&gt;
&lt;p&gt;One of the most fundamental conceits of A Link to the Past is the Dark World, a parallel dimension that overlaps the overworld of the game. It provides a dramatic degree of complexity and challenge to traversing the world and brings gravitas to the apocalyptic stakes of the game’s adventure. I was regularly surprised with how carefully crafted and gated off the world was, driven by access to new tools discovered in the dungeons. The Dark World is enigmatic and scary, and much more compelling to explore than I expected. I&#x27;d love to find an analysis of its imagery, which feels as if it draws from a wide variety of influences (the gorilla statues adorning the Dark Palace, the enormous pyramid in the middle of the map, the alien-looking bones in the forest). Overall, I can see why the overlapping worlds concept was compelling enough to be remixed in so many future titles.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backtracking-a-link-to-the-past-1992&#x2F;images&#x2F;2024010713451000_s-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reflections&quot;&gt;Reflections&lt;&#x2F;h2&gt;
&lt;p&gt;My primary takeaway from playing this game is that I underestimated the elegance of the player guidance and direction in games of this age. While some boss fights were a miserable trek from the entrance, others had cleverly-placed exits to the overworld that moved the respawn point. While some hints were entirely insufficient, others were subtle and helpful, rewarding my attention to detail. I consulted a walkthrough only a few times, and each answer I got was one I had already been very close to finding on my own. I ultimately leaned much more on save states than walkthroughs.&lt;&#x2F;p&gt;
&lt;p&gt;I’m not about the become the “games were better when they didn’t &lt;em&gt;hold your hand&lt;&#x2F;em&gt; all the time” guy, but I think I have a keener respect for the subtleties and depth of player guidance in earlier games. Popular titles of the 80s and 90s had reputations for being heinously obtuse, but I think some of the more elegant design elements are often glossed over as less remarkable by all but the most enthusiastic. A Link to the Past isn&#x27;t a breeze today, but with save states, it&#x27;s extremely playable and enjoyable.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Game of the Year 2023</title>
        <published>2024-01-04T00:00:00+00:00</published>
        <updated>2024-01-04T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-of-the-year-2023/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-of-the-year-2023/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;Cocoon-12_21_2023-11_27_42-PM.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It&#x27;s finally time for a one-pager(-ish) game-of-the-year list. As usual, this simple annual critical writing exercise has ballooned into a whole operation that sucks up half my holiday break. As taxing as it&#x27;s been, it feels good to make it to the end. I&#x27;m fairly happy with the breadth of games I played this year; helping to operate the Indie Game Club at my workplace put a more interesting spread of games on my radar, both the ones we actually played, and many nominees that weren&#x27;t selected.&lt;&#x2F;p&gt;
&lt;p&gt;Over the last two weeks, I&#x27;ve written nearly 1000 words about each of my top 10 games. That&#x27;s probably more than anyone needs to read, so without further ado, here&#x27;s a much more condensed version of that list. Without further ado, my top 10 games of 2023!&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;10-cocoon&quot;&gt;10. COCOON&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;universe_2023-12-24_16-36-23-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I don&#x27;t think that Cocoon is a perfect game, but it might be a perfectly &lt;em&gt;crafted&lt;&#x2F;em&gt; one. Its attention to detail is impeccable, its soundscape is eerie and alien, its visual design is consistently striking. This precision extends to its puzzle design; even though its world is continuous, the individual puzzles are hemmed in carefully to help the player understand what they&#x27;re working with. While I wish it had gone farther with some of its ideas, I appreciated the incredible focus and clarity in all aspects of its design. Also, it&#x27;s got some great creepy crawlies.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-10-cocoon&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;9-the-talos-principle-ii&quot;&gt;9. The Talos Principle II&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;steamuserimages-a.akamaihd2-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The Talos Principle 2 is an unexpected and ambitious sequel, but not in the ways I expected. It further refines the puzzle gameplay of its original, but more importantly, it provides a compelling cast of characters with real problems to solve. These characters and their beliefs ground what would otherwise be myopic philosophizing and lead to interesting questions and choices. Even if it still breaks down to cleanly into a few big ideologies, its cast brings a real gravity and humanity to the storytelling, helping build a compelling mystery and difficult choices.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-9-the-talos-principle-2&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;8-metroid-prime-remastered&quot;&gt;8. Metroid Prime Remastered&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;2023020900382100-0B3EAA668777B67B76600A7290A94AFC-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Metroid Prime Remastered brings a landmark game into much sharper focus by adapting modern control schemes. Similar to how the Wii remake made Metroid Prime newly approachable, this remaster adds classic dual-stick first person movement. Moreover, the world of Tallon IV has been carefully upscaled without ever losing a degree of uncanny, low-poly smoothness. The visual and audio identity of the game feels fully intact despite the upscaling. While some minor design details still feel archaic, Metroid Prime is a truly remarkable accomplishment, and it’s still a joy to experience it today.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-8-metroid-prime-remastered&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;7-infinite-guitars&quot;&gt;7. Infinite Guitars&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;Infinite-Guitars-12_27_2023-10_13_18-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Infinite Guitars is admittedly a rough game. It has serious pacing issues and an unfocused jumble of gameplay mechanics. But it also has the soul of a particular sort of mecha anime, with storytelling that sticks the landing in a genuinely affecting way. On top of that, it has moments of incredible style. Special attack animations are exaggerated and joyous. The soundtrack packs a lot of variety into a short runtime, and all of its tunes are too catchy to overstay their welcome. It’s overlong and clumsy, but it was undeniably worth my time.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-7-infinite-guitars&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;6-chants-of-sennaar&quot;&gt;6. Chants of Sennaar&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;20231209160657_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Chants of Sennaar is a clever puzzle adventure game about language, interpretation, and translation. It’s a spin-off?? of the tale of the Tower of Babel in which the player ascends the tower and interacts with linguistic enclaves on each level, interpreting each language and solving point’n’click-style puzzles. It involves some tricky deduction challenges, but gives the player a lot of room to them work out. Like Cocoon, I wish it went farther with some ideas. But I can’t deny the fact that it’s carefully tuned to provide a fun and engaging experience.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-6-chants-of-sennaar&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;5-alan-wake-2&quot;&gt;5. Alan Wake 2&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;18cba0e9fb646-screenshotUrl-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Alan Wake 2 is a game about a writer trapped in a strange dream dimension, where his art rewrites the real world outside. It’s completely absurd and over-the-top, probably one of the most on-its-bullshit games I’ve ever played. It weaves a love of genre storytelling into a ridiculous metafictional powerhouse, and it does so with an astounding flair for visual and audio design. Everything I’ve loved about prior Remedy games is here in full force, cohering into something complete and wonderful. Middling survival horror gameplay aside, it’s a truly unique experience.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-5-alan-wake-2&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;4-hi-fi-rush&quot;&gt;4. Hi-Fi Rush&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;Hi-Fi-RUSH-12_30_2023-10_11_04-PM-1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Hi-Fi Rush is the latest in a trend of rhythm-gamifying other genres, in this case, a character action game like Bayonetta. It’s bright, colorful, cartoony fun, bursting with catchy tunes. It cleverly layers character action combat ideas an into a stylish brawler with an upbeat rock’n’roll coat of paint with the energy and heart of a superhero cartoon. If you’ve ever wanted to combine the feeling of a Devil May Cry S rank completion with a guitar hero song full combo, this game is probably the best way to chase that high.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-4-hi-fi-rush&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;3-wildfrost&quot;&gt;3. Wildfrost&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;20231221234725_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Wildfrost is a dense and satisfying roguelike deckbuilder with an interesting layer of tactical position management between its two combat lanes. It has a steep difficulty curve that it justifies with compelling variety and relatively brief and punchy runs. The quick ramp up means fewer rote fights and more time spent pushing against real challenges. It’s certainly not flawlessly balanced, but it’s tuned to feel brutal, rewarding, and fair. Meaningful decisions are frequent, and an amazing run can go up in smoke from one wrong move. All that, plus some very cute, cartoony art and a jaunty soundtrack.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-3-wildfrost&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;2-venba&quot;&gt;2. Venba&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;Venba-12_21_2023-11_38_57-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Venba is a narrative cooking game about the lives of a South Indian family who moves to Canada in the 80s. It’s heartbreaking, warm, and full of love and sorrow alike. It uses a deeply specific cultural depiction that invites players into its specificity, wants them to learn about its people and culture and recipes. But it also sees the shared threads of immigrant experience and tells a story that resonates across cultures. Venba has a lot of hope in its heart, but it knows that there will be regret and heartbreak along the way.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-2-venba&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;1-lies-of-p&quot;&gt;1. Lies of P&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2023&#x2F;images&#x2F;LOP-WinGDK-Shipping_5jc11yame7-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Lies of P is a well-oiled machine of a soulslike, brimming with carefully honed ideas from its inspirations as well as thoughtful and creative innovations. So many of its minor mechanical details lead to interesting decision making, exciting risk&#x2F;reward management, and unexpectedly deft storytelling. It gave me a series of challenging fights that were all an absolute joy to slowly dismantle. At a time when my work was ill-defined and frustrating, Lies of P gave me the most incredible feelings of triumph, mastery, and progress that I&#x27;ve had from video games since Sekiro.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2023-1-lies-of-p&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;looking-forward&quot;&gt;Looking Forward&lt;&#x2F;h2&gt;
&lt;p&gt;There are a great many games that I didn&#x27;t find time for in 2023, and I always enjoy adjusting my queue as I read the end-of-year articles from my favorite critics. I hope that my list convinces you to try something you might not have planned to.&lt;&#x2F;p&gt;
&lt;p&gt;I also hope that the next year leads to movements for sustainability and stability in the video game industry. Games may be made with mountains of multi-disciplinary creativity, but they&#x27;re fundamentally made with labor. I hope there are meaningful labor organizing opportunities for games workers at both large studios and indie outfits.&lt;&#x2F;p&gt;
&lt;p&gt;This year, I&#x27;d like to cap off my list with a few resolutions about how I want to play, think critically about, and write about games in the coming year. Here are my goals for 2024:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Post something on this blog each month throughout the year&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;Relatedly, I want my eventual top 10 list to be &lt;em&gt;only&lt;&#x2F;em&gt; a distilled list at the end of 2024 like this post (not a 12-post odyssey); I&#x27;ll feel justified if I write more throughout the year&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;Start a &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;backloggd.com&quot;&gt;backloggd&lt;&#x2F;a&gt; account and begin writing brief reviews of games that I play as I complete them (or drop them)&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;Branch out a bit from video games and do some critical writing about tabletop RPGs&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;Happy new year!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #1 Lies of P</title>
        <published>2024-01-04T00:00:00+00:00</published>
        <updated>2024-01-04T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-1-lies-of-p/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-1-lies-of-p/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-1-lies-of-p&#x2F;images&#x2F;LOP-WinGDK-Shipping_5jc11yame7.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Lies of P is a soulslike action game from Korean developer Round8, a subsidiary of Neowiz. It&#x27;s a blatantly ridiculous Pinocchio retelling in the moody, gothic style of Bloodborne. Drawing heavily from the entire breadth of From Software&#x27;s &amp;quot;Souls&amp;quot; lineage, it unites a variety of ideas while carving out its own iterations and building a unique identity.&lt;&#x2F;p&gt;
&lt;p&gt;The story of Lies of P revolves around a &amp;quot;puppet&amp;quot; boy, a mechanical being designed to obediently serve humans. What was seemingly a city of excitement, culture, and technological innovation (at least, for the wealthy) has become a dystopian wasteland in the wake of a mass puppet revolt. All over the city of Krat, robotic servants, police officers, workers, and so on have been driven to a murderous rampage while a horrific plague spills out of quarantine. The unnamed protagonist, a creation of the inventor Geppetto, has the unique ability to break what are essentially just &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Three_Laws_of_Robotics&quot;&gt;the three laws of robotics&lt;&#x2F;a&gt; (plus a fourth one about telling lies). Using this capability, he must defeat the untold horrors that lurk about Krat, rescue survivors, and stop the enigmatic forces that are strangling the city.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-1-lies-of-p&#x2F;images&#x2F;Lies-of-P-1_3_2024-7_47_13-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-sum-of-its-parts&quot;&gt;The Sum of its Parts&lt;&#x2F;h2&gt;
&lt;p&gt;Lies of P&#x27;s action pits you against all manner of hulking machines and horrifying monsters (and on occasion, both at once). Mini-bosses stalk key areas in the world and become formidable obstacles all on their own. The combat design unabashedly works off of a &amp;quot;soulsborne&amp;quot; scaffolding, thoughtfully assembling components of Bloodborne, Sekiro, and Dark Souls into a surprisingly coherent hybrid. But it&#x27;s not just the borrowed mechanics that are well-considered; there are great design ideas in its elaborations and innovations. For brevity&#x27;s sake, I&#x27;ll explain just a couple: weapon combining and the pulse cell recharging.&lt;&#x2F;p&gt;
&lt;p&gt;Most of the weapons in the game can be disassembled into two parts: a handle, which affects attribute scaling and attack patterns; and a blade, which affects base damage and damage type. Any given pairing of blade and handle forms a weapon with its own weight, reach, and special attacks contributed by the combined parts. I found myself sticking sword blades onto the ends of massive axe handles for ridiculous reach and high motivity (strength) scaling. I often discovered new weapons that presented compelling combination choices. Moreover, I accumulated enough upgrade materials to meaningfully experiment throughout the game; I was changing my weapons dramatically all the way till the end to meet late-game fights from different angles. The weapon variations do ultimately have their limits, but there&#x27;s an impressive breadth of possibility and space to explore it.&lt;&#x2F;p&gt;
&lt;p&gt;Healing items are a crucial element of the tension of combat. Lies of P&#x27;s pulse cell item is very similar to Dark Souls&#x27; recharging Estus Flask, but with one key exception: when all pulse cell charges are depleted, an additional charge can be &lt;em&gt;generated&lt;&#x2F;em&gt; in combat by landing several attacks. This means that even when a fight gets desperate, enough carefully delivered hits can restore a crucial bit of health necessary to snatch victory from the jaws of defeat. It&#x27;s an absolute thrill to be down to the wire, just barely managing to restore a healing charge and stay in the fight a bit longer. It happened more often than I expected, but it was never such a boon that it relieves the desperation.&lt;&#x2F;p&gt;
&lt;p&gt;Like these elements, a good majority of the mechanical ideas in Lies of P provide engaging tools to balance risk and reward in different ways. The result is a potent cocktail of tried-and-true action combat staples and clever twists and flourishes that introduce new drama and excitement.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-1-lies-of-p&#x2F;images&#x2F;LOP-WinGDK-Shipping_Wm24P4ZLhD-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;telling-lies&quot;&gt;Telling Lies&lt;&#x2F;h2&gt;
&lt;p&gt;Lies of P&#x27;s storytelling is delivered via a gradual accumulation of characters, discovered notes, and access to new areas that build out the identity of Krat. It&#x27;s deeply committed to its moody, melodramatic overtones, but never too proud to have goofy and blustery characters. It has a recurring fascination with truth, deception, and the ever present question of who can truly be trusted. Underlying this is the occasional dialogue choice, which may trigger reactions in the protagonist that indicate a proximity towards humanity or towards his machine nature. These choices can be small things, including taking the time to listen to music on records found in the world. These little details bring moments of nuance to many of the tragic characters and have surprisingly poignant implications about the value of art, empathy, and kind lies.&lt;&#x2F;p&gt;
&lt;p&gt;Despite this inner kindness, Lies of P is also drenched in grotesquery, injustice, corruption and callousness. The city of Krat is fully and truly collapsed, a supposed technological marvel turned endless nightmare. The hubris and cowardice of its powerful and elite drive the destitute into further desperation. Unpredictable mercenaries are nearly all who are left out int he world, and its few other survivors endure immense suffering and loss. The only true haven is the hotel that forms a home base as the story unfolds, but not everyone will reach it or be allowed in.&lt;&#x2F;p&gt;
&lt;p&gt;The game&#x27;s story eventually spills outward from a sci-fi-inflected Pinocchio retelling and into something more heightened and heroic. Other narrative threads unfurl and its final chapters delve into some grander JRPG-style ideas much farther afield of the fairytale. Ultimately, though, its strengths are in its little moments, giving narrative weight to decisions by adding what appear to be cryptic mechanical consequences.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-1-lies-of-p&#x2F;images&#x2F;LOP-WinGDK-Shipping_kNnWzp3ee7-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;I won&#x27;t explain my relationship the Souls series and its legacy; I do that &lt;a href=&quot;..&#x2F;goty-2022-2-elden-ring&#x2F;&quot;&gt;year&lt;&#x2F;a&gt; after &lt;a href=&quot;..&#x2F;top-10-games-2019-2-sekiro-shadows-die-twice&#x2F;&quot;&gt;year&lt;&#x2F;a&gt;. It&#x27;s been almost 8 years since I first dipped a toe into Dark Souls, and by now I&#x27;ve played a couple dozen games in its design lineage. It&#x27;s become one of my genre fixations, one in which I&#x27;m always curious to see another development studio&#x27;s take on the formula, always excited to see it to challenged and elaborated.&lt;&#x2F;p&gt;
&lt;p&gt;Lies of P did this so well that it had a &lt;em&gt;vice grip&lt;&#x2F;em&gt; on me. I played it every evening for weeks. I found myself streaming my gameplay to friends and watching them play in turn, comparing our strategies and approaches. Its boss fights may have been ruthless, but they provided me with a meditative sense of steady, meaningful progress. Lies of P landing at #1 maybe says as much about where &lt;em&gt;I&lt;&#x2F;em&gt; was at mentally when the game launched than about the game&#x27;s own superlative quality. But it was the right sort of difficult-but-surmountable challenge that I needed, and it would be dishonest to place it anywhere else. And besides, the love and attention with which it was crafted makes it thoroughly worthy of the honor.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #2 Venba</title>
        <published>2024-01-03T00:00:00+00:00</published>
        <updated>2024-01-03T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-2-venba/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-2-venba/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-2-venba&#x2F;images&#x2F;Venba-12_21_2023-11_38_57-PM.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Venba is a narrative cooking game from the small team of developers at Visai Games. Its lead developer, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;brownmoney__&quot;&gt;Abhi&lt;&#x2F;a&gt;, describes it as an exploration of the relationship between first-generation immigrant parents and their assimilated children.&lt;&#x2F;p&gt;
&lt;p&gt;The core mechanical idea of Venba is a series of cooking minigames that are interleaved with the story and dialogue scenes. Each one aids in telling the story of Venba and her husband Paavalan as they contend with a new life together in Toronto after moving away from their home in southern India. After their son Kavin is born, they navigate the challenges of raising him in a place with different opportunities, but a much greater distance from the home they know. Cooking plays many roles, from providing simple staples for packed lunches to attempting nostalgic recipes from an old cookbook that Venba&#x27;s mother made for her.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;food-for-thought&quot;&gt;Food For Thought&lt;&#x2F;h2&gt;
&lt;p&gt;Many of the cooking sections involve some light puzzle solving to fill in the gaps in the incomplete instructions from Venba&#x27;s mother. Advancing past these sections may involve some trial and error to get everything to come out right. But they&#x27;re grounded in real home cooking techniques, and the possibility space is small enough to prevent any serious roadblocks. Executing the steps, once you know them, is as simple as moving objects around the screen; the various actions are tactile and engaging, but not overly precise or fiddly. Without ever taxing the player too much, the puzzling and the mechanical steps convey the effort that it takes to cook for other people, but also the deep satisfaction that it can bring.&lt;&#x2F;p&gt;
&lt;p&gt;While Venba&#x27;s ideas about cooking are familiar to immigrant families of many different backgrounds, its specificity is also deeply important. I&#x27;ve never personally attempted any of the recipes in the game, but as best as I can determine, the Tamil recipes that it features are lovingly rendered, with attention paid to critical nuances in technique. It inspires a sense of curiosity in players who may never have tried these dishes, and a mouthwatering familiarity in those that have had them before. I can&#x27;t think of many video games that have presented me with real dishes that I hadn&#x27;t ever heard of before: Venba accomplishes this (despite my familiarity with some of the dishes, which are also popular with my Bengali family). I truly believe that Venba could inspire players to attempt recipes themselves or seek out restaurant preparations of dishes they may not have otherwise known about, and I hope that it does.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-2-venba&#x2F;images&#x2F;Venba-12_21_2023-11_37_18-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;lost-in-translation&quot;&gt;Lost In Translation&lt;&#x2F;h2&gt;
&lt;p&gt;Venba&#x27;s storytelling is driven by its cooking, but its dialogue writing in between cooking scenes is concise and poignant. Rather than being strictly autobiographical of its lead writer, its constructed from many vivid and personal details from the whole developer team. Its music is &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.polygon.com&#x2F;23793949&#x2F;venba-preview-cooking-game-tamil-cuisine&quot;&gt;inspired by the soundtracks of Tamil films&lt;&#x2F;a&gt; throughout the years that it spans, its art is colorful, rough-edged and expressive. Its scenes are populated with small details that reveal the tension between the comfort of assimilation and the things we leave behind along the way.&lt;&#x2F;p&gt;
&lt;p&gt;The story skips through the years and visits its characters at different times, finding just the right moments to bring into focus. Rather than fixating on major events, it also includes subtle turning points or moments of introspection that communicate how the characters have grown and changed. The depiction is honest, warm, and sympathetic, drawing attention to the casual cruelties of family but also reminding us why we&#x27;re compelled to forgive them.&lt;&#x2F;p&gt;
&lt;p&gt;Venba&#x27;s story walks a careful line, balancing hopefulness with a sometimes-bleak acknowledgement of hardship and alienation. The melancholy is an important element, a necessary part of witnessing the ways that immigrant experiences transform our relationship to culture and family history. In the wake of regrets and detachment, we can find true connection and closure.&lt;&#x2F;p&gt;
&lt;p&gt;Even though Venba&#x27;s language and regional cuisine don&#x27;t line up exactly with my family&#x27;s, I can see the echoes in my own relationship to my Bengali family: the roughly-transcribed recipes from my grandmother that I&#x27;ve tried to make, the distance I feel when my mom&#x27;s family speaks to one another in a language I never learned. I know deep down that it isn&#x27;t too late for me to strengthen those connections... but I also know that it demands a lot of effort, introspection and humility. I doubt that Venba intends to &lt;em&gt;guilt&lt;&#x2F;em&gt; me, but I believe it hopes to remind me that connecting to one&#x27;s roots can be worthwhile. Our parents and grandparents still have stories that they haven&#x27;t told us; there are recipes we&#x27;ve not yet made together.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-2-venba&#x2F;images&#x2F;Venba-12_21_2023-11_36_05-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;In a sense, Venba lands so highly on my list because of its excellent focus and coherence. It&#x27;s a well-honed piece of art that knows exactly which narrative tools to use, and when. Its use of cooking as storytelling is more than meets the eye, deeply attentive to details and to the many different contexts in which we cook for one another. It never quite complicates its mechanics so much to detract from the ideas conveyed, and it&#x27;s short enough to easily play in an evening.&lt;&#x2F;p&gt;
&lt;p&gt;But the real reason it lands so highly is how it made me feel. I&#x27;ve found that as I get older and have a wider range of experience, I&#x27;m less often truly emotionally affected by games in the ways I once was. I recall my emotional responses to video games as I&#x27;ve grown up and see fewer and fewer that affect me the way Gone Home, The Walking Dead, The Last of Us, and many others did when I first played them. Maybe those games were all just that good, maybe I&#x27;ve become less easily affected; probably a little of both. Venba was the first game in a long time to make me cry. I wasn&#x27;t ready for it to strike so close to home for me, but I&#x27;m glad that it did. I should go call my grandma.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #3 Wildfrost</title>
        <published>2024-01-02T00:00:00+00:00</published>
        <updated>2024-01-02T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-3-wildfrost/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-3-wildfrost/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-3-wildfrost&#x2F;images&#x2F;20231221234725_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Wildfrost is a roguelike deckbuilder developed by Deadpan Games with character design and art by Gaziter. It joins a genre that&#x27;s now well-established, but not yet exhausted. The niche is so popular that any new contender must establish a strong identity and unique gameplay variations to hold its own. Wildfrost may not have the sheer laser-honed balance of some of its contemporaries, but it delivers a compelling application of the core ideas and it stands out from the pack.&lt;&#x2F;p&gt;
&lt;p&gt;Wildfrost tells the story of a small band of tribes in a world cast into eternal winter, as they seek to restore the storm-shrouded sun. Each combat encounter takes place amidst two lanes, where attackers target directly across by default (though some attack in different ways). Moving cards around between lanes or returning them to your hand can be done freely, allowing the player to restructure their lineup in order to allocate damage appropriately. Between runs, the home base area can be upgraded and rebuilt to provide access to new hero cards, new tribes that have deploy different combat abilities, additional item cards, and more.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;changing-lanes&quot;&gt;Changing Lanes&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-3-wildfrost&#x2F;images&#x2F;20231221235049_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The most unique element — and perhaps the primary reason that Wildfrost is such a compelling entry to an already-stacked genre — is the ability to freely rearrange units across its two lanes in between turns. The turn only advances when a card is played or a hand is redrawn. Positioning units to focus down enemies, avoid dangerous counterattacks, tank hits, and make the most out of status effects is a strategic undercurrent that informs every single move the player makes.&lt;&#x2F;p&gt;
&lt;p&gt;The card draw economy is also interesting: an entire new hand can be drawn at any point at the cost of a turn. Once enough cards in the current hand are exhausted, the redraw action becomes free and no longer incurs a turn, allowing you to refill your hand without consequence once you&#x27;ve mostly emptied it. This means that a couple of bad draws won&#x27;t really be enough to end a run. Typically, a truly bad hand can be thrown away early to cycle in better cards. Decks start out small, not crowded by too many generic actions, making the decisions to modify them feel very impactful.&lt;&#x2F;p&gt;
&lt;p&gt;Over the course of a run, various upgrade stations will introduce new hero cards, provide charms that can upgrade existing cards to enhance their effects or add new ones, or allow various other benefits. The sequence of map nodes explored feels like a very pared-down version of Slay the Spire&#x27;s map, with fewer but slightly more impactful choices. Balancing your choices becomes its own strategic layer as new late-run difficulty barriers come into focus. Since many of the home base upgrades are tied to specific actions and feats to be performed during runs, the progression system encourages variation of playstyle and tactics.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;one-wrong-move&quot;&gt;One Wrong Move&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-3-wildfrost&#x2F;images&#x2F;20231221235030_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Wildfrost&#x27;s combat encounters start simple, but the complexity ramps up sharply. A single successful run is not especially long, so the escalation can feel breakneck at first. This is, ultimately, a good thing. It means that the earlier fights that you quickly work out will not be taking up a major portion of your time as you push to reach further into your runs, and that no individual loss is too catastrophic. Run-ending missteps can be brutal and sudden, the result of a single small miscalculation unraveling into myriad consequences. It&#x27;s harrowing, but it feels increasingly more fair with the quality-of-life improvements that the developers have made to over the course of the nine months or so since launch.&lt;&#x2F;p&gt;
&lt;p&gt;The information economy has improved meaningfully since release, clarifying the sequences of events that will occur on the next turn and indicating when certain modifiers will increase damage output. It still demands a fair bit of mental calculus and attention to detail, which can easily get away from you if you&#x27;re not cautious, but it&#x27;s trending towards a place that feels substantially more accommodating. Even though the rules can be discovered and internalized by trial and error, the UX improvements that Wildfrost has made bring it closer to fully justifying those swift, bitter defeats. You can only say &amp;quot;I didn&#x27;t think that would happen&amp;quot; the first time you see something happen.&lt;&#x2F;p&gt;
&lt;p&gt;Despite the steep shifts in challenge level, Wildfrost retains a tremendous degree of charm due to its dynamism and efficiency. To top it off, the aesthetic elements that surround the game design are an absolute delight. Character and enemy art, contributed by artist and character designer &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;Gazite&quot;&gt;Gaziter&lt;&#x2F;a&gt;, is endlessly cute and expressive. &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;paulzimmermann.bandcamp.com&#x2F;album&#x2F;wildfrost-original-game-soundtrack-2&quot;&gt;Paul Zimmermann&#x27;s soundtrack&lt;&#x2F;a&gt; is full of folk instrumentation and catchy, syncopated little movements that amp up the sense of drama without ever overshadowing the action of the game itself. Even when I have a podcast on in the background during a run, I&#x27;ll always want the game&#x27;s own soundscape playing just underneath it — it&#x27;s simply too good and too fitting to be silenced.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-3-wildfrost&#x2F;images&#x2F;20231221235535_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Wildfrost launched in April of 2023, only a week or so before I spent three weeks traveling. It was perhaps not the most relaxing companion to have while I was abroad, but it was certainly an engrossing one. I was following along with several friends who were also playing it at the same time, collectively celebrating each others&#x27; victories, commiserating over abrupt defeats, and rolling our eyes at that one friend who&#x27;s insufferably good at this kind of game.&lt;&#x2F;p&gt;
&lt;p&gt;Wildfrost is also one of the only games I&#x27;ve picked up on and off all year as a palette cleanser or for a bit of variety. It&#x27;s a little too intense to call it &amp;quot;cozy&amp;quot;, but it&#x27;s comfortable to return to periodically. I&#x27;m really delighted to have found my latest one of these to pick at from time to time. Whether it&#x27;s consuming all of my attention or just something I pick up for a quick run every so often, I think it&#x27;s going to remain in the &amp;quot;ongoing&amp;quot; status in my game tracker for a while longer.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #4 Hi-Fi Rush</title>
        <published>2024-01-01T00:00:00+00:00</published>
        <updated>2024-01-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-4-hi-fi-rush/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-4-hi-fi-rush/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-4-hi-fi-rush&#x2F;images&#x2F;Hi-Fi-RUSH-12_30_2023-10_11_04-PM-1.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Hi-Fi Rush is a new IP from Tango Gameworks, the Bethesda subsidiary behind Ghostwire: Tokyo and the Evil Within series. It&#x27;s a surprising departure in style for the studio, and it arrived fully formed with no prior promotion whatsoever. Thanks to its launch on Xbox Game Pass — a service that has somehow not yet gone to shit, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.theverge.com&#x2F;2023&#x2F;6&#x2F;21&#x2F;23768400&#x2F;microsoft-xbox-series-x-xbox-game-pass-price-increase&quot;&gt;price hikes&lt;&#x2F;a&gt; notwithstanding — the stealth release garnered a healthy amount of attention and praise from critics.&lt;&#x2F;p&gt;
&lt;p&gt;Hi-Fi Rush is a rhythm action game that follows Chai, a college dropout who arrives at Vandelay Industries to volunteer for their dubious robotic prosthetic program to replace his disabled right arm. With dreams of becoming a rockstar, the new arm is what he needs to finally start learning guitar. When an incident at the facility results in his mp3 player being physically embedded into his body, he flees the quality assurance department of Vandelay as a fugitive &amp;quot;defect&amp;quot;. During his escape, he meets up with other folks who are digging into the sinister motives behind Vandelay&#x27;s supposedly-utopian vision.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-4-hi-fi-rush&#x2F;images&#x2F;Hi-Fi-RUSH-12_30_2023-10_18_03-PM-1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;beatdown-to-the-beat&quot;&gt;Beatdown to the Beat&lt;&#x2F;h2&gt;
&lt;p&gt;Hi-Fi Rush&#x27;s core conceit is simple: it&#x27;s a character action game (Devil May Cry, Bayonetta, etc.) combined with a rhythm game. Attacks do more damage if you time your hits with the beat, and combos only work if you can time the hits accordingly. Your &amp;quot;light&amp;quot; attack can land on each beat, but the &amp;quot;heavy&amp;quot; attack takes two full beats to come out. With these components, Chai can build combos and pull off a variety of special attacks. New mechanical ideas (like parrying, team-up attacks, and more) are layered on gradually enough to give space to learn, but quickly enough to always keep things interesting.&lt;&#x2F;p&gt;
&lt;p&gt;The progression structure is exactly what you&#x27;d expect from a character action game. A great number of special combos can be unlocked by spending resources on them, but to actually pull them off, you&#x27;ll need to master the proper sequence of inputs. Some are fairly tricky, but often worth the trouble. Some will reward certain playstyles or provide more situational options (like aerial combos). Most of the combos are interesting enough to be worth unlocking, which can be accomplished by scrounging up the gears found in the world and dropped by enemies. There&#x27;s no major need to innovate on the overall formula here, because the focal twist (the rhythm element) runs through every detail of the combo-chaining fighting system. Setting up combos has always been about timing anyways; in many cases, it feels like a more clearly-defined implementation of a classic combo system.&lt;&#x2F;p&gt;
&lt;p&gt;In fact, the most remarkable part of this marriage of genres is that it simply &lt;em&gt;works so well&lt;&#x2F;em&gt;. It accomplishes the singular joy of pulling off a barrage of varied combos and watching your &amp;quot;style&amp;quot; rank go up (using a real-time letter grading system popularized by Devil May Cry), and it does it while &lt;em&gt;also&lt;&#x2F;em&gt; having a toe-tapping soundtrack that everything moves along to. If last year&#x27;s Metal: Hellsinger felt like a match made in heaven hell with it&#x27;s compelling rhythm combat system (it did), Hi-Fi Rush frankly still manages to one-up it. It manages the player experience expertly; missing finishers or taking hits isn&#x27;t so disruptive as to ruin the excitement, but keeps the game challenging and the need for health pickups urgent.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-4-hi-fi-rush&#x2F;images&#x2F;Hi-Fi-RUSH_ZswpUrK3ZY-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;cartoons-with-tunes&quot;&gt;Cartoons With Tunes&lt;&#x2F;h2&gt;
&lt;p&gt;For fans of the Devil May Cry or Bayonetta series&#x27; that Hi-Fi RUSH borrows heavily from, there&#x27;s one more element that makes for a worthy entry to the genre. A stellar gameplay conceit and impressive execution is not quite enough; no, there must be &lt;em&gt;style&lt;&#x2F;em&gt;. It&#x27;s all about maximalism, feats of skill and precision against an excessive and overwhelming force: to sell it, it has to look &lt;em&gt;cool as hell&lt;&#x2F;em&gt;. Hi-Fi RUSH takes a decidedly less edgy approach compared to most of its contemporaries, leaning into cartoonish animations, over-the-top physical comedy, and a bright cel-shaded visual style reminiscent of a comic book.&lt;&#x2F;p&gt;
&lt;p&gt;The story of Hi-Fi RUSH is similarly cartoony: scrappy misfits against an evil megacorp, who must use their unique and under-appreciated abilities to win the day. It can be trite, at times, but the cast is charming and the writing is full of easy wit. Chai fills the role of big-hearted dumbass shonen protagonist while the collection of weirdos he meets are charming inversions of classic archetypes. Everything else is just goofy sci-fi and workplace comedy. It&#x27;s not especially novel, but it gets the job done with plenty of charisma. Attack animations and visual effects bring the level of spectacle necessary to put a grin on your face when you see them, and some sections take unexpected turns and introduce entertaining mechanical variations.&lt;&#x2F;p&gt;
&lt;p&gt;The various locations around the Vandelay campus are all ridiculous fun, and the light exploration and platforming are nice touches to pace out the fight sequences. While the set piece moments have licensed music from artists like Nine Inch Nails and The Black Keys, there are a collection of original songs that can be swapped in to replace them as a way for streamers and video content creators to avoid DMCA. The original tracks still sound great, though I think the lyrical writing struggles to hold up against the licensed ones.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-4-hi-fi-rush&#x2F;images&#x2F;Hi-Fi-RUSH_CNKXlZA2tW-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;If Infinite Guitars was &lt;a href=&quot;..&#x2F;goty-2023-7-infinite-guitars&#x2F;&quot;&gt;the most anime game I&#x27;ve played this year&lt;&#x2F;a&gt;, Hi-Fi Rush is something like a superhero cartoon. It&#x27;s bombastic, hopeful, kind of cheesy, and an absolute blast to play. Its rare moments of frustration are completely overshadowed by genuine challenge, merciful checkpoints, and a good bit of combo variety to mix things up.&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s always endearing to see a talented studio pivot to a different aesthetic and gameplay style and succeed so spectacularly. Hi-Fi Rush is a very unique title but I wouldn&#x27;t be upset if it a sequel was in the works. Moreover, I want to see more studios try their hand at the same shtick! I don&#x27;t know if I&#x27;d describe it as &amp;quot;genre-defining&amp;quot;, but it&#x27;s clear that there&#x27;s a niche here that&#x27;s ripe for exploration.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #5 Alan Wake 2</title>
        <published>2023-12-30T00:00:00+00:00</published>
        <updated>2023-12-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-5-alan-wake-2/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-5-alan-wake-2/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-5-alan-wake-2&#x2F;images&#x2F;18cba0e9fb646-screenshotUrl-scaled.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Alan Wake 2 is the sequel to 2010&#x27;s Alan Wake, a cult hit from Finnish studio Remedy Entertainment. It solidifies the connections in the so-called &amp;quot;Remedyverse&amp;quot; that were introduced in the DLC to 2019&#x27;s Control, and continues the story of Alan Wake more than a decade after it left off.&lt;&#x2F;p&gt;
&lt;p&gt;The story follows two parallel paths: the first is that of Saga Anderson, an FBI agent who arrived in the quaint pacific northwest town of Bright Falls to investigate the murder of a former agent, and Alan Wake, the eponymous novelist who&#x27;s been struggling to escape the dreamlike nightmare dimension in the depths of the lake ever since the events of the first game. As Saga begins to break through the barriers and reach out to Wake, it becomes clear that there may be a way to rescue him from the Dark Place. But to accomplish such a task may require using the Dark Place&#x27;s own dangerous supernatural powers: the ability to rewrite the history and reality of Bright Falls.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-5-alan-wake-2&#x2F;images&#x2F;18cba0ec11688-screenshotUrl-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;poetry-of-fear&quot;&gt;Poetry of Fear&lt;&#x2F;h2&gt;
&lt;p&gt;To solve these mysteries and undo the efforts of the mysterious Dark Presence, there&#x27;s more to be done than simply rewriting the story. In the Dark Place, Alan is haunted by the Dark Presence itself and the innumerable shadows it conjures. In Bright Falls, Saga is stalked by similar shadowy presences infecting townsfolk and turning them into monsters. The game hews to a standard survival-horror style, complete with genre staples like limited inventory, ammo management, and startling jump scares.&lt;&#x2F;p&gt;
&lt;p&gt;Unfortunately, though often interesting, the survival horror elements can weigh the game down at times. They&#x27;re never so difficult that they truly challenges veterans of the genre, but they&#x27;re a little too obtuse and unpredictable to be especially approachable for the less prepared. On the whole, it&#x27;s tolerable; moments of harrowing combat and tense, hurried exploration still stand out. But its weakest elements poke through: enemies can feel difficult to meaningfully damage or move so erratically that dodging seems near-impossible. Maybe I don&#x27;t have a taste for the genre, but I found myself frustrated on several occasions.&lt;&#x2F;p&gt;
&lt;p&gt;Fortunately, the game always guides towards the critical path, avoiding any heavy reliance on optional pickups or thorough exploration of hostile areas. Instead, optional areas are clearly designated and the current objective is always indicated in the menus. Saga and Alan each have an imagined physical space they can retreat to as they explore, where Saga&#x27;s case files and collected information can be found, and where Alan&#x27;s scenes and plot points can be rearranged. Though I found the survival-horror elements to be often frustrating, I appreciated how the game generally indicated a path forward despite the challenges, and remained interesting by overlaying the detective and writer elements.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-5-alan-wake-2&#x2F;images&#x2F;18cba0ea6b081-screenshotUrl-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;stories-about-stories&quot;&gt;Stories About Stories&lt;&#x2F;h2&gt;
&lt;p&gt;Fighting monsters and rationing ammo, however, is not why this game makes my list. The original Alan Wake was broadly a love letter to supernatural horror. Alan Wake 2 takes this further in every way possible. It&#x27;s a loving homage to horror, police procedurals, film noir, art cinema, heavy metal, and even metafiction itself. It&#x27;s a beautiful game full of evocative imagery, oozing with a fondness for cinema; more than just a game with a lot of cutscenes, it&#x27;s steeped in cinematic imagery and direction. It carefully unravels the tropes that make its many genre influences tick, both heightening them and re-inscribing them onto one another. The noir detective stories in the Dark Place feed into the horror story of the murderous cult, while elements of the same horror story bleed into Saga&#x27;s procedural cop story in Bright Falls. Saga&#x27;s name, even, can be no coincidence.&lt;&#x2F;p&gt;
&lt;p&gt;This genre blending and remapping is a critical part of the game&#x27;s strange, spiraling story. The portion that takes place in the Dark Place uses dreamlike logic to flit between genre storytelling and absurd spectacles. Spaces wrap back around onto each other in impossible ways, or change in response to the presence or absence of light. The twin storylines create uncanny mirrors at every turn; Alan&#x27;s plot board matches Saga&#x27;s mental evidence board, Alan&#x27;s fictional detective mirrors Saga&#x27;s own partner, allusions to the whereabouts and fate of Alan&#x27;s wife Alice echo his own in many ways. Shadows cast by the streetlights. Reflections in the lake.&lt;&#x2F;p&gt;
&lt;p&gt;Alan Wake 2 is such an unending barrage of replicated and remixed patterns, symbols, and ideas that it would take forever to dig in (thought the analyses are, of course, out there). Just writing this post, I keep noticing additional resonances. But even despite its endless self-reference, it leaves just enough dangling threads to invite further curiosity.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-5-alan-wake-2&#x2F;images&#x2F;18cba0ead9244-screenshotUrl-1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;Alan Wake 2 is constantly playing with the distance between fiction and reality, between one variation of genre tropes and the next. It dances around truth and canonicity at every possible turn, making allusions to the real-life actors who play the live-action versions of the characters and their completely separate voice actors. Its bombardment of self-reference and metafictional flourishes could very easily become exhausting and overplayed, but it somehow never does. Alan Wake 2 never pauses to luxuriate, never stops to ask &amp;quot;isn&#x27;t this so clever?&amp;quot;; it simply barrels forward with unrelenting momentum and unfettered affection for genre, trope, twist, and callback. It takes itself incredibly seriously, but always finds space for strange and surreal humor.&lt;&#x2F;p&gt;
&lt;p&gt;I said before that Alan Wake 2 is a love letter to numerous genres, but it might be a love letter to storytelling itself. It adores the strange mashup of acting and writing and narration and cinematography and environment art and gameplay design and so on that result in video games. It&#x27;s Remedy being their most indulgent, putting all of their resources behind something so unapologetically weird and extravagant and culturally-inflected that it somehow wraps around to being almost universally lovable. I&#x27;m so happy that they made this &lt;em&gt;ridiculous&lt;&#x2F;em&gt; game, and I can&#x27;t wait to see what they do next.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #6 Chants of Sennaar</title>
        <published>2023-12-29T00:00:00+00:00</published>
        <updated>2023-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-6-chants-of-sennaar/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-6-chants-of-sennaar/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-6-chants-of-sennaar&#x2F;images&#x2F;20231209160657_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Chants of Sennaar is a language-deciphering puzzle game from French indie studio Rundisc. It takes place on the many levels of an enormous tower, where the silent protagonist must meet different cultures, work out their languages, and solve puzzles using that understanding. Its concept is inspired by the Tower of Babel story, in which the whole human race initially speaks a single language and uses their cooperative abilities to build a tower towards the heavens. As punishment for this hubris, God changes the builders&#x27; language into many different ones, causing them to lose the ability to communicate and cooperate. Eventually, these differing languages and cultures spread across the world.&lt;&#x2F;p&gt;
&lt;p&gt;Chants of Sennaar seems to take place in the immediate aftermath of this language-scrambling event, with various cultures living in segregated enclaves within the tower. Ascending the tower means speaking to the people at each level and interpreting their language well enough to find the path forward. Throughout the adventure, the player finds computer terminals that serve as save points, fast travel stations, and communication links between the various floors. What awaits the player at the top?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-6-chants-of-sennaar&#x2F;images&#x2F;20231209155831_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;mild-language&quot;&gt;Mild Language&lt;&#x2F;h2&gt;
&lt;p&gt;As the player explores the world, they&#x27;ll find glyphs in the languages relevant to the area, often via signs, murals, or dialogue (written and verbal speech are collapsed together via speech bubbles). Each time a new glyph is encountered, the player can input their guesses to see them populated as tooltips when hovering over symbols and phrases in the world.&lt;&#x2F;p&gt;
&lt;p&gt;The central puzzle-solving tool of Chants of Sennaar is a logbook that holds the resolved meanings of each of the symbols encountered, a pictographic glossary of deciphered glyphs. When enough information has been gathered, a new page becomes available and must be filled in by the player. The whole page&#x27;s slots must be filled with the correct glyphs in order to lock them in (the same several-correct-answers-at-a-time deduction resolution popularized by Return of the Obra Dinn). The logbook may also record certain images or scenes for easier reference as you explore the world.&lt;&#x2F;p&gt;
&lt;p&gt;Once the solutions for words are found, the answers are &amp;quot;locked in&amp;quot; in the logbook; any translation guesswork provided by the player is replaced with the canonical solution (in English, or whatever localized language is selected in the options). This creates some certitude with which to solve subsequent puzzles, but it also tends to flatten the feeling of solving the language. When the whole language glossary is solved, it no longer bears the player&#x27;s own interpretations of the concepts and symbols. Instead, it allows the game designers to include certain grammatical conveniences when showing complete phrases (for example, &amp;quot;me me ascend stairs&amp;quot; might be adjusted to &amp;quot;we&#x27;ll go upstairs&amp;quot; once all the words are known).&lt;&#x2F;p&gt;
&lt;p&gt;The languages themselves have some minor nuances to differentiate them, different grammatical structures and uses of punctuation or modifiers. These distinctions are fairly overt and not too hard to figure out, and they only gesture at the breadth of linguistic variety in the real world. Fortunately, the separation into various disparate languages (which keeps each area largely self-contained) does allow those few differences to be highlighted in a way that a single constructed language might not.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-6-chants-of-sennaar&#x2F;images&#x2F;Chants_Of_Sennaar_TL6Em3mhiq-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;universal-translator&quot;&gt;Universal Translator&lt;&#x2F;h2&gt;
&lt;p&gt;The primary mechanism of solving puzzles and making your way through the world is by resolving glyphs into their translations. But there are other bits and pieces of point&#x27;n&#x27;click adventure games that move things along. Key items can be acquired and applied at the relevant place, certain objects can be picked up or interacted with, and a few key pieces of information can be earned via small diegetic minigames that help explain certain concepts.&lt;&#x2F;p&gt;
&lt;p&gt;There are some stealth sequences that seem to be disliked by most players, but I found them to be perfectly tolerable. The stealth interactions serve primarily narrative and pacing purposes. When one level of the tower involves sneaking between marching ranks until you can disguise yourself as one of them, it helps convey a clear distinction from a subsequent level in which the characters merely lounge around in a garden, indifferent to the player&#x27;s presence. The stealth sections are brief and the checkpoints forgiving; at no point did a stealth sequence impede my progress for more than a minute or two, even when I needed multiple attempts to succeed.&lt;&#x2F;p&gt;
&lt;p&gt;The majority of the game takes place exploring one level at a time and focusing on the primary language that&#x27;s present there. The final sequence, however, involves traversing back and revisiting areas, connecting speakers from different levels. This section fails to provide any especially interesting &amp;quot;final boss&amp;quot; linguistic puzzles, but it&#x27;s an interesting little closing chapter with some fun twists that I don&#x27;t want to spoil too much. It all wraps up with a nice little bow, and even the minor mechanics like the stealth and the minigames fit into it comfortably enough.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-6-chants-of-sennaar&#x2F;images&#x2F;20231211230715_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;Ultimately, Chants of Sennaar&#x27;s use of languages feels like one of its &lt;em&gt;weaker&lt;&#x2F;em&gt; elements; the rest is a very well-crafted adventure game, with cute little variations on gameplay but nothing so demanding as to be a roadblock. The language-deciphering elements are enough to sustain the duration of the game, but they want for additional complexity and nuance. The small grammatical details introduced (like doubling of symbols, placement of modifiers, etc.) are a great start, and feel like they need to be expanded upon.&lt;&#x2F;p&gt;
&lt;p&gt;But the place that the game lands is highly approachable and fun. Its tidy adventure-game packaging makes it an excellent introduction to the world of conlang (constructed language) deciphering, a jumping off point for casual players to gauge their interest. Having spoken to friends and coworkers who delve much deeper into this niche, Chants of Sennaar might be a good indicator of interest in more challenging implementations of some of its ideas. That&#x27;s what makes it great: it&#x27;s an appealing introduction to new kinds of challenges. I would love to see it get a more ambitious sequel that digs deeper into the nuances of languages.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #7 Infinite Guitars</title>
        <published>2023-12-28T00:00:00+00:00</published>
        <updated>2023-12-28T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-7-infinite-guitars/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-7-infinite-guitars/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-7-infinite-guitars&#x2F;images&#x2F;Infinite-Guitars-12_27_2023-10_13_18-PM.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Infinite Guitars is a rhythm action RPG set in a world of floating sky islands and guitar-wielding scavengers who eke out their existence in the aftermath of a desperate rebellion. Its hero, J.J., is a disaffected kid traveling with their grandfather. When rogue elements of the old empire confront them, J.J. is separated from their grandfather and must travel the world to find friends and grow stronger.&lt;&#x2F;p&gt;
&lt;p&gt;The island worlds are overrun with the wreckage of old machinery, defense systems, and erratic mechanical monsters left behind by war. The environments alone are harsh and hostile, and small communities take care of each other as best they can. The world is full of people balanced precariously between urgent hope and total despair as resources dry up. For some, their only remaining option is to sell themselves into a life of endless labor for the empire in distant mines.&lt;&#x2F;p&gt;
&lt;p&gt;The title is the debut game from &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;NikkoGuy&quot;&gt;Nikko Ronsayro&lt;&#x2F;a&gt; (and his small team), an animator-turned-indie-dev who imbues the game with a deep love of stylized animation and anime aesthetics. It features a mishmashed combination of mechanical conceits that land with varying degrees of success, but in the end, there&#x27;s a lot that&#x27;s worth the trouble.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-7-infinite-guitars&#x2F;images&#x2F;Infinite-Guitars-12_7_2023-12_37_25-AM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;playing-to-win&quot;&gt;Playing to Win&lt;&#x2F;h2&gt;
&lt;p&gt;The structure of Infinite Guitars is broken down into three different core gameplay mechanics (each with a separate difficulty setting): the rhythm minigames, the turn-based(-ish) RPG combat, and the overworld action &amp;quot;combat&amp;quot; (mostly, running around dodging hazards). These three elements feed into each other; take too much damage from hazards and you&#x27;ll enter combat with less health to spare, play rhythm minigames to activate switches and open doors, or time your strike in the overworld to get the first turn in a fight. Rhythm minigames are also integral to combat; most moves involve a short music sequence to resolve the attack.&lt;&#x2F;p&gt;
&lt;p&gt;Of these three interlocking systems, the overworld traversal is certainly the weakest, held back by odd invisible edges in the terrain. In the RPG combat, all enemy attacks are dodgeable with the right timing, which can lead to combat having an odd cadence to it. Certain damage types are better against certain enemy types, but this rarely leads to especially interesting decision making; mostly, it just lets different party members shine at different moments.&lt;&#x2F;p&gt;
&lt;p&gt;But for the frequent clunkiness, the heart and soul of the game is its rhythm sequences. They&#x27;re a deceptively simple 3-button note track game, which interestingly chooses to use face buttons that necessitate thumbing two adjacent buttons at once when using a typical controller grip. This surprised me, but I found it to be fairly manageable. The rhythm game&#x27;s grading is relatively forgiving, but its complexity and stakes attempt to compensate. Rhythm sequences &amp;quot;wager&amp;quot; health, and must be completed with as much accuracy as possible to ensure maximum damage, and to win back the health that was spent to make the attack.&lt;&#x2F;p&gt;
&lt;p&gt;In the end, the game has few especially difficult rhythm sequences, but the rotating variety of bite-sized song segments invites a sense of practice and perfection that can be satisfying. Moreover, the tracks are provided by a variety of artists and are all great fun. It&#x27;s a good reminder that the fun of rhythm games is not just perfecting the note chart, but also the simple joy of playing along with the music. Add to the mix some wonderful high-energy animations and stellar character design (which conveys a great deal of diversity despite being highly stylized), and the overall aesthetic package is very appealing.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-7-infinite-guitars&#x2F;images&#x2F;Infinite-Guitars-12_27_2023-10_13_32-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;fight-the-power&quot;&gt;Fight The Power&lt;&#x2F;h2&gt;
&lt;p&gt;Infinite Guitars is a work that wears a lot of its influences proudly, from the Persona-esque victory screen to the dramatic special attack animations reminiscent of fighting games. There&#x27;s the obvious influence of Guitar Hero on the audio design and the classic note-track-style rhythm gameplay. But maybe the most striking influence is the animation and storytelling of Studio Gainax in the aughts, particularly Gurren Lagaan and FLCL. The melodrama, bombast, and profound sense of heart and hope recall some of Gurren Lagaan&#x27;s best moments, as do many of the stylized animation sequences.&lt;&#x2F;p&gt;
&lt;p&gt;Infinite Guitars can sometimes feel unfocused and perhaps overwrought, likely a consequence of such a small team trying to build a proper 10-hour-long indie RPG. But despite some overlong sequences, the broad strokes of the storytelling shine through. It&#x27;s frequently over-the-top, but often reaches for moments of wistfulness, tragedy, redemption. Moment-to-moment writing in Infinite Guitars is one of its many inconsistent elements, but the world-building is great fun, full of cool concepts and Proper Nouns. It also has some genuinely affecting thematic ideas around human spirit and resilience in the face of oppression.&lt;&#x2F;p&gt;
&lt;p&gt;I loved a lot of the little conceptual flourishes of Infinite Guitars&#x27; imaginative setting. Despite a bit of tedium around the endgame, it lands with easily one of the most emotionally satisfying endings to a video game that I&#x27;ve played this year. It delivers a form of heightened anime drama that I simply haven&#x27;t seen accomplished in a video game, a truly heartfelt and affecting homage to its influences.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-7-infinite-guitars&#x2F;images&#x2F;Infinite-Guitars-12_27_2023-10_10_48-PM-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;Infinite Guitars is certainly the roughest game in my list this year. Many of its ideas are engaging at first, but fail to stretch out across its runtime without losing their luster. Its ambitions sometimes go in strange directions that detract from its most successful elements. And some of its incidental writing is bland and clumsy. But its abundant love for anime, guitar solos, stylish attack sequences and rebellious spirit overwhelmingly won me over. Even when the exploration sequences become a bit of a slog, the consistently catchy music is a sufficient salve.&lt;&#x2F;p&gt;
&lt;p&gt;This is once again a difficult game to recommend, but I know it has an audience among those who can spare it a bit of patience. It&#x27;s an unabashed passion project, loaded with excellent work from talented musical and artistic collaborators. As much as I loved everything else on my list this year, very few games I played have quite this much heart.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #8 Metroid Prime Remastered</title>
        <published>2023-12-27T00:00:00+00:00</published>
        <updated>2023-12-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-8-metroid-prime-remastered/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-8-metroid-prime-remastered/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-8-metroid-prime-remastered&#x2F;images&#x2F;2023020900382100-0B3EAA668777B67B76600A7290A94AFC.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Metroid Prime tells the story of bounty hunter Samus Aran when she discovers a derelict pirate frigate full of dead and dying pirates. After encountering an old enemy, she pursues him beyond the frigate to Tallon IV, the planet that it was orbiting. Tallon IV is rapidly deteriorating, a once-lush planet decimated by an apocalyptic extraterrestrial impact. Samus must uncover the history of the previous inhabitants demise and overcome unforeseen threats.&lt;&#x2F;p&gt;
&lt;p&gt;When the original Metroid Prime was released, I was in elementary school. It was a dark, intense adventure game, with all the exploration, mystery, and understated terror that a 3D follow-up to Super Metroid deserved. At least, I presume that it must have been; I didn&#x27;t play it at the time! In fact, I didn&#x27;t play a single Metroid game until about 15 years later.&lt;&#x2F;p&gt;
&lt;p&gt;When I picked up Metroid Prime Remastered this year, I didn&#x27;t have &lt;em&gt;any&lt;&#x2F;em&gt; nostalgia for the original. But I did have a keen interest in playing it, having developed an appreciation for the series in the past 8 years. Despite a couple of attempts to play through emulated versions of the original, this year&#x27;s remaster was the push that I needed to finally stick with it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-8-metroid-prime-remastered&#x2F;images&#x2F;2023122619491000-0B3EAA668777B67B76600A7290A94AFC-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;reboot-remake-remaster&quot;&gt;Reboot Remake Remaster&lt;&#x2F;h2&gt;
&lt;p&gt;IP reuse in today&#x27;s video game industry is a well-established practice, integrated into the machinery that keeps certain publishers running. Metroid Prime Remastered is mostly true to it&#x27;s &amp;quot;remaster&amp;quot; moniker: it leaves the vast majority of the gameplay and structure untouched, but heavily enhances the visuals and (to a subtler degree) the audio. Environments and creatures are more than merely upscaled; they are attentively reconstructed with additional detail and visual effects, aglow with dynamic lighting. The content and structure of the game are otherwise unmodified, aside from one crucial detail: the control scheme. The remaster brings a standard dual-stick FPS control scheme to Metroid Prime as one of its several options (alongside original GameCube controls, the 2009 Wii remake controls, and a hybrid between them).&lt;&#x2F;p&gt;
&lt;p&gt;I usually push myself to engage with older games as they are, rather than turning to mods and tweaks to make them more playable. When I first started this remaster, I was averse to the modern control scheme in the name of accuracy of experience. But I quickly reached a crossroads: I could &lt;em&gt;truly&lt;&#x2F;em&gt; play in step with the players of 2002&#x27;s original... or I could focus on exploring the ruined world of Tallon IV with minimal friction.&lt;&#x2F;p&gt;
&lt;p&gt;Using the modern controls felt at first like a capitulation to my lazier sensibilities, but it was immediately clear how unnecessary Metroid Prime&#x27;s obtuse controls are. The games asks for a lot of attention to detail and a fair amount of backtracking through still-treacherous spaces. Having the ability to easily look where I wanted and move how I needed to eliminated an enormous amount of the tedium of this aspect. It was a feature I badly needed in order to make the game approachable, and it speaks to the value of crafting a remaster like this.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-8-metroid-prime-remastered&#x2F;images&#x2F;2023122619503600-0B3EAA668777B67B76600A7290A94AFC-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;uncovering-the-past&quot;&gt;Uncovering the Past&lt;&#x2F;h2&gt;
&lt;p&gt;One of my greatest joys in video games is the exercise of building a deep understanding of a fictional space. It&#x27;s why I&#x27;m drawn to the elaborate sandboxes of the modern Hitman games, the sprawling maps of Elden Ring and Breath of the Wild, and the intricate environments of Subnautica and Outer Wilds. You can look at my top 10 lists of the past five years and see a great number of games in which the experience of exploring their worlds, specifically, left an impression upon me. The Metroid series is adept at portraying such worlds, but it&#x27;s one I arrived at late (I only dug in after I fell head over heels for Hollow Knight in 2017).&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;ve since delved into the past do a little bit of required reading. I played Super Metroid several years back and was not disappointed in the slightest. I played Metroid Fusion in the months preceding the release of Metroid Dread in 2021. I was excited to see Prime Remastered landing for me in the way that Super Metroid did; the ruins and wilds of Tallon IV are filled with danger and mystery, and I rarely tired of scouring the elaborate 3D map in search of details I&#x27;d missed or areas to revisit with new abilities.&lt;&#x2F;p&gt;
&lt;p&gt;Tallon IV is full of compelling spaces and shrouded in a sense of doom and mystery. The superposition of industrial research bases and ancient ruins, inscribed with echoes of alien history and prophecy, communicate a sense of extinction and exploitation. The myriad attacks from pirates and long-festering mutated creatures can be startling and unnerving. The game wields elements of horror in both its design and storytelling with efficacy and restraint, never quite undermining a sense of adventure and grim heroism.&lt;&#x2F;p&gt;
&lt;p&gt;I don&#x27;t have too much to say about the actual story (told mostly through logbook entries) besides that it&#x27;s often corny, but consistently moody, evocative, and nicely-paced. And, also, that the Metroid series&#x27; concept of what a &amp;quot;space pirate&amp;quot; is and does is &lt;em&gt;buck wild&lt;&#x2F;em&gt;. For me, it&#x27;s primarily a great big interconnected world full of towering set pieces and bizarre xenobiology. I truly enjoyed my time bounding, rolling, and grappling through it; Tallon IV is rich with detail and worth exploring on its own merit, independent of Samus&#x27; story.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-8-metroid-prime-remastered&#x2F;images&#x2F;2023032722444500-0B3EAA668777B67B76600A7290A94AFC-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;My few prior attempts to make progress into the original Metroid Prime fell short as I battled with the original control scheme, finding the exploration of the world mired by tedium and frustration. I had always blamed myself for being too attached to the conveniences of modern video game locomotion. And to a degree, that self-critique remains true; but it was a joy to have this problem eliminated from such an incredibly unique and atmospheric game. I&#x27;m hopeful to see its sequels given similar treatment. For now, I&#x27;ll enjoy the bittersweet feeling of adding Metroid Prime 4 to my &amp;quot;feverishly-awaited games that may someday release&amp;quot; list.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #9 The Talos Principle 2</title>
        <published>2023-12-26T00:00:00+00:00</published>
        <updated>2023-12-26T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-9-the-talos-principle-2/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-9-the-talos-principle-2/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-9-the-talos-principle-2&#x2F;images&#x2F;steamuserimages-a.akamaihd2.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;The Talos Principle 2 is a game about solving puzzles within enormous abandoned structures on a mysterious chain of islands. It is told through they eyes and interface of 1k, the thousandth new person created to join a civilization of androids in the wake of humankind&#x27;s demise. It follows after 2014&#x27;s The Talos Principle, which tells the story of the &lt;em&gt;first&lt;&#x2F;em&gt; android (and founder of said civilization) on her path to developing human-like consciousness.&lt;&#x2F;p&gt;
&lt;p&gt;Shortly after 1k is &amp;quot;born&amp;quot; and introduced to their new community, a strange figure appears in the sky and invites them to a mysterious island that seems to be the site of undiscovered man-made structures. From there, a small crew must embark on an expedition to explore the islands and uncover their secrets.&lt;&#x2F;p&gt;
&lt;p&gt;Both the original game and this year&#x27;s sequel are ostensibly puzzle games first and foremost, and they&#x27;re much more structured than &lt;a href=&quot;..&#x2F;goty-2023-10-cocoon&#x2F;&quot;&gt;COCOON&lt;&#x2F;a&gt; (The Talos Principle 2 has over a hundred individual named and numbered puzzle chambers). But for all that, I have little to say about the puzzle gameplay other than: it&#x27;s pretty good! Most of the stages have interesting ideas and clever solutions, and the few that feel too obtuse or imprecise aren&#x27;t so bad that they spoil the rest. In the end, though, this game is about the ideas that it asks players to think about, not the logic challenges it asks them to complete along the way.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-9-the-talos-principle-2&#x2F;images&#x2F;steamuserimages-a.akamaihd1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;philosophers-not-just-philosophy&quot;&gt;Philosophers, Not Just Philosophy&lt;&#x2F;h2&gt;
&lt;p&gt;Both this game and its predecessor lean heavily on philosophical ponderance as they explore their thematic spaces. In the first game, it very often comes across as navel-gazing and self-indulgent. The sequel doesn&#x27;t &lt;em&gt;truly&lt;&#x2F;em&gt; evade similar critiques, but it does an admirable job of assigning real stakes (for real people) to the various ideologies that it broaches throughout its story. The world is littered with voice memos, articles, poems, book excerpts, and correspondences that supplement and inform the conversations of the present. Some of these are still eye-roll-worthy, but most do something to elaborate the world and the characters in it, not just the metaphysical and sociological concepts.&lt;&#x2F;p&gt;
&lt;p&gt;The ideas espoused by the expedition crew align fairly directly with a few major themes, but often try to introduce complexity. Each character feels certain ways about the mysteries of the island and the megastructure built atop it, the safest path forward, whether to proceed at all, and eventually, what to do with the discoveries made. Philosophizing and pontificating can very easily be insufferable, but it&#x27;s substantially more compelling when its centered around people who care about each other, and who are endeavoring to make the right decisions for their community.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-9-the-talos-principle-2&#x2F;images&#x2F;steamuserimages-a.akamaihd-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Throughout it all, 1k is positioned as the fresh mind, the unbiased party who may guide the community with logical clarity. This often feels like a video-gamey compromise (aligning player agency with the protagonist&#x27;s fictional positioning), but the interactions with the crew help to justify some degree of the trust afforded to 1k by their companions.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;intelligence-artificial-or-otherwise&quot;&gt;Intelligence, Artificial or Otherwise&lt;&#x2F;h2&gt;
&lt;p&gt;The Talos Principle 2 succeeds in recontextualizing the philosophy-lecture overtones of its predecessor, but it also benefits from carrying forward many of the fictional ideas. In its opening moments, it introduces a complete society of post-human androids that consider themselves to be entirely human. It feels no need to question or debate their personhood, or agonize about the definition or ethics of AI. Instead, it spends its effort on highlighting how these people live and interact with their physical world in ways that differ from flesh-and-blood humans.&lt;&#x2F;p&gt;
&lt;p&gt;Building the story on a foundation of transhumanism (rather than inching towards it) gives The Talos Principle 2 a great deal of space to explore the interiority and nuance of the lives of its characters. Character details like pets, career preferences, and histories with one another bring the specificities of their lives into focus. They shine lights on the undercurrents of disagreement and uncertainty that affect the community. Their robotic bodies allow them to stream video and audio feed to one another at any time, and allow the citizens back home to speculate and participate. 1k can access a forum-style social network from the pause menu at any time, which populates periodically with the musings of the many members of the community. Topics will open and close to discuss random tangential topics or reactions to the efforts of the expedition. It&#x27;s also a vehicle for humor and for deepening the cast of characters.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-9-the-talos-principle-2&#x2F;images&#x2F;steamuserimages-a.akamaihd4-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;And of course, it&#x27;s difficult to ignore the physical spaces themselves, filled with enigmatic structures of varying styles and designs that intend to evoke a sense of awe and grandeur. I don&#x27;t know if The Talos Principle 2 is as jaw-droppingly beautiful as its commitment to Unreal Engine 5 fidelity suggests it wants to be. But it accomplishes a remarkable sense of scale and it creates a lot of striking and memorable spaces and structures to explore.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;The Talos Principle 2 is still hard to recommend. It consists of a hefty portion of both puzzles and storytelling; at minimum, it demands that you tolerate one and truly enjoy the other. But I found my interest in it growing as I reached deeper and deeper into the island&#x27;s mysteries, and felt that its writing was consistently sharp and deeply character-driven. Yes, many of its core cast of characters are ideological stand-ins; but they resist becoming &lt;em&gt;exclusively&lt;&#x2F;em&gt; stand-ins. They have preexisting friendships and rivalries, hobbies, interests, hopes, dreams, traumas, fears. Both the history of their community and the story of the game&#x27;s present are harrowing and humanizing.&lt;&#x2F;p&gt;
&lt;p&gt;Though the philosophical binaries (or ternaries) of the story can feel unsatisfying or overly partitioned from one another, the game still provides a fair amount of substantive ideas to mull over. The writing is very clearly inviting critical thought and consideration of many perspectives. I&#x27;m not always happy with where it lands, but its willingness to strike up these conversations via such well-realized companions is engaging and worthwhile.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 — #10 COCOON</title>
        <published>2023-12-25T00:00:00+00:00</published>
        <updated>2023-12-25T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-10-cocoon/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-10-cocoon/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-10-cocoon&#x2F;images&#x2F;universe_2023-12-24_16-36-23.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;COCOON is the debut title from Geometric Interactive, a studio founded by Playdead&#x27;s (LIMBO, INSIDE) former lead gameplay designer Jeppe Carlsen and audio designer Jakob Schmid. It&#x27;s a vibrant and eerie puzzle game delivered in what could be considered Carlsen&#x27;s preferred style: a wordless adventure driven by a minimalist &amp;quot;one-button&amp;quot; set of actions and heavy use of visual and audio cues.&lt;&#x2F;p&gt;
&lt;p&gt;COCOON&#x27;s key gameplay element is a collection of orbs that can be carried around by the cicada-like player character as well as &lt;em&gt;entered&lt;&#x2F;em&gt; and &lt;em&gt;exited&lt;&#x2F;em&gt;; each orb is a microcosmic world to be explored and traveled to and from. As its puzzles ramp up, each world orb&#x27;s unique features and imparted abilities must be used in increasingly elaborate and recursive combinations in order to advance.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-10-cocoon&#x2F;images&#x2F;universe_2023-12-24_16-42-24-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;worlds-within-worlds&quot;&gt;Worlds Within Worlds&lt;&#x2F;h2&gt;
&lt;p&gt;COCOON&#x27;s overall approach to puzzle game design is shaped by a commitment to a certain aesthetic continuity. There are no distinctly named or numbered puzzles; no levels, no test chambers, etc. It&#x27;s one continuous adventure that makes careful use of barriers and transport-style transitions (which bring the character to a new area) to repeatedly divide and contain the explorable space. These closing doors and one-way tickets ensure that there is always a clear boundary in which the puzzle&#x27;s solution can be found. Director Jeppe Carlsen describes this as &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;remapradio.com&#x2F;articles&#x2F;a-house-of-cards-built-on-trust-puzzle-design-in-cocoon-2&#x2F;&quot;&gt;a way of building trust&lt;&#x2F;a&gt; between the designer and the player — not only ensuring that the player always has the tools they need, but that they &lt;em&gt;believe&lt;&#x2F;em&gt; that they do. In a game with no words, explanations via design and interaction are critical. Layering them on top of each other and gradually complicating them is what can produce a satisfying sequence of puzzles.&lt;&#x2F;p&gt;
&lt;p&gt;I found the earlier sequences of the game to be overly rote, with most of the puzzle solutions being rather obvious. While the puzzle concepts quickly proved to be compelling it took a fair while before they became especially challenging. The middle and latter parts of the game were brilliant, escalating and intersecting the mechanics in increasingly surprising ways. But by the time I reached the end, I found that I wanted &lt;em&gt;more&lt;&#x2F;em&gt; complexity, and sooner. I longed for one more final act that took the ideas even further, to some impossible-to-imagine crescendo.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-10-cocoon&#x2F;images&#x2F;universe_2023-12-24_16-42-36-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;But with more consideration, I&#x27;ve begun to wonder if my impression of my own learning curve is sufficient critique. Is it really feasible to extend the concepts further, or to ramp them up more quickly, without leaving me in the lurch on a puzzle that just doesn&#x27;t click? It&#x27;s led me to look more closely at the multi-layered nature of puzzle design. The first layer is the logic puzzle and the solution it requires. The second layer is the intended experience of the player seeking that solution: designing for this layer involves careful tuning of the puzzle boundaries, the possibility space, the feedback provided to the players, and the logical leaps expected. The player should often be subtly guided towards something intuitive but surprising and novel, producing the &amp;quot;eureka&amp;quot; moment. I think the shortcoming I perceived was more about some subtlety of puzzle feedback that made me &lt;em&gt;feel&lt;&#x2F;em&gt; unchallenged until later in the game. Puzzle design within puzzle design. Worlds within worlds.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;creepy-crawlies&quot;&gt;Creepy Crawlies&lt;&#x2F;h2&gt;
&lt;p&gt;Key to COCOON&#x27;s finely-honed structure is aesthetic design that helps convey all these subtleties of puzzle-solving feedback. The game communicates only with visuals and non-verbal sound, so its environments and interactions must be distinct and clear. The worlds it sends the player through hold a variety of forms and textures, dusty, angular, marshy, bulbous, squishy, metallic, desolate. Its numerous ambient creatures and its surprising number of pseudo-vehicular conveyances are all as creative as they are bizarre. The design leans into the alien and uncanny, but is rarely grotesque — an echo of the Giger-esque obsession with bodily mechanism, but with a vibrant and stylized coat of paint. The various worlds each have a color identity that lends coherence and distinction, and certain machines are illuminated by a strange chromatic shifting effect that resembles iridescence.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-10-cocoon&#x2F;images&#x2F;universe_2023-12-24_16-40-54-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The spaces and the creatures are bolstered by a dynamic and otherworldly soundtrack and sound design &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.gamesradar.com&#x2F;how-cocoons-silent-alien-world-found-its-voice-with-synthetic-sound&#x2F;&quot;&gt;created entirely out of synthetic sounds&lt;&#x2F;a&gt;. Even though many of the thuds and creaks and footsteps sound as if they &lt;em&gt;could&lt;&#x2F;em&gt; have been constructed from recorded foley, the commitment to synthetic sound provides a unifying uncaniness to the soundscape. It&#x27;s hard to describe the overall effect, but the way that it layers atop COCOON&#x27;s unbroken string of puzzles (especially its later ones) results in a deeply engrossing experience.&lt;&#x2F;p&gt;
&lt;p&gt;Despite compelling aesthetics, the story told by the adventure leaves a bit to be desired. The promotional materials gesture at &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1497440&#x2F;COCOON&#x2F;&quot;&gt;a &amp;quot;cosmic mystery&amp;quot; to &amp;quot;unravel&amp;quot;&lt;&#x2F;a&gt;, a pitch that promises more substance than the game delivers. It seems to want the player to speculate on the interactions between the little cicada-creature they control, the enigmatic guardians they fight, and the tangle of derelict technology that they explore. But these details ultimately come across as a hero, boss fights, environmental puzzles. The intention to imply history and purpose seems at odds with the intention to convey something wholly alien, only loosely and imperfectly interpret-able. I wish I&#x27;d been able to draw more from the &amp;quot;story&amp;quot;; or, that it had led me to a more unique concept than what it reads as on its surface.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;COCOON was not a perfect game to me, but it was one with spectacular momentum. The continuous unbroken exploration and the beautiful, unnerving worlds had their hooks in me even before the puzzles particularly challenged me. The level of precision and intention on display, even if undermined by its obtuse storytelling, were unparalleled by almost anything else I played this year. It&#x27;s a clear example of how imposing limitations (no words, no recorded sounds) can hone and heighten creative work. And while I wish that it had found a way to challenge me further, I&#x27;m glad that it lands somewhere approachable, and that it&#x27;s seen its fair share of praise.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2023 Kickoff</title>
        <published>2023-12-24T00:00:00+00:00</published>
        <updated>2023-12-24T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2023-kickoff/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2023-kickoff/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;2023052219415900-CC47F0DEC75C1FD3B1F95FA9F9D57667.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;The year is wrapping up, so it&#x27;s time to uphold my annual tradition of only blogging at the very end of it. I got a late start, so that means that my #1 post will not be till the 2nd of January. 2023 has been a busy year for me personally, but a complicated one for video games. Despite a number of smash hits, the industry has responded with substantial layoffs and a growing reticence towards funding new projects.&lt;&#x2F;p&gt;
&lt;p&gt;Year after year, these contradictions stack atop one another and squeeze an art form that I love into different shapes. In addition to just the game &lt;em&gt;development&lt;&#x2F;em&gt; industry, the games media industry (and in fact, huge swaths of internet news media) have been subjected to similar belt-tightening. New worker-owned publications (&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;remapradio.com&quot;&gt;Remap&lt;&#x2F;a&gt;, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;aftermath.site&quot;&gt;Aftermath&lt;&#x2F;a&gt;) are aiming to fill the games criticism voids left behind by dramatic cuts to huge media conglomerates.&lt;&#x2F;p&gt;
&lt;p&gt;This annual exercise is always a way for me to engage critically with the things that I played this year. But it&#x27;s ever more crucial to take stock of the circumstances and human costs of their creation. Including, of course, the ever-changing landscape of media criticism that informs the conversations we have about them. With that in mind, it’s time to kickoff my countdown with a few up-front notes about this year.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;the-ones-i-missed&quot;&gt;The Ones I Missed&lt;&#x2F;h1&gt;
&lt;p&gt;There&#x27;s never enough time to play everything that catches my eye, so there are inevitably promising titles that I miss. Here&#x27;s a few I&#x27;m excited about.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;thirsty-suitors&quot;&gt;&lt;strong&gt;Thirsty Suitors&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;header.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;An over-the-top mishmash of skating game, RPG, and cooking game. It looks so charming and pretty, so full of personality. I’m a little disappointed that I didn’t get to it, but it’s on my shortlist for next year.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;ghostrunner-2&quot;&gt;&lt;strong&gt;Ghostrunner 2&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;header-1.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;At a glance, Ghostrunner 2 isn&#x27;t so different from anything else I missed this year. However, 2020’s Ghostrunner — a first-person parkour action game in a cyberpunk city — was one that I wished I’d made time for sooner. And despite that, I’ve gone and missed the sequel during its release year…&lt;&#x2F;p&gt;
&lt;h3 id=&quot;immortals-of-aveum&quot;&gt;&lt;strong&gt;Immortals of Aveum&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;header-2.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;From a studio led by the creative director of Dead Space and Call of Duty, Immortals of Aveum essentially pitches itself as a Call of Duty single player campaign but with wizards. It looks profoundly goofy (in an endearing way). Frustratingly, the studio behind the game laid off nearly half of their team in the months following its lackluster release. I can&#x27;t help but feel a strange sense of guilt for having left it for later.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;the-ones-i-returned-to&quot;&gt;The Ones I Returned To&lt;&#x2F;h1&gt;
&lt;h3 id=&quot;hollow-knight-randomizer&quot;&gt;&lt;strong&gt;Hollow Knight Randomizer&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;hollow_knight_2023-12-23_23-03-59-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;This year, for the first time in my life, I installed a randomizer for a video game. I did not expect to get so far as completing a full randomized playthrough of 2017 metroidvania masterpiece Hollow Knight. It’s a very special game to me, and while I&#x27;ve rarely revisited games in recent years, this randomizer run sucked me in completely. The tooling to configure it is excellent and easy to use (as is the assistive tooling for when you’re stuck). Revisiting Hallownest in this way brought me a deeper appreciation of the game’s interlocking pieces, and the incredible fan work that goes into assembling a coherent randomizer.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;hitman-3-hitman-world-of-assassination&quot;&gt;&lt;strong&gt;Hitman 3 &#x2F; Hitman: World of Assassination&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;firefox_j3EZtbY2hl-1024x439.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I had never played a Hitman game prior to the modern trilogy that started with Hitman 2016. It’s an unusual format for a game. What are ostensibly a collection of highly-detailed sandboxes manage to unfold into spy-thriller-style grand conspiracies. Agent 47 is given an incredibly expressive set of tools to engineer the demise of the most obviously shitty people, always toeing the line between dark comedy and serious (if melodramatic) storytelling. The series is full of incredible writing, well-honed sandbox gameplay, and a mastery of macabre humor and catharsis. It’s become an intermittent but undeniable obsession of mine, and I will keep picking at it in the new year.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;ghost-song&quot;&gt;&lt;strong&gt;Ghost Song&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;SPOILER_Ghost_Song_ooh6FLQgzW-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A game that spilled over from 2022 into the new year as I wrapped up my GOTY list. It’s heavily Metroid-inspired but with many of its own twists (some of which are admittedly a little clumsy). While it can be an uneven experience, it provides some interesting combat and exploration tools to experiment with. One clever little push-and-pull mechanic really stands out: when your gun arm approaches overheating, you briefly do more melee damage when you swing it at enemies! What really struck me, though, was the excellent character-driven storytelling filled with heart and mystery, melancholy and hope.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;&#x2F;h1&gt;
&lt;h3 id=&quot;the-legend-of-zelda-tears-of-the-kingdom&quot;&gt;&lt;strong&gt;The Legend of Zelda: Tears of the Kingdom&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;2023051421121400-CC47F0DEC75C1FD3B1F95FA9F9D57667-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;It feels strange not to put this game in my list. It’s very good! It’s great, even! Tears of the Kingdom is irrefutable evidence that the team building the Legend of Zelda games — a series known for its stalwart adherence to core formulas — are more than capable of refining modern gaming trends. What they did for “open world” games, they do now for physics sandbox games. The building mechanics expand on the physics of Breath of the Wild to make something that’s as expressive as it is approachable. When it&#x27;s functioning at its best, it lends a healthy degree of creativity and ingenuity to solving problems. Beyond this, though, the game feels broadly like a refinement of 2017’s spectacular Legend of Zelda: Breath of the Wild. Though Tears of the Kingdom brings an underworld and sky islands, nothing quite compares to discovering the overworld for the first time in Breath of the Wild. I truly look forward to the next new world they build.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;remnant-2&quot;&gt;&lt;strong&gt;Remnant 2&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;SPOILER_20230802000300_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Remnant 2 is an ambitious sequel to 2019&#x27;s also-ambitious Remnant: From the Ashes, a world-hopping third-person shooter. Its numerous worlds are denser than its predecessor, filled with cool aesthetic and narrative ideas. Its core characters are interesting and its class and combat systems are expanded from its predecessor. I found that by the end, the game felt too much oriented towards its co-op mode for me to really get the most out of it on my own. And while its worlds had scaled up, they were a little too empty of life to make their procedurally-generated labyrinths exciting to keep exploring. I still greatly enjoyed it, and am excited to see where they go next.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;jusant&quot;&gt;&lt;strong&gt;Jusant&lt;&#x2F;strong&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2023-kickoff&#x2F;images&#x2F;ASC-WinGDK-Shipping_2023-12-23_22-56-43-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Jusant is an adventure game focused around rock climbing. It’s an enjoyable experience all the way through, but I feel that it’s noteworthy for one specific reason: I think it represents a shift in a certain “art game” style. Though the climbing mechanics are not quite as interesting as I’d have hoped, they’re used as an exploration, traversal, and pacing tool in the same way that Journey or Gris uses running, jumping, gliding, etc. If Jusant could be described as a “climbing sim”, it would be in a way that mirrors “walking sim” more than it does “racing sim”. It’s not really about simulation; it’s about use traversal to pace, inform, and deliver storytelling. It’s not the first to do these things, but it does them in a way I&#x27;ve never seen before. The way you move through the world is fundamentally tethered to the way its story unfolds and the sort of place that it means to convey.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;And that&#x27;s it for the kickoff. Stick around for my top 10, painstakingly counted down day by day. Or, stop by early next year to see the summarized list. That&#x27;s fine too!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Game of the Year 2022</title>
        <published>2023-01-01T00:00:00+00:00</published>
        <updated>2023-01-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-of-the-year-2022/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-of-the-year-2022/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;profile.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;We’ve made it to 2023! As usual, looking back through the year during the past couple weeks has been more work than I really intended it to be… but also a valuable and rewarding exercise.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve written over 10,000 words about my favorite games this year, even more if you include &lt;a href=&quot;..&#x2F;goty-2022-kickoff&#x2F;&quot;&gt;the kickoff post&lt;&#x2F;a&gt;, and that’s obviously far too much for any reasonable person to want to read. So to ring in the new year, I’m sticking with my usual tradition and boiling my list down into a quick*, punchy*, top 10 one-pager*. I hope this list inspires you to check out something you wouldn’t have!&lt;&#x2F;p&gt;
&lt;p&gt;*&lt;em&gt;Look, I did my best…&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;10-marvel-snap&quot;&gt;10. Marvel Snap&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;goty22_10_header-1024x854.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Marvel Snap&lt;&#x2F;em&gt; is an expertly-crafted game that distils an incredible amount of the dynamism and drama of the CCG format into 12-card decks and 5-minute matches. I’ve gravitated towards it despite an overall disinterest in both competitive CCGs and mobile games in general, and I’ve stuck with it since its full release in mid-October.&lt;&#x2F;p&gt;
&lt;p&gt;The game is a testament to the precision and talent of its development team; it consistently delivers excitement and tension in an extremely focused package, one that’s both friendly to newcomers and rewarding to continual players. While I’ll never be able to &lt;em&gt;fully&lt;&#x2F;em&gt; get past the gacha-lite mechanics and mobile game monetization tactics, &lt;em&gt;Marvel Snap&lt;&#x2F;em&gt; has very much earned my attention and praise in spite of all of that.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-10-marvel-snap&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;9-sephonie&quot;&gt;9. Sephonie&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;sephonie23.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Sephonie&lt;&#x2F;em&gt; is a game about connection and shared history, about the ways that social structures and borders both bind us and alienate us from one another. It follows the adventure of three biologists who hail from different nations but share some cultural history through their Taiwanese heritage and their varied relationships to Taiwan itself.&lt;&#x2F;p&gt;
&lt;p&gt;It’s also just an oddball platformer that rewards players who approach its unusual movement paradigm with an open mind.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-9-sephonie&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;8-tinykin&quot;&gt;8. Tinykin&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;22_tinykin-1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Tinykin&lt;&#x2F;em&gt; is a warm hug of a game, a light-hearted and colorful adventure through a gigantic house inhabited by a number of insect civilizations. It may resemble Pikmin (the eponymous Tinykin follow you around and help with traversal and light puzzle solving), but it plays more like a collect-a-thon 3D platformer. It’s all about big, detailed spaces to explore, nooks and crannies to dig through, and quirky characters to find and help along the way.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Tinykin’s&lt;&#x2F;em&gt; world is where its whole heart is, and it feels no need to include combat or elaborate puzzles or anything like that. Its brilliant level design demonstrates a deep understanding of what makes traversal and exploration fun all on their own.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-8-tinykin&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;7-tunic&quot;&gt;7. Tunic&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;22_tunic-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Tunic&lt;&#x2F;em&gt; draws many obvious comparisons to classics from &lt;em&gt;The Legend of Zelda&lt;&#x2F;em&gt; series, and for good reason. It has a cute, squat little character who wields a sword and shield and fights their way through an odd assortment of enemies while exploring a big world. But I think that &lt;em&gt;Tunic&lt;&#x2F;em&gt; is one of the only Zelda-inspired games I’ve played that evokes the sense of childlike wonder that &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Shigeru_Miyamoto#1985%E2%80%931989:_NES&#x2F;Famicom,_Super_Mario_Bros.,_and_The_Legend_of_Zelda&quot;&gt;Miyamoto has described in relation to *The Legend of Zelda&lt;&#x2F;a&gt;.* It’s jam-packed with secrets and mysteries to discover, and uses an in-game instruction manual to dole these out and inspire curiosity.&lt;&#x2F;p&gt;
&lt;p&gt;The manual is an adorable gimmick that introduces answers alongside more questions, all while evoking the nostalgia of poring over game manuals in the 90s and early aughts. The game’s art and sound are evocative even when they’re inscrutable, and every corner hides secrets. While indie games famously leverage art, sound, and design ideas from older classics, &lt;em&gt;Tunic&lt;&#x2F;em&gt; is a rare recreation of the true magic of playing games as a child.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-7-tunic&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;6-last-call-bbs&quot;&gt;6. Last Call BBS&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;22_bbs-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; is a minigame anthology wrapped in a metanarrative about the early internet and the joys of both creating unique things and sharing those creations with others. It’s the final title from studio Zachtronics, and each of its various minigames imparts a thinly-veiled piece of pseudohistory about the studio’s own prior output. Its a quirky, heartfelt farewell letter from a team that’s spent the last decade building cult classics designed for silly nerds who love engineering.&lt;&#x2F;p&gt;
&lt;p&gt;As a silly nerd who loves engineering, there’s not much else I could ask for from &lt;em&gt;Last Call BBS&lt;&#x2F;em&gt;, and though I’ll miss the studio’s odd games, I now have more reason than ever to revisit its prior output and seek out other games that Zachtronics has inspired.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-6-last-call-bbs&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;5-norco&quot;&gt;5. Norco&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;norco1-1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Norco is a point-and-click adventure game about a company town on the outskirts of New Orleans. It’s equal parts grim and darkly hilarious, providing a sharp southern gothic twist on classic wacky adventure game humor. It’s also deeply concerned with places and the people who live there, and the ways in which their home and their circumstances shapes their identity.&lt;&#x2F;p&gt;
&lt;p&gt;Norco is strange and surreal and plays in narrative spaces that aren’t commonly encountered in games, using the medium to set up and pay off a lot of excellent storytelling conceits. It’s an unexpectedly strong debut from studio Geography of Robots and its one that I really hope will be revisited by folks who passed it up this past year.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-5-norco&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;4-teardown&quot;&gt;4. Teardown&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;teardown2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Teardown&lt;&#x2F;em&gt; is a sort of action&#x2F;puzzle&#x2F;sandbox game about manipulating a big physically-simulated level in order to pull off the perfect heist. It delivers a taste of the joys of speedrunning without quite so much time investment, letting players craft their own unique route through a space and hone it into something they can execute in time to escape with the goods.&lt;&#x2F;p&gt;
&lt;p&gt;It’s also a game about breaking, smashing, and exploding things, particularly the excessive luxuries of petty rich assholes. Though the crime drama story it tells is unremarkable overall, it provides the perfect context for tense smash-and-grabs and makes the experience all the more memorable.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-4-teardown&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;3-signalis&quot;&gt;3. Signalis&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;goty22_signalis-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Signalis&lt;&#x2F;em&gt; is a survival-horror game about an android exploring an abandoned mining facility in search of her lost copilot. It’s a stark and terrifying game that blends reality with nightmares, descending ever deeper into the strange and the metaphorical.&lt;&#x2F;p&gt;
&lt;p&gt;Its execution of the survival-horror format is extremely solid, but it was the sci-fi setting and remarkable aesthetics that drew me into the game — and into a genre that I don’t normally care for. I loved &lt;em&gt;Signalis’&lt;&#x2F;em&gt; sense of mystery, uncertainty, and tragedy, and I’m so glad that it found a way to get its hooks in me and pull me in.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-3-signalis&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;2-elden-ring&quot;&gt;2. Elden Ring&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;goty22_ham-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;There’s really nothing to say about &lt;em&gt;Elden Ring&lt;&#x2F;em&gt; that hasn’t already been said. It’s an absolute triumph for From Software and a culmination of all of the innovative and precise design work they’ve been building on for many years. Its expansive world is matched by the elaborate histories of its characters and factions, as well as the breadth of playstyles that it encourages through its variety of combat tools.&lt;&#x2F;p&gt;
&lt;p&gt;Personally, I was already predisposed to love &lt;em&gt;Elden Ring.&lt;&#x2F;em&gt; But I was also lucky enough to watch &lt;em&gt;other&lt;&#x2F;em&gt; people fall in love with it and see newcomers find their way into a style of game that’s near and dear to me. The success of Elden Ring speaks volumes about how far From Software has come in both reputation and skill, and I’m excited to see what what they do next in this space.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-2-elden-ring&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;1-citizen-sleeper&quot;&gt;1. Citizen Sleeper&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2022&#x2F;images&#x2F;22_cs-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Citizen Sleeper&lt;&#x2F;em&gt; was my number 1 game of the year. It’s a narrative-heavy adventure game about an escaped android who finds themself on a lawless space station with a chance to start a new life — once they figure out how to even survive. It tells a story of the struggle of chronic illness and disability, the exploitation and cruelty of corporations, and the ways that communities form to survive these forces. Its writing is incisive, efficient, and empathetic.&lt;&#x2F;p&gt;
&lt;p&gt;Citizen Sleeper borrows some ideas from tabletop RPGs to help it shape a story that’s freely explorable, but marches ever forward as time passes. It creates a sense of building relationships with very little explicit mechanization within the game’s systems, and its dramatic moments deliver profound hope and solidarity in the face of grim circumstances.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a href=&quot;..&#x2F;goty-2022-1-citizen-sleeper&#x2F;&quot;&gt;Read the full post&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;2022 was a year of variety for me, one in which the most interesting games I played spanned a wide genre space and one in which I was really fixated on the ways that games tell stories. Whether it be the stories I tell my friends about my multiplayer matches (&lt;em&gt;Marvel Snap)&lt;&#x2F;em&gt;, the stories of sociopolitical systems and the people who live under them (&lt;em&gt;Norco,&lt;&#x2F;em&gt; &lt;em&gt;Signalis,&lt;&#x2F;em&gt; &lt;em&gt;Citizen Sleeper),&lt;&#x2F;em&gt; or stories of history and memory and passing the torch (&lt;em&gt;Tunic, Last Call BBS, Sephonie, Elden Ring&lt;&#x2F;em&gt;), I couldn’t help but look closely at the narrative ideas in everything I played.&lt;&#x2F;p&gt;
&lt;p&gt;Part of this might have to do with it being a year in which I spent a lot less time prepping tabletop RPG adventures, but still did a lot of passive idea-gathering. Part of it might be related to starting a monthly indie game club at my office and engaging with games that other people picked to play. Either way, it’s something that I want to focus more on as a writer and critic, and I hope it’s also a reason to broaden my horizons and play more games outside my comfort zone.&lt;&#x2F;p&gt;
&lt;p&gt;If you followed along to this point, thank you! Let me know what games you enjoyed this year and why you liked them, and let’s all find more to love in 2023 and in our ever-growing backlogs.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #1 Citizen Sleeper</title>
        <published>2022-12-31T00:00:00+00:00</published>
        <updated>2022-12-31T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-1-citizen-sleeper/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-1-citizen-sleeper/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-1-citizen-sleeper&#x2F;images&#x2F;cs_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;We’re finally here! My Game of the Year for 2022 is &lt;em&gt;Citizen Sleeper,&lt;&#x2F;em&gt; a narrative adventure game by solo developer Gareth Damian Martin with light RPG elements and some of the heaviest and most poignant writing I’ve seen in games this year — and also some of the most hopeful.&lt;&#x2F;p&gt;
&lt;p&gt;The game itself is gorgeous: behind its UI are gleaming lights and heavy shadows cast across the blocky components of the space station on which it’s set. Its music provides a powerful atmosphere, and its character designs are bursting with details. But its aesthetic polish is only the cherry on top of a beautifully written story filled with evocative prose and storytelling that consistently works equally well as metaphor and diegesis.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;one-day-at-a-time&quot;&gt;One Day at a Time&lt;&#x2F;h2&gt;
&lt;p&gt;Citizen Sleeper follows the story of a Sleeper, a type of android laborer built from the mind and memories of a human being (&lt;a href=&quot;..&#x2F;goty-2022-3-signalis&#x2F;&quot;&gt;sound familiar?&lt;&#x2F;a&gt;). The Sleepers are effectively copies of living people who are loaded into android bodies (the property of megacorporation that indentures them) and sent into difficult and dangerous jobs, like mining resources from uninhabited worlds. The humans who volunteer their mental data to the system exchange it for a chance at an easier life, never really knowing the fate of their mental clones that go on to work in harsh conditions.&lt;&#x2F;p&gt;
&lt;p&gt;The game opens with the titular Sleeper awakening on a ship, having successfully escaped from the mining operation that they were posted at, to find that they’re the only one to have made it out. They’ve landed on Erlin’s Eye, a space station on the edge of space that’s controlled by a number of factions who vie for its labor, space, trafficked goods, and the salvage and supplies that come by via regular shipments.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-1-citizen-sleeper&#x2F;images&#x2F;cs1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Since the Sleeper is essentially an escaped slave, the Essen-Arp corporation that crafted them has built in mechanisms that will prevent them from surviving outside of the company’s grasp. The Sleeper’s body is deteriorating, reliant by design on a proprietary supplement that Essen-Arp manufactures. The only way to stay alive is to get more of it, somehow. Meanwhile, they’ll need to eat, sleep, earn money, and evade further threats.&lt;&#x2F;p&gt;
&lt;p&gt;For each day the Sleeper spends on the Eye, they’ll roll a number of dice that can be slotted into different tasks to advance their goals. Helping the salvager who unearthed you in his shipyard, exploring parts of the station, gambling, and investigating the mysteries of the station itself; all of these objectives can be advanced by spending dice. The higher the die, the better the chance of a successful or neutral outcome; negative outcomes may take away resources or hinder progress.&lt;&#x2F;p&gt;
&lt;p&gt;At the beginning, each day is a struggle to make the most of limited resources, find reliable work, and find the few kind-hearted strangers that will make it possible for the Sleeper to survive. The power wielded by exploitative medical systems, and the lengths that corporations will go to in order to protect anything they consider their property, are ultimately thinly-veiled metaphors. But &lt;em&gt;Citizen Sleeper&lt;&#x2F;em&gt; goes out of its way to explore nuanced implications and details, bringing richness to the story itself as well as the concepts it stands in for.&lt;&#x2F;p&gt;
&lt;p&gt;Survival under powerful systems of oppression and control is difficult on the best of days… and some days, the Sleeper just won’t roll well. They’ll wake up at the beginning of they cycle and the HUD at the top of the screen might have a 3 as the best die available today. And it’ll have to do, it’ll have to be enough, somehow.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-1-citizen-sleeper&#x2F;images&#x2F;cs2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Citizen Sleeper’s&lt;&#x2F;em&gt; use of interface to communicate its world is constantly spectacular. It deploys systems lifted from tabletop RPGs (dice rolls, progress clocks) to keep its storytelling guided but flexible, and the use of interface to tell its stories brings an unexpected tactility. It feels &lt;em&gt;terrible&lt;&#x2F;em&gt; to drag that 1-value die into a slot and press the “Start Action” button; but it’s often better to risk it than to waste the time. The interface that drives the various narrative devices does everything it can to build its own metaphors around the struggle of existence with chronic illness and disability under an uncaring and exploitative medical system.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;building-a-home&quot;&gt;Building a Home&lt;&#x2F;h2&gt;
&lt;p&gt;In the end, there’s really only one way to survive on the Eye: through community. Over the course of the game, &lt;em&gt;Citizen Sleeper&lt;&#x2F;em&gt; introduces a number of side characters who will become companions, antagonists, employers, or business partners. The relationships built aren’t directly codified in the story (there’s no incrementing Social Link or anything like that), but many of the side characters are at the center of storylines that can be pursued.&lt;&#x2F;p&gt;
&lt;p&gt;Erlin’s Eye is a remote station, writhing in the wake of overthrown corporate masters and the various factions who negotiate and fight over the available resources. Some communities on the Eye do their best to unravel its mysteries and find sustainable ways to live and generate resources. A multitude of characters will come in and out of focus during the Sleeper’s life on the Eye, and some may become part of the life they build there.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Citizen Sleeper&lt;&#x2F;em&gt; is a stark and heart-wrenching game at times but it is first and foremost a hopeful one. Its people are struggling but warm, and kindness can be found in unusual places. Many characters will request the Sleeper’s assistance with large projects that they couldn’t do alone or ask for help acquiring hard-to-find resources and objects. As the Sleeper entangles their lives with the people on the station, they find salvation, comfort, and mutual aid in the people they work with.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-1-citizen-sleeper&#x2F;images&#x2F;cs3-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Shortly after arriving, the Sleeper also discovers something unique about their synthetic body: the ability to access the enigmatic data cloud that drives Erlin’s Eye. Time can be spent probing its depths to uncover hidden information and advance objectives, often at the risk of awakening the dormant security systems. The way that the Sleeper can interfaces with the Eye’s data cloud adds further layers to its ideas about bodies, minds, and the ways that they’re connected and distinct.&lt;&#x2F;p&gt;
&lt;p&gt;The transhumanist ideas in &lt;em&gt;Citizen Sleeper&lt;&#x2F;em&gt; are especially striking in how grounded they are, explored through the perspective of an individual and their perceptions. The writing does a lot of legwork to orient its biggest philosophical ideas around the ways in which they impact the daily lives of the Eye’s residents. Its examination of personhood through machines and digital lifeforms reflects the same depth of empathy and intellectual curiosity as the human residents of Erlin’s Eye.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Citizen Sleeper&lt;&#x2F;em&gt; is my Game of the Year because it was moving to me on so many levels, while always feeling grounded in stories about people and their lived experience. I probably could find much more to say about it, but there’s so much joy to be found in seeing the game unfold that I don’t want to give up any more details.&lt;&#x2F;p&gt;
&lt;p&gt;Moreover, there are more story updates that I’ve yet to even play, and more coming next year. It’s a world that feels alive, and lets me feel like I’ve helped to build something without ever doing more than dropping dice into slots. I’m really excited to go back to it, but I also hope I can convince more folks to give it their time. It’s a really special game and there’s nothing else quite like it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #2 Elden Ring</title>
        <published>2022-12-30T00:00:00+00:00</published>
        <updated>2022-12-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-2-elden-ring/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-2-elden-ring/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-2-elden-ring&#x2F;images&#x2F;eldenring_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Well, It was only a matter of time before this game turned up. How could it not? &lt;em&gt;Elden Ring&lt;&#x2F;em&gt; was one of the biggest titles of the year, outselling previous hits like &lt;em&gt;Dark Souls III&lt;&#x2F;em&gt; by a wide margin and dominating games media and conversation for the months after its release. It spawned a story about a player who joined co-op sessions and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.polygon.com&#x2F;23025280&#x2F;elden-ring-malenia-boss-fight-summon-let-me-solo-her-community-legend&quot;&gt;fought solo against the most difficult boss in the game&lt;&#x2F;a&gt;, it inspired &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=nvTM03_8elE&quot;&gt;lovingly-produced 40-minute dramatized lore explanations&lt;&#x2F;a&gt;, and it drew in new fans who had found previous titles too punishing and narrow.&lt;&#x2F;p&gt;
&lt;p&gt;And obviously it’s not on my list &lt;em&gt;&lt;strong&gt;because&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt; it was popular, but it &lt;em&gt;does&lt;&#x2F;em&gt; fill me with joy to see that it is. I knew folks for whom it was their first brush with any of From Software’s dark fantasy titans, I exchanged stories with friends about the things we each discovered. For a time, it felt a bit like a gaming phenomenon like &lt;em&gt;Skyrim&lt;&#x2F;em&gt; or &lt;em&gt;Breath of the Wild&lt;&#x2F;em&gt;, always a part of water cooler conversations. And to be able to see so much discussion, so much critical analysis, and so much &lt;em&gt;enthusiasm&lt;&#x2F;em&gt; for this colossal game, from a studio whose output I love dearly, was a huge part of what made it all so special.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;rise-ye-tarnished&quot;&gt;Rise, Ye Tarnished&lt;&#x2F;h2&gt;
&lt;p&gt;While it’s set in an entirely new world, &lt;em&gt;Elden Ring&lt;&#x2F;em&gt; is in many ways a spiritual successor to the Dark Souls trilogy, built upon the accumulated knowledge and experience of the studio’s previous titles. The story as presented follows “a Tarnished of no renown”, one of many aimless undead who were banished from The Lands Between and are now being beckoned back. Their goal is to attempt to restore the Elden Ring by reclaiming Great Runes from the disgraced demigods who still possess them.&lt;&#x2F;p&gt;
&lt;p&gt;From that proper-noun-heavy setup, the game spirals out into a spiderweb of stories big and small as the Tarnished takes on demigods and meets numerous friendly characters in the world who are struggling towards their own goals. The Lands Between are expansive and broken up into distinct regions, all of which can be explored freely as soon as the player finds their way into them.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-2-elden-ring&#x2F;images&#x2F;eldenring1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Like the Souls series, Elden Ring is infamously difficult. Its combat requires attentiveness to enemy moves and careful timing in order to succeed, along with a lot of patience and perseverance. However, while previous titles provided subtle mechanical levers that knowing players could pull to adjust the difficulty they experienced, &lt;em&gt;Elden Ring&lt;&#x2F;em&gt; approaches this idea more simply: &lt;em&gt;you can just go somewhere else&lt;&#x2F;em&gt;. &lt;em&gt;Elden Ring’s&lt;&#x2F;em&gt; world is so enormous, so dense with interesting things to find, that players hitting roadblocks will be able to explore elsewhere or pursue other goals before returning to difficult challenges.&lt;&#x2F;p&gt;
&lt;p&gt;Immediately noticeable in the game’s opening area is a great mounted warrior called the Tree Sentinel, a monstrous enemy that’s nearly impossible for a new player to overcome with the tools available at the beginning of the game. It’s a lesson in circumnavigation, an indicator that progress need not be halted by difficult challenges in the open world. The same opening area includes a dragon to battle, a trapped chest that teleports victims to a horrible crystal mine across the world, and much more. All of these things can be ignored until later (well, the trapped chest might get you, but it’s not too bad to get out) or plumbed for interesting treasures.&lt;&#x2F;p&gt;
&lt;p&gt;The expansiveness and variety to be found inspire experimentation and exploration, and there are even ways to fully re-spec in the middle of a playthrough if you want to try something new. It’s an acknowledgement of the sheer breadth the game has to offer, and an invitation for players to engage with it without needing to start a whole new playthrough.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;from-roots-to-branches&quot;&gt;From Roots to Branches&lt;&#x2F;h2&gt;
&lt;p&gt;The Lands Between are filled with the cataclysmic echoes of a forgotten past, a time of demigods and war. The cliffs and lakes and ruins are filled to the brim with endless details that characterize the powerful beings that once shaped it and now languish in their castles and towers, awaiting a challenge from the Tarnished. The story isn’t often on the surface, but is ever present in the margins and is foregrounded more often than in past Souls titles.&lt;&#x2F;p&gt;
&lt;p&gt;Some of the “quests” in Elden Ring span from the beginning of the game to its late game areas, and others jump all over the map to bring characters to various inflection points in their storylines. And though these stories are often hidden or unclear or disjointed, the player community assembles the pieces and retells them with enthusiasm. The internet is full of interpretations, lore explanations, and guides to help interested players untangle the web of characters and events that preceded the arrival of Tarnished in the Lands Between.&lt;&#x2F;p&gt;
&lt;p&gt;The richness of the world is a culmination of all of the hard-earned experience that From Software has accumulated building the Dark Souls series and its spiritual spinoffs (&lt;em&gt;Bloodborne&lt;&#x2F;em&gt; and &lt;em&gt;Sekiro&lt;&#x2F;em&gt;), as is the mechanical breadth available in the game’s systems. In both the moments of enormous spectacle and the quiet, barely-noticed details, &lt;em&gt;Elden Ring&lt;&#x2F;em&gt; is telling the story of a coherent place with an elaborate history, and it does its best to surface &lt;em&gt;just enough&lt;&#x2F;em&gt; of that information for players to start noticing the rest.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-2-elden-ring&#x2F;images&#x2F;eldenring2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;And even on a surface level, the world of &lt;em&gt;Elden Ring&lt;&#x2F;em&gt; is stunning to look at and listen to. Each new area makes a stark impression, and the melancholic music that plays while exploring the world lingers with me. The Erdtree, an impossibly enormous tree that’s entangled with the shattered Elden Ring itself, ever looms over the Lands Between, visible from nearly all of its numerous regions, a reminder of the sheer scale of the legacy that the Tarnished will face.&lt;&#x2F;p&gt;
&lt;p&gt;From the grand set-pieces to the smallest minutiae, the Lands Between exude character and placeness, worthy of many dozens of hours of exploration. While the game does feel a bit long in the tooth, I never felt that any areas in particular were so weak that they should have been cut for brevity; the developers truly had &lt;em&gt;that much&lt;&#x2F;em&gt; quality material that they wanted to include.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;There was no way that Elden Ring would have missed my top 10 list. Ever since a Let’s Play of &lt;em&gt;Dark Souls&lt;&#x2F;em&gt; convinced me to pick up the Souls series, I’ve played through every title and found something to love in all of them. These games have become a beloved genre to me, one in which I regularly seek out indie titles to see what they do differently and eagerly await the big installments.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Elden Ring&lt;&#x2F;em&gt; marks only the second time I’ve been able to engage with a big From Software title at launch, rather than revisiting it later (I only became interested in the series in 2016, and worked my way forward from there). It’s a joy to see newcomers finding their way into the genre through it, and it’s &lt;em&gt;easily&lt;&#x2F;em&gt; the game I spent the most time with this year. While I’ve worn myself down from my first playthrough, I have no doubt I’ll be coming back to explore The Lands Between more in the future.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #3 Signalis</title>
        <published>2022-12-29T00:00:00+00:00</published>
        <updated>2022-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-3-signalis/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-3-signalis/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-3-signalis&#x2F;images&#x2F;signalis_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Of my entire Game of the Year list, &lt;em&gt;Signalis&lt;&#x2F;em&gt; might be the most out-of-character choice that I’ve made. It’s a game modeled after classic survival horror titles like &lt;em&gt;Resident Evil&lt;&#x2F;em&gt; and &lt;em&gt;Silent Hill&lt;&#x2F;em&gt;, set in a sci-fi world and introducing a few twists that hone the experience into something new.&lt;&#x2F;p&gt;
&lt;p&gt;While the survival horror genre is typically not my style, &lt;em&gt;Signalis’&lt;&#x2F;em&gt; science fiction setting and enigmatic story setup was enough to pique my curiosity. And ultimately, I found that once I was invested, I was compelled to see where it went.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;old-and-new&quot;&gt;Old and New&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Signalis&lt;&#x2F;em&gt; is deeply committed to its old-school aesthetic, but finds ways to transform it with modern graphics technology to create an exceptionally haunting atmosphere. Light and shadow works in realistic ways and character animations are fluid and detailed, making the stark and terrifying environments and enemies feel more lifelike than the classics that they mimic while remaining pixelated and indistinct. The visual effects bring another dimension to the uniquely unnerving look and feel of late 90s horror games.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout the game, scattered key items and puzzles make backtracking a necessity; meanwhile, the resource scarcity, limited inventory space, and occasionally-respawning enemies make it harrowing. The world is separated into a set of hubs with surrounding areas to explore, keeping individual areas well-contained but maintaining a labyrinthine feeling.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-3-signalis&#x2F;images&#x2F;signalis1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The puzzles that must be solved to progress include a few duds, and a couple that can be solved too easily or simply have very clear instructions sitting on the table right next to them. But by and large, the puzzles balance themselves well. They’re bizarre enough to be compelling and laden with symbolism, but have enough internal logic to be solvable and satisfying. In particular, some puzzles make great use of the the character’s radio, requiring players to tune it in particular ways to pick up signals and interpret the data they’re receiving.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond these things, &lt;em&gt;Signalis&lt;&#x2F;em&gt; largely adheres to the mechanical formulae it takes inspiration from. There are a good deal of terrifying enemy and boss encounters that keep the game’s tension high, and the brief story sequences interspersed between areas perpetually add more mysteries to its unfolding plot. And while it adds plenty of its own twists, it also distills a deep appreciation of 90s horror classics into its own design.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;open-to-interpretation&quot;&gt;Open to Interpretation&lt;&#x2F;h2&gt;
&lt;p&gt;The story of &lt;em&gt;Signalis&lt;&#x2F;em&gt; follows an android woman named Elster, an uncommon model of Replika (robotic laborers and military personnel that use mental data extracted from humans as their baseline personalities) deployed alongside a Gestalt (human) officer. When Elster wakes up from maintenance and finds her ship crashed and her partner missing, she journeys planetside to find out what happened.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Signalis’&lt;&#x2F;em&gt; story does a lot of its heavy lifting through environmental details. The scattered documents and propaganda posters in the setting tell the story of an interplanetary empire that dominates the society that the characters hearken from, and of the various planets in the solar system that it instrumentalizes in different ways. Meanwhile, Elster encounters increasingly monstrous threats that begin to blur the line between reality and nightmare.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Signalis&lt;&#x2F;em&gt; is not especially clear about what’s going on in its story, and that’s one of the things that makes it so fun to explore. It operates in a psychological horror mode, weaving metaphor into the reality of the game and barraging the player with enigmatic phrases and details as they try to unravel what’s going on.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-3-signalis&#x2F;images&#x2F;signalis2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Its storytelling leverages a variety of techniques, including scattered documents and propaganda, occasional NPC encounters, and frenetic montage sequences filled with vivid imagery. The disorienting switches between these formats, as well as pivots between 3rd person and 1st person perspectives, powers the dreamlike logic of the game and amplifies its terror and its mystery.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Signalis&lt;&#x2F;em&gt; occupies a genre that I never really gravitate towards. My disinterest in survival horror generally boils down to a lack of enthusiasm for the aesthetic trappings of the genre (zombies and grotesque monsters), combined with a preference for horror that’s more overtly psychological and less reliant upon mounting dread and mechanical concerns like resource scarcity.&lt;&#x2F;p&gt;
&lt;p&gt;But to me, &lt;em&gt;Signalis&lt;&#x2F;em&gt; found a balance that other games haven’t, drawing me into its story and keeping me engaged and unnerved throughout its whole length. I don’t mean to imply that it’s &lt;em&gt;better&lt;&#x2F;em&gt; than the giants upon which it stands, but it &lt;em&gt;does&lt;&#x2F;em&gt; stand out from them. All in all, I find it remarkable that &lt;em&gt;Signalis&lt;&#x2F;em&gt; managed to translate the appeal of these classics into something that I was able to stick with; and into something that in turn stuck with &lt;em&gt;me&lt;&#x2F;em&gt; so strongly after its credits rolled.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #4 Teardown</title>
        <published>2022-12-28T00:00:00+00:00</published>
        <updated>2022-12-28T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-4-teardown/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-4-teardown/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-4-teardown&#x2F;images&#x2F;teardown_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Ever since I learned about Awesome Games Done Quick several years ago, I’ve had an interest in speedrunning and the talent, community, and dedication that runners pour into the hobby. However, I know myself well enough to understand that I’ll probably never be able to personally invest the necessary time and energy to participate in it. But I &lt;strong&gt;do&lt;&#x2F;strong&gt; still have an itch for it, and I love to see games that speedrunning as inspiration for their own internal gameplay mechanics — in fact, it’s something I talked about &lt;a href=&quot;..&#x2F;top-10-games-2019-9-vision-soft-reset&#x2F;&quot;&gt;on my GOTY list in 2019&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Teardown&lt;&#x2F;em&gt; is another example of this idea, a game designed around destructible sandbox levels dotted with objectives that must be collected in a single sixty-second sequence. And while &lt;em&gt;Teardown’s&lt;&#x2F;em&gt; narrative is not particularly focal, its story of demolition, robbery, and all manner of &lt;em&gt;very&lt;&#x2F;em&gt; questionable business practices still delivers satisfying moments and some fun writing.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;setting-up-the-dominoes&quot;&gt;Setting up the Dominoes&lt;&#x2F;h2&gt;
&lt;p&gt;In its tutorial levels, &lt;em&gt;Teardown&lt;&#x2F;em&gt; down establishes a few basic mechanics around demolition and the tools that are used to perform it. The whole game is driven by a voxel-based physics system that allows structures to be smashed, exploded, and rammed with vehicles to produce various paths into, over, and through the obstacles in each level.&lt;&#x2F;p&gt;
&lt;p&gt;Once the tools of destruction are introduced, subsequent missions involve more than simple demolition. A collection of valuable items within the level must be stolen, but there’s a catch: as soon as a single item is taken, an alarm is tripped and the player has a very short amount of time to grab everything they can and run.&lt;&#x2F;p&gt;
&lt;p&gt;These two mechanics — the &lt;strong&gt;smash&lt;&#x2F;strong&gt; and the &lt;strong&gt;grab,&lt;&#x2F;strong&gt; if you will — are the core building blocks of the rest of the game. Levels take on a two-phase approach: setup and execution.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-4-teardown&#x2F;images&#x2F;teardown1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The first phase is slow, methodical, deliberate, and resource constrained. The player only has a certain amount of charges and rounds for their various destructive weapons and tools. Players will place planks to bridge gaps between buildings, smash through brick walls to create openings, and even collapse floors or roofs to create quicker access to objects of value within. Every decision counts when it comes to building the perfect route through the level, and players may need to explore the environment to find extra tools to help clear a path. Sometimes explosive objects around the level can help; sometimes a vehicle can help smash down a brick wall without using precious ammunition; other times, a vehicle can be strategically placed to aid traversal across the level.&lt;&#x2F;p&gt;
&lt;p&gt;The second phase is where it all pays off, where the dominoes fall over. &lt;em&gt;Teardown&lt;&#x2F;em&gt; doesn’t go out of its way to create particularly precise platforming challenges when it comes to running through the level to collect all the loot, but it does make its vehicles fiddly and difficult to handle, rewarding players who line them up just right and bail out of careening vehicles to sprint between objectives. Broadly speaking, the actual execution of the movement is just tricky enough to invite skilled play, but not so elaborate or precise that it undercuts the importance of careful routing.&lt;&#x2F;p&gt;
&lt;p&gt;Most levels feature bonus objectives to amplify the challenge, and there are numerous side missions with different configurations and objectives that complicate and remix the formula. Some are interesting and some are unremarkable, but they always find new ways to reuse spaces and tend to place objectives in different hard-to-reach spots. To me, none of these side missions had quite the same appeal as the core smash and grab levels, but the variations do provide reasons to further explore the levels and find new details to exploit.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;breaking-shit-is-fun&quot;&gt;Breaking Shit is Fun&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Teardown’s&lt;&#x2F;em&gt; sublime mechanical structure is also scaffolded by a light-hearted crime drama told through the various job requests that the player character receives. Interspersed between emails from your doting mother, you’ll receive requests from wealthy CEOs picking petty fights with their competition, hiring you to break their competitors’ things and disrupt their plans (and then turning around and doing the same for said competitor). In the meantime, you’ll receive messages from a cop investigating these companies’ illegal business practices, who recruits you to do some under-the-table work to steal incriminating documents from locations that the police don’t actually have a warrant to search.&lt;&#x2F;p&gt;
&lt;p&gt;It’s a conceit that’s often a little corny and over-the-top, but it remains endearing nonetheless due to the sheer delight it takes in the hypocrisy, egoism, and incompetence of the powerful. &lt;em&gt;Teardown&lt;&#x2F;em&gt; may not be presenting any especially novel ideas in its escalating crime story, but it’s filled with an understanding of just how much rich people &lt;em&gt;fucking suck&lt;&#x2F;em&gt;, and how immensely satisfying it would be to smash their fancy toys and steal their beloved valuables and status symbols.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-4-teardown&#x2F;images&#x2F;teardown2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;In one of my favorite levels in the game, a client asks you to mess with a competitor by breaking into his mansion and driving as many of his fancy sports cars into the ocean as possible before time runs out. This means that the routing involves an elaborate sequence of peel-outs, pitching half a dozen cars into the water and leaping out of the drivers seat while they careen off the road before hoofing it to the next one.&lt;&#x2F;p&gt;
&lt;p&gt;It’s ridiculous, bombastic, and committed to the catharsis of breaking a shitty person’s expensive toys. At the beginning of the game, the player character is on the verge of bankruptcy as their above-board demolition company ekes by through a patch of slow business. But after each level, players return to their home and workshop and find new expansions or improvements that the player character has been building in their downtime. Players also have an opportunity to upgrade the tools of their trade, gaining access to more charges and ammo or new tools entirely.&lt;&#x2F;p&gt;
&lt;p&gt;As its story progresses, Teardown includes one more staple of crime stories: a sense of hubris and an impending fall, which hangs over the story leading up to the final mission. How far will the player character go before they become the sort of villain they’ve been working for?&lt;&#x2F;p&gt;
&lt;p&gt;The final touch is the game’s excellent aesthetic, a pixelated art art style with realistic light and shadow, reminiscent of &lt;em&gt;Minecraft&lt;&#x2F;em&gt; with shader mods but featuring more grounded and detailed voxel representations of objects. The palette of the game has a dusty, muted feel to it, making the grays and browns of concrete and brick feel realistic despite the blockiness. The sound effects have all the crunching and crashing and exploding that you’d want.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-4-teardown&#x2F;images&#x2F;teardown3-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;Teardown is a game about planning and execution, a distillation of the things I love most about speedrunning. I love to see explanations of how particular tricks or exploits were discovered and honed, probably even more so than I like seeing the techniques executed by a skilled runner (which is also still very cool). And to be able to engage in a microcosm of that sort of dissection of a level is a really joyful thing that rarely comes up naturally. Even games with time trials and leaderboards tend to have more constrained possibility spaces &lt;em&gt;Teardown&lt;&#x2F;em&gt;, which is able to lean on its sandbox level structure and simulated destruction to create a lot of nuance and breadth to the routing decisions it presents.&lt;&#x2F;p&gt;
&lt;p&gt;And finally, it’s worth noting that Teardown is still being developed and expanded (including a big update released a couple weeks before this post), as well as highlighting the work of its player community by providing modding tools and showcasing a set of featured mods directly in the game. I’m excited to play the expansion and explore the mods, and I’m glad to see that the game’s community is making it even better.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #5 Norco</title>
        <published>2022-12-27T00:00:00+00:00</published>
        <updated>2022-12-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-5-norco/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-5-norco/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-5-norco&#x2F;images&#x2F;norco_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Norco&lt;&#x2F;em&gt; is the debut title from studio Geography of Robots, a point-and-click adventure game about a young woman returning to her hometown of Norco, Louisiana, an old company town on the outskirts of New Orleans. It works just as deftly in metaphor as it does in actual storytelling, and its writing is beautiful, haunting, hilarious, and tragic.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-future-haunted-by-its-past&quot;&gt;A Future Haunted By Its Past&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Norco’s&lt;&#x2F;em&gt; story follows Kay, a young woman returning to her hometown in Louisiana after her mother passes away. When she arrives, she finds that her brother has gone missing and must search her hometown for him. The game flits between Kay’s story and flashback sequences from the perspective of her mother, Katherine, before she passed, filling in details and setting up questions to pay off later.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-5-norco&#x2F;images&#x2F;norco1-1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Norco’s&lt;&#x2F;em&gt; setting is vaguely futuristic, involving sentient robot servants and a corporation selling a technology that encodes a human mind onto a hard drive. These science fiction details are powerful narrative devices that let &lt;em&gt;Norco&lt;&#x2F;em&gt; explore themes of memory, self, and the connections between a place and its residents. The stories told in the margins of its primary plot revolve around the massive refinery at the heart of the town and the ways in which corporate interest and power compromises technology that people rely upon.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond these details, the rest is difficult to describe without spoiling the story or making no sense at all. While &lt;em&gt;Norco’s&lt;&#x2F;em&gt; prose is sharp and poignant throughout, its story also becomes more metaphorical and surreal as it unfolds, taking on increasingly supernatural elements.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;comedy-and-tragedy&quot;&gt;Comedy and Tragedy&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Norco’s&lt;&#x2F;em&gt; narrative is rooted in the Southern Gothic style of fiction, a genre characterized by examination of the profound scars left on the American South by slavery and the Civil War, often blurring the line between real and supernatural, literal and metaphor. It’s also a genre that I don’t have much familiarity with, which likely a lot of my experience with &lt;em&gt;Norco&lt;&#x2F;em&gt; especially novel.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Norco&lt;&#x2F;em&gt; dances between disturbing and offbeat in a strangely grounded way, offering a sort of grim humor that functions like it&#x27;s own variety of classic point-and-click adventure humor. Characters are bizarre but also grounded and believable, delivering all manner of strange commentary that, for lack of a better phrase, seems like the sort of thing a certain kind of guy would really say. Even the narratory writing sometimes delivers dry observations about the strangeness that Kay and her mother encounter while they explore the town.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-5-norco&#x2F;images&#x2F;norco2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;But hand in hand with this is a sense of melancholy and desperation, of unhealed scars and words left painfully unspoken. Characters feel stuck or disillusioned, turning wherever they can to find purpose and meaning. The town itself lives in the shadow of a huge refinery and robot factory, where deadly accidents have taken the lives of members of the community over the years.&lt;&#x2F;p&gt;
&lt;p&gt;Maybe this is a reflection of my unfamiliarity with the genre space, but I was constantly impressed by how often the writing could be incredibly dark and still very funny, and never quite in a typical nihilistic way. Even if &lt;em&gt;Norco’s&lt;&#x2F;em&gt; writing style is uniquely impressive to genre newcomers like myself, it certainly doesn’t have a lot of contemporaries in video games.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;Of all the games on my list this year, &lt;em&gt;Norco&lt;&#x2F;em&gt; is the one that I feel &lt;em&gt;&lt;strong&gt;least&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt; equipped to talk about intelligently. It’s steeped in metaphor and drawing on genre conventions I’m fairly new to. But its prose is so dense and evocative, its art so vivid, that the experience works at a surface level just as well as it does at the layers beneath.&lt;&#x2F;p&gt;
&lt;p&gt;Norco is literary in a way that few games I’ve played can quite compare to, and it makes me hungry for more games that can deploy this caliber of writing and imagery to support their storytelling. I’ve honestly struggled quite a bit to figure out how to discuss it, because most of what I have to say about it is interpretive and difficult to organize, especially without spoiling important details.&lt;&#x2F;p&gt;
&lt;p&gt;I guess the way I should put it is this: play &lt;em&gt;Norco&lt;&#x2F;em&gt;, and then lets talk about it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #6 Last Call BBS</title>
        <published>2022-12-26T00:00:00+00:00</published>
        <updated>2022-12-26T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-6-last-call-bbs/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-6-last-call-bbs/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-6-last-call-bbs&#x2F;images&#x2F;bbs_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Many of the games on this list so far have leveraged nostalgic art styles and ideas as a way to evoke certain feelings; &lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; is the first on my list that tries to communicate someone &lt;em&gt;else’s&lt;&#x2F;em&gt; nostalgia to a hypothetical person who may not be old enough (or connected to the right subcultures) to experience it themselves.&lt;&#x2F;p&gt;
&lt;p&gt;Last Call BBS is an anthology collection of 8 small games wrapped in a fictional retro computer system UI. Its collected games are each smaller than they typical releases from developer Zachtronics, but the collection itself provides quite a lot to play around with and is tied together as a love letter to the kinds of connections that are possible via the internet.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-6-last-call-bbs&#x2F;images&#x2F;bbs1-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Crucially, Last Call BBS is also intended to be the final release from Zachtronics before the eponymous Zach Barth, its founder and creative director, leaves the game development world and focus on teaching high school computer science. In many ways, &lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; is a fond farewell letter from a studio that’s built an impressive legacy in barely more than a decade.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;games-are-for-play&quot;&gt;Games Are For Play&lt;&#x2F;h2&gt;
&lt;p&gt;The metafiction surrounding &lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; explains that all of the included games are loaded onto an old Sawayama Z5 Powerlance, a fictional piece of retro computer hardware that is being handed down to the player by an older friend. The previous owner left a series of brief text notes (viewable in a notepad program) that explain the history and context behind the device itself and each of the various games that can be installed.&lt;&#x2F;p&gt;
&lt;p&gt;Using a mountain of aesthetic flourishes, Last Call BBS delivers a game that spans a wide gamut of art and writing styles while sticking to the low-res pixel aesthetics that mark the era it situates itself within. Each title will unlock a series of notes as players progress through it, providing insight about the fictional developer who built the game, what their story was, and why they made what they made.&lt;&#x2F;p&gt;
&lt;p&gt;One of the most poignant ones is a program called Steed Force Hobby Studio, a mecha model-building simulator that has no particular goal or scorekeeping. It’s just a little sandbox that has a bunch of tools for punching out what amounts to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;gundam.fandom.com&#x2F;wiki&#x2F;Gunpla&quot;&gt;Gunpla model parts&lt;&#x2F;a&gt;, painting them, assembling them, and adorning them with stickers. It’s meant to evoke the relaxing and meditative experience of assembling a model kit, fiddling with small parts, and carefully applying tape to allow for clean painted lines.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-6-last-call-bbs&#x2F;images&#x2F;bbs2-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The included notes for Steed Force Hobby Studio describe its developer as a person who grew up watching an anime that he loved and wanted to build kits together with his son, but found importing them to be far too expensive and inconvenient. So he just wrote a little program to simulate them so he could share his geeky hobby with his son. It doesn’t need a win condition or a sequence of unlockable sets or anything like that. It’s just a charming little toy.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;engineering-is-for-everyone&quot;&gt;Engineering Is For Everyone&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; also features a game called 20th Century Food Court, a puzzle game about building automated assembly lines for various foods, packaged in a goofy retro-futuristic conceit about serving 20th century foods to a post-scarcity civilization that has no need for typical organic food. Each stage begins with a description of a cuisine that sounds as if its written by an alien, and ends in a collection of food reviews from strange future people who don’t understand what a hamburger is supposed to be.&lt;&#x2F;p&gt;
&lt;p&gt;The humor is very charming, but the puzzles becomes difficult fairly quickly. It’s the game that’s most reminiscent of the general out put of Zachtronics games, beginning with the 2011 release of &lt;em&gt;SpaceChem.&lt;&#x2F;em&gt; Each solution is met with a graph comparing your solution’s efficiency to those of other players online, a signature feature of Zachtronics titles. And while the challenge can be grueling, the game feels fundamentally meant to be solved and meant to bring a sense of satisfaction to those who solve its puzzles.&lt;&#x2F;p&gt;
&lt;p&gt;It may be the case that people who don’t have experience or interest in programming won’t find any enjoyment in this sort of experience, but 20th Century Food Court is inviting you to give it a shot. Despite the challenges presented in its later levels and the competitive nature of its solution leaderboards, it never feels like it’s interested in gatekeeping the space. And because it’s an anthology, &lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; always has something else to offer to recapture your interest.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-6-last-call-bbs&#x2F;images&#x2F;bbs3-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;More importantly, Last Call BBS is celebratory of an era of the internet with broad possibilities, where hobbyist programmers could share their copyright-infringing Gunpla kit building games and small studios could create strange and commercially questionable titles simply because it was what they felt like making. It’s a rose-colored vision of this era, to be sure, but the way it celebrates individual expression and the ability to share creative work with interested strangers reminds us of everything that the digital world &lt;em&gt;can&lt;&#x2F;em&gt; still be, and what we can attempt to win back when we build real communities online.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;It’s hard to explain how much joy it brings me to see the way that &lt;em&gt;Last Call BBS&lt;&#x2F;em&gt; delivers its metanarrative. It’s filled with kindness, enthusiasm, and a celebration of the creative and expressive possibilities that programmers found in the early days of the internet. It’s a potent distillation of everything &lt;em&gt;good&lt;&#x2F;em&gt; about geekdom, about the sincere pleasure of sharing something niche and special with someone who may not have known about it.&lt;&#x2F;p&gt;
&lt;p&gt;Zach Barth is an exceedingly rare kind of software developer, a programmer who seems more interested in sharing the joys of engineering and the learning process than he is in elevating his own creations. And while the video game world will certainly miss him, it’s heartening to me to hear that he’ll instead be devoting his energy to bringing that joy to students in his classroom.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #7 Tunic</title>
        <published>2022-12-25T00:00:00+00:00</published>
        <updated>2022-12-25T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-7-tunic/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-7-tunic/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-7-tunic&#x2F;images&#x2F;tunic_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;At first glance, &lt;em&gt;Tunic&lt;&#x2F;em&gt; seems like a straightforward adventure game, reminiscent of The Legend of Zelda and the visual stylings of classic computer RPGs. It has a brightly colored art style, with golden sunlight spilling across its tidy isometric angles at a dramatic skew, both cute and somehow eerie. But beyond this exterior, there’s a profound sense that darkness and mystery lurks within.&lt;&#x2F;p&gt;
&lt;p&gt;Across its entire runtime, &lt;em&gt;Tunic&lt;&#x2F;em&gt; is filled with moments that unfurl further layers of secrets, all the while feeling mostly accessible to a less-deeply-invested player. It’s a game that’s designed to evoke feelings of discovery and awe. The fictional language of strange glyphs within the game simulates the experience of a certain generation of children playing imported Japanese games and flipping through manuals full of unfamiliar symbols. This means that the details hold up to intense scrutiny (players have even cracked the in-fiction language), but is not essential to an enjoyable experience.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-7-tunic&#x2F;images&#x2F;tunic1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-puzzle-box-world&quot;&gt;A Puzzle Box World&lt;&#x2F;h2&gt;
&lt;p&gt;Every detail of &lt;em&gt;Tunic’s&lt;&#x2F;em&gt; world seems to be carefully placed, oftentimes taking on new meaning as the game progresses and more secrets are revealed. Developer Andrew Shouldice has explained that even the isometric art style was chosen partly &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;venturebeat.com&#x2F;games&#x2F;tunic-creator-andrew-shouldice-on-indie-gaming-success&#x2F;&quot;&gt;because of its ability to obscure things&lt;&#x2F;a&gt; that would otherwise be in plain sight, like hidden passageways or objects.&lt;&#x2F;p&gt;
&lt;p&gt;Even &lt;em&gt;Tunic’s&lt;&#x2F;em&gt; story is enigmatic and difficult to parse, yielding numerous elaborate interpretations from various players while also conveying a metatextual layer about retry gaming itself. I feel strongly that somewhere at the heart of &lt;em&gt;Tunic&lt;&#x2F;em&gt; is an allegorical story about playing games as a child and feeling a profound sense of adventure — and what it means to share that experience with others. Despite being mythic and abstract in its storytelling, its use of striking imagery and sound design convey a world that feels both grounded and profoundly liminal and dreamlike.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout &lt;em&gt;Tunic&lt;&#x2F;em&gt;, players will collect various usable items (many of which have unclear functions at first) that allow them to circumvent obstacles and progress further. But &lt;em&gt;Tunic&lt;&#x2F;em&gt; also hides an equal amount of already-present secrets across the world that can be found only via specific inputs or interactions. This means that while some progression is locked behind finding key items, other portions are gated by the discovery of information, and nothing more.&lt;&#x2F;p&gt;
&lt;p&gt;Since there are interactive functions of the game world that are present from the beginning (but obscured by a lack of tutorialization), &lt;em&gt;Tunic&lt;&#x2F;em&gt; also includes a clever way to deliver this information through yet another layer of puzzles and mysteries…&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-7-tunic&#x2F;images&#x2F;tunic2-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-manual&quot;&gt;The Manual&lt;&#x2F;h2&gt;
&lt;p&gt;The manual is a brilliant little hook that serves as both a metatextual nostalgia trip and a mechanism of delivering carefully obscured information. Manual pages are hidden throughout the world and, once unlocked, feature a combination of English writing alongside &lt;em&gt;Tunic’s&lt;&#x2F;em&gt; own fictional language.&lt;&#x2F;p&gt;
&lt;p&gt;The pages scattered throughout the world create an excellent feedback loop between exploring, finding secrets and shortcuts and items, and discovering more pages that enable further exploration. It also means that the game takes on slightly a different shape for every player, unfolding according to which bits of &lt;em&gt;information&lt;&#x2F;em&gt; they uncover first in addition to which actual items and gadgets they find.&lt;&#x2F;p&gt;
&lt;p&gt;And without giving away too much, the manual pages also serve a particular role in the endgame; the way this plays out is fascinating and poignant, a firm statement that indicates what &lt;em&gt;Tunic&lt;&#x2F;em&gt; truly cares about the most.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-7-tunic&#x2F;images&#x2F;tunic3-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Tunic&lt;&#x2F;em&gt; is a love letter to childhood gaming experiences writ large. It’s at times grim and harrowing, at times peaceful and beautiful, and always full of wonder and possibility. Finishing the game left me with a lot of questions that it may not even &lt;em&gt;have&lt;&#x2F;em&gt; any direct answers for, and that’s okay. I’m happy that the sense of mystery doesn’t end when the credits roll.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #8 Tinykin</title>
        <published>2022-12-23T00:00:00+00:00</published>
        <updated>2022-12-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-8-tinykin/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-8-tinykin/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-8-tinykin&#x2F;images&#x2F;tinykin_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It’s rare to encounter games that can effectively evoke nostalgia while retaining their own identity and still appealing to modern sensibilities. It’s not hard to imagine why: nostalgia is incredibly subjective and personal, and is almost always rosy and exaggerated. One person’s favorite media from their childhood may hold up to &lt;em&gt;them&lt;&#x2F;em&gt;, but that doesn’t often mean that the appeal extends to someone who newly experiences it. As far as I’ve seen, the same can often be said of contemporary works that lean heavily on nostalgia.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Tinykin&lt;&#x2F;em&gt; reminds me of playing 3D platformers as a kid, calling to mind the adventure and exploration at the heart of games like &lt;em&gt;Jak and Daxter&lt;&#x2F;em&gt; or &lt;em&gt;Sly Cooper&lt;&#x2F;em&gt; (2 and 3 in particular). But even though it stands on those shoulders, it manages to focus more tightly on exploring and collecting rather than combat or precise platforming. It’s colorful, upbeat, and goofy, and executes well on its ideas and leaves no fat untrimmed. It’s a near-perfect game with a deep understanding of exactly what’s appealing about the platformer-adventure genre.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-big-world-out-there&quot;&gt;A Big World out There&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Tinykin&lt;&#x2F;em&gt; is a game about a miniature human exploring a big abandoned house and collecting mcguffins. Throughout the world, he collects creatures called Tinykin that help him clear obstacles, move objects, and reach high up places. The story conceit is a little confusing: Milo, the main character, is a human from another planet who seems to have returned to the earth seeking his species true home planet, but it’s not clear why he’s the size of household bugs, and it’s even less clear what the Tinykin even &lt;em&gt;are&lt;&#x2F;em&gt; (they’re distinct from the insect denizens of the house), and…&lt;&#x2F;p&gt;
&lt;p&gt;Well, none of that really matters. A helpful fellow named Ridmi instructs Milo on the parts he’ll need to construct a rocket and return to his spaceship in orbit: collect a series of key items from the various rooms of the house. While he’s at it, Milo will accumulate Tinykin followers with different capabilities, collect pollen for a winemaker, find artifacts for the museum, and help the characters he meets with miscellaneous tasks (like delivering lost letters). The story is a bit odd and convoluted, but the goals are clear and straightforward.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-8-tinykin&#x2F;images&#x2F;tinykin1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Tinykin’s&lt;&#x2F;em&gt; various rooms are big spaces filled with details that utilize every creative possibility of the “tiny person in regular sized house” concept. You’ll jump around on stacks of books, explore inside pianos and television sets, throw parties by turning on stereo systems, and explore a world reclaimed by a collection of intelligent bug communities that have built and shaped the house to meet their needs.&lt;&#x2F;p&gt;
&lt;p&gt;The spaces are whimsical, but surprisingly cohesive. They do their best to remain true to the implications of their storytelling. For example, the big church crafted out of cardboard in the center of the living room is an early indication of how much these bugs have repurposed the objects in the house and built their own societies within it.&lt;&#x2F;p&gt;
&lt;p&gt;The characters that Milo meets are mostly one-dimensional, many of them making referential jokes and silly quips. Focal characters in each level are equally simple, often providing instruction towards accomplishing the main objectives. The different species of bug hail from different communities with different values and structures, and I did appreciate that most rooms in the house were multi-species communities rather than being entirely segregated into different areas. While the writing isn’t exceptional, it does have a reasonable degree of restraint that keeps it from being obnoxious most of the time.&lt;&#x2F;p&gt;
&lt;p&gt;By and large, the low-investment character interactions are more of a feature than a bug (if you’ll pardon the pun). Tinykin is the perfect sort of game to play while listening to podcasts in the background, which has become a comforting habit for me. The real joy of the game comes from wandering the world, solving simple-but-clever puzzles, and finding things hidden in nooks and crannies.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;it-s-a-small-world-after-all&quot;&gt;It’s a Small World After All&lt;&#x2F;h2&gt;
&lt;p&gt;Even though &lt;em&gt;Tinykin’s&lt;&#x2F;em&gt; various levels are both sprawling and dense, the game as a whole has an admirably tight focus. There is no combat in the game, and no meaningful failure states either. Milo’s equipment shorts out in water, so if he falls in he gets placed back on solid ground; long falls can also trigger this, but he has a glide ability that makes it easy to avoid. These serve more as minor obstacles than real progression barriers. By and large, the only thing that will set players back is falling from a high place to a lower area, from which they’ll need to climb back up.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-8-tinykin&#x2F;images&#x2F;tinykin2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;It’s clear that the game inevitably invites a &lt;em&gt;Pikmin&lt;&#x2F;em&gt; comparison (though it’s structure could not be more different from that of the &lt;em&gt;Pikmin&lt;&#x2F;em&gt; games). The Tinykin follow Milo in a big crowd and can be called back or sent to perform tasks, much like Pikmin. By and large, the similarity feels like a mechanical baseline on which &lt;em&gt;Tinykin&lt;&#x2F;em&gt; builds a less hostile world, one oriented more around exploring than surviving or progressing.&lt;&#x2F;p&gt;
&lt;p&gt;Tinykin also won’t follow Milo between levels, so each time he arrives in a new room, he must collect a new set of them in order to traverse to all the places he needs to. This means that each level has its own arc, unfolding and expanding as Milo collects enough Tinykin to reach higher places and find more collectibles and insectfolk to assist.&lt;&#x2F;p&gt;
&lt;p&gt;The lack of threats in the world and the clarity with which the Tinykin are used helps the game to exist in a cozy, casual space. It’s a great game to curl up with for a weekend and play through while watching TV or listening to your favorite podcasts. That isn’t to say that the game is boring by itself; only that it’s very capable of being exactly stimulating enough to stay interesting, but never mechanically challenging enough to demand intense focus.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;In the past, I’ve written about how games like &lt;em&gt;Subnautica,&lt;&#x2F;em&gt; &lt;em&gt;Outer Wilds, Paradise Killer,&lt;&#x2F;em&gt; and &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; provide dense, coherent spaces that ultimately become familiar through traversal and scrutiny. Coming to understand and a space and learning to navigate it efficiently is one of my favorite things about playing video games, and it’s exactly the play experience that lives at the core of &lt;em&gt;Tinykin.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;It’s a master class in gameplay that does only the things it’s best at and its level design is whimsical and dense with endearing details. If you love to explore a big 3D level, there are few things I could recommend more whole-heartedly than &lt;em&gt;Tinykin&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #9 Sephonie</title>
        <published>2022-12-23T00:00:00+00:00</published>
        <updated>2022-12-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-9-sephonie/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-9-sephonie/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-9-sephonie&#x2F;images&#x2F;sephonie_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Sephonie&lt;&#x2F;em&gt; is a narrative-heavy mashup of puzzles and platforming created by &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;han_tani&quot;&gt;Melos Han-Tani&lt;&#x2F;a&gt; and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;even_kei&quot;&gt;Marina Kitakka&lt;&#x2F;a&gt;, the developer duo behind the beloved Anodyne games (as well as numerous other small works in various media). Their work has a reputation for being avant-garde and sometimes metatextual, consisting of expressionistic art and writing with a distinctive voice.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Sephonie&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt; tells the story of three scientists from the U.S., Taiwan, and Japan on an expedition to conduct research on a previously unexplored island off the coast of Taiwan. Visually, &lt;em&gt;Sephonie&lt;&#x2F;em&gt; follows on the heels of &lt;em&gt;Anodyne 2&lt;&#x2F;em&gt;’s low-poly 3D art style, reminiscent of PlayStation-era graphics. The music oscillates between chipper and melancholic, almost nostalgic somehow. &lt;em&gt;Sephonie&lt;&#x2F;em&gt;’s moment-to-moment play involves jumping, wall-running, and playing through mellow Tetris-like puzzle segments. But amidst these aesthetic trappings sits a unique story about heritage, privilege, ecology, and human connection, as grand and sweeping as it is quiet and personal.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;like-riding-a-skateboard&quot;&gt;Like Riding a… Skateboard?&lt;&#x2F;h2&gt;
&lt;p&gt;One of the most immediately notable things about &lt;strong&gt;Sephonie&lt;&#x2F;strong&gt; would be its exceedingly odd platforming mechanics. Early on, the game implores players to stick with its default gameplay options and learn to control the sprinting, wall-running and dashing mechanics as they’re presented. But it also admits that the way that it implements these verbs is atypical and may require some adjustment, likening the sprinting movement to “riding a skateboard” more than running around in a typical 3D platformer.&lt;&#x2F;p&gt;
&lt;p&gt;At first, it didn’t click for me at all. It’s as weird to control as the game itself admits, and it undoubtedly requires patience and practice. But I trusted the developers to deliver something intentional, and after some time with it I started to get the hang of the movement. Wall-running turned out to be a bit finicky all the way through, but by the end of the game, I not only understood how to control the characters well, but agreed with the developers’ implication: that the movement mechanics were well-suited to the game that they made.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-9-sephonie&#x2F;images&#x2F;sephonie1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;For players to follow along when they’re initially thrown off balance is a significant ask, but it’s one that feels reasonable in the context of niche games from very small studios. People building games in small teams often need to push boundaries to stand out and build something unique. I can’t help but wonder if there could have been ways to better tutorialize that didn’t resort to pleading the player to stick with it, but it ultimately was enough when taken in good faith.&lt;&#x2F;p&gt;
&lt;p&gt;While exploring &lt;strong&gt;Sephonie&lt;&#x2F;strong&gt;, the scientists encounter new species of flora and fauna to analyze, triggering puzzle sequences that involve placing multicolored Tetris-like blocks. The goal is to form large regions of matching colors to rack up points and progress the encounter, taking care to score a minimum number of points during each round. It’s relaxing and not especially difficult, but it provides a nice break from platforming in the same way other 3D platformers might employ combat encounters or minigames. By and large, I found myself wishing they were more challenging, but they nonetheless worked as a pacing mechanism and source of variety.&lt;&#x2F;p&gt;
&lt;p&gt;All told, &lt;em&gt;Sephonie&lt;&#x2F;em&gt;’s mechanical conceits are charmingly unusual and mostly inoffensive; some even grew on me quite a bit as the game progressed. To me, this experience demonstrates the importance of taking indie works at face value as much as possible. And to their credit, &lt;em&gt;Sephonie&lt;&#x2F;em&gt;’s developers still provide settings to tweak difficulty and simplify the trickiest parts of the platforming, which was comforting to have available as an option.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;hearts-and-minds&quot;&gt;Hearts and Minds&lt;&#x2F;h2&gt;
&lt;p&gt;The story of &lt;em&gt;Sephonie&lt;&#x2F;em&gt; is hard to succinctly describe; it examines its many themes through a number of different parallel lenses. The direct plot setup is simple: three researchers find themselves marooned on a research expedition to an unexplored island, equipped with high-tech gear that lets them neurologically interface with the unique flora and fauna on the island and catalog ecological data (in addition to giving them super-human parkour abilities, it would seem).&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-9-sephonie&#x2F;images&#x2F;sephonie2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Over the course of their exploration, the island itself morphs into increasingly surreal spaces that represent the characters own memories, anxieties, and hopes. The three protagonists hail from different nations but are all of Taiwanese descent to some degree, and their varying connections to this heritage is a consistent throughline. As the three explore the island and come to understand its intricate ecology, it becomes clear that the island itself is a living entity capable of communicating with them. Major checkpoints in the game’s story are paired with “mindshare” sequences, in which the island explores the researchers’ lives and histories through the neurological linking technology they’ve brought with them. These sequences are also implied to be connecting the scientists to one another, expanding their mutual understanding and helping them grow as individuals and as a team.&lt;&#x2F;p&gt;
&lt;p&gt;The mindshare sequences are beautiful dioramas that showcase the expressiveness and distinct video-game aesthetic of the art style, overlaid with poignant prose that examines the histories of the trio through little bits of daily minutia and recalled memories.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Sephonie&lt;&#x2F;em&gt;’s storytelling blends a lot of thematic elements, but feels like it’s fundamentally an extended meditation on personal history and the experiences of being mixed-race, being children of immigrants, and working under large institutions. The wistfulness and beauty of the story sequences are what won me over on the game as a whole and pulled it into my top 10 list.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-world-changes&quot;&gt;The World Changes&lt;&#x2F;h2&gt;
&lt;p&gt;There’s one last detail that’s worth noting about &lt;em&gt;Sephonie&lt;&#x2F;em&gt;’s storytelling: it’s a game that began its development in mid-2019 and released after multiple years of development during the global COVID-19 pandemic. The credits openly acknowledge that this fact profoundly influenced the story.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t want to say too much about this, but the way the game’s story develops is evidently tinged with the uncertainty, bitterness, and hope for a brighter tomorrow that characterized the lockdowns early in the pandemic. It’s interesting to imagine what the game might have been without these dramatic changes to daily life.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-9-sephonie&#x2F;images&#x2F;sephonie23-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The influence of these events is undeniable in plenty of recently-released art, but there’s something compelling about the way that &lt;em&gt;Sephonie&lt;&#x2F;em&gt; explores these collective traumas that’s hard to put my finger on. Suffice it to say that the game takes some intriguing swerves in its final moments (be sure to watch the epilogue once you beat it).&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;I don’t have a lot of well-structured thoughts about &lt;em&gt;Sephonie&lt;&#x2F;em&gt;, and I don’t think there’s space on a Game of the Year post to do any deep analytical work (which would require substantial spoilers). It’s a game that communicates a lot of different ideas and doesn’t do a &lt;em&gt;whole&lt;&#x2F;em&gt; lot to tie them all together thematically, but it left me with an unshakeable feeling those connections will manifest as I mull it over.&lt;&#x2F;p&gt;
&lt;p&gt;It’s possible that I’m mistaken, and that the storytelling is just a little all-over-the-place. Maybe the coherent connective throughline I’m looking for isn’t quite there. But that would be okay too, because &lt;em&gt;Sephonie&lt;&#x2F;em&gt; is still content to be expressionistic, and it conveys itself very capably in that mode. If &lt;em&gt;Anodyne 2&lt;&#x2F;em&gt; spoke to you at all or you like surreal storytelling and low-poly art styles, &lt;em&gt;Sephonie&lt;&#x2F;em&gt; is worth your time; and a little bit of patience, too, if needed.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - #10 Marvel Snap</title>
        <published>2022-12-22T00:00:00+00:00</published>
        <updated>2022-12-22T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-10-marvel-snap/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-10-marvel-snap/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-10-marvel-snap&#x2F;images&#x2F;goty22_10_header-e1698076375983.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Marvel Snap&lt;&#x2F;em&gt; is a collectible card game in which matches consist of accumulating points at three control nodes over six turns, and deciding a winner from the final tally. It’s clearly designed for mobile, but available on steam as well.&lt;&#x2F;p&gt;
&lt;p&gt;It’s also a game that consists almost exclusively of things I dislike: it’s a competitive card game with mobile game monetization, a betting and bluffing mechanic, and an endless parade of increasingly obscure Marvel characters with no real context of who they are.&lt;&#x2F;p&gt;
&lt;p&gt;Why, then, does this make the list? Well, let’s unpack those things I just said and I’ll try to explain.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;card-games-for-casuals&quot;&gt;Card Games For Casuals&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-10-marvel-snap&#x2F;images&#x2F;goty22_10_1-495x1024.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I know folks who are into the &lt;em&gt;Magic: The Gathering,&lt;&#x2F;em&gt; the reigning king of collectible card games. &lt;em&gt;Magic&lt;&#x2F;em&gt; is beloved for its complexity and nuance, but is an infamously expensive and all-consuming hobby. Players who invest their time and energy are rewarded with a game that has incredible strategic depth (in both deckbuilding and play) and a variety of viable approaches.&lt;&#x2F;p&gt;
&lt;p&gt;But no matter how you spin it, getting into &lt;em&gt;Magic&lt;&#x2F;em&gt; is a &lt;em&gt;decision&lt;&#x2F;em&gt;. The knowledge and resources required to play it competently can be substantial. I’ve been intrigued by it before, but never enough to justify the investment.&lt;&#x2F;p&gt;
&lt;p&gt;Marvel Snap is an easier pill to swallow. It’s designed to be simple to learn, to have short matches, and to layer on complexities gradually — only after a baseline competency is established. The starting set of cards showcases some of the interactions that are possible in the game, but the more elaborate ones are withheld via the game’s progression engine. Decks consist of only 12 cards, which means that it’s relatively trivial to throw together a new one and try a different strategy.&lt;&#x2F;p&gt;
&lt;p&gt;Broadly speaking, collectible card games can evoke the appeal of a well-made plan coming together. Building a good deck and executing its synergies is like setting up dominoes and knocking them down, watching the pieces fall into place or scrambling to rearrange them when they stray. And where games like &lt;em&gt;Magic&lt;&#x2F;em&gt; reward deep knowledge and elaborate setups, &lt;em&gt;Snap&lt;&#x2F;em&gt; endeavors to condense the formula as much as it possibly can while retaining some of the depth.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve never put any time into other casual-friendly CCGs like &lt;em&gt;Hearthstone&lt;&#x2F;em&gt; or &lt;em&gt;Legends of Runeterra&lt;&#x2F;em&gt;, and I suspect I’ll find enjoyment in them if I ever do. But &lt;em&gt;Snap&lt;&#x2F;em&gt; makes the initial commitment so staggeringly low that it’s very easy to see why it’s won people over.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;i-ve-finally-snapped&quot;&gt;I’ve Finally Snapped&lt;&#x2F;h2&gt;
&lt;p&gt;One of the most unique elements to &lt;em&gt;Marvel Snap&lt;&#x2F;em&gt; is the eponymous “snap” (if you somehow don’t know the reference being made here, I envy your blissful ignorance). When playing against an opponent, players vie for &lt;strong&gt;cubes&lt;&#x2F;strong&gt;, an accumulated resource that allows them to advance (or regress) their rank. Each match awards a fixed amount of cubes; however, players can choose to increase the amount before the match is over. In turn, players can retreat from a match early to cut their losses.&lt;&#x2F;p&gt;
&lt;p&gt;It works something like this:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;At the beginning of the match, there is 1 cube at stake for each player — sort of like an ante. This means that if a player retreats before the match ends, they lose 1 cube and their opponent gains 1 (there are additional nuances to this, but it doesn’t matter for this explanation).&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;On the final turn, the amount of cubes at stake doubles; at the end of the match, the winning player wins 2 cubes, and the losing player loses 2 cubes.&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;At any point during the match, &lt;em&gt;each player&lt;&#x2F;em&gt; has the ability to double the cubes at stake one time by pressing the cube icon at the top to “snap”. The total doesn’t update until the end of the turn (allowing players to retreat in &lt;em&gt;response&lt;&#x2F;em&gt; to a snap, before the stakes double).&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;This means that if &lt;em&gt;both&lt;&#x2F;em&gt; players snap before the match ends, the single cube at stake is doubled three times to a total of 8 cubes. Winner takes 8, loser &lt;em&gt;loses 8.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-10-marvel-snap&#x2F;images&#x2F;goty22_10_2-1-484x1024.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;This layer of mind games adds incredible texture to multiplayer matches. A confident player may snap early in an attempt to assure additional cubes, even if the opponent retreats later on. Or maybe a player will snap late in the game in an attempt to bluff their opponent and bait out a retreat. The snap mechanic also means that the stakes are highest when both players are confident in their victory.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t usually care for betting mechanics like this, but it helps that it’s mediated through the game’s very limited communication (players can only send vague emotes back and forth). I never get too caught up in it the way that I do with social deduction games or bluffing games — and the nuance it adds to each match is undeniably exciting and helps generate fun stories to share with friends who play.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;who-the-hell-is-angela&quot;&gt;Who The Hell is Angela?&lt;&#x2F;h2&gt;
&lt;p&gt;And finally, the Marvel characters. I don’t care much for Marvel comics and I care even less about the MCU, so I didn’t expect to feel anything about the card art or the characters included. But I really don’t mind the barrage of random characters in this game, and I think it’s because the roster is deployed differently than it is in the MCU.&lt;&#x2F;p&gt;
&lt;p&gt;When MCU movies hint at upcoming character debuts or reveal bits of deep lore, I mostly find it irritating. These movies are &lt;em&gt;designed&lt;&#x2F;em&gt; for close literal examinations (but not critical ones). These details are meant to hint at the grand creative plan of the MCU, teeing up endless “10 details you missed” articles and feeding the advertising machine. The inclusion of obscure comics lore details in the MCU almost always feels cynical, not celebratory.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-10-marvel-snap&#x2F;images&#x2F;goty22_10_3-497x1024.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;In &lt;em&gt;Marvel Snap&lt;&#x2F;em&gt;, there’s a card for a guy called Rockslide. Who’s Rockslide? Let’s see… some mutant from X-Men. Who’s Angela? I guess she’s an angel bounty hunter from the Spawn comics. Huh, that’s cool. This backstory isn’t presented in &lt;em&gt;Snap&lt;&#x2F;em&gt; at all, and although some characters may be present on the sidelines of the MCU, there’s no special significance to their recurrence. The inclusion feels more like trivia and less like advertising.&lt;&#x2F;p&gt;
&lt;p&gt;The art itself is a mixed bag. Cards have variant art that can be either bought or acquired randomly through various progression systems. While some variants are objectively hideous (the pixel variants in particular are an afront to pixel art), some are stylish or fun. It’s also worth noting that the card art seems to inherit pretty much every problem with how comic book art depicts women and feminine bodies, which is unsurprising but still unfortunate.&lt;&#x2F;p&gt;
&lt;p&gt;Altogether, though, the strange ensemble of characters just feels like a bunch of weird little guys. It comes across less like One Big Advertisement than I was afraid of, and for that I have to give it some credit.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;what-about-the-monetization&quot;&gt;What About the Monetization?&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Marvel Snap&lt;&#x2F;em&gt; is still fundamentally a mobile game, and it’s using mobile game monetization tactics. I &lt;strong&gt;personally&lt;&#x2F;strong&gt; am not enthralled by the endlessly cycling store full of tantalizing bundles, currency packs, and card variants, but plenty of other people &lt;strong&gt;are&lt;&#x2F;strong&gt; susceptible. The game has a recurring season pass that seems to be a reasonable value proposition, which may help some folks to spend in moderation, but in the end I will always chafe against this sort of monetization.&lt;&#x2F;p&gt;
&lt;p&gt;When it comes to microtransaction-driven games, the question is never “is it exploitative?”, it’s “&lt;em&gt;how&lt;&#x2F;em&gt; exploitative is it?” I was on the fence about including this game in my list given how I feel about these tactics, but I couldn’t deny the fact that the game drew me in and has remained interesting (and mostly fair) even without me paying for anything. That is not, of course, an endorsement of how it monetizes, but it is worth recognizing that very good games can be just as guilty of it as your average skinner box shovelware game. For me, it’s worth talking about it and being introspective.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Marvel Snap&lt;&#x2F;em&gt; has been fun for me because it fits into my life in a way that nothing else I play does. It’s easy to play casually in spare minutes, waiting for food to heat up, laying in bed, etc. It’s also something to chat about with friends, comparing strategies and celebrating victories with shared screenshots. It’s been a long time since I’ve stuck with a game like this, and it’s nice to find one that doesn’t demand all that much from me.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2022 - Kickoff</title>
        <published>2022-12-21T00:00:00+00:00</published>
        <updated>2022-12-21T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2022-kickoff/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2022-kickoff/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-kickoff&#x2F;images&#x2F;goty22kickoff_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;h3 id=&quot;the-year&quot;&gt;The Year&lt;&#x2F;h3&gt;
&lt;p&gt;Another year has passed and another GOTY season is reaching its crescendo. In many ways, 2022 has been a year characterized by a fervent desire to return to normalcy in our daily lives. In some ways, this is equally true of gaming culture writ large. Gamers hunger for bigger and bigger titles and tire of stories about crunch and abuse. In the past few weeks, critics have been &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.ign.com&#x2F;articles&#x2F;diablo-4-hands-on-preview-we-played-act-1-and-hit-level-25&quot;&gt;gushing about&lt;&#x2F;a&gt; &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;gamerant.com&#x2F;diablo-4-hands-on-preview&#x2F;&quot;&gt;hands-on previews&lt;&#x2F;a&gt; of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.polygon.com&#x2F;23498149&#x2F;diablo-4-preview-beta-impressions-classes-tone-dark&quot;&gt;Diablo IV&lt;&#x2F;a&gt;, and rarely have any interest in contextualizing their impressions against the ongoing &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.windowscentral.com&#x2F;activision-blizzard-lawsuit&quot;&gt;lawsuit filed last year&lt;&#x2F;a&gt; against Blizzard for their abusive labor practices.&lt;&#x2F;p&gt;
&lt;p&gt;Gamers like to forget how the sausage is made and go back to blissful ignorance. But as stories of crunch and abuse become ever more frequent, we risk confusing “back to normal” with a &lt;em&gt;new&lt;&#x2F;em&gt; normal, in which the horrors of the games industry are widely known and acknowledged, but simply accepted as inevitable, no cause for changes in consumption or regulation. It’s important that when we return to normalcy, we recognize how “normal” has changed — and consider whether or not we’re okay with that.&lt;&#x2F;p&gt;
&lt;p&gt;Gamers are eager to move on from Activision Blizzard’s horrific abuses, and have largely embraced the Microsoft merger that would, in some ways, absolve the studio of some responsibility for any ongoing cultural problems it may have (to say nothing about what it could mean for unionization efforts). With the FTC obstructing the merger, it’s a good chance to think about what the future may hold.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;the-list&quot;&gt;The List&lt;&#x2F;h3&gt;
&lt;p&gt;So with these thoughts on my mind, I needed to come up with a format to use for my GOTY list this year. Last year I &lt;a href=&quot;..&#x2F;goty-2021-kickoff&#x2F;&quot;&gt;poked fun at The Game Awards silly categories&lt;&#x2F;a&gt;, and the year before I &lt;a href=&quot;..&#x2F;goty-2020-kickoff&#x2F;&quot;&gt;split my list into two parts (backlog and current year)&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;This year, I decided to return to the classic Top 10 format. I played a fair amount of new games this year (mostly by coincidence), so it felt appropriate to make a list of games for 2022 in particular.&lt;&#x2F;p&gt;
&lt;p&gt;This is my way of giving into the urge to go “back to normal”, but I hope that it can also be a way to examine how “normal” has changed. I can see the small ways in which my taste is changing, as I lose patience with sprawling open-world games (with rare exception) and dabble in more unfamiliar genres and styles. A younger version of me might have been head over heels for &lt;em&gt;Horizon: Forbidden West&lt;&#x2F;em&gt; or &lt;em&gt;God of War: Ragnarok&lt;&#x2F;em&gt;; but I hardly played the former and skipped the latter entirely.&lt;&#x2F;p&gt;
&lt;p&gt;So as I present my Top 10 list, I’ll try to unpack how things have changed and how they’ve stayed the same, and look for similar patterns in gaming culture and game design as well. To start, I’ll talk about a few games I missed, a few that I played from previous years, and a few honorable mentions.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;out-of-time&quot;&gt;Out of Time&lt;&#x2F;h1&gt;
&lt;p&gt;As always, there are more games of interest in any given year than I had time to play. This year, I kept up with a lot of the games that interested me most, but really needed to pick my battles as the year wore on.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-kickoff&#x2F;images&#x2F;goty22kickoff1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h3 id=&quot;dwarf-fortress&quot;&gt;Dwarf Fortress&lt;&#x2F;h3&gt;
&lt;p&gt;The original Dwarf Fortress is freeware game that’s been continually developed and elaborated since it was launched in 2006, known for its inscrutable ascii interface. This year, a new paid version of the game launched with revolutionary visual improvements (a user interface! sprite art! mouse controls!), promising to make a deeply beloved game intelligible to a broader audience.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve only found time to play about an hour of the game and I can already see that the rabbit hole runs &lt;em&gt;unfathomably&lt;&#x2F;em&gt; deep. I usually struggle with strategy and simulation games in general, but I’d love to sink more time into it and see if I can find the parts that work for me.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;roadwarden&quot;&gt;Roadwarden&lt;&#x2F;h3&gt;
&lt;p&gt;I don’t know a lot about &lt;em&gt;Roadwarden&lt;&#x2F;em&gt;, but it’s been recommended to me by a trusted friend and it possesses an air of mystery about it that piques my curiosity. The game is presented as something like a high-fidelity text adventure, complete with a stylish pixel art look and the promise of systems-driven gameplay, reminiscent of a tabletop RPG or an old-school CRPG.&lt;&#x2F;p&gt;
&lt;p&gt;As a combination of visual novel, text adventure, and RPG mechanics, it feels like it may be able to use its resources in unique ways. &lt;em&gt;Roadwarden&lt;&#x2F;em&gt; seems to be inevitably in conversation with Dungeons and Dragons and other tabletop RPGs, and I’m excited to find out how I’ll feel about it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;rollerdrome&quot;&gt;Rollerdrome&lt;&#x2F;h3&gt;
&lt;p&gt;My initial reaction to &lt;em&gt;Rollerdrome&lt;&#x2F;em&gt;’s trailers was a dislike of its art style. It doesn’t help that Sable, one of my &lt;a href=&quot;..&#x2F;sable-imagines-a-different-kind-of-open-world&#x2F;&quot;&gt;favorite games last year&lt;&#x2F;a&gt;, uses some similar shading techniques to portray a stark and beautiful desert. It’s not unreasonable to compare them, but they also have different goals.&lt;&#x2F;p&gt;
&lt;p&gt;I still don’t love the art style in context, but I’m increasingly curious about the blend of skating and action mechanics. I’ve never been the type of person to take interest in skating games, so it’ll be interesting to explore the genre when it’s mashed up with ones I’m more likely to seek out.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;looking-back&quot;&gt;Looking Back&lt;&#x2F;h1&gt;
&lt;p&gt;Though I had a general preference for recent releases this year, I still dipped into the backlog to pick up a few things I had missed and to revisit a favorite from the last decade. Here are some highlights.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-kickoff&#x2F;images&#x2F;goty22kickoff2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h3 id=&quot;outer-wilds-echoes-of-the-eye-dlc-2021&quot;&gt;Outer Wilds: Echoes of the Eye DLC (2021)&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;Outer Wilds&lt;&#x2F;em&gt; (the base game) is one of my favorite video games of &lt;em&gt;all time&lt;&#x2F;em&gt;. When I first learned it was getting DLC, my first thought was “why?” What could be added that wouldn’t undermine it, or just feel like more of the same?&lt;&#x2F;p&gt;
&lt;p&gt;But my gut reaction was wrong; &lt;em&gt;Echoes of the Eye&lt;&#x2F;em&gt; justifies its existence. It manages to both weave itself into the solar system of &lt;em&gt;Outer Wilds&lt;&#x2F;em&gt;, while still being structured as a contained story.&lt;&#x2F;p&gt;
&lt;p&gt;Like the base game, it tells stories of tragedy and hope, its mysteries unfolding gradually as the player explores a long-dormant space station hidden among their solar system. The stealth and horror elements that &lt;em&gt;Echoes of the Eye&lt;&#x2F;em&gt; adds are unnerving and occasionally overlong, but broadly successful. I might have gripes with the structural compromises that this DLC makes in order to fit itself into the main game, but I have no doubt that it was a worthy addition.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;the-forgotten-city-2021&quot;&gt;The Forgotten City (2021)&lt;&#x2F;h3&gt;
&lt;p&gt;The Forgotten City was a widely-adored title from 2021 that I finally got around to this year. It’s a story about a mysterious ancient city caught in a time loop, in which the slightest mistake will unravel its fate. The game is about meeting characters, solving mysteries, and building a proper sequence of actions that will uncover the truth.&lt;&#x2F;p&gt;
&lt;p&gt;While I found some of the tropes in the game to be a little tired, and some of the carry-overs from its Skyrim-mod days to be unnecessary (it probably didn’t need to have combat at all), it was nonetheless a game brimming with creativity and charm.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;pyre-2017&quot;&gt;Pyre (2017)&lt;&#x2F;h3&gt;
&lt;p&gt;Even though I had already played and loved &lt;em&gt;Pyre&lt;&#x2F;em&gt; in 2017, I found an opportunity to re-evaluate it this year. I nominated it at my workplace’s indie game club (like a book club) and it was selected; meaning not just a chance for &lt;em&gt;me&lt;&#x2F;em&gt; to replay it attentively, but also a chance to share it with other folks who hadn’t played it before.&lt;&#x2F;p&gt;
&lt;p&gt;Pyre is easily the strangest game from Supergiant (&lt;em&gt;Bastion&lt;&#x2F;em&gt;, &lt;em&gt;Transistor&lt;&#x2F;em&gt;, &lt;em&gt;Hades&lt;&#x2F;em&gt;), and it holds a special place in my heart due to the sheer heights of its ambition and the creativity of its worldbuilding. It has some rough edges and can sometimes be inscrutable, but it won me over in 2017 and it did so again this year. Though I had different critiques this time around, I’m very glad to have found the game just as endearing as I remembered.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2022-kickoff&#x2F;images&#x2F;goty22kickoff3-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h3 id=&quot;thymesia&quot;&gt;Thymesia&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;Thymesia&lt;&#x2F;em&gt; is a (difficult-to-pronounce) souls-like action game that’s most reminiscent of &lt;em&gt;Bloodborne,&lt;&#x2F;em&gt; but with a healthy dose of &lt;em&gt;Sekiro&lt;&#x2F;em&gt;-style parrying. It’s a relatively concise experience, just long enough to give space to explore its ideas but not so long that it overstays its welcome.&lt;&#x2F;p&gt;
&lt;p&gt;Its environments aren’t exceptionally interesting and there are some repetitive enemy encounters, but it’s brimming with fun ideas. &lt;em&gt;&lt;strong&gt;Thymesia&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt; features boss fights that are dynamic, challenging, and incredibly tense. On more than one occasion, I finished a difficult encounter with only a sliver of health remaining, having bet it all on a final chain of parries that gave me the opening I needed. To me, &lt;strong&gt;that&lt;&#x2F;strong&gt; is the sort of drama at the heart of a souls-like, and &lt;em&gt;Thymesia&lt;&#x2F;em&gt; accomplishes it deftly.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;haiku-the-robot&quot;&gt;Haiku, the Robot&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;em&gt;Haiku, the Robot&lt;&#x2F;em&gt; is a charming little metroidvania that draws heavy inspiration from &lt;em&gt;Hollow Knight&lt;&#x2F;em&gt; (as well as the genre classics themselves). Folks who know me are aware that I developed a deep fondness for the metroidvania format over the past 6 or 7 years, and that for a while I was playing every one I could find.&lt;&#x2F;p&gt;
&lt;p&gt;Haiku is very solid, and its inspirations are worn proudly. It’s charming, it controls nicely, and its just the right amount of challenge. But while I think that it’s objectively a well-made game, I found my experience with it to be unremarkable. Maybe it was because the story of the world felt underexplored, or because there were points where I couldn’t figure out where to go. Or maybe the magic is simply wearing off, that it’s time for me to be more discerning about what I play in this genre and think more carefully about what I like most about it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;kirby-and-the-forgotten-land&quot;&gt;Kirby and the Forgotten Land&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;strong&gt;Kirby and the Forgotten Land&lt;&#x2F;strong&gt; is an excellent game, made with a ton of love and creativity, and it was a welcome way to unwind from time to time in the past few months since I picked it up. Its level design is beautiful and filled with a sort of climate crisis anxiety that I haven’t yet seen in a colorful, upbeat Nintendo game.&lt;&#x2F;p&gt;
&lt;p&gt;I’m happy to have played all the way through this game, but in the end it was &lt;em&gt;just&lt;&#x2F;em&gt; shy of making my list. It’s nice to see an old series so alive and well, having found ways to expand its formula while staying friendly, approachable, and delightfully weird.&lt;&#x2F;p&gt;
&lt;p&gt;That’s it for the kickoff! Stay tuned to see what I’ve picked for my Top 10 list this year.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Game Of The Year 2021</title>
        <published>2021-12-31T00:00:00+00:00</published>
        <updated>2021-12-31T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/game-of-the-year-2021/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/game-of-the-year-2021/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2021&#x2F;images&#x2F;firefox_j3EZtbY2hl.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It’s the last day of 2021, and it’s time to finally talk about my game of the year. There’s no one way to choose what makes a game my favorite, and I’ve had a whole bunch of positive and interesting experiences with games of all sort this year. The ones that stood out most this year were games that had a lot to say with not only their writing and art, but with their mechanical design.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t like to spend too much time playing any one thing anymore, so the games that stand out the most to me are the ones that provide a dense experience, not a long one. Most of my favorite games this year were ones I spent less than twenty hours playing, but had me thinking about them for days or weeks afterward.&lt;&#x2F;p&gt;
&lt;p&gt;As with all of my previous posts, I have two games to talk about. Both are games that meant a lot to me, and both were games that gave me so much to think about that I felt compelled to write about them earlier this year. So without further ado...&lt;&#x2F;p&gt;
&lt;h1 id=&quot;it-s-a-tie&quot;&gt;...It’s a Tie!&lt;&#x2F;h1&gt;
&lt;p&gt;That’s right, I’m cheating at my &lt;em&gt;own&lt;&#x2F;em&gt; game. No runner up today. Just two games that I couldn’t decide between. In a strange way, they actually complement each other extraordinarily well.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;sable&quot;&gt;Sable&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2021&#x2F;images&#x2F;goty21_1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Sable&lt;&#x2F;em&gt; is about a young girl (named Sable) exploring a beautiful cel-shaded world on her hoverbike. It’s a journey of self-discovery and exploration, aided by the “gliding stone” that Sable’s community has lent her while she finds her calling. The gliding stone lets her safely float to the ground from any height, protecting her from the world while she learns trades, helps people, and wanders wherever her curiosity takes her.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;unsighted&quot;&gt;Unsighted&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2021&#x2F;images&#x2F;goty21_2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Unsighted&lt;&#x2F;em&gt; is about fighting through the ruins of a collapsed city, saving who you can, and rebuilding a community whose time is running out. Every character you meet has limited time remaining before they lose themselves and go “unsighted”, becoming a violent and unthinking zombie. Characters can be given a residual dust that lets them survive a bit longer, but the dust isn’t easy to find. Every moment and resource is precious, and there won’t be enough time to save everyone.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;stakes-in-games&quot;&gt;Stakes in Games&lt;&#x2F;h1&gt;
&lt;p&gt;It’s hard to explain exactly why I couldn’t choose between these two, but a major reason is just how wildly different they are. &lt;em&gt;Sable&lt;&#x2F;em&gt; takes familiar adventure game concepts and boils them down to basics, removing any combat and making climbing and platforming very forgiving. It’s a game that, to my knowledge, &lt;em&gt;does not have a fail state,&lt;&#x2F;em&gt; something I found to be a breath of fresh air*. Unsighted* is the polar opposite: it’s constantly reminding the player how little time each character has left, and that every moment wasted risks losing more members of the community. I think most folks today are accustomed to big, open games, that have no problem letting us finish sidequests &lt;em&gt;before&lt;&#x2F;em&gt; getting on with saving the world. &lt;em&gt;Unisghted&lt;&#x2F;em&gt; rebukes this structure, and demonstrates an audacious conviction to the narrative truth of its world.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2021&#x2F;images&#x2F;goty21_3-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Looking back, I think moving between these two games made both of them leave stronger impressions. The story of &lt;em&gt;Sable&lt;&#x2F;em&gt; is simple: Sable embarks on a coming-of-age ritual in which she journeys into the world, bringing with her a relic safeguarded by her community that will protect her from danger as she explores. It’s a story about pursuing what interests you and deciding who you want to become. And it follows through with this sense of security by being approachable and kind, without ever letting the world itself seem devoid of danger or conflict.&lt;&#x2F;p&gt;
&lt;p&gt;After I put it down, I picked up &lt;em&gt;Unsighted&lt;&#x2F;em&gt;. In other words, after enjoying a peaceful journey of discovery and self-reflection in a pretty desert, I jumped straight into an infested city in the aftermath of revolution and war, with loss and strife looming large around every corner. In some ways, I think the shift gave me some confidence to leave &lt;em&gt;Unisghted&lt;&#x2F;em&gt;’s timer mechanics enabled (even though it offers players a chance to effectively disable them). The sense of urgency affects every aspect of the game, including its quieter moments and small respites, many of which feel even stronger for it. Narrative and mechanical stakes are, of course, very intentional game design choices that can change the way a story &lt;em&gt;feels&lt;&#x2F;em&gt; just as much as they can change how it unfolds. Maybe &lt;em&gt;Sable&lt;&#x2F;em&gt;’s calm gave me the energy to buy into &lt;em&gt;Unsighted&lt;&#x2F;em&gt;’s intensity.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;game-of-the-year-2021&#x2F;images&#x2F;goty21_4-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;wrap-up&quot;&gt;Wrap Up&lt;&#x2F;h1&gt;
&lt;p&gt;As usual, writing about games has been both a fun and tiring experience. It’s maybe not always such a great idea to saddle myself with a bunch of blogging goals when I’m supposed to be unwinding and relaxing before going back to work in January.&lt;&#x2F;p&gt;
&lt;p&gt;But it’s still a useful exercise to help me focus my thoughts. In a year where I spent a lot of time preparing for and running tabletop RPGs, thinking about narrative and mechanical stakes has been a useful storytelling lens. The threat of loss or consequence can make a story weightier, but it can also darken the tone or shift the pace in undesired ways. All of that is useful to keep in mind when telling my own stories.&lt;&#x2F;p&gt;
&lt;p&gt;If you’d like to read more, check out my earlier writing about &lt;a href=&quot;..&#x2F;sable-imagines-a-different-kind-of-open-world&#x2F;&quot;&gt;&lt;em&gt;Sable&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; and &lt;em&gt;&lt;a href=&quot;..&#x2F;unsighted-is-greater-than-the-sum-of-its-parts&#x2F;&quot;&gt;Unsighted&lt;&#x2F;a&gt;&lt;&#x2F;em&gt;. If you’ve been reading these posts so far, then... gosh, thanks! I hope you’ve enjoyed them. And I hope we have an exciting year of games ahead of us in 2022!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2021: Best Mechanical Gimmick</title>
        <published>2021-12-30T00:00:00+00:00</published>
        <updated>2021-12-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2021-best-mechanical-gimmick/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2021-best-mechanical-gimmick/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-best-mechanical-gimmick&#x2F;images&#x2F;gimmick_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Obviously, the crux of what makes a video game a video game is what it’s like to &lt;em&gt;play&lt;&#x2F;em&gt; the game, what makes it interactive. Gameplay often exists for its own sake, but in many cases it’s also a storytelling device just like music, art, sound design, writing, etc. Gameplay design can also play off of genre conventions and expectations, finding ways to surprise or intrigue players by altering or subverting popular mechanical tropes.&lt;&#x2F;p&gt;
&lt;p&gt;I don’t think I played anything this year that I’d consider genre-defining, but I did play a number of games that were designed very carefully around interesting mechanical gimmicks (a word that I don’t use derogatorily). It’s easy to think of other games from 2021 that &lt;em&gt;could&lt;&#x2F;em&gt; have been winners here: notably, Inscryption and Deathloop, which both use cool metamechanics to build their overall structure.&lt;&#x2F;p&gt;
&lt;p&gt;In fact, there are myriad ways in which mechanics, major or minor, can heighten or even define a game’s identity. This award is for games whose mechanical ideas were surprising, compelling, deeply woven into the stories they help tell.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;second-place-medal-axiom-verge-2-second-place-medal&quot;&gt;🥈 Axiom Verge 2 🥈&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Runner Up&lt;&#x2F;em&gt;
&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-best-mechanical-gimmick&#x2F;images&#x2F;gimmick1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The original &lt;em&gt;Axiom Verge&lt;&#x2F;em&gt; released in 2015 and is regarded as an indie darling in the Metroidvania genre (though it might be more accurate to call it a Metroid-like). I found it interesting not because I thought it played particularly well, but because it had cool twists on genre expectations around traversal mechanics.&lt;&#x2F;p&gt;
&lt;p&gt;The Metroidvania subgenre always includes a series of escalating upgrades that unlock access to new areas of the game world, often by granting new or modified traversal and movement abilities. Games in this subgenre often live and die by how unique or interesting those power ups are. &lt;em&gt;Axiom Verge&lt;&#x2F;em&gt; may have been unremarkable to play, but it’s twists on traversal were both surprising and fun to use.&lt;&#x2F;p&gt;
&lt;p&gt;Much like the original, &lt;em&gt;Axiom Verge 2&lt;&#x2F;em&gt; is not particularly interesting to play at its most basic level. But as it progresses, it delivers and iterates on its mechanical ideas in a way that both intersect interestingly with the story and serve as interesting twists and surprises.&lt;&#x2F;p&gt;
&lt;p&gt;One of &lt;em&gt;Axiom Verge 2’s&lt;&#x2F;em&gt; early upgrades is a spider-like robot drone that can be deployed and controlled remotely. The drone has numerous abilities of its own that diverge interestingly from the main character’s own capabilities. As the game progresses, it delivers new abilities to both the human (ish?) main character and her remote-controlled robot.&lt;&#x2F;p&gt;
&lt;p&gt;Late in the game, however, a series of events causes these two sets of abilities to converge in a very interesting way. It’s difficult to talk too much about this without spoiling these cool ideas, but I think it’s sufficient to say that it surprised and delighted me despite my experience playing a couple dozen games in the same genre space.&lt;&#x2F;p&gt;
&lt;p&gt;In general, &lt;em&gt;Axiom Verge 2&lt;&#x2F;em&gt; seems to thinking very carefully about how each new upgrade will intersect with player expectations and curiosity. While I think the specific interactions between the protagonist and her robot are the most unique, every upgrade feels weighty and interesting.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;first-place-medal-chicory-a-colorful-tale-first-place-medal&quot;&gt;🥇 Chicory: A Colorful Tale 🥇&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Winner&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-best-mechanical-gimmick&#x2F;images&#x2F;gimmick2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Chicory: A Colorful Tale&lt;&#x2F;em&gt; is as unrelentingly cute as it is thematically rich. It tells the story of a little dog who becomes the Wielder of a magic paintbrush that can paint the world around her, reshaping reality. Its story revolves around the relationship between artists and their creations, the reasons we create art, and the responsibility artists have to their fans and to themselves. It also contends with how we handle responsibility and work in general, and how we might find healthy ways of exploring our passions.&lt;&#x2F;p&gt;
&lt;p&gt;Before I even realized that &lt;em&gt;Chicory&lt;&#x2F;em&gt; was created by Greg Lobanov, I couldn’t help but recognize the writing as similar to his previous game &lt;em&gt;Wandersong.&lt;&#x2F;em&gt; Common to both games is a profound sense of kindness, tempered by a clear-eyed understanding of its limits and complexities. A few years ago, &lt;em&gt;Wandersong&lt;&#x2F;em&gt; stole my heart not only with its warmth but also with it’s dorkiness (you can sing and dance even &lt;em&gt;during dialogue with NPCs&lt;&#x2F;em&gt;, a source of endless comedy and charm). &lt;em&gt;Chicory&lt;&#x2F;em&gt; delivers a similar tone in different packaging.&lt;&#x2F;p&gt;
&lt;p&gt;More concretely, though, &lt;em&gt;Chicory&lt;&#x2F;em&gt; is an adventure game inside a coloring book. It provides a robust painting mechanic to fill the world with color in all sorts of patterns and palettes and it provides numerous reasons and ways to do so. Most crucially, the painting mechanics that actually affect the traversal and puzzle solving in the game are only a small part of the wider set of tools. The rest is to be used however the player likes. This comes into play when coloring in the world itself and is also used when NPCs ask you to draw a design for them (which will then be placed in the world on a t-shirt or a sign or whatever else).&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Chicory&lt;&#x2F;em&gt; feels unique because it not only encourages players to express themselves through art, but also to consider the relationship they have with art and with creative output. Its painting tools help tell its story but they also give the player a lot of space to complete objectives in their own way. Having a core mechanic that’s as much about expression as it is about progression is a wonderful way to add emphasis to the story and themes that the conveys.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2021: Most Breathtaking Vistas</title>
        <published>2021-12-29T00:00:00+00:00</published>
        <updated>2021-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2021-most-breathtaking-vistas/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2021-most-breathtaking-vistas/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;This is certainly a less abstract category than previous ones. I debated whether or not to include it, because on some level it feels superficial. But I hope that the reasoning behind my choices is justification enough.&lt;&#x2F;p&gt;
&lt;p&gt;A refrain that I hear from game critics over the years is that what once impressed them is no longer quite as compelling; that true novelty becomes increasingly rare as one spends years playing games and writing or talking about them. This is true for me on some degree, but looking out across a game world is one thing that I do still find affecting. This category is about games that truly excel at conveying their setting through art, music, sound, and level design that culminate in moments of real splendor.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;second-place-medal-subnautica-below-zero-second-place-medal&quot;&gt;🥈 Subnautica: Below Zero 🥈&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Runner Up&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas1-1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I bought it in early access when it first launched a few years ago, and decided not to touch it until it reached 1.0 (I have trouble returning to games that I sink to much time into during early access). The original &lt;em&gt;Subnautica&lt;&#x2F;em&gt; is an all-time favorite of mine, so when &lt;em&gt;Below Zero&lt;&#x2F;em&gt; was released I was pretty thrilled to dive into it.&lt;&#x2F;p&gt;
&lt;p&gt;Something felt different about this game compared to the previous one. I never quite figured out if there was something about it that made it less scary or if I’d become less affected by it after the trials I faced in the original. All told, I think the introduction of more explicit storyline and more characters is a strength. But the terrestrial exploration felt underwhelming compared to the ever deeper dives into strange aquatic biomes, and few of the new creatures were as alien and terrifying as so many in &lt;em&gt;Subnautica&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;But it turns out that “craft, build, and survive in a spooky alien ocean” is still an incredible conceit that’s brimming with potential, and &lt;em&gt;Below Zero&lt;&#x2F;em&gt; has plenty of moments of tension, mystery, and awe. The world of &lt;em&gt;Subnautica&lt;&#x2F;em&gt; is just really cool to look at and a great way to work through my own (relatively mild) thalassophobia.&lt;&#x2F;p&gt;
&lt;p&gt;Just like its predecessor, &lt;em&gt;Below Zero&lt;&#x2F;em&gt; uses light and color to characterize its biomes and its alien sea creatures. Each one are colorful and strange, and yet all of them feeling intentional and at least loosely grounded in biology. It’s all brought together by fantastic water effects and sound design that convey the sensory experience of underwater exploration.&lt;&#x2F;p&gt;
&lt;p&gt;I’ve added a few more screenshots that I like below.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;gallery&quot;&gt;Gallery&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery1_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery1_2-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery1_3-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery1_4-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery1_5-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;first-place-medal-solar-ash-first-place-medal&quot;&gt;🥇 Solar Ash 🥇&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Winner&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Solar Ash&lt;&#x2F;em&gt; is the second title released by indie outfit Heart Machine. Their previous release was the isometric action game &lt;em&gt;Hyper Light Drifter&lt;&#x2F;em&gt;, a game with a haunting aesthetic, both vibrant and gloomy, that really resonated with me. In particular, its sparse and ethereal soundtrack remains one of my favorites.&lt;&#x2F;p&gt;
&lt;p&gt;I came into &lt;em&gt;Solar Ash&lt;&#x2F;em&gt; with high hopes. My first impression was mixed; while the atmosphere was as strong as ever, I was thrown off by the greater emphasis on dialogue. &lt;em&gt;Hyper Light Drifter&lt;&#x2F;em&gt; was a game with no voiced lines, and relatively little text at all. Much of the world’s story was there in the environment and in the enigmatic opening sequence; very little was delivered through conversation or exposition. At the start, &lt;em&gt;Solar Ash&lt;&#x2F;em&gt; felt like it was undercutting its spectacular aesthetic with too much talking and middling writing.&lt;&#x2F;p&gt;
&lt;p&gt;After a while, I got a bit more accustomed to it. I started to meet new characters and find more audio logs, and some of the narrative threads began to grow on me. About halfway through, I no longer felt the friction I had at the beginning; partly due to acclimation, and partly because the strongest writing comes in later on. But all the while, what I had really grown attached to was the atmosphere.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Solar Ash&lt;&#x2F;em&gt; takes place inside a black hole, where numerous worlds have been absorbed and destroyed, their husks crushed and warped together. Amidst the twisted ruins are a few surviving stragglers, desperately contending with the destruction of everything they once knew. The sense of desolation in the world is as stark as it is vivid. The world is bathed in a haze of strange colors, distant areas looming in the backdrop as ominous silhouettes. The soundtrack evokes a certain curiosity alongside a feeling of unthinkable loss and confusion — all of which befits wandering through alien ruins.&lt;&#x2F;p&gt;
&lt;p&gt;Moving, platforming, and fighting through these spaces is a solid but not-particularly-remarkable experience (despite some high points). Still, the spaces themselves are so gripping that I always enjoyed exploring them. By the end, I didn’t feel all that strongly about the story, but I did find some satisfaction in the emotional catharsis of the conclusion.&lt;&#x2F;p&gt;
&lt;p&gt;But all of that is just flavor. &lt;em&gt;Solar Ash&lt;&#x2F;em&gt; is a game I couldn’t stop screenshotting; it was always finding new ways to impress me with the scale and drama of its strange vistas. It exemplified the simple joy of stepping out into a new area and picking out details in the distance that pique my curiosity.&lt;&#x2F;p&gt;
&lt;p&gt;As with &lt;em&gt;Below Zero&lt;&#x2F;em&gt;, here’s a few more screenshots to show you what I mean.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;gallery-1&quot;&gt;Gallery&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery2_5-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery2_4-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery2_3-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery2_2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-breathtaking-vistas&#x2F;images&#x2F;vistas_gallery2_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2021: Most Interesting Nostalgic Experience</title>
        <published>2021-12-28T00:00:00+00:00</published>
        <updated>2021-12-28T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2021-most-interesting-nostalgic-experience/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2021-most-interesting-nostalgic-experience/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-interesting-nostalgic-experience&#x2F;images&#x2F;nostalgia_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Nostalgia is a hugely important facet of how the games industry operates. Especially in AAA spaces, the creation of increasingly expensive and enormous products — often powered by widespread labor exploitation — relies on constant iteration on known-viable formulas. Games are costly to produce and often demand a lot of time and energy from the players they’re so keen to please. Nostalgic feelings towards characters, genres, and long-running franchises are always central parts of how new sequels, remakes, and IPs find or miss their mark.&lt;&#x2F;p&gt;
&lt;p&gt;At the same time, broad swaths of the industry engage with nostalgia in less business-oriented ways, deploying familiar art or music styles, staple genre conventions, and narrative tropes to deliver something that feels new while also feeling cozy and familiar.&lt;&#x2F;p&gt;
&lt;p&gt;There are a lot of games that I played this year that are relevant to this topic. &lt;em&gt;Metroid Dread&lt;&#x2F;em&gt;, &lt;em&gt;Halo Infinite&lt;&#x2F;em&gt;, and &lt;em&gt;Psychonauts 2&lt;&#x2F;em&gt; all poke and prod at their respective histories in different and interesting ways, and games like &lt;em&gt;Kena&lt;&#x2F;em&gt; and &lt;em&gt;Death’s Door&lt;&#x2F;em&gt; build new IPs atop very recognizable genre conventions. But at the end of the day, a satisfying nostalgic experience isn’t about just what’s reproduced, but how the reproduction (and the associated emotions) can create new effects and new experiences.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;second-place-medal-ratchet-clank-rift-apart-second-place-medal&quot;&gt;🥈 Ratchet &amp;amp; Clank: Rift Apart 🥈&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Runner Up&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-interesting-nostalgic-experience&#x2F;images&#x2F;nostalgia1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I’ll just say this up front: &lt;em&gt;Ratchet &amp;amp; Clank&lt;&#x2F;em&gt; is one of my favorite series from my childhood. I got into the PS2 titles when I rented &lt;em&gt;Ratchet &amp;amp; Clank 2: Going Commando&lt;&#x2F;em&gt; and fell in love with its bombast and zaniness. For me, it’s the video game equivalent of a warm hug.&lt;&#x2F;p&gt;
&lt;p&gt;I have specific opinions about nearly every game in the series... but don’t worry, I’ll spare you the details. However, it’s important to note that I didn’t really care for the last major release in the series: the 2016 reboot of the original game, released alongside the movie (which I have not seen). The reboot is fun to play, but its story is shot through with an uncanny Disney-ification, presumably to cohere with the companion movie. The movie was a flop, and its creative constraints seemed to have stunted the game as well, sanding off the interesting edges in the original game’s story. All told, it’s left me with a slightly soured impression of the series for the last five years.&lt;&#x2F;p&gt;
&lt;p&gt;Of course, the 2016 remake of &lt;em&gt;Ratchet &amp;amp; Clank&lt;&#x2F;em&gt; still &lt;em&gt;plays&lt;&#x2F;em&gt; well because the series has been honing its mechanical identity since the early aughts. While each title has a mix of new and returning weapons and gadgets and gimmicks, the core combat, platforming, and structure have been similar all the way back to the 2002 original (spinoffs notwithstanding). &lt;em&gt;Rift Apart&lt;&#x2F;em&gt; has a bigger technological leap to straddle than previous entries, bringing the formula into the PS5 era. It functions as both a showcase of the new console and an upgrade to the look and feel of the series.&lt;&#x2F;p&gt;
&lt;p&gt;But beyond just that, it also returns to the playful humor and video-game-appropriate narrative pacing of older titles. It manages to find a much stronger pathos now that it’s free of a seemingly soulless tie-in movie marketed to children. That isn’t to say the game isn’t kid-friendly or light-hearted or, in fact, entirely predictable; it certainly is those things! But it manages to shed the feeling of artifice that tied down 2016’s remake, and returns to a tone more reminiscent of the PS2 and PS3 era titles.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Rift Apart&lt;&#x2F;em&gt; brings the fun and irreverence of the older titles, but focuses more on new characters: Rivet and Kit, the alternate-dimension versions of Ratchet and Clank. On one hand, shifting the focus could have been a disappointment; it’s the first time since 2013 that we’ve gotten a new story in this universe, and yet we’re pivoting to these newbies! But you know what? It was the exact right move. I was glad to see characters again, but the newcomers add a ton of heart to the series. More importantly, they allow the existing heroes to simply be the heroes they’ve become rather than retreading the emotional arcs they’ve already experienced.&lt;&#x2F;p&gt;
&lt;p&gt;While a lot of my appreciation of this &lt;em&gt;Rift Apart&lt;&#x2F;em&gt; was due to the way it revived the tone of the earlier titles, it also stands up reasonably well as a showcase of the new hardware. It’s fun, it’s gorgeous, there are an inordinate amount of explosions and debris and other particles flying around all the time, and the dimensional portals — meant to show off seamless loading of new areas — never get &lt;em&gt;too&lt;&#x2F;em&gt; gimmicky. Given that the 2016 remake was the only return to the series that we saw in the PS4 era, it’s a joy to see that &lt;em&gt;Ratchet &amp;amp; Clank: Rift Apart&lt;&#x2F;em&gt; is a much more emotionally resonant revisit of a series that’s so near and dear to me.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;first-place-medal-nier-replicant-ver-1-22474487139&quot;&gt;🥇 Nier Replicant ver.1.22474487139&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Winner&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-most-interesting-nostalgic-experience&#x2F;images&#x2F;nostalgia2-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Nier&lt;&#x2F;em&gt; is a fascinating franchise for me. I have a strong fondness for it that entirely predated its popularity. I played &lt;em&gt;Nier Gestalt&lt;&#x2F;em&gt; on PS3 when I was in college, a time when I didn’t pay much attention to the internet game criticism sphere. I had one friend who I chatted with about &lt;em&gt;Nier&lt;&#x2F;em&gt;’s wild shenanigans and beyond that, I didn’t really talk to anyone about it. I remember being pretty invested in its story and making the effort to get all the endings.&lt;&#x2F;p&gt;
&lt;p&gt;But then... nobody else played it. It was too niche. The strange choice to dad-ify the Xbox version in Japan — and the eventual North American release on all consoles — also seemed a bit alienating. I wasn’t even aware of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.engadget.com&#x2F;2010-05-03-nier-review-fail.html&quot;&gt;the Justin McElroy fishing mini-game fiasco&lt;&#x2F;a&gt; at the time, but it’s possible it was another small factor in &lt;em&gt;Nier&lt;&#x2F;em&gt;’s obscurity. So it came and went: a game that I thought was really neat, but that I would perpetually assume that nobody else had played.&lt;&#x2F;p&gt;
&lt;p&gt;It’s been about ten years since I played it; since then, both &lt;em&gt;Nier&lt;&#x2F;em&gt; and its quirky director Yoko Taro have become much more well-known in the western gaming mainstream. &lt;em&gt;Nier: Automata&lt;&#x2F;em&gt; was dramatically more successful than the original &lt;em&gt;Nier&lt;&#x2F;em&gt; and brought new fans into what they would quickly learn was an &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;nier.fandom.com&#x2F;wiki&#x2F;Timelines&quot;&gt;absolutely bonkers story universe&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;When the remake was first announced, I was mostly disappointed. I didn’t feel like I needed to revisit it, not after playing through the original three or four times to unlock all the endings. As some of the early art and trailers came out, though, I started to change my tune. Maybe I didn’t remember quite as much as I thought I did. Maybe it would be cool to see the world and the soundtrack and the acting all reimagined and reconstructed.&lt;&#x2F;p&gt;
&lt;p&gt;But what I really wanted, which I didn’t realize at first, was to see the critical reexamination of a story that meant a lot to me. There’s a certain joy that comes from hearing a bunch of my favorite critics discovering a game that I already loved, and without the remake, they likely never would have. It’s cool that more friends of mine are interested in it. It’s also cool to hear more nuanced criticism of it now that the game’s reach is farther and it’s being discussed at a bigger scale (and I’m paying attention to a wider variety of critics).&lt;&#x2F;p&gt;
&lt;p&gt;Getting to replay it was also great. Seeing the differences from the dad-Nier version I played in college, and being able to look at the game with a more developed critical lens than I had before was gratifying, and I still think it deploys a fairytale-esque mastery of melancholic storytelling. &lt;em&gt;Nier Replicant ver.1.22&lt;&#x2F;em&gt; is just a wonderful example of what I love so much about game criticism and analysis, while also being a truly affecting piece of art that was both joyful and heartbreaking to return to.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2021: Best Attention Grabber</title>
        <published>2021-12-27T00:00:00+00:00</published>
        <updated>2021-12-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2021-best-attention-grabber/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2021-best-attention-grabber/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-best-attention-grabber&#x2F;images&#x2F;attentiongrabber_header.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It’s day 2 of my Game of The Year series! Today&#x27;s award goes to the game that best kept my attention when it launched. What, you might ask, the hell does that mean?&lt;&#x2F;p&gt;
&lt;p&gt;Well, it turns out that video games release &lt;em&gt;all the time&lt;&#x2F;em&gt; throughout the year. And sometimes I find that the moment that a new game comes out, I’m either busy or tired or simply not in the mood to play it, even if I was excited for it to begin with.&lt;&#x2F;p&gt;
&lt;p&gt;It’s pretty rare that a game lands at just the right time to grab my attention and keep it. Of the fifty or so games I put any amount of time into this year, only maybe half a dozen drew me in within days of release and continued to grip me afterwards. This category is for those few games that arrived just when I was most ready for them.&lt;&#x2F;p&gt;
&lt;p&gt;Now, I’m sure this seems like a deeply subjective category that would be relevant only to me. Yes. That’s what it is. As I mentioned in the kickoff yesterday, 2021 has been a year of not just appreciating games, but also examining our relationships with them. So let’s lean in!&lt;&#x2F;p&gt;
&lt;h1 id=&quot;second-place-medal-halo-infinite-second-place-medal&quot;&gt;🥈 Halo: Infinite 🥈&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Runner Up&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-best-attention-grabber&#x2F;images&#x2F;attentiongrabber1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;With a couple of exceptions, I really don’t like playing competitive multiplayer games. They get under my skin and they bring out the worst parts of my personality. And I’ll be honest: I &lt;em&gt;should&lt;&#x2F;em&gt; work on those things, I should practice being a better sport and having a healthier relationship with competition. But those are not the goals I typically have in mind when I sit down to play games after a workday.&lt;&#x2F;p&gt;
&lt;p&gt;So for all intents and purposes, I was ready to ignore Halo. I knew I was coming in at a deficit against people who had spent their youth playing hundreds of hours of Halo multiplayer. I knew that competitive shooters very rarely clicked with me in a social sense, even if they might be fun in a twitchy mechanical sense. I knew that, for whatever stupid reason, just the thought of playing a video game with and against actual other people gives me a weird sort of social anxiety.&lt;&#x2F;p&gt;
&lt;p&gt;Yet, for some reason, I picked up Halo and started poking at it when the multiplayer open beta launched in mid-November. Maybe it’s because it was free on Xbox Game Pass. Maybe it’s because I wanted a high-energy distraction from stressors. Maybe it’s because I was hoping to finally be part of the club and play Halo with my friends, a phenomenon I largely missed in high school.&lt;&#x2F;p&gt;
&lt;p&gt;I can’t really say what drove me to play it, but I did. And it turns out, I’ve had a lot more fun with it than I expected. I have sort of mixed feelings about the campaign (which I have not yet finished), and there is certainly valid criticism circulating about the monetization, customization, and event mechanics in the multiplayer. But by and large, those things don’t matter that much to me.&lt;&#x2F;p&gt;
&lt;p&gt;Halo gameplay has a very specific and unique feel to it. The floaty jumps, the long time-to-kill, and the tactile and varied weapons make for a sort of straightforward, faintly nostalgic comfort food. The game is very fun and it’s helped me remember that competitive multiplayer can be a casual thing, and that I can have a healthy relationship with it. And that’s a nice reminder to have.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;first-place-medal-death-s-door-first-place-medal&quot;&gt;🥇 Death&#x27;s Door 🥇&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;The Winner&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-best-attention-grabber&#x2F;images&#x2F;attentiongrabber2-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Death’s Door draws a lot of its appeal from time-tested formulas. On its face, it’s something of a Zelda-like with odd characters, solid action combat, and heaps and heaps of atmosphere. I’m not sure I ever really bought into the setting and story of the game, but there was something very aesthetically engrossing about its world.&lt;&#x2F;p&gt;
&lt;p&gt;When it released, my first instinct was “that looks cool, I’ll put it on my wishlist and pick it up later”. But I kept looking at it. There was something that seemed inviting about it, seemed like the perfect next thing to pick up. I watched a friend play a bit of it and ultimately decided that, no, I was not going to wait to pick it up later. I wanted to play it right away.&lt;&#x2F;p&gt;
&lt;p&gt;So I did, and I really adored it! &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=mvAsrHEtO4c&quot;&gt;The music&lt;&#x2F;a&gt; is somber and lonely but has a lush grandiosity to it, especially in the boss themes. The movement and combat are simple and fluid. The level design is elaborate, making the world feel interwoven, delightful to explore and scour for secrets. And it’s all dressed in level art that uses light and color to great effect, and has a satisfying isometric angularity to it.&lt;&#x2F;p&gt;
&lt;p&gt;Maybe I’m just using a lot of description to avoid reductive clichés, but what I really mean is that the vibes are &lt;em&gt;immaculate&lt;&#x2F;em&gt;. It was exactly the sort of game that I was in the mood to play mechanically, and it was delivered in the form of a world that was pleasant to just soak in while I scouted, fought, and secret-hunted my way through it.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, I think it’s just a really solid game overall: fun to play, and with a healthy degree of whimsy hidden among its gloomy overtones. But the quality of the atmosphere is what drew me in so strongly, and that makes it stand out clearly in my memory despite a year of other great games.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2021: Kickoff</title>
        <published>2021-12-26T00:00:00+00:00</published>
        <updated>2021-12-26T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2021-kickoff/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2021-kickoff/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-kickoff&#x2F;images&#x2F;goty2021kickoffheader.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;I spent a long time this week trying to figure out how I wanted to do my annual Game of The Year blogging. I’ve never had a consistent approach in the past (I wrote &lt;a href=&quot;..&#x2F;pauls-top-10-games-of-2018&#x2F;&quot;&gt;a big top 10 list in 2018&lt;&#x2F;a&gt;, &lt;a href=&quot;..&#x2F;top-10-games-of-2019-kickoff&quot;&gt;a top 10 countdown in 2019&lt;&#x2F;a&gt;, and &lt;a href=&quot;..&#x2F;goty-2020-kickoff&#x2F;&quot;&gt;in 2020 I split my list into two parts&lt;&#x2F;a&gt;), and every year I play different quantities and kinds of games.&lt;&#x2F;p&gt;
&lt;p&gt;2021 has been a strange and difficult year for a number of reasons. It’s also been an insistent reminder that, while games may be a refuge from the real world, they are often made under abysmal real-world working conditions. Revelations of recent and ongoing abuse and mistreatment at studios both &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;polygon.com&#x2F;22610490&#x2F;fullbright-steve-gaynor-controversy-stepped-down-open-roads&quot;&gt;small&lt;&#x2F;a&gt; and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;kotaku.com&#x2F;everything-that-has-happened-since-the-activision-blizz-1847401161&quot;&gt;large&lt;&#x2F;a&gt; (and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;kotaku.com&#x2F;bungies-hr-head-steps-down-had-reported-executive-for-1848224936&quot;&gt;medium&lt;&#x2F;a&gt;, etc.) have been frequent this year, and mainstream reporting on them has become more openly critical. While these abuses are not new to folks who follow the industry, the scale and volume of the news does feel like an escalation of its visibility.&lt;&#x2F;p&gt;
&lt;p&gt;And meanwhile, the year wraps up with what feels like an exhausted return to the “Top X Games of the Year” tradition. The Game Awards, a combination award show and advertising bombardment, opened with a sober message of sympathy for game workers struggling for safe, fair, and healthy conditions, before veering immediately into trailers and awards. The message did not directly name or condemn Activision Blizzard, whose workers are &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.theverge.com&#x2F;2021&#x2F;12&#x2F;9&#x2F;22826129&#x2F;activision-blizzard-employees-create-strike-fund-while-taking-steps-toward-unionization&quot;&gt;organizing walkouts and taking steps toward unionization&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;this-year-s-format&quot;&gt;This Year’s Format&lt;&#x2F;h2&gt;
&lt;p&gt;For several years now, The Game Awards have been an overproduced deluge of out-of-touch, cringe-reel-worthy nonsense, buoyed only by genuine excitement for the announcements and trailers they so proudly tout, and moments of sincere joy from developers accepting awards. But this year it felt like even more of a farce than ever before. I may be overly fixating on a stupid awards show, but to me, it feels emblematic of the way the industry frequently evades important criticism by cranking up the hype machine.&lt;&#x2F;p&gt;
&lt;p&gt;So for my wrap up this year, I think I’m going to repurpose one of TGAs bits for my own ends: a set of wildly arbitrary award categories that convey a very specific perspective on what video games are and how they should be categorized (in this case, specifically around games I played this year). Here are my categories:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Biggest Oversight&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Best Attention Grabber&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Most Interesting Nostalgic Experience&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Most Breathtaking Vistas&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Best Mechanical Gimmick&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Best Game of The Year&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;Are these categories completely arbitrary and stupid? Yes. Are their actual meanings unclear? Sure, don’t worry, I’ll explain them as I go. Is that last one kind of a boring cop-out? Well, yeah, kinda. Look, these categories are just good excuses to talk about the games that I found compelling this year. If I did this gimmick in a different year, the set of categories would be completely different.&lt;&#x2F;p&gt;
&lt;p&gt;So that’s the format. Over the next several days, I’ll crown a bunch of games as the winners of these silly categories. But of course, what would a vague parody of The Game Awards be without &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;screenrant.com&#x2F;game-awards-2021-pre-show-winners-tga&#x2F;&quot;&gt;giving out awards in the pre-show&lt;&#x2F;a&gt;? Let’s give out the first award...&lt;&#x2F;p&gt;
&lt;h1 id=&quot;biggest-oversight&quot;&gt;Biggest Oversight&lt;&#x2F;h1&gt;
&lt;p&gt;The first category is the award for the biggest oversight; the games that I most wanted or intended to play, but missed or never got around to. This award goes to the game in my queue that, by my estimation, was most likely to have been a favorite of mine... if I had actually gotten around to playing it.&lt;&#x2F;p&gt;
&lt;p&gt;I like to think of this category as only slightly less stupid than TGA’s “Most Anticipated” category. So, I guess it’s not really an award for a game being good, but a game &lt;em&gt;seeming&lt;&#x2F;em&gt; good to me — or at least, aligned with my sensibilities.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-kickoff&#x2F;images&#x2F;2021kickoff1.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;second-place-medal-life-is-strange-true-colors-second-place-medal&quot;&gt;🥈 Life is Strange: True Colors 🥈&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;The Runner Up&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-kickoff&#x2F;images&#x2F;2021kickoff2-1024x287.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Life is Strange is a deeply fraught series, filled with twists and turns running the gamut from incredibly poignant character moments to painful use of distasteful tropes. It’s a deservedly divisive series that often tackles weightier issues than it feels qualified to handle. But despite its fumbles, it has a throughline of deep sincerity and heart that fills all of its titles and makes all of its characters memorable.&lt;&#x2F;p&gt;
&lt;p&gt;True Colors has been well-received in general and I have a strong suspicion that, like with previous entries, it’ll be overwhelmingly likeable despite whatever critiques I have. I would argue that I’ve had trouble focusing fully on games lately, but I think I’ve always found Life is Strange games to be emotionally grueling (I even &lt;a href=&quot;..&#x2F;the-months-between-life-is-strange-2-and-episodic-content&#x2F;&quot;&gt;rather liked Life is Strange 2’s episodic release schedule&lt;&#x2F;a&gt;). But I’m hoping to get to it soon, and maybe have something to write about it.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;first-place-medal-kena-bridge-of-spirits-first-place-medal&quot;&gt;🥇 Kena: Bridge of Spirits 🥇&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;The Winner&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2021-kickoff&#x2F;images&#x2F;2021kickoff3-1024x574.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Here’s the thing. I &lt;em&gt;have&lt;&#x2F;em&gt; started Kena (I’m maybe halfway through), and I &lt;em&gt;do&lt;&#x2F;em&gt; really like it! But I don’t feel like I’ve quite played enough to have a fully informed opinion. Suffice it to say that, if my final impression is similar to my current one, it likely would have made it onto a hypothetical Top Whatever list for me.&lt;&#x2F;p&gt;
&lt;p&gt;Kena has been a good reflection of how complicated my relationship with games has gotten. Lately I’ve found myself struggling to give my full attention to games, and it’s made it more difficult to get into any that I have on console (where comforting distractions like podcasts and discord are farther away). Only when I had a break from work did I find the right headspace to sit down and sink some hours into Kena, even though I briefly started it when it released in September.&lt;&#x2F;p&gt;
&lt;p&gt;I’m hoping to finish it before the end of the year, but I’d also like to use it to help me re-contextualize my gaming habits. Playing it over the holiday break has reminded me how badly I missed being able to just sit on the couch and sink into an experience, and it’s something I hope to hold onto beyond the holiday break.&lt;&#x2F;p&gt;
&lt;p&gt;All of this is to say that Kena has been quite good so far, now that I’ve been in the right mood to enjoy it properly. It’s a love letter to the old-school PS2-era platformer format and it exemplifies how strong that school of design can still be. I’m excited to finish it! Maybe I’ll write more about it soon.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;em&gt;❄️ That’s it for the Day 1 of my annual holiday GOTY-posting tradition! Hope you’re having a good holiday season. If you can, consider donating to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.gofundme.com&#x2F;f&#x2F;abk-strike-fund&quot;&gt;the ABK Strike Fund&lt;&#x2F;a&gt;!&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>UNSIGHTED is Greater Than the Sum of its Parts</title>
        <published>2021-11-05T00:00:00+00:00</published>
        <updated>2021-11-05T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/unsighted-is-greater-than-the-sum-of-its-parts/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/unsighted-is-greater-than-the-sum-of-its-parts/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;unsighted-is-greater-than-the-sum-of-its-parts&#x2F;images&#x2F;unsighted_header.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;h4 id=&quot;yes-that-is-a-pun-about-robots-no-i-m-not-sorry&quot;&gt;Yes, that &lt;em&gt;is&lt;&#x2F;em&gt; a pun about robots... No, I&#x27;m not sorry.&lt;&#x2F;h4&gt;
&lt;p&gt;Unsighted is a game that&#x27;s flown under the radar amidst a deluge of promising indie titles and a few big releases from major studios (yeah, yeah, I admit it; I finished Metroid: Dread before circling back to Unsighted).&lt;&#x2F;p&gt;
&lt;p&gt;But it&#x27;s a game I&#x27;m incredibly glad I didn&#x27;t miss. I had a hard time writing out my thoughts here, but it&#x27;s not often that I play something that I feel such a compulsion to talk about. Sure, it&#x27;s impressive as a metroidvania and as an action game. But what&#x27;s interesting about it is how it underscores its storytelling with bold mechanical ideas, and feels fresh and innovative in a genre saturated by indie darlings.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;setting-the-scene&quot;&gt;Setting the Scene&lt;&#x2F;h2&gt;
&lt;p&gt;Unsighted opens following Alma, an amnesiac combat automaton who wakes up disoriented in a ruined lab. After the introductory section of the game, she meets her old companions, who explain the overarching story of the world. When a mysterious meteor struck the planet, an enigmatic energy called &amp;quot;anima&amp;quot; began to radiate off of it. Automatons that were created by humans to perform various sorts of labor began to develop sentience as they absorbed the anima. A war broke out as the automatons fled their masters and formed their own communities. But the humans have created a device to siphon anima from the meteor. Now, the automatons in the city have only their remaining anima reserves to keep them going.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;unsighted-is-greater-than-the-sum-of-its-parts&#x2F;images&#x2F;unsighted1-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;When an automaton exhausts their supply of anima, they go &amp;quot;unsighted&amp;quot;, becoming hostile and unthinking, losing their sense of self, like a rabid animal. With the flow of anima obstructed, every character that the player meets, including Alma herself, is running out of time.&lt;&#x2F;p&gt;
&lt;p&gt;As the world opens up and can be explored freely, the clock starts ticking on Alma and everyone she encounters. Every character she interacts with will display a number of (in-game) hours remaining before their anima is depleted and they go unsighted. Eventually, Alma will begin to find meteor dust that modestly extend a characters&#x27; time. But there won&#x27;t be enough, and she may even need to save some for herself. Unless you&#x27;re speedrunning, you simply &lt;em&gt;can&#x27;t save everyone&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-shift-in-perspective&quot;&gt;A Shift in Perspective&lt;&#x2F;h2&gt;
&lt;p&gt;But whether you&#x27;re speedrunning or exploring the world for the first time, UNSIGHTED is a masterclass in metroidvania-style design. Its world is filled with shortcuts, back doors, and myriad opportunities to sequence break (it even displays a congratulatory achievement popup if you do so early on). Some might debate whether a top-down game &amp;quot;counts&amp;quot; as part of the genre, or whether some other classification is more apt; I&#x27;m not sure it&#x27;s worth the effort. But it &lt;em&gt;is&lt;&#x2F;em&gt; worth discussing Unsighted as a metroidvania if only because of its &lt;em&gt;spectacular&lt;&#x2F;em&gt; world and level design, and the ways in which it&#x27;s informed by a metroidvania design ethos.&lt;&#x2F;p&gt;
&lt;p&gt;The metroidvania format is popular for good reason. It takes a big, branching map and layers it with numerous routes, guided by obstacles and new abilities, occasionally branching further where sequence breaks are viable. These routes often function like linear sequences of their own, but can be discovered organically as players explore their options. As the route they take unfurls, it provides the player with a sense of exploration and discovery, but relinquishes just enough control to the developers to allow them to build cohesive segments of the experience that would be impossible in a truly open world.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;unsighted-is-greater-than-the-sum-of-its-parts&#x2F;images&#x2F;unsighted2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;Combat (parrying in particular) is also pretty satisfying&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;Unsighted&#x27;s map design, both in the overworld areas and the more dungeon-like spaces, have been constructed with incredible precision and skill. Find new save points and opening shortcuts to previous areas (especially when time is of the essence) is always satisfying. The world is dense and elaborate; no section of the map feels extraneous. But it&#x27;s also easy enough to parse. The game provides an uncomplicated pin system to mark points of interest to revisit later, and there are nearly always reasonable ways to return to them.&lt;&#x2F;p&gt;
&lt;p&gt;At its best, Unsighted falls into a rhythm of exploration, discovery, new abilities, and escalating combat challenges that stands shoulder to shoulder with the heights of the genre. The urgency to move forward becomes almost a flow state, and the guardrails are just sturdy enough to be helpful while remaining mostly out of sight.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;running-out-of-time&quot;&gt;Running Out of Time&lt;&#x2F;h2&gt;
&lt;p&gt;But regardless of the joy of exploration, the rhythm is crucial to maintain. Unsighted reminds players frequently that there may not be time to stop and smell the flowers. The game is kind enough to present a warning up front; it invites players to consider a more forgiving &amp;quot;explorer mode&amp;quot; with much longer timers. You can even disable the timers outright, if they feel too stressful or constraining. But it&#x27;s also clear that the developers hope for players to experience the tension of playing with the timers on. Even in the act of offering players a way out, the game is asking implicitly, gently, to decline. It hopes you&#x27;ll buy into the ticking clock as a part of the world, that you&#x27;ll let it be part of the mechanical reality of the experience.&lt;&#x2F;p&gt;
&lt;p&gt;And even when played with the default settings, the timers don&#x27;t start running low for a while. It was pretty easy to progress through a reasonable chunk of the game before characters started to drop into single-digit hours, and I needed to start somberly allocating my meteor dust. But it did happen, and as more characters&#x27; timers became low enough to need attention, I started running out of the stuff.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;unsighted-is-greater-than-the-sum-of-its-parts&#x2F;images&#x2F;unsighted3-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;I didn&#x27;t spend much time in the village, but I cherished what time I did spend&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;As Alma came ever closer to saving her community from oblivion, she had no choice but to lose people along the way. Unsighted allows characters, even important ones, to simply fade away. It&#x27;s stark and tragic, and it mirrors the unrelenting loss that plagues marginalized communities who are fighting for their rights and safety every day.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;loss-and-hope&quot;&gt;Loss and Hope&lt;&#x2F;h2&gt;
&lt;p&gt;There&#x27;s no shortage of queer allegory in the characters and storytelling of Unsighted. Androids or automatons are often stand-ins for marginalized people and communities, so the metaphor is not unfamiliar. But Unsighted commits to this more deeply than other games I&#x27;ve seen, weaving it into character work and mechanical design that expresses similar values. The automatons are more than just an oppressed people; they&#x27;re unique and diverse, and not in a token way. Crucial to being an automaton is the ability to shape one&#x27;s physical body to match their identity, and this metaphor is wielded often and unambiguously.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout the game, Alma meets automatons with dramatically varied bodies: ones who use wheelchairs or pilot mechs, ones with all sorts of &amp;quot;skin&amp;quot; colors, even some who are entirely nonhumanoid. Nearly every character is distinct in their design alone, varying dramatically in size and shape but always unified by the vibrant pixelated visual style.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;unsighted-is-greater-than-the-sum-of-its-parts&#x2F;images&#x2F;unsighted4-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;Can you pet the dog? Of course you can!&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;Admittedly, some of the dialogue writing is utilitarian. And when it reaches for more poignancy it often fumbles or comes out a little awkward. But the dialogue often feels supplemental to what the art and mechanics are communicating. Regardless of what characters say, it&#x27;s always evident how they fit into the community, and what it might mean for them to fade away. And as they grapple with this impending doom, the fear, despondency, and hope that they experience rings true even when the actual writing occasionally falls flat.&lt;&#x2F;p&gt;
&lt;p&gt;Unsighted&#x27;s world and circumstances are bleak and urgent. But it often contradicts this in its presentation, portraying the various corners of the ruined city in vibrant, saturated colors and scoring it with a soundtrack that veers between genres, layered with melancholy, tension, and perseverance. This is the contrast that Alma inhabits as she struggles to save everyone she loves, and secure a future for her community. And it&#x27;s what makes Unsighted shine so much, despite any blemishes.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>&#x27;Sable&#x27; Imagines a Different Kind of Open World</title>
        <published>2021-10-09T00:00:00+00:00</published>
        <updated>2021-10-09T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/sable-imagines-a-different-kind-of-open-world/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/sable-imagines-a-different-kind-of-open-world/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;sable-imagines-a-different-kind-of-open-world&#x2F;images&#x2F;sable.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Sable has gotten attention for its striking art style and its lovely &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=ej5-CHAGr34&quot;&gt;soundtrack composed by Japanese Breakfast&lt;&#x2F;a&gt;. But Sable is much more than that. The ambient soundscapes and the stenciled vistas are spectacular, but what made me fall in love with it is the game&#x27;s structure and writing, particularly through the voice of its young protagonist.&lt;&#x2F;p&gt;
&lt;p&gt;The story begins with Sable, a young girl who belongs to the Ibexii Clan, taking the first steps of a pilgrimage of sorts called a Gliding. After her tribe moves on without her, she is left to explore the world, meet its various inhabitants, and learn about the many crafts and jobs that she may choose as her calling. Along the way, she&#x27;ll explore the landscape and investigate the strange ruins and mysterious shipwrecks that litter the world.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;no-failure&quot;&gt;No Failure&lt;&#x2F;h2&gt;
&lt;p&gt;At first glance, Sable seems to be a straightforward platforming adventure game. In the first hour or so, I retrieved my gliding stone, assembled my hoverbike, and set out into the world. But as I did so, I slowly became aware of something that sets Sable apart from its contemporaries. At no point in the game is there a failure state. There&#x27;s no combat. No health bar. A long fall ends in Sable catching herself at the last minute with her gliding stone. A mistake during a climb simply requires a do-over. There are no fiddly stealth sections, no reset buttons for the occasional puzzles that crop up. It&#x27;s simply not a part of the game.&lt;&#x2F;p&gt;
&lt;p&gt;This wouldn&#x27;t be remarkable for a walking sim or visual novel, but Sable is a game about traversal and movement. It&#x27;s about fearless exploration, telling a story in which its young protagonist is given a safety net with which to explore the world and discover her passions. The world doesn&#x27;t need combat or difficult platforming to prove itself worth exploring. It&#x27;s content to let players enjoy floating around on their hoverbike and picking out climbing routes on landmarks and ruins.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;sable-imagines-a-different-kind-of-open-world&#x2F;images&#x2F;sable2-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;More interesting is how this fluidity extends to the objectives Sable pursues on her journey. Early on, she&#x27;s given one small bit of direction to get her started. But beyond this, the cues to further explore the world are minor. At some point, inevitably, Sable will have to head out in a direction on a vague clue (for many players, it&#x27;s something like &amp;quot;meet me at the bridge to the southwest&amp;quot;). Inevitably, the small pool of tasks at the earliest area dry up. Progress is ill-defined, and your goals are your own. Exploration is its own reward, and there&#x27;s never really a wrong way to do it.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;being-sable&quot;&gt;Being Sable&lt;&#x2F;h2&gt;
&lt;p&gt;Despite the inherent safety of the game&#x27;s structure, the world of Sable can still feel stark and lonely and sometimes harrowing. It&#x27;s a world in which living and thriving requires hard work and the help of community. Sable herself is merely wandering through, tasked by those she meets with odd jobs and errands. After all, youths on their Gliding are aimless explorers in pursuit of new experiences. Many characters she meets insist that, surely, the tasks they need her to do are opportunities to learn and grow, yes?&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s a thin pretense for side-questing, but combined with Sable&#x27;s own eagerness and curiosity, it works well. She&#x27;s not on a quest to save the world or defeat a villain. She&#x27;s here to help and learn, and to try to understand the people of the world and the disciplines that they dedicate themselves to. She&#x27;s quick to adopt new affects and dial up and down certain aspects of her nature to suit the task at hand. She&#x27;s always herself, but she spends her journey learning to tune her personality to something that best suits her. She dons the theatrics of a clever detective, the decisiveness of a rescue climber, the analytical focus of a scientist. Even when reluctant, she pours herself into the tasks she takes on.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;sable-imagines-a-different-kind-of-open-world&#x2F;images&#x2F;sable3-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Often when we play open world games, we wander the world accumulating quests and map icons, an ever-growing checklist of inane distractions for our very important protagonist with a very important objective. We indulge our urge to heed distractions and tick boxes, stopping to collect herbs or kill boars or some such; it&#x27;s a video game, and the fate of the world will wait. But Sable is a character who meshes more easily with the quest log she accumulates. The sense of adventure and curiosity with which she dives into tasks is deeply earnest and believable. It grounds her character in a way that many open-world games inevitably forego in favor of providing Hours of Content alongside an Epic Storyline.&lt;&#x2F;p&gt;
&lt;p&gt;None of this is to say that there&#x27;s something &lt;em&gt;wrong&lt;&#x2F;em&gt; with grand quests full of silly detours. But it does feel crucial that Sable, the character, has goals aligned with those of the player: to explore the world and find what interests them. Some of the most elaborate mysteries to unfurl in the game are barely even tracked in the journal, and many don&#x27;t even have markers to find on a map. Its rare to play an open-world game where exploration feels so truly player-driven.&lt;&#x2F;p&gt;
&lt;p&gt;Sable won my heart with its endearing writing, all through the lens of an avid young girl with a big world to explore. The dialogue is fantastic, but so is the sense of enigmatic history etched into the landscapes and ruins. Unravelling mysteries in the world is accompanied organically by Sable trying on different versions of herself. It&#x27;s hard to choose who you want to be, but it&#x27;s wonderful to have the freedom to consider your options, and the space to ponder what sort of person Sable has become when her journey comes to a close.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 5 Games of 2020</title>
        <published>2021-01-02T12:00:00+00:00</published>
        <updated>2021-01-02T12:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-5-games-of-2020/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-5-games-of-2020/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020&#x2F;images&#x2F;Photo82081088.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Finally, on January 2, 2021, I&#x27;ve finished writing about my favorite games of 2020. And once again, I wrote way too much for even a very patient person to read. So for the regular people who probably aren&#x27;t looking to dive into each of my longer-form pieces, here are my short, punchy summaries.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;5-hades&quot;&gt;5. Hades&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020&#x2F;images&#x2F;Hades_3YlSAjee4D-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Hades&lt;&#x2F;em&gt; has been one of the highest profile indie games this year, winning countless awards and topping a startling number of Game of the Year lists. On some level, it was almost too &amp;quot;mainstream&amp;quot; for my typically hipster-y list (I&#x27;m sorry, I&#x27;m just like this). But at some point, I realized two things. One, I utterly adored &lt;em&gt;Hades&lt;&#x2F;em&gt; and relished it for dozens of hours this year. Two, I saw it reaching so many of my friends who had never dreamed of picking up a roguelite action game. It has broad appeal, without compromising anything for it, and that makes it a really special.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;goty-2020-5-hades&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;4-signs-of-the-sojourner&quot;&gt;4. Signs of the Sojourner&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020&#x2F;images&#x2F;Signs_of_the_Sojourner_B8Dn5hH9o7-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Signs of the Sojourner&lt;&#x2F;em&gt; tells the story of a caravaneer travelling between rural towns and buying and selling various goods. It uses a clever deck-building mechanic to represent the conversations that the protagonist has with various travellers, salespeople, and residents along the way. The card-game-as-conversation-metaphor approach is deeply endearing, and manages to sell characters and interactions in a way I&#x27;ve rarely seen from normal video game dialogue. Though it&#x27;s short to play through, and a little repetitive to replay, it&#x27;s a truly unique game that I&#x27;m excited to return to every so often.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;goty-2020-4-signs-of-the-sojourner&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;3-blaseball&quot;&gt;3. Blaseball&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020&#x2F;images&#x2F;1595351572419-blaseball-1-1024x658.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;What exactly is &lt;em&gt;Blaseball&lt;&#x2F;em&gt;? Well... good question. It&#x27;s a lot of things. On the surface, it&#x27;s a simulated sports game with some absurd cosmic horror twists. But beneath its collection of names, stats, and bizarre status and weather conditions is a vibrant fan community. Fans are building thrilling and tragic lore in between the numbers. They&#x27;re telling the same sorts of stories that make real athletes and real sports so compelling. &lt;em&gt;Blaseball&lt;&#x2F;em&gt;&#x27;s fandom has produced boatloads of fan art, a detailed wiki, entire &lt;em&gt;albums&lt;&#x2F;em&gt; of fan music, and much much more. And those things, truly, are at the heart of &lt;em&gt;Blaseball&lt;&#x2F;em&gt;. It may not be something you can just go &amp;quot;play&amp;quot;, but the lore is &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blaseball.fandom.com&#x2F;wiki&#x2F;Timeline&quot;&gt;out there to explore&lt;&#x2F;a&gt; and a new season will start up &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;blaseball&#x2F;status&#x2F;1339779372111171585&quot;&gt;sometime this year&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;goty-2020-3-blaseball&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;2-paradise-killer&quot;&gt;2. Paradise Killer&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020&#x2F;images&#x2F;20201115133612_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Paradise Killer&lt;&#x2F;em&gt; is a mystery adventure game about a surreal extradimensional island and the eternal beings that operate it in pursuit of resurrecting dead alien gods. It&#x27;s profoundly committed to its vaporwave aesthetic and absurd characters, full of fantastic writing and wrapped in one of the coolest open-world spaces I&#x27;ve ever seen. It&#x27;s hard to explain what&#x27;s so great about it without going into much more detail, but if investigating murders on a bizarre paranormal vaporwave island sounds rad, then this game is extremely for you. And even if it doesn&#x27;t, at least watch a trailer and see if it changes your mind.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;goty-2020-2-paradise-killer&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;1-umurangi-generation&quot;&gt;1. Umurangi Generation&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020&#x2F;images&#x2F;Photo51541086-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; is one of these games that shifted my understanding of how video games can and should operate. Using photography as its central mechanic, it conveys a brutal and miserable world with expertly placed environmental detail and stellar art direction. People play this game and say &amp;quot;we need more photography games&amp;quot;. Not only do I agree with that wholeheartedly, but it also belies something more. &lt;em&gt;Umurangi&lt;&#x2F;em&gt; &lt;em&gt;Generation&lt;&#x2F;em&gt; is a game about art and making art, and what it means to make art, especially when the world is falling apart. It doesn&#x27;t require that you be an artist, only that you look closely at the world around you and try to capture what it&#x27;s saying.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;goty-2020-1-umurangi-generation&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Thanks for reading! I write this blog as a personal exercise, to hone my writing and critical thinking skills and to discuss games that I don&#x27;t always get to talk about. But I also hope that these write-ups could possibly help someone find a game that surprises and amazes them. If that ever happens with you, let me know! Happy new year!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2020 #1. Umurangi Generation</title>
        <published>2021-01-02T00:00:00+00:00</published>
        <updated>2021-01-02T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2020-1-umurangi-generation/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2020-1-umurangi-generation/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo8879685.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Few games find ways to elegantly blend their environmental storytelling with their actual gameplay. Great environment design and art direction can tell a story in the margins of an experience, but calling attention to those details is a delicate art. Immersive sims like &lt;em&gt;Bioshock&lt;&#x2F;em&gt; or &lt;em&gt;Prey&lt;&#x2F;em&gt; often use audio logs, documents, and other threads of history to contextualize their environment. This works, but sometimes feels contrived or overbearing.&lt;&#x2F;p&gt;
&lt;p&gt;To some extent, &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; does a similar thing with graffiti, posters, and signs. But it&#x27;s brimming with so many more subtle details surrounding them and filling in context. While some of the other games I mentioned &lt;em&gt;are&lt;&#x2F;em&gt; filled with thoughtful, subtle details, they also have difficulty drawing players&#x27; attention to them. At some point, the act of fighting enemies and navigating the environment wrestles for players&#x27; attention.&lt;&#x2F;p&gt;
&lt;p&gt;But &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; is a game about photography. And in aligning its core mechanic so fundamentally with observation and attention to detail, it can excel at storytelling with very few words. Spectacular art direction and level design can be given the full attention they deserve, and the stories written between the lines of the world come into focus.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Did I mention that it also has a killer soundtrack?&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=1-4lic3VZbU&quot;&gt;&lt;img src=&quot;https:&#x2F;&#x2F;img.youtube.com&#x2F;vi&#x2F;1-4lic3VZbU&#x2F;0.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;finding-the-details&quot;&gt;Finding the Details&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Umurangi&lt;&#x2F;em&gt; gives players a set of photo bounties for each level. The level can be completed when all photo bounties have been acquired. Bonus objectives will require players to truly scour the space and often do a bit of platforming to get the right angles and find all the secrets.&lt;&#x2F;p&gt;
&lt;p&gt;Official promotional material describes the game&#x27;s world as &amp;quot;the shitty future&amp;quot;, but there&#x27;s a lot more to it than that. The way Umurangi&#x27;s world falls into place, piece by piece, makes its hopelessness and vibrancy so much more potent. I can&#x27;t bring myself to spoil &lt;em&gt;why&lt;&#x2F;em&gt; this future is so shitty, but suffice it to say that it approaches it with nuance, detail, and real commitment.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo201025329-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;For the developer, &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; began with a simple concept: teaching someone how to use a DSLR camera. But the world of the game has more to it than that. &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.indiegamewebsite.com&#x2F;2020&#x2F;06&#x2F;05&#x2F;talking-climate-change-and-maori-culture-with-umurangi-generation&#x2F;&quot;&gt;Interviews with the developer&lt;&#x2F;a&gt; highlight some of the Maōri cultural references appear in visual and thematic elements of the game, and the story in the game revolves around themes of climate change, state violence, and colonialism.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;art-for-the-sake-of-art&quot;&gt;Art for the Sake of Art&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Umurangi&lt;&#x2F;em&gt; isn&#x27;t just a game about taking a specific set of pictures; it&#x27;s also a photography simulator. Throughout the game, achieving bonus objectives will unlock additional gear for your camera: lenses, post-processing adjustment sliders, and other gadgets like a flash attachment. None of the extra equipment is required to progress through future levels. However, it gives the player a wealth of new tools for expressivity, and on-ramps to understand what they do in real-life photography.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo242304801-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;In order to make money during each level and complete the bonus objectives, the player can try to achieve certain stylistic details that the game awards extra points for. These details, generally, kind of feel like bullshit. I think this is intentional. The monetary value it places on art is deeply arbitrary, and I think &lt;em&gt;Umurangi&lt;&#x2F;em&gt; wants players to feel that.&lt;&#x2F;p&gt;
&lt;p&gt;Given the dire circumstances of the world of &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt;, it would be easy to imagine that your photographic efforts would be in service of some heroic or archival effort. But your photos aren&#x27;t going to save anyone. Most of the time, the bounties won&#x27;t even feel like they&#x27;re exposing or documenting much of anything either, often feeling superficial or arbitrary.&lt;&#x2F;p&gt;
&lt;p&gt;And ultimately, the bounties are only a means to an end, a job to be completed. The process of making art, and of viewing the world through an artistic lens, has &lt;em&gt;inherent&lt;&#x2F;em&gt; value. It&#x27;s hard to play through &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; without getting the impression that it truly believes this. The photos taken in the game all automatically save into a folder on your computer for easier sharing. It&#x27;s clear that &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; wants the art it facilitates to be shared, discussed, and explored communally. Art is a means of communication, and this is evident both in the world itself and in the culture fostered around the game.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo1352471-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;
&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo51541086-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;
&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo661045921-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;
&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo82081088-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;
&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo671306473-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;
&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-1-umurangi-generation&#x2F;images&#x2F;Photo17160724-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Similar to my adoration of &lt;a href=&quot;..&#x2F;goty-2020-2-paradise-killer&#x2F;&quot;&gt;&lt;em&gt;Paradise Killer&lt;&#x2F;em&gt;&lt;&#x2F;a&gt;, the appeal of &lt;em&gt;Umurangi Generation&lt;&#x2F;em&gt; is also inextricably linked to its sense of place. It&#x27;s a game that both invites scrutiny and holds up to it, even becomes better for it. And it&#x27;s a game that instills a deep familiarity with the spaces it depicts. It probably can&#x27;t make me a good photographer, but it did make me feel like one. And more importantly, it put me in places that oozed with trauma, hopelessness, bitterness, and righteous anger. These emotional threads implored me to capture and interpret them through the lens of the camera. That&#x27;s something that I think &lt;em&gt;Umurangi&lt;&#x2F;em&gt; wants to convey: a need to communicate through art.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2020 #2. Paradise Killer</title>
        <published>2021-01-02T00:00:00+00:00</published>
        <updated>2021-01-02T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2020-2-paradise-killer/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2020-2-paradise-killer/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-2-paradise-killer&#x2F;images&#x2F;20201114151045_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Paradise Killer&lt;&#x2F;em&gt; feels like a natural extension of lovably bizarre series like &lt;em&gt;Danganronpa&lt;&#x2F;em&gt; and &lt;em&gt;Zero Escape&lt;&#x2F;em&gt;. It has plenty of familiar pieces: a cast of over-the-top characters, a tangle of mysteries to solve, and a surreal world to explore. It has the same brazen and self-assured strangeness, but brought to unprecedented new heights.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Paradise Killer&lt;&#x2F;em&gt; puts players in the shoes of Lady Love Dies, a so-called &amp;quot;investigation freak&amp;quot;, who&#x27;s been brought back from exile to solve a grisly series of murders. The story takes place in Paradise, an extradimensional island in which a collective of immortal beings attempt to commune with and resurrect dead alien gods. There have been 23 iterations of the island before this one, each a failure. Each one was corrupted by demons, abandoned, and built anew. The murders occurred just before the transition to Island Sequence 25, which is rumored to finally be the perfect one.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-2-paradise-killer&#x2F;images&#x2F;ParadiseKiller-Win64-Shipping_Moeyn22Hrf-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-different-kind-of-open-world&quot;&gt;A Different Kind of Open World&lt;&#x2F;h2&gt;
&lt;p&gt;Island Sequence 24 is filled with monuments and tributes to a pantheon of strange gods. The visual motifs on the island, and the themes with which the gods are associated, are reminiscent of ancient civilizations (better articulated &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.reddit.com&#x2F;r&#x2F;ParadiseKiller&#x2F;comments&#x2F;jtx8rq&#x2F;significance_of_mesopotamian_religion_references&#x2F;&quot;&gt;by this reddit user&lt;&#x2F;a&gt;). But even to the less historically knowledgeable player (me), the pastiche of ancient religious symbols and vaporwave aesthetics forms a striking and unforgettable visual style.&lt;&#x2F;p&gt;
&lt;p&gt;And in a year brimming with incredible indie game soundtracks, &lt;em&gt;Paradise Killer&lt;&#x2F;em&gt;&#x27;s still stands out. It&#x27;s a jazzy, funky, vaporwave odyssey, filled with head-nodding beats and synth stings and noodling saxophones. It&#x27;s easily the most fun listening experience I&#x27;ve had with a video game this year.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=dNK4EG1DRuQ&quot;&gt;&lt;img src=&quot;https:&#x2F;&#x2F;img.youtube.com&#x2F;vi&#x2F;dNK4EG1DRuQ&#x2F;0.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The soundtrack and visuals are so engrossing that even simply hunting for the collectibles scattered across Island Sequence 24 is a gratifying experience. Some can unlock useful navigation and movement abilities, but they&#x27;re largely unnecessary. Even so, the island is just that richly detailed and fun to explore; I found myself happily tracking them all down. &lt;em&gt;Paradise Killer&lt;&#x2F;em&gt;&#x27;s primary focus, however, is on something else: investigation.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;nonlinear-investigation&quot;&gt;Nonlinear Investigation&lt;&#x2F;h2&gt;
&lt;p&gt;All over Island Sequence 24 are clues to the strange inhabitants&#x27; pasts and their possible involvement with the murders. As Love Dies collects evidence, numerous elaborate stories unfold around the night of the murder. Some areas will be impossible to access to without first acquiring certain capabilities for your hacking computer, which means that there&#x27;s an expanding ring of evidence to uncover. Even with certain discoveries lying behind locked doors, there&#x27;s a wealth of evidence to uncover in just about any order.&lt;&#x2F;p&gt;
&lt;p&gt;Thanks to that nonlinearity, the mystery unravels organically, always filled with inexplicable gaps. Combined with cheeky, colorful writing and characters who are as charismatic as they are inscrutable, the mystery tends to only get weirder. Connections between random details form as the investigation progresses. There are also a few wild twists that are certain to cast doubt upon any premature conclusions. The way that the backstory of the world unfurls organically calls to mind &lt;em&gt;Outer Wilds&lt;&#x2F;em&gt;, which was &lt;a href=&quot;..&#x2F;top-10-games-2019-1-outer-wilds&#x2F;&quot;&gt;my favorite game of last year&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-2-paradise-killer&#x2F;images&#x2F;20201115133612_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;This sense of discovery is what has made exploring open worlds exciting to me again. AAA games like to parcel out and commodify every element of their worlds, which has left me exhausted in recent years. Game worlds like &lt;em&gt;Outer World&lt;&#x2F;em&gt;&#x27;s solar system or Island Sequence 24 feel like much more than just a scattering of map markers or procedural encounters. By visiting two separate parts of the world, I learn things that connect them, like filling in pieces of a puzzle.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Paradise Killer&lt;&#x2F;em&gt;&#x27;s finale is fascinating in its own right, and brings into question what something like &amp;quot;justice&amp;quot; might really mean. But I don&#x27;t want to talk too much about that, for risk of spoiling some really interesting parts. Really, what drew me in was the world itself.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;When I first decided to put &lt;em&gt;Paradise Killer&lt;&#x2F;em&gt; this high on my list, I couldn&#x27;t quite figure out why I was compelled to do so. But in writing this piece, it occurred to me that &lt;em&gt;Paradise Killer&lt;&#x2F;em&gt; isn&#x27;t just a game that I played this year, but a place that I visited. It&#x27;s a space I became familiar with, whose paths I learned to navigate, whose history I discovered. That&#x27;s a particularly potent feeling in a year where so many folks avoided travel entirely for the sake of safety. I really hope to see more games with such beautiful and strange worlds to explore.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2020 #3. Blaseball</title>
        <published>2021-01-01T00:00:00+00:00</published>
        <updated>2021-01-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2020-3-blaseball/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2020-3-blaseball/</id>
        <content type="html">&lt;p&gt;&lt;em&gt;Blaseball&lt;&#x2F;em&gt; is a game about tracking stats, betting on games, and watching play by play live &amp;quot;games&amp;quot; as they unfold. These are not usually things I like to do. &lt;em&gt;Blaseball&lt;&#x2F;em&gt; is also, however, a procedural horror game about &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blaseball.fandom.com&#x2F;wiki&#x2F;Blaseball#Elections&quot;&gt;changing the rules&lt;&#x2F;a&gt;, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blaseball.fandom.com&#x2F;wiki&#x2F;Category:Incinerated_Players&quot;&gt;incinerating players&lt;&#x2F;a&gt;, and even &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blaseball.fandom.com&#x2F;wiki&#x2F;Day_X#Season_10&quot;&gt;fighting gods&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;Many of the games on my list don&#x27;t need a ton of explanation. You don&#x27;t need me to explain to you what &lt;em&gt;Hades&lt;&#x2F;em&gt; is, because I can tell you the genre and you could watch a trailer. &lt;em&gt;Blaseball&lt;&#x2F;em&gt; needs a bit more explanation. On the surface, it&#x27;s a fictional simulated sport (baseball, but with eldritch horror twists and changing rules). But it&#x27;s a bit more than that.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-3-blaseball&#x2F;images&#x2F;1595351572419-blaseball-1-1024x658.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Blaseball&lt;&#x2F;em&gt; &amp;quot;players&amp;quot; (not to be confused with the fictional players) make an account on the website, then spend coins placing bets. The more coins you accumulate, the more you can spend on &amp;quot;vote tickets&amp;quot;, which can be spent on &amp;quot;decrees&amp;quot; and &amp;quot;blessings&amp;quot;. Decrees will change rules across the whole league; blessings will change individual teams or players, often rearranging stats or trading players around. Each season lasts a week, with games every hour until 99 sets of games have played.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-saga-of-dom-marijuana&quot;&gt;The Saga of Dom Marijuana&lt;&#x2F;h2&gt;
&lt;p&gt;So, it&#x27;s a simulated sports betting game. What&#x27;s the big deal? Well, it&#x27;s also a game about the stories that unfold behind the stats and the scores. It&#x27;s about fan canon and collaborative storytelling. So let me tell you a bit about the story of Dominic Marijuana, star hitter for the New York Millennials, and his journey from weed joke to godslayer.&lt;&#x2F;p&gt;
&lt;p&gt;After the first season, &lt;em&gt;Blaseball&lt;&#x2F;em&gt; viewers chose to &amp;quot;open the Forbidden Book.&amp;quot; The book, it turned out, was a heavily-redacted &lt;em&gt;Blaseball&lt;&#x2F;em&gt; rulebook. The gods were angered, so in season 2, they retaliated.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-3-blaseball&#x2F;images&#x2F;photo_2020-07-29_16-46-46-1024x935.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;An excerpt from the forbidden book&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;The umpires began occasionally incinerating random &lt;em&gt;Blaseball&lt;&#x2F;em&gt; players. Season 3 brought other strange happenings, including a plague of peanuts, as well as the incineration of Millennials player Chorby Soul. Fans agreed that Chorby must not have been the intended target. Afterall, the incineration had occurred at exactly 4:20 AM. Dom Marijuana, true to his name, loved to smoke on the field. As the Weed Time arrived and Dom went to light up, the umpire took disciplinary action; poor Chorby must have pushed him out of the way, sacrificing himself to save Dom.&lt;&#x2F;p&gt;
&lt;p&gt;Of course, Dom&#x27;s luck ran out eventually. In the middle of season 7, he became &amp;quot;unstable&amp;quot; (more susceptible to incineration), and said tentative goodbyes to his friends and loved ones before being incinerated himself. Over the next few seasons, the peanut god known as The Shelled One grew in power. Season 9 ended in a disastrous battle between The Shelled One and the championship-winning team. During a rematch after season 10, a secret weapon was unveiled; a team of resurrected players, among them Dominic Marijuana. After a protracted battle, Dom struck the final blow himself, a solo home run that killed a god.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-3-blaseball&#x2F;images&#x2F;chrome_uzNNyGhVV5-696x1024.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;filling-in-the-gaps&quot;&gt;Filling in the Gaps&lt;&#x2F;h2&gt;
&lt;p&gt;The story of Dominic Marijuana is equal parts things that happened in &lt;em&gt;Blaseball&lt;&#x2F;em&gt; (getting incinerated, killing a god) and things that fans filled in based on details they&#x27;d invented about the characters (Chorby&#x27;s sacrifice, Dom&#x27;s bittersweet farewells). &lt;em&gt;Blaseball&lt;&#x2F;em&gt; intertwines reality and mythic embellishments, with fans creating the art and music and stories to cement them into legend.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Blaseball&lt;&#x2F;em&gt;&#x27;s fandom has become a creative space for fans to tell fantastical stories about their favorite players and to indulge in what they love most about the drama and joy of sports. There are &lt;em&gt;Blaseball&lt;&#x2F;em&gt; player RP accounts all over twitter and elaborate relationships between teams and players. Much like Dom Marijuana, some characters begin as memes and evolve into much more based on their plays in games and, sometimes, their untimely demises. &lt;em&gt;Blaseball&lt;&#x2F;em&gt; is full of comedy, but also stories of heartbreaking tragedy, guilt, and redemption. It&#x27;s an exaggeration of what fills real sports with so many interesting stories and personalities.&lt;&#x2F;p&gt;
&lt;p&gt;You can&#x27;t exactly just go &amp;quot;play&amp;quot; &lt;em&gt;Blaseball&lt;&#x2F;em&gt;, because the things I&#x27;ve described (and more) have already happened. But you can read about them on &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blaseball.fandom.com&#x2F;wiki&#x2F;Timeline&quot;&gt;the wiki&lt;&#x2F;a&gt;, see all the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;blaseball.fandom.com&#x2F;wiki&#x2F;Category:Fan_Art&quot;&gt;wonderful fan creations&lt;&#x2F;a&gt;, listen to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thegarages.bandcamp.com&#x2F;&quot;&gt;the music of the Seattle Garages&lt;&#x2F;a&gt; (I&#x27;m a huge fan of the Mike Townsend saga), and engage with other fans on a very welcoming and inclusive &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;discord.com&#x2F;invite&#x2F;3uFgJhu&quot;&gt;Discord server&lt;&#x2F;a&gt;. And though it&#x27;s on hiatus right now, &lt;em&gt;Blaseball&lt;&#x2F;em&gt; is &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;twitter.com&#x2F;blaseball&#x2F;status&#x2F;1339779372111171585&quot;&gt;coming back next year&lt;&#x2F;a&gt; with a new season. Consider tuning in!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2020 #4. Signs of the Sojourner</title>
        <published>2020-12-30T00:00:00+00:00</published>
        <updated>2020-12-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2020-4-signs-of-the-sojourner/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2020-4-signs-of-the-sojourner/</id>
        <content type="html">&lt;p&gt;Game mechanics — the rules that govern the way you interact with a game — can often be understood as metaphors. It&#x27;s easy to forget this sometimes. What begins with individual actions mapped to buttons becomes a set of verbs that represent something more complex, like a battle or a . Some game mechanics are more easily recognizable as metaphors, like using minigames to convey hacking, lock-picking, fishing.&lt;&#x2F;p&gt;
&lt;p&gt;However, conversation in mainstream games is typically represented as literal and diegetic. There&#x27;s no implication, when speaking to an NPC, that conversation is happening between the seams of the text boxes or voiced dialogue. What was said is what was said, with the occasional exception of implied responses from silent protagonists.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Signs of the Sojourner&lt;&#x2F;em&gt; is a reminder that metaphor can be deployed in new ways to communicate different ideas. It&#x27;s a colorful adventure game crossed with a deck builder, in which cards in your hand represent styles of communication, and conversation plays out as rounds of a card game. This mechanic unfolds across a vibrant cast of characters and places, and to the tune of a beautiful, wistful soundtrack.&lt;&#x2F;p&gt;
&lt;p&gt;Here&#x27;s one of my favorite tunes from the soundtrack:
&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=V36TjgWQBZg&quot;&gt;&lt;img src=&quot;https:&#x2F;&#x2F;img.youtube.com&#x2F;vi&#x2F;V36TjgWQBZg&#x2F;0.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;talking-is-hard&quot;&gt;Talking is Hard&lt;&#x2F;h2&gt;
&lt;p&gt;In &lt;em&gt;Signs of the Sojourner&lt;&#x2F;em&gt;, players take on the role of a young caravaneer following in their mother&#x27;s footsteps. They&#x27;ll travel around, gathering treats and souvenirs and specialties from different towns. After a long journey, they&#x27;ll return to their hometown with new stock for their store.&lt;&#x2F;p&gt;
&lt;p&gt;A dominoes-style matching mechanic represents the ability to hold an amicable conversation and connect with the people they speak to on the road. Some people are more patient, others have quicker tempers. Some folks have very narrow communication styles, while others use a variety of approaches that reflect their trade, background, and personality.&lt;&#x2F;p&gt;
&lt;p&gt;The actual deck-&lt;em&gt;building&lt;&#x2F;em&gt; part is light; when you finish a conversation, you replace one of your cards with one from your conversation partners, reflecting how the interaction has changed you. As the game unfolds, players will discover cards with useful modifiers (like reshuffling your deck or revealing your &amp;quot;opponent&#x27;s&amp;quot; hand). Sometimes, you&#x27;ll end up with cards in your hand that you didn&#x27;t want.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-4-signs-of-the-sojourner&#x2F;images&#x2F;Signs_of_the_Sojourner_1OXOo8J5nV-1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;As, each new mechanical detail unfolds, its narrative purpose manifests. Some of the roughest moments of the game were also the ones that felt the most honest to the difficulty of communication. When you fail an interaction, it&#x27;s rarely &lt;em&gt;just&lt;&#x2F;em&gt; bad luck. Usually there&#x27;s a reason you couldn&#x27;t get through to that person, and the ways in which you might not see eye to eye right now are reflected in your differing decks of cards.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;representing-communication&quot;&gt;Representing Communication&lt;&#x2F;h2&gt;
&lt;p&gt;Even without its conversation mechanics, &lt;em&gt;Signs&lt;&#x2F;em&gt; is full of color and life. Each new town is a vibrant hand-drawn patchwork of pastels, each inhabitant unique and full of personality. It has a phenomenal, eclectic soundtrack that I fell in love with immediately, ecah track bringing the identity of a given place into even sharper focus.&lt;&#x2F;p&gt;
&lt;p&gt;Like real communication, &lt;em&gt;Signs&lt;&#x2F;em&gt; resists being &amp;quot;optimized&amp;quot;. The card mechanics are interesting in their own right, but their goal is to evoke the feeling of conversation. You won&#x27;t be able to succeed at every interaction; sometimes failing to connect is the only way to learn more about someone. You may not always get to decide who you&#x27;re talking to, or when, and sometimes a bad interaction will have consequences that ripple into the rest of the world or shift you towards a different ending.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-4-signs-of-the-sojourner&#x2F;images&#x2F;Signs_of_the_Sojourner_64x1Y0DSVy-1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s a game that asks you to try your best, but also to let it both warm and break your heart as you try to connect to its cast of characters.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;em&gt;Signs of the Sojourner&lt;&#x2F;em&gt; isn&#x27;t a particularly long game, and though it does have different outcomes and variations, it&#x27;s a bit repetitive to immediately replay. But I see it as a game I&#x27;ll revisit periodically, just to bask in the atmosphere and see what unfolds differently.&lt;&#x2F;p&gt;
&lt;p&gt;Games use mechanical systems to convey emotional or sensory experiences all the time. But &lt;em&gt;Signs&lt;&#x2F;em&gt; uses artful metaphor to abstract something as complex as the intricacies of human communication. There are moments in this game where the metaphor is so strong that the untold details of the story, of the unspecified histories between these characters, seem to write themselves in the margins of the experience. It&#x27;s difficult to create that level of richness, and &lt;em&gt;Signs&lt;&#x2F;em&gt; will stick with me for a long time to come because of it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2020 #5. Hades</title>
        <published>2020-12-29T00:00:00+00:00</published>
        <updated>2020-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2020-5-hades/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2020-5-hades/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-5-hades&#x2F;images&#x2F;Hades_3YlSAjee4D.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;I&#x27;ve been a fan of Supergiant ever since &lt;em&gt;Bastion&lt;&#x2F;em&gt;. Their games have been trending in a direction that excited me. &lt;em&gt;Bastion&lt;&#x2F;em&gt; was an intriguing, but mostly familiar isometric action game. &lt;em&gt;Transistor&lt;&#x2F;em&gt; was similar, but added cool twists to the combat system. &lt;em&gt;Pyre&lt;&#x2F;em&gt; was downright weird, a mashup of visual novel, RPG, and sports game. But when &lt;em&gt;Hades&lt;&#x2F;em&gt; hit early access, it looked kind of... ordinary.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;more-than-meets-the-eye&quot;&gt;More than Meets the Eye&lt;&#x2F;h2&gt;
&lt;p&gt;To some fans, it was a return to form. An action-focused game, something that the devs were excited to dive back into after crafting such an unusual experience with &lt;em&gt;Pyre&lt;&#x2F;em&gt;. To me, it seemed disappointingly &amp;quot;safe&amp;quot;, a relapse to the familiar that might alienate me. I didn&#x27;t want &lt;em&gt;Bastion&lt;&#x2F;em&gt; again, I wanted something weirder yet than even &lt;em&gt;Pyre&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-5-hades&#x2F;images&#x2F;Hades_pjqkeo6C2n-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I was wrong, in a couple of different ways. First, &lt;em&gt;Hades&lt;&#x2F;em&gt; is not &lt;em&gt;Bastion&lt;&#x2F;em&gt; again. It&#x27;s much more, in ways that clearly demonstrate how much the studio has grown. And second, it&#x27;s not safe at all. It&#x27;s in a genre space that, despite its hits, is still very niche. When &lt;em&gt;Hades&lt;&#x2F;em&gt; was announced, I was disappointed that Supergiant&#x27;s next game wasn&#x27;t being made for me. But that&#x27;s because &lt;em&gt;Hades&lt;&#x2F;em&gt; was being made for everyone.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;making-roguelites-approachable&quot;&gt;Making Roguelites Approachable&lt;&#x2F;h2&gt;
&lt;p&gt;The etymology of &amp;quot;roguelite&amp;quot; has been dissected to death, but for the unfamiliar, &amp;quot;rogue&lt;strong&gt;like&lt;&#x2F;strong&gt;&amp;quot; usually refers to two things: procedurally generated levels, and permadeath (progress lost upon death). A &amp;quot;rogue&lt;strong&gt;lite&lt;&#x2F;strong&gt;&amp;quot; has the same features, but also has overarching progression mechanics. With each attempt at the game, you&#x27;ll unlock advantages or options that will help you in future attempts. While pure roguelikes are particularly punishing, roguelites have gained popularity in part because they simply feel better. Unlocking new capabilities across runs preserves a sense of progress even in the face of failure.&lt;&#x2F;p&gt;
&lt;p&gt;But favorites of even the &amp;quot;roguelite&amp;quot; variety (&lt;em&gt;Spelunky, Dead Cells, Enter the Gungeon&lt;&#x2F;em&gt;) are still reputed for crushing difficulty. &lt;em&gt;Hades&lt;&#x2F;em&gt; is a bit different; it&#x27;s clear that it has reached audiences that don&#x27;t typically play roguelites at all. That&#x27;s partly because of a focus on storytelling, and appealing characters and art, but also because it goes out of its way to be more welcoming and less discouraging than genre contemporaries.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-5-hades&#x2F;images&#x2F;Hades_1YpTaPNFce-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Hades has been striving to be inclusive for a long time. The &amp;quot;God Mode&amp;quot; difficulty modifier was a feature in the game well before the 1.0 (and Nintendo Switch) launch. An emphasis on characters, as well as a flair for making the roguelite mechanics into diegetic story elements, makes defeat more palatable. For some, the set dressing is an uninteresting detail; for others, it&#x27;s the reason they&#x27;re playing in the first place.&lt;&#x2F;p&gt;
&lt;p&gt;In the end, of course, &lt;em&gt;Hades&lt;&#x2F;em&gt; absolutely was still a game for me. I like roguelites, and it&#x27;s a phenomenally well-executed one of those. It serves it purpose as both a genre staple and an invitation to new players.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;why-you-should-play-pyre-just-kidding&quot;&gt;Why You Should Play Pyre (Just Kidding)&lt;&#x2F;h2&gt;
&lt;p&gt;In my heart of hearts, &lt;em&gt;Pyre&lt;&#x2F;em&gt; is still my favorite of Supergiant&#x27;s illustrious catalog. But that&#x27;s mainly because I &lt;em&gt;enjoy&lt;&#x2F;em&gt; things that are niche, unusual, and challenging (not necessarily just mechanically). &lt;em&gt;Pyre&lt;&#x2F;em&gt; is a game where your victories and defeats are diegetic, and the player is encouraged to roll with their wins and losses and let them inform the story. I think that&#x27;s &lt;em&gt;cool as hell&lt;&#x2F;em&gt;, but it&#x27;s also something most people don&#x27;t want to deal with. Losing feels bad, and canonizing your defeat for the sake of telling different stories is asking a lot of the player.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-5-hades&#x2F;images&#x2F;Hades_C612RpufA4-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Hades&lt;&#x2F;em&gt; is not challenging in that way. It&#x27;s in a challenging genre, sure, but it&#x27;s filled with ways to give players encouragement (and let them cool off between runs). And ultimately, God Mode is right there for players to craft their own difficulty. It&#x27;s brought a wide audience into its fold with tactful design and a even bit of friendly teasing (lookin&#x27; at you Hypnos); that alone is testament to its importance.&lt;&#x2F;p&gt;
&lt;p&gt;I almost didn&#x27;t want to put &lt;em&gt;Hades&lt;&#x2F;em&gt; on my list, given how popular it already is. But it deserves it. Not just because &lt;em&gt;I&lt;&#x2F;em&gt; liked it, but because it makes inroads into a rich genre space that many casual players would typically dismiss as &amp;quot;not for me.&amp;quot; It&#x27;s not only a beautiful game, full of great music and lovable characters; it&#x27;s also a fantastic expression of what is, and can be, so fun about roguelites.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 5 Games of 2020 - Backlog Edition</title>
        <published>2020-12-28T10:00:00+00:00</published>
        <updated>2020-12-28T10:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-5-games-of-2020-backlog-edition/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-5-games-of-2020-backlog-edition/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020-backlog-edition&#x2F;images&#x2F;disco_nNLTP7AFX6.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;As I mentioned in my &lt;a href=&quot;..&#x2F;goty-2020-kickoff&#x2F;&quot;&gt;kickoff post&lt;&#x2F;a&gt;, I decided to break my usual Top 10 Games of the Year list into two separate Top 5 lists: the ones actually from 2020, and the ones from my backlog. I&#x27;ve already written in more detail about each of these games, but 5 separate 750 word posts isn&#x27;t a very digestible format!&lt;&#x2F;p&gt;
&lt;p&gt;So as a supplement, here&#x27;s the version of the list that gets right to the point.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;5-dragon-s-dogma&quot;&gt;5. Dragon&#x27;s Dogma&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020-backlog-edition&#x2F;images&#x2F;DDDA_meKTAXr6jN-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Dragon&#x27;s Dogma&lt;&#x2F;em&gt; is an oddball mashup of JRPG and western open-world RPG sensibilities, resulting in lots of surprising, unique, and sometimes hilarious systems and interactions. It&#x27;s a game where the wilderness between settlements is genuinely dangerous, and where you never quite know what&#x27;s coming next. Twists and subplots never failed to surprise and delight, even far into the game.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;backlog-5-dragons-dogma&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;4-diaries-of-a-spaceport-janitor&quot;&gt;4. Diaries of a Spaceport Janitor&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020-backlog-edition&#x2F;images&#x2F;Diaries_7.6_win_UPLpcK5Dpp-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A polygonal sci-fi adventure game about picking up trash and wanting to leave a crappy place. It&#x27;s weird and obtuse, but gives the player space to figure things out. It finds a critique of capitalism and labor politics that&#x27;s incisive, but less dour than many of its indie contemporaries. The world of &lt;em&gt;Spaceport Janitor&lt;&#x2F;em&gt; is offbeat and full of intriguing details. It&#x27;s grim, yet also charming. It&#x27;s bizarre, but also relatable.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;backlog-4-diaries-of-a-spaceport-janitor&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;3-disco-elysium&quot;&gt;3. Disco Elysium&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020-backlog-edition&#x2F;images&#x2F;disco_wEdpvAX8sv-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Disco Elysium&lt;&#x2F;em&gt; is a grim RPG that&#x27;s deeply wrapped up in political philosophy. It has some of the most effective dark humor I&#x27;ve seen in games as well as a cast of odd and memorable characters. While other games approach similar subject matter with irreverence, &lt;em&gt;Disco&lt;&#x2F;em&gt; deploys equal parts cynicism, bitterness, and hopefulness with profound sincerity and a dash of noire melodrama.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;backlog-3-disco-elysium&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;2-pathologic-2&quot;&gt;2. Pathologic 2&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020-backlog-edition&#x2F;images&#x2F;Pathologic_7il3Y12WM7-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A survival game about plague, industry, and community in a fictionalized version of the rural Russian Steppe. It&#x27;s both relentlessly brutal and relentlessly strange and dramatic. It uses theater as both a running metanarrative subplot and an inspiration for its lighting and framing. Characters speak in riddles, the town&#x27;s impression of you shifts, and death pursues the townsfolk indiscriminately. &lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; is hard to recommend due to its overwhelming difficulty, but it&#x27;s hard &lt;em&gt;not&lt;&#x2F;em&gt; to recommend for its sheer audacity and originality.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;backlog-2-pathlogic-2&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;1-echo&quot;&gt;1. ECHO&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-5-games-of-2020-backlog-edition&#x2F;images&#x2F;20200216145646_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;ECHO&lt;&#x2F;em&gt; is a stealth game in which you face an army of doppelgangers that &lt;em&gt;learn what you do and use it against you.&lt;&#x2F;em&gt; The gimmick of AI that learns from your actions is neat on its own, but the masterful execution (as well as stellar level design, UI design, and creeping horror elements) is what makes it work. It&#x27;s tense, terrifying, and deeply uncanny. I think &lt;em&gt;ECHO&lt;&#x2F;em&gt; has the potential to be a true cult hit, and to inspire all manner of clever ideas in future stealth games.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;backlog-1-echo&#x2F;&quot;&gt;my full write-up&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Thanks for following along with my GOTY list so far! Coming up next, I&#x27;ll be counting down my Top 5 Games &lt;em&gt;of&lt;&#x2F;em&gt; 2020 (you know, the ones that actually came out this year). Look forward to that in the days to come!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backlog #1. ECHO</title>
        <published>2020-12-28T00:00:00+00:00</published>
        <updated>2020-12-28T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backlog-1-echo/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backlog-1-echo/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-1-echo&#x2F;images&#x2F;20200114222537_1-1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Though I often appreciate them, I don&#x27;t typically &lt;em&gt;play&lt;&#x2F;em&gt; horror games. &lt;em&gt;ECHO&lt;&#x2F;em&gt; isn&#x27;t exactly a horror game, but it&#x27;s easily the most terrifying game I played this year. Developed by a small team of alums from IO Interactive (the studio behind the highly-regarded &lt;em&gt;Hitman&lt;&#x2F;em&gt; series), &lt;em&gt;ECHO&lt;&#x2F;em&gt; delivers a brilliant stealth experience that leverages the full range of gameplay the genre has to offer. On one end of the spectrum is ponderous puzzle solving, where enemy patterns can be observed and epxloited to stay unnoticed. On the other end is the desperate, reflexive adaptations that follow when cover is blown, and the player is forced to act on instinct. Not only does &lt;em&gt;ECHO&lt;&#x2F;em&gt; excel at both of these, but it strikes this balance with clever level design and an ingenious AI design gimmick: any actions you take, your enemies will learn use against you.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-1-echo&#x2F;images&#x2F;20200114224336_1-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;your-own-worst-enemy&quot;&gt;Your Own Worst Enemy&lt;&#x2F;h2&gt;
&lt;p&gt;In &lt;em&gt;ECHO&lt;&#x2F;em&gt;, the player controls a mysterious woman named En on a quest to discover an ancient secret. Throughout the game, we explore the &amp;quot;palace&amp;quot;, a seemingly endless underground vault styled in gaudy baroque architecture (&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;www.heterotopiaszine.com&#x2F;2017&#x2F;12&#x2F;13&#x2F;fearful-symmetry-echo&#x2F;&quot;&gt;read more about&lt;&#x2F;a&gt; it from Heterotopias, a cool zine about virtual architecture). While En explores the palace, it begins to power up. Lights flare into life, and the scenery changes. Every so often, sudden power surges trigger a &amp;quot;reboot&amp;quot;, in which new elements of the palace come online bit by bit.&lt;&#x2F;p&gt;
&lt;p&gt;Among these is an army of strange automatons, doppelgangers of En herself puppeteered by the palace&#x27;s enigmatic AI. During each cycle, every action that En takes is observed by the palace itself. When the reboot triggers, there is a brief period of darkness, in which En can act without being noticed. After the reboot, her hunters will be able to do everything the palace saw her do in the previous cycle.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-1-echo&#x2F;images&#x2F;20200216145646_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;ECHO&lt;&#x2F;em&gt; stretches this conceit into a gauntlet of challenging and tense interactions. En has enough verbs at her disposal that players must be hyper-conscious of what they&#x27;re doing. Should I really vault over that railing? Maybe I&#x27;d better not run here... One cycle&#x27;s actions set up the stakes for the next, creating a phenomenal push and pull between stealth and action. When enemies notice you, you need only survive until the next reboot. But which actions will you be forced to take in order to evade them?&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-uncanny&quot;&gt;The Uncanny&lt;&#x2F;h2&gt;
&lt;p&gt;I said earlier that this wasn&#x27;t &lt;em&gt;really&lt;&#x2F;em&gt; a horror game. But it kind of is. &lt;em&gt;ECHO&lt;&#x2F;em&gt; is carefully crafted to be uncanny; not &amp;quot;scary&amp;quot; or &amp;quot;grotesque&amp;quot;, but &lt;em&gt;specifically&lt;&#x2F;em&gt; &amp;quot;uncanny&amp;quot;. The enemies are erratic, vacant versions of En herself, familiar and yet viscerally &lt;em&gt;wrong&lt;&#x2F;em&gt;. The palace&#x27;s interior is a bizarre labyrinth of recognizable marble and gold, but ripped out of context and tessellated infinitely, empty and endless.&lt;&#x2F;p&gt;
&lt;p&gt;Cycles and repetition are a recurring thematic element of the game; the palace areas become increasingly elaborate geometric sprawls, surrounded by infinitely repeating scenery. The outer areas of the facility, through which En descends while conversing with her companion through her earpiece, are a never ending downward climb. All of this makes the palace feel surreal and unsettling, feeding into the feeling of wrongness.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-1-echo&#x2F;images&#x2F;20201228132937_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;These details heap tension upon an already intense gameplay loop, making the cautious stalking and desperate escapes all the more heart-pounding. &lt;em&gt;ECHO&lt;&#x2F;em&gt; wields the uncanny masterfully, keeping the player always unsettled always on edge.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;em&gt;ECHO&lt;&#x2F;em&gt; is a stressful game, to the point that I could never play it for more than an hour at a time. But it&#x27;s an absolutely essential experience for fans of stealth games. Though the studio behind it is no more, I hope &lt;em&gt;ECHO&lt;&#x2F;em&gt;&#x27;s legacy will ripple through the stealth design space. There&#x27;s a lot to learn from the deftness with which it provides thrilling, terrifying, and varied encounters.&lt;&#x2F;p&gt;
&lt;p&gt;I came to this game in 2020, having only heard about it in passing back when it released in 2017. Learning as I wrote this that it was a flop, and that the studio sunk a couple years later, has been heartbreaking. The tragedy of &lt;em&gt;ECHO&lt;&#x2F;em&gt;&#x27;s singular existence somehow makes it feel even more unique, and all the more worthy of the #1 spot on this list. I truly hope the developers find new footholds and keep pushing the envelope.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backlog #2. Pathlogic 2</title>
        <published>2020-12-27T00:00:00+00:00</published>
        <updated>2020-12-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backlog-2-pathlogic-2/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backlog-2-pathlogic-2/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-2-pathlogic-2&#x2F;images&#x2F;Pathologic_cUPjG9tC0R-1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; (2019) is an ambitious remake of 2005&#x27;s &lt;em&gt;Pathologic&lt;&#x2F;em&gt;. Reconstructed by Ice-Pick Lodge, the same studio that created the original, it&#x27;s a gorgeous and haunting survival game about confronting a dire plague in a rural town in the Russian Steppe. It&#x27;s bizarre, dramatic, and unsettling, relentlessly punishing the players&#x27; every small mistake to drive home a sense of desperation and misery.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-miserable-experience&quot;&gt;A Miserable Experience&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; is deliberately unpleasant to play in a number of ways. It&#x27;s cruelly difficult and often obtuse. Resources are incredibly scarce, hunger and exhaustion creep up quickly. Effective time management is a lost cause, and simply getting around the town can be an ordeal.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-2-pathlogic-2&#x2F;images&#x2F;ApplicationFrameHost_N8sBeYeeKd.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;Being on the brink of death is pretty normal&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;From the beginning, there is uncertainty about what to do, where to go, and who to talk to. As the days go on, the doctor&#x27;s problems multiply and become insurmountable. Plague strikes strangers and friends alike. Focal characters may not survive without quick attention and the expenditure of precious resources. I began the game at the intended difficulty, but after a long time struggling decided to turn it down. Even with the easiest settings, it&#x27;s still unrelentingly punishing.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; does not want you to see everything. It punishes you with permanent consequences each time you die, and it tempts you with promises of relief in exchange for unknown sacrifices. Despite its length, it still gleefully denies the player from seeing everything there is to see.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-flair-for-the-dramatic&quot;&gt;A Flair for the Dramatic&lt;&#x2F;h2&gt;
&lt;p&gt;It&#x27;s also filled with striking visuals. In the steppe and on the streets of the town, the strange silhouettes of impossible buildings loom in the golden twilight. Interior spaces are lit starkly, reminiscent of a stage play. When conversing with the townsfolk, they loom uncomfortably close in the frame, with stark, pale lighting bearing upon them from the side.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-2-pathlogic-2&#x2F;images&#x2F;Pathologic_VSyLNxYTYL-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I took more screenshots in this game than I did in any other game I played this year. And that&#x27;s not because it was pretty (it was) or spooky (it was), but because it was striking. &lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; has a running metanarrative thread about theater and storytelling, but it also expresses those sensibilities in its visual design. Most of the games on my Game of the Year list (and last year&#x27;s) are pretty. But Pathologic 2 is visually impressive in a wholly different way. It&#x27;s indulgent, evocative, and deeply eerie.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;embracing-the-strange&quot;&gt;Embracing the Strange&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; gets away with quite a lot of bullshit by virtue of sheer audacity. The reward for toiling through the town&#x27;s endless hostilities is something brazenly weird and theatrical, something truly unique. Characters are unsettling and unforgettable, speaking often in elaborate metaphor and with curious gait and turn of phrase.&lt;&#x2F;p&gt;
&lt;p&gt;The game tells a story about industrialization, community and conflict, and the abuse and destruction of indigenous people and culture. But it&#x27;s also wrapped in a curious metanarrative about fate and drama. It has a fascination with the roles a person plays within a story. Sometimes, it&#x27;s hard to tell if it&#x27;s trying to say something or simply dazzle with melodrama and metaphor. But even then, it dazzles nonetheless.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-2-pathlogic-2&#x2F;images&#x2F;Pathologic_sg45Dbpqxt-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Focal to the story are the Steppe people, an indigenous people partly based on a multitude of Eurasian cultures native to the actual Russian Steppe regions and surrounding areas. I&#x27;m generally wary of cultural amalgams like this, and try to be thoughtful of the ways in which they may misrepresent the people that inspire them. But there&#x27;s a degree of remove to &lt;em&gt;Pathologic 2&lt;&#x2F;em&gt;&#x27;s depiction; the Steppe people are strange and superstitious, but so are the rest of the townspeople. It&#x27;s all part and parcel with the surreal, dramatized atmosphere of the entire game. The Steppe people inhabit the world in a nuanced and thoughtful way, evocative of (and critical of) the abuses and appropriation of indigenous cultures in the real world.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;I&#x27;m obviously not an authority on the merit of its adaptation of indigenous cultures. However, &lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; seems sincere in exploration of loss of culture and the complexities of integrated communities. I couldn&#x27;t find any critical writing about the game from the perspective of any of the communities it references (at the very least, nothing in English), but I&#x27;d be fascinated to see it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-2-pathlogic-2&#x2F;images&#x2F;Pathologic_7il3Y12WM7-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Thanks to its insistence on being brutally punishing, &lt;em&gt;Pathologic 2&lt;&#x2F;em&gt; winds up being a very qualified recommendation. Below are a couple of fantastic pieces that get at what&#x27;s so unique about it, in language that may be more convincing than mine.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;medium.com&#x2F;the-pile&#x2F;pathologic-2-who-inherits-the-earth-92c42a5c5418&quot;&gt;https:&#x2F;&#x2F;medium.com&#x2F;the-pile&#x2F;pathologic-2-who-inherits-the-earth-92c42a5c5418&lt;&#x2F;a&gt; (this has spoilers, but there are warnings)&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.pastemagazine.com&#x2F;games&#x2F;pathologic-2&#x2F;uncertainty-is-the-normal-state-in-pathologic-2&#x2F;&quot;&gt;https:&#x2F;&#x2F;www.pastemagazine.com&#x2F;games&#x2F;pathologic-2&#x2F;uncertainty-is-the-normal-state-in-pathologic-2&#x2F;&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backlog #3. Disco Elysium</title>
        <published>2020-12-27T00:00:00+00:00</published>
        <updated>2020-12-27T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backlog-3-disco-elysium/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backlog-3-disco-elysium/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-3-disco-elysium&#x2F;images&#x2F;disco_vfTYWL2tRU.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Disco Elysium&lt;&#x2F;em&gt; is a noire RPG in the style of classic computer RPGs, developed by Estonian studio ZA&#x2F;UM. It takes place in Martinaise, a dreary, industrial district of the occupied city of Revachol. It&#x27;s a strange, gloomy detective story about class and politics, filled with both dark humor and unexpected sincerity.&lt;&#x2F;p&gt;
&lt;p&gt;I struggled to find a good way to talk about what makes this game so good. Here&#x27;s what I came up with: &lt;em&gt;Disco Elysium&lt;&#x2F;em&gt; delivers more effective executions of the oft-advertised narrative elements of modern big-budget RPGs. It has its own take on making &amp;quot;choices matter&amp;quot;, making characters complex or sympathetic, and communicating humor and drama through a bleak setting and aesthetic.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;choices-and-roleplaying&quot;&gt;Choices and Roleplaying&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Disco Elysium&lt;&#x2F;em&gt; follows an ace detective after he wakes up in an amnesiatic haze with the mother of all hangovers. From the very start of character creation, &lt;em&gt;Disco&lt;&#x2F;em&gt; wants players to see stats in a different light. The categories are unusual, the individual attributes are strange (like &amp;quot;conceptualization&amp;quot; or &amp;quot;shivers&amp;quot;), and each one is personified by a voice inside the detective&#x27;s head. His interiority is bizarre and chaotic, and the stat choices change the way he engages with the world. It might seem silly to geek out about the stats system, but it does a great job setting the stage for how the player character engages with the world.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-3-disco-elysium&#x2F;images&#x2F;disco_fTCyfDJQhu.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;When you&#x27;re so cool you might actually be able to teleport&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;My character often followed paranatural intuition and vague senses to act on wild hunches. He was an absolute idiot who was often inexplicably correct, much to the exasperation of his partner. &lt;em&gt;Disco&lt;&#x2F;em&gt; also gives the player character opportunities to express how he sees the world ideologically — and often to be ridiculed for it. Though there are parts of the game that turn out differently in response to your choices, the game never frames choice as being about power over the story. Often, in fact, choice is explicitly taken away and left in the hands of a skill check. Ultimately, it&#x27;s about the player expressing who their character is, rather than selecting the outcomes they want.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-3-disco-elysium&#x2F;images&#x2F;disco_nNLTP7AFX6-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;i-would-die-for-kim-kitsuragi&quot;&gt;I Would Die for Kim Kitsuragi&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;em&gt;Disco&lt;&#x2F;em&gt;&#x27;s character writing feels much more literary than video game-y. Martinaise is filled with a broad variety of absurd caricatures, RPG archetypes, ideology stand-ins, and subversions thereof. Though the most extreme characters feel shallow, the majority of them suggest a degree of interiority and express a clear worldview.&lt;&#x2F;p&gt;
&lt;p&gt;While there are a host of memorable characters, the clearest example of the game&#x27;s skillful writing is in the detective&#x27;s companion character, Lt. Kim Kitsuragi. For most of the game, he&#x27;s by your side to be consulted, annoyed, provoked, and depended upon. Kim is a stoic and patient professional, but glimpses of his interiority slip through: his likes and dislikes, inner conflicts, regrets. It&#x27;s hard to think of a companion character in an RPG whose pride and respect I&#x27;ve wanted so badly to earn.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-3-disco-elysium&#x2F;images&#x2F;disco_jodPXAA5uB.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;If the main character is a bizarre, chaotic pastiche of what it is to be a Player Character, then Kim is the inverse. He&#x27;s a normal, good person following in the detective&#x27;s wake, bewildered and dismayed and impressed by his antics.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;fun-with-failure&quot;&gt;Fun with Failure&lt;&#x2F;h2&gt;
&lt;p&gt;These antics, and Kim&#x27;s mix of professional tolerance and understandable alarm, guide the story through breakneck turns in tone and subject matter. Its most indulgent moments can be a bit grating, but the writing nonetheless showcases an abundance of both talent and restraint. Proper space is given to serious moments to let them be serious. Sometimes they&#x27;re existential, sometimes unsettling, and sometimes mundane and deeply sincere. Some of the most memorable moments of the game were small, quiet exchanges with Kim or with side characters.&lt;&#x2F;p&gt;
&lt;p&gt;The veneer of noire aesthetic also gives space for some fun and melodramatic voiceover performances, many of which bring extra gravitas to the spectacular writing. Some skill checks can only be attempted once. When they fail, the story unfolds around them in ways reminiscent of good tabletop role playing. Failure can be equal parts disastrous and hilarious, and often leaves the player with a memorable moment, and a need for new tactics.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Overall, &lt;em&gt;Disco Elysium&lt;&#x2F;em&gt; tells its story with humor, heart, and a stark self-awareness. It&#x27;s filled with revolutionary politics and deploys bleakness and grim humor with sincerity, not irreverence or nihilism. Also, it&#x27;s a game where you can talk to a necktie, or the personification of &amp;quot;Reaction Speed&amp;quot;. What more could you ask for?&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backlog #4. Diaries of a Spaceport Janitor</title>
        <published>2020-12-26T00:00:00+00:00</published>
        <updated>2020-12-26T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backlog-4-diaries-of-a-spaceport-janitor/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backlog-4-diaries-of-a-spaceport-janitor/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-4-diaries-of-a-spaceport-janitor&#x2F;images&#x2F;Diaries_7.6_win_UPLpcK5Dpp.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;I&#x27;m not usually drawn to games that wallow in frustration or hopelessness. The &amp;quot;it&#x27;s miserable, and that&#x27;s the point&amp;quot; kind of games like &lt;em&gt;Papers, Please&lt;&#x2F;em&gt; sort of miss the mark for me. For me, a frustrating game needs to provide a certain tonal balance to be worth the effort that it&#x27;s asking of me.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Diaries of a Spaceport Janitor&lt;&#x2F;em&gt; is a game that leaves players confused, frustrated, and discouraged with alarming frequency. It has a degree of inscrutability that doesn&#x27;t feel like it should work, but it somehow does. Thanks to a strange and compelling setting, enigmatic shrines and gods, and labyrinthine world design, it always feels worthwhile to push through the setbacks.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;life-of-a-sanidrone&quot;&gt;Life of a Sanidrone&lt;&#x2F;h2&gt;
&lt;p&gt;On the surface, life as a spaceport janitor is pretty simple. Pick up trash, save and sell anything valuable, and scrape up enough resources to get out of this crummy place.&lt;&#x2F;p&gt;
&lt;p&gt;Of course, you&#x27;ll need to eat food, and since you can&#x27;t really store it, you&#x27;ll have to buy it from vending machines. Prices vary unpredictably, and some food will make you sick, sometimes. Also, your character begins to feel weird if they don&#x27;t periodically &amp;quot;gendershift&amp;quot;, which can be accomplished by... buying it from vending machines. Guards patrolling the station will occasionally get mad at you for no reason and rob you.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-4-diaries-of-a-spaceport-janitor&#x2F;images&#x2F;Diaries_7.6_win_96LiWdfh83-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;To be more direct: &lt;em&gt;Spaceport Janitor&lt;&#x2F;em&gt; is about wage slavery. It&#x27;s about ways in which socioeconomic precarity compounds upon itself through stress, exhaustion, illness, and despair. Though the basic mechanics of the game are explained up front, important details are consistently left out, evocative of how wage labor is often downplayed as easy or mindless. Sure, I know I need to pick up trash, but how is my payout even calculated? Which foods will make me sick? What are these &amp;quot;eyes&amp;quot; for? &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;steamcommunity.com&#x2F;app&#x2F;436500&#x2F;discussions&#x2F;0&#x2F;343786746009186425&#x2F;#c343786746010156654&quot;&gt;What does gendershifting actually do?&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The spaceport itself is illogically laid out and difficult to navigate. While being often lost or aimless is part of the game&#x27;s emotional arc, it&#x27;s also crucial to making Xabran Spaceport feel chaotic and endless. The art style is blocky and angular, and uses some shader magic to add a layer of pixelation, turning the spaceport into a blur of dull pastels. Each area is recognizable, but the connections between them are difficult to comprehend, and they seem to spill endlessly into one another.&lt;&#x2F;p&gt;
&lt;p&gt;Xabran Spaceport alludes to a wider world with small, evocative fragments of culture. Cheeky item descriptions add flavor to the junk you&#x27;ll endlessly pick up. NPCs are often found expressing or peddling certain beliefs about religion, luck and good fortune. Tons of tiny, offbeat details spill out of the world, often raising more questions than they answer.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;dear-diary-capitalism-sucks&quot;&gt;Dear Diary: Capitalism Sucks&lt;&#x2F;h2&gt;
&lt;p&gt;The game&#x27;s daily cycle revolves around the same routine; get payment for yesterday&#x27;s work, go out and work until it&#x27;s dark, then come back, write a diary entry, and sleep. The diary entries serve as an interesting means of grounding the experience. As the player, you&#x27;ll jot a note about the progress you think you&#x27;re making, what item of interest you found, etc.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-4-diaries-of-a-spaceport-janitor&#x2F;images&#x2F;Diaries_7.6_win_8rW8QybJRn-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Inviting the player to catalog their own experience has two purposes. The first is that it helps the player keep track of their goals from day to day. The second is more of a diegetic narrative effect. How does your character distinguish between day after day of the same drudgery? What details do they point out? Are they resigned, sarcastic, hopeful?&lt;&#x2F;p&gt;
&lt;p&gt;While the details of the game world stitch together into a lot of broad ideas about capitalism and culture, the daily diary entries ground everything back down to the janitor&#x27;s more specific, personal experience. What the game communicates through fiction and metaphor still ultimately needs to be recontextualized through the lens of the protagonist.&lt;&#x2F;p&gt;
&lt;p&gt;In the end, &lt;em&gt;Diaries of a Spaceport Janitor&lt;&#x2F;em&gt; puzzled me enough that I needed to find guides to help me accomplish a few objectives. But it&#x27;s also a game that relentlessly drew me in — I played my entire 10-hour playthrough in a single weekend. I find it difficult to describe exactly why this game is so interesting, but the ease with which it weaves commentary and humor into its world is plenty of reason to give it a chance.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Backlog #5. Dragon&#x27;s Dogma</title>
        <published>2020-12-24T00:00:00+00:00</published>
        <updated>2020-12-24T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/backlog-5-dragons-dogma/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/backlog-5-dragons-dogma/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-5-dragons-dogma&#x2F;images&#x2F;20201014205608_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It&#x27;s been a long time since I&#x27;ve been able to get invested in an open world action RPG. In the past few years, I&#x27;ve learned that their structure just doesn&#x27;t work with my play style and attention span. So I tried to play &lt;em&gt;Dragon&#x27;s Dogma&lt;&#x2F;em&gt; a couple of times this year, and I kept bouncing off.&lt;&#x2F;p&gt;
&lt;p&gt;But once I really sat down and committed to a couple-hour play session, it finally stuck. Gradually, two things became clear: why &lt;em&gt;Dragon&#x27;s Dogma&lt;&#x2F;em&gt; is so unique and beloved by its fans, and what it is that I &lt;em&gt;do&lt;&#x2F;em&gt; like about open world action RPGs.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;worlds-collide&quot;&gt;Worlds Collide&lt;&#x2F;h2&gt;
&lt;p&gt;Right out of the gate, &lt;em&gt;Dragon&#x27;s Dogma&lt;&#x2F;em&gt; has a familiar veneer of western fantasy RPG style and structure. There&#x27;s a small starting town, and an open world to explore beyond it. Combat is action-oriented, real-time hacking and slashing, with some spellcasting and arrow-slinging options. Monsters emerge largely from Greek and European mythological canons. The world unfolds into a feudal kingdom, a collection of tiny settlements surrounded by deadly wilderness, crowned in the north by the looming walls of its huge capital city.&lt;&#x2F;p&gt;
&lt;p&gt;But despite &lt;em&gt;Dragon&#x27;s Dogma&lt;&#x2F;em&gt; making a point of &lt;em&gt;looking&lt;&#x2F;em&gt; like a by-the-book, western fantasy game, it&#x27;s also filled with offbeat ideas and systems. Rather than named followers, the player surrounds themselves with Pawns, a cadre of loyal knights built using the character creator. The player takes one Pawn that they craft themselves (mine was Geoffrey a gentle giant and healer). But they can also bring two more by hiring them asynchronously from other players. Most of the large monsters in the world can be climbed on and stabbed at, &lt;em&gt;Shadow of the Colossus&lt;&#x2F;em&gt; style. Parts of the wilderness are peppered with creatures that are too difficult to fight, constraining the player at earlier levels in an organic way.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-5-dragons-dogma&#x2F;images&#x2F;DDDA_meKTAXr6jN-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;Standing in a fountain with the homies&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;Around every corner, both literally and metaphorically, are odd twists on the typical formula or structure of this sort of game, and it does similar things narratively. It establishes a setting around medieval fantasy aesthetics and stock characters, but then repeatedly contextualizes JRPG tropes and story beats within it. Most of the time, this combination manages to make both component parts endearing and surprising. There&#x27;s a rich tension in the variety of writing and game design styles, which produces something that feels offbeat and wholly unique.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;seeing-the-seams&quot;&gt;Seeing the Seams&lt;&#x2F;h2&gt;
&lt;p&gt;All of these contrasting details also helped me see what makes this style of game work for me: comedy. Dragon&#x27;s Dogma has goofy climbing animations, the ability to pick up and throw any NPC around for no reason. It has followers that incessantly repeat the same phrases (it should be annoying but it&#x27;s actually just extremely funny). It reminded me immediately of the jankiest parts of Skyrim, a game that I loved in 2011 but have looked back on pretty ambivalently. As epic as it sometimes tries to be, &lt;em&gt;Skyrim&lt;&#x2F;em&gt;&#x27;s enduring cultural significance is largely due to its ragdolling horses and arrows to the knee. Unintended — or at least procedural — comedy is fundamentally part of its appeal.&lt;&#x2F;p&gt;
&lt;p&gt;Janky, expressive games like these are interesting because their seams are clearly visible. I could operate &lt;em&gt;within&lt;&#x2F;em&gt; the game by solemnly accepting this NPC&#x27;s important task. Or, I could operate &lt;em&gt;outside&lt;&#x2F;em&gt; the game and Fus-Ro-Dah him off of a cliff to watch him ragdoll away. This creates a malleability to how seriously the game expects to be taken, and gives players a lot more space to express their own level of interest. It&#x27;s neither quite as serious as &lt;em&gt;The Witcher&lt;&#x2F;em&gt;, nor as openly silly as &lt;em&gt;GTA&lt;&#x2F;em&gt;. Instead, it invites the player to move freely between role-playing and puppeteering. To reference a game criticism cliche, the prominent tonal seams of the game provide a sort of &amp;quot;anti-immersion&amp;quot;. It asks that the player engage not just as a role-player, but at whatever mechanical, narrative, or metanarrative level they want.&lt;&#x2F;p&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;backlog-5-dragons-dogma&#x2F;images&#x2F;DDDA_ZE2HhOQbO3-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;You can climb and hang on most creatures, including this Ox&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;p&gt;Within this framework, &lt;em&gt;Dragon&#x27;s Dogma&lt;&#x2F;em&gt; excels at telling peculiar stories, delivering wild twists, and routinely inspiring awe and laughter alike; sometimes even in the same breath. Its ability to keep surprising and intriguing me (for forty or so hours) is a testament to its eccentricity and creativity — despite its deceptively familiar set dressing.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>GOTY 2020 Kickoff</title>
        <published>2020-12-24T00:00:00+00:00</published>
        <updated>2020-12-24T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/goty-2020-kickoff/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/goty-2020-kickoff/</id>
        <content type="html">&lt;p&gt;In 2019, I made a point of trying to keep up with game releases. I played a &lt;em&gt;lot&lt;&#x2F;em&gt; of new games when (or soon after) they released, hoping to engage with them while they were relevant. Despite my efforts, I ultimately missed plenty of titles that I was particularly interested in. And as you might imagine, my backlog suffered even more than usual.&lt;&#x2F;p&gt;
&lt;p&gt;This year was different. This year, I deliberately made &lt;strong&gt;no particular effort&lt;&#x2F;strong&gt; to play &lt;em&gt;this&lt;&#x2F;em&gt; year&#x27;s games. In the end, I played a pretty even split of games from this year and games from my backlog (some of which I just couldn&#x27;t fit into 2019, as well as some which are a fair bit older). So to match, I&#x27;ve decided to split my Game of the Year 2020 in two Top 5 lists: one list for games this year, and one for older ones that I just now got around to.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;figure&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-kickoff&#x2F;images&#x2F;WTWTLW_64_jHZgw0vz2a-1024x815.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;figcaption&gt;
&lt;p&gt;From &lt;em&gt;Where the Water Tastes Like Wine&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;&#x2F;figcaption&gt;
&lt;&#x2F;figure&gt;
&lt;h2 id=&quot;my-favorite-games-of-2020&quot;&gt;My Favorite Games of 2020&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;the-ones-that-did-not-release-in-2020&quot;&gt;&lt;em&gt;The ones that did&lt;&#x2F;em&gt; not &lt;em&gt;release in 2020&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The first five posts for this year&#x27;s GOTY series will be for games that were not, in fact, released in 2020. But I &lt;em&gt;played&lt;&#x2F;em&gt; them in 2020, and I think that&#x27;s a perfectly good excuse to talk about them. I&#x27;ll probably gather them into a nice wrap-up at the end, as well. To set the stage, here are some honorable mentions (of various sorts).&lt;&#x2F;p&gt;
&lt;h2 id=&quot;just-missed-the-list-anodyne-2&quot;&gt;Just Missed the List - &lt;em&gt;Anodyne 2&lt;&#x2F;em&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;A surreal adventure with a lot of interesting twists, and a fusion of fun retro PS1-looking graphics as well as crisp pixel art. A celebration of many eras and styles of gaming and a love letter to both the most beloved and the most esoteric facets of the &lt;em&gt;Legend of Zelda&lt;&#x2F;em&gt; series and its contemporaries.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;in-progress-where-the-water-tastes-like-wine&quot;&gt;In Progress - &lt;em&gt;Where the Water Tastes Like Wine&lt;&#x2F;em&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;A beautiful, wistful game about exploring a mythic version of the Depression-era USA. As you explore, you gather stories and watch them grow as they&#x27;re passed along from person to person. I put this game off for a long time, and still haven&#x27;t gotten very far into it yet. Just because I&#x27;m mentioning it here doesn&#x27;t mean it&#x27;s off the table for next year...&lt;&#x2F;p&gt;
&lt;h2 id=&quot;didn-t-get-to-it-stardew-valley&quot;&gt;Didn&#x27;t Get to It - &lt;em&gt;Stardew Valley&lt;&#x2F;em&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;One of the many stalwart anchors of my backlog that I can never quite get into the right headspace for. It&#x27;s a game I&#x27;m sure I &lt;em&gt;can&lt;&#x2F;em&gt; like, if I can just figure out how to get myself into it. I&#x27;ll get to it someday, I swear.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;goty-2020-kickoff&#x2F;images&#x2F;IkenfellWin_5IiNLD140V-1024x683.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;my-favorite-games-of-2020-1&quot;&gt;My Favorite Games &lt;em&gt;of&lt;&#x2F;em&gt; 2020&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;the-ones-that-actually-released-this-year&quot;&gt;&lt;em&gt;The ones that actually released this year&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The next series of five posts will be a countdown of my Top 5 games that are actually &lt;em&gt;from&lt;&#x2F;em&gt; 2020. Expect a wrap-up post at the end for these ones as well. Lucky for me, another list means means that I get to name another set of honorable mentions!&lt;&#x2F;p&gt;
&lt;h2 id=&quot;just-missed-the-list-final-fantasy-vii-remake&quot;&gt;Just Missed the List - &lt;em&gt;Final Fantasy VII Remake&lt;&#x2F;em&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;If there&#x27;s one clear shift in my gaming taste over the past few years, it&#x27;s that I&#x27;ve begun to gravitate away from big AAA titles, and from long RPGs in particular. &lt;em&gt;FF7R&lt;&#x2F;em&gt; is definitely the only one of those I even played at all this year. I... still haven&#x27;t &lt;em&gt;quite&lt;&#x2F;em&gt; finished it, and I think the pacing has begun to fall apart at the end, but I had an unexpectedly good time with the majority of this game.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;in-progress-ikenfell&quot;&gt;In Progress - &lt;em&gt;Ikenfell&lt;&#x2F;em&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;Among the myriad other miserable things that happened in 2020, there was also a series of increasingly awful twitter activity, comments, and long-winded statements from the author of a certain wildly popular British fantasy series about wizard school. &lt;em&gt;Ikenfell&lt;&#x2F;em&gt; feels like it exists partly as a direct reclamation of &amp;quot;magic school&amp;quot; stories from the jaws of bigotry. It&#x27;s insistently inclusive and diverse, and it&#x27;s brimming with sincerity and heart and messy teenage interpersonal drama. The combat can be a bit tedious, so I haven&#x27;t pushed through it, but I still find its endless charm hard to resist.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;didn-t-get-to-it-the-pathless&quot;&gt;Didn&#x27;t Get to It - &lt;em&gt;The Pathless&lt;&#x2F;em&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;It&#x27;s hard to reflect on my relationship to games and game criticism without considering &lt;em&gt;Journey&lt;&#x2F;em&gt;, one of the first &amp;quot;art games&amp;quot; I ever played. Though &lt;em&gt;Journey&lt;&#x2F;em&gt; in retrospect feels a bit too &amp;quot;artsy&amp;quot; and insubstantial, the studio behind it (and its spinoff studio, Giant Squid) largely stayed the course with &lt;em&gt;ABZÛ&lt;&#x2F;em&gt; in 2016. But &lt;em&gt;The Pathless&lt;&#x2F;em&gt; sounds like something fresher, leaning more upon gameplay and game feel to communicate its tone and atmosphere. I&#x27;m excited to check this one out soon!&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;Trying to keep up with releases in 2019 was clearly a mistake, and I&#x27;ve had a much better time with gaming in 2020. Focusing on what I really wanted to play (and often preferring shorter games) has been a great way to hone my critical eye and better understand my own taste, while also challenging and evolving it. That said, one thing I&#x27;ve been bad about is blogging regularly and sharing my thoughts... Oh well, better late than never. Stay tuned for my Top 10 (or perhaps Top 5 &amp;amp; Top 5?) Games of 2020!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - Wrapping Up</title>
        <published>2020-01-02T00:00:00+00:00</published>
        <updated>2020-01-02T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-wrapping-up/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-wrapping-up/</id>
        <content type="html">&lt;p&gt;In the final days of 2019, I counted down my favorite ten games of the year by writing a solid 500-600 words about each one. But sometimes the fun of lists is more about seeing what&#x27;s on them! Here&#x27;s a condensed version of my top 10 list, all in one post, with short blurbs and links to my further writing.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;10-baba-is-you&quot;&gt;10. Baba is You&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Baba is You&lt;&#x2F;em&gt; is an adorable puzzle game built on a simple conceit: the rules of each level are actual movable tiles within the world. In order to complete a level, rearrange the rules until a solution is possible! This game has a huge number of puzzles, and its logic quickly gets pretty bonkers and is a lot of fun to unravel.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-10-baba-is-you&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;2019121922581800-EAD9CDD267F449963C89657382E411AE-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;9-vision-soft-reset&quot;&gt;9. Vision: Soft Reset&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Vision: Soft Reset&lt;&#x2F;em&gt; is a tiny little indie Metroidvania that integrates some really clever speedrunning mechanics into its core loop. It&#x27;s rough around the edges, but it&#x27;s very playable and the sheer novelty and execution of its core mechanics are such a joy.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-9-vision-soft-reset&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;20191222143851_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;8-life-is-strange-2&quot;&gt;8. Life Is Strange 2&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Life is Strange 2&lt;&#x2F;em&gt; is an episodic choice-driven narrative adventure game. It follows the story of Sean and Daniel Diaz, two young Mexican American boys who flee their home in Seattle after a tragic incident. On the run, they meet a variety of interesting strangers and help Daniel learn to control his mysterious telekinetic power. It&#x27;s a game that sometimes stumbles but frequently introduces endearing characters and tells poignant stories, all while grappling with heavy subject matters.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-8-life-is-strange-2&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt; or &lt;a href=&quot;..&#x2F;the-months-between-life-is-strange-2-and-episodic-content&#x2F;&quot;&gt;my earlier piece about how it managed time between episode releases&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;LIS2-Win64-Shipping_2vLuonvyTn-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;7-a-short-hike&quot;&gt;7. A Short Hike&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;A Short Hike&lt;&#x2F;em&gt; is a small game but it feels like a perfectly-condensed distillation of great open world game design. Mostly, it consists of running, climbing, and gliding around an island park, collecting items to increase your stamina. Along the way, you&#x27;ll get to know the park and its other visitors, often helping them out with their own troubles. It&#x27;s compact, heartfelt, and a delight to play all the way through.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-7-a-short-hike&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;A_Short_Hike_noX7hPWrCp-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;6-untitled-goose-game&quot;&gt;6. Untitled Goose Game&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Untitled Goose Game&lt;&#x2F;em&gt; is a game about being a horrible goose. The game takes place in a pleasant little town full of people going about their lives. As an avatar of mischief and mayhem, you will perform a series of strange and arbitrary tasks, much to the chagrin of the unsuspecting townsfolk. It&#x27;s a game about being mischievous, and about poking and prodding at the doldrums of these people&#x27;s daily lives. &lt;em&gt;Untitled Goose Game&lt;&#x2F;em&gt; is playful and improvisational, and as much fun to watch as it is to play.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-6-untitled-goose-game&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;goose_screenshot-05-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;5-star-wars-jedi-fallen-order&quot;&gt;5. Star Wars: Jedi Fallen Order&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Jedi Fallen Order&lt;&#x2F;em&gt; is an action-platformer with combat inspired by the &lt;em&gt;Dark Souls&lt;&#x2F;em&gt; series (though not nearly as difficult). It blends a number of familiar mechanics from several subgenres of action game. None of these mechanics are particularly exceptional, but they provide a nice variety of usually functional gameplay with some occasional surprising moments. What makes it really special to me, though, is that it told a story that was sharply written and full of great characters, all while being true to its Star Wars feel.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-5-star-wars-jedi-fallen-order&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;20191118204754_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;4-control&quot;&gt;4. Control&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Control&lt;&#x2F;em&gt; is a third-person shooter that takes place in an inexplicable ever-shifting building, home to the Federal Bureau of Control. It&#x27;s a competent shooter, but what makes it special is its fascination with the strange and unexplained. The Bureau is full of unsettling secrets, cryptic documents, and otherworldly spaces, and was a ton of fun to explore.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-4-control&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;Control_DX11_QMJDy5cf8j-1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;3-eliza&quot;&gt;3. Eliza&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Eliza&lt;&#x2F;em&gt; is a visual novel released (surprisingly) by puzzle-game factory Zachtronics. It follows the story of Evelyn, who begins work as a &amp;quot;proxy&amp;quot; for a AI built for therapy. Her job is to speak the AI&#x27;s lines and add a &amp;quot;human touch&amp;quot; to the therapy session. The story this game tells is a meditation on legacy, ethics, capitalism, and personal responsibility. Its characters are grounded and fascinating. Especially if you work in tech, &lt;em&gt;Eliza&lt;&#x2F;em&gt; is absolutely worth your time.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-3-eliza&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;Eliza_pdBIp4WctM-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;2-sekiro-shadows-die-twice&quot;&gt;2. Sekiro: Shadows Die Twice&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Sekiro&lt;&#x2F;em&gt; is the latest from developer From Software, creators of the infamously difficult &lt;em&gt;Dark Souls&lt;&#x2F;em&gt; series. It deviates meaningfully from the studio&#x27;s previous works and makes its combat even more tense, explosive, and dramatic than its predecessors. As influential as the &lt;em&gt;Souls&lt;&#x2F;em&gt; series is in its own right, I truly feel like it walked so &lt;em&gt;Sekiro&lt;&#x2F;em&gt; could run, at least with regard to combat. Not only that, but &lt;em&gt;Sekiro&lt;&#x2F;em&gt; is an incredibly beautiful game with a truly evocative world that&#x27;s always wonderful to explore.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-2-sekiro-shadows-die-twice&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;Sekiro%E2%84%A2_-Shadows-Die-Twice_20190406163423-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;1-outer-wilds&quot;&gt;1. Outer Wilds&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;em&gt;Outer Wilds&lt;&#x2F;em&gt; is a game about exploring a star system and unravelling the mysteries of the enigmatic precursor race that lived there eons before. It&#x27;s beautiful and full of strange sci-fi physics that need to be understood in order to progress. But more than anything else, it considers what it means to face the end of the world, and how we process something so monumental. There are moments in this game that give me chills just &lt;em&gt;thinking&lt;&#x2F;em&gt; about them, and moments in the soundtrack that do the same. I couldn&#x27;t possibly recommend this game more.&lt;&#x2F;p&gt;
&lt;p&gt;For more details, read &lt;a href=&quot;..&#x2F;top-10-games-2019-1-outer-wilds&#x2F;&quot;&gt;my full review&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-wrapping-up&#x2F;images&#x2F;OuterWilds_two4RPHGks-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #1: Outer Wilds</title>
        <published>2019-12-31T00:00:00+00:00</published>
        <updated>2019-12-31T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-1-outer-wilds/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-1-outer-wilds/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-1-outer-wilds&#x2F;images&#x2F;OuterWilds_TX3A4KJc1w.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;There are a ton of games out there that I would describe as systems-driven. They establish a set of internal rules which provide a framework for players to understand the obstacles in front of them. They can then manipulate variables in the system to achieve the desired outcomes. Examples that come to mind are the clockwork worlds the Hitman or Dishonored games.&lt;&#x2F;p&gt;
&lt;p&gt;These systems are designed to be solved with external knowledge. Once we figure out a guard&#x27;s patrol route, the veil lifts. Even though the guard may have a fully animated character model, they are now only a cog in a machine. Suddenly, we&#x27;re looking at the system from &lt;em&gt;outside&lt;&#x2F;em&gt; the game rather than inside of it. Once we know how it works, the system no longer maps believably to the narrative built around it.&lt;&#x2F;p&gt;
&lt;p&gt;And that&#x27;s fine! Systems-driven games are fun &lt;em&gt;because&lt;&#x2F;em&gt; they&#x27;re intricate simulated puzzle boxes. Just because we eventually figure out the physics &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;youtu.be&#x2F;MCr2LjrO1Jw?t=109&quot;&gt;the GLOO gun in &lt;em&gt;Prey&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; doesn&#x27;t mean it&#x27;s no longer an interesting tool. But a shift in perspective &lt;em&gt;has&lt;&#x2F;em&gt; occurred. To use the GLOO gun to its full potential, the &lt;em&gt;Prey&lt;&#x2F;em&gt;&#x27;s Talos I space station must be reduced to level geometry.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-1-outer-wilds&#x2F;images&#x2F;OuterWilds_IIK5HujmbZ-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;In &lt;em&gt;Outer Wilds&lt;&#x2F;em&gt;, we play as a newly space-worthy alien explorer. Our job is to uncover the mysteries of our home star system, particularly the artifacts and ruins left behind by an enigmatic ancient race called the Nomai. At the beginning of the game, a strange turn of events gives us the ability to read the writings left behind by the Nomai.&lt;&#x2F;p&gt;
&lt;p&gt;But there&#x27;s a problem. Early into the adventure, the system&#x27;s sun goes supernova. We wake up back where we started, in a &lt;em&gt;Groundhog&#x27;s Day&lt;&#x2F;em&gt;-style time loop. In each loop, we&#x27;ll chase down information according to our ship&#x27;s &amp;quot;rumor map&amp;quot;, which serves as something like a quest log. But to do that, we must understand the strange sci-fi phenomena that govern each planet in the system. Only by learning these systems, as well as the fiddly spaceship controls, can we access hidden ruins and avoid dangerous obstacles.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Outer Wilds&lt;&#x2F;em&gt; is special to me because even as I came to understand its systems, it still felt like an in-fiction understanding. There was always still a degree of uncertainty. There was imprecision. These systems operated in real time at the scale of small planets; they were always so much bigger than me. If they could be reduced to a set of variables, it was only in a scientific sense. But overall, the systems operated around the fiction instead of the other way around.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-1-outer-wilds&#x2F;images&#x2F;OuterWilds_two4RPHGks-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;More than any other game I&#x27;ve played, &lt;em&gt;Outer Wilds&lt;&#x2F;em&gt; is about understanding systems as a being who is very small and at their mercy. It&#x27;s a game about awe and curiosity, about ecology and environmental responsibility. It&#x27;s a game about legacy, history, and community. These facets all fold in on each other to make something greater than their sum. &lt;em&gt;Outer Wilds&lt;&#x2F;em&gt; is a meditation of the meaning of environmental catastrophe and how we cope with it.&lt;&#x2F;p&gt;
&lt;p&gt;On some level, I want to talk about how gorgeous the game is, how evocative its soundtrack is, and so on. But as great as those things are, they&#x27;re not really important to the pitch for this game. They&#x27;re serving the game&#x27;s conceit but they don&#x27;t define it. What makes &lt;em&gt;Outer Wilds&lt;&#x2F;em&gt; truly special is its sense of wonder and curiosity and smallness. I&#x27;ll be thinking about this game for a long time, and I couldn&#x27;t recommend it more.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #2: Sekiro: Shadows Die Twice</title>
        <published>2019-12-30T00:00:00+00:00</published>
        <updated>2019-12-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-2-sekiro-shadows-die-twice/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-2-sekiro-shadows-die-twice/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-2-sekiro-shadows-die-twice&#x2F;images&#x2F;Sekiro™_-Shadows-Die-Twice_20190413143552.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Only a few years ago, I considered From Software&#x27;s &lt;em&gt;Dark Souls&lt;&#x2F;em&gt; series, and its spiritual successors, to be utterly unapproachable. It took a lot of poking, prodding, and watching Let&#x27;s Plays before I got the nerve to jump into the series. But now, they&#x27;re are some of my favorite gaming experiences of all time.&lt;&#x2F;p&gt;
&lt;p&gt;Fast-forward to 2019&#x27;s &lt;em&gt;Sekiro: Shadows Die Twice&lt;&#x2F;em&gt;, the first title in the &lt;em&gt;Dark Souls&lt;&#x2F;em&gt; lineage that I actually played at launch. Like 2015&#x27;s &lt;em&gt;Bloodborne&lt;&#x2F;em&gt;, it deviates dramatically from the core &lt;em&gt;Souls&lt;&#x2F;em&gt; formula, shaking up the combat and movement and conveying a different kind of intensity. For folks like me, to whom the studio&#x27;s prior work means a lot, it&#x27;s tough to judge &lt;em&gt;Sekiro&lt;&#x2F;em&gt; in a vacuum. But it feels like it sets itself apart enough to be both an iteration &lt;em&gt;and&lt;&#x2F;em&gt; its own unique experience.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-2-sekiro-shadows-die-twice&#x2F;images&#x2F;Sekiro%E2%84%A2_-Shadows-Die-Twice_20190410230512-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;In &lt;em&gt;Sekiro&lt;&#x2F;em&gt;, we play as the eponymous Sekiro (nicknamed Wolf), a shinobi in service to the last living member of a royal family. Lord Kuro, the young heir, descends from a legendary bloodline, and his blood can grant the ability to cheat death. Throughout the game, we explore a mythic vision of Sengoku-era Japan, fighting through enemies who want to capture the young lord for the ancient power living in his blood. The storytelling here is more direct than in &lt;em&gt;Souls&lt;&#x2F;em&gt; titles, but still full of hidden details and enigmatic side characters.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Sekiro&lt;&#x2F;em&gt; uses its change of setting to bring new mechanical ideas into focus. Its world is dense and vertical, catering heavily to the grappling hook. Encounters often pit you against humanoid enemies that will meet you blade to blade, emphasizing the posture and parrying mechanics. Fights are brutal and quick, but Wolf is capable of resurrecting a limited number of times. The game repeatedly expands on From&#x27;s usual mechanics in thematically resonant ways.&lt;&#x2F;p&gt;
&lt;p&gt;Combat in &lt;em&gt;Sekiro&lt;&#x2F;em&gt; is far and away the most tactile and electrifying I&#x27;ve seen in an action game to date. It introduces &amp;quot;posture&amp;quot; a representation of balance and stamina. When posture is depleted, enemies are left open to devastating death blows. It&#x27;s immensely satisfying to ignore the majority of an enemy health bar by breaking their posture and performing a finisher. Frequently, health bars only serve as a reminder. You &lt;em&gt;could&lt;&#x2F;em&gt; defeat an enemy without breaking their posture, if you really had to. But you typically won&#x27;t.&lt;&#x2F;p&gt;
&lt;p&gt;From Software also ups their game with the sheer beauty of the world they portray. The world of &lt;em&gt;Sekiro&lt;&#x2F;em&gt; conveys emotions sharply and poignantly. There are places that are tranquil and beautiful, ones that are somber and lonely, ones that are gloomy and foreboding. Its use of lighting and color is incredible. This game is the first &lt;em&gt;Souls&lt;&#x2F;em&gt;-adjacent game in which I constantly wanted to stop and take pictures.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-2-sekiro-shadows-die-twice&#x2F;images&#x2F;Sekiro%E2%84%A2_-Shadows-Die-Twice_20190406163423-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Of all the games on my list, though, &lt;em&gt;Sekiro&lt;&#x2F;em&gt; is the hardest to actually recommend. Its difficulty is very inflexible, especially compared to other &lt;em&gt;Souls&lt;&#x2F;em&gt; games. It rarely offers space for tricks or exploits, and there is no co-op to fall back on. I placed it so high on my Top 10 list out of sheer honesty, because I can&#x27;t deny how positive my own experience with it was. But I profoundly hope to see From finding ways to be more inclusive in the future.&lt;&#x2F;p&gt;
&lt;p&gt;Despite being stubbornly exclusionary, &lt;em&gt;Sekiro&lt;&#x2F;em&gt; also boasts a beautifully realized world and finely-honed mechanics. It feels sublimely polished, folding in almost a decade of accumulated design iteration. It was consistently one of the toughest and most enjoyable games I played this year, and I could not recommend it more to anyone willing to grapple with its difficulty.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #3: Eliza</title>
        <published>2019-12-29T00:00:00+00:00</published>
        <updated>2019-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-3-eliza/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-3-eliza/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-3-eliza&#x2F;images&#x2F;20190830011919_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It&#x27;s been a weird year for visual novels in the west. On one hand, we got a grim reminder of the corporate hellscape we live in thanks to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1121910&#x2F;I_Love_You_Colonel_Sanders_A_Finger_Lickin_Good_Dating_Simulator&#x2F;&quot;&gt;the Colonel Sanders dating sim&lt;&#x2F;a&gt;. On the other hand, we got a thoughtful visual novel from indie studio and puzzle game extraordinaire Zachtronics.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Eliza&lt;&#x2F;em&gt; is a story about Evelyn, a young woman working as a &amp;quot;proxy&amp;quot; for an AI therapist named Eliza. As a proxy, she brings a &amp;quot;human touch&amp;quot; to the therapy session by serving as the mouthpiece for the AI. As the game progresses, she meets a number of characters and learns about how Eliza has affected their lives. At the final chapter, the game branches into multiple endings based on what Evelyn decides is most important to her. The game explores the ethical implications of technology, burnout culture in the software industry, and how working under capitalism affects our legacies.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout the game, Evelyn&#x27;s own insecurities and ennui color the way she sees Eliza and the people around her. Her personal history and trauma are a lens through which to examine the implications of others&#x27; ideologies. When choosing her future path at the end, her own well-being is one of many factors she must take into account.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Eliza&lt;&#x2F;em&gt;&#x27;s writing is some of the best I&#x27;ve seen this year. It grounds its lofty concepts with a cast of interesting and thoughtful characters. Many of them represent an ideology or ethical perspective while still coming across as a complete person in their own right. The voice acting is solid throughout and often exceptional, including some surprising voice talent. The art is lovely and evocative, and the music fits perfectly with the tone of the game. The story is structured around therapy sessions, which are emotional and intense despite often being mundane and directionless. Though &lt;em&gt;Eliza&lt;&#x2F;em&gt;&#x27;s writing is occasionally corny, and tends to overplay some of its tropes, it always falls back on thoughtful and earnest characters. On top of all that, the game also includes a fantastic solitaire mini-game, a tradition in Zachtronics titles.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-3-eliza&#x2F;images&#x2F;Eliza_akoQZApPbB-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s tough to go into much detail without digging into some of the characters and story beats. But it&#x27;s one of the few games I&#x27;ve seen that expresses so much nuanced perspective on modern technology. It knows that ethics are not straightforward, and answers are difficult to come by. As someone who works in tech, it touches on plenty of familiar anxieties. What are the implications of the work that I do, and what will huge corporations choose to do with it? How am I complicit in the choices my company makes?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Eliza&lt;&#x2F;em&gt; is one of the most thought-provoking games I played this year. It excels because it understands how to filter abstract ideas through character-driven stories. It&#x27;s rare to encounter a work that can articulate complex ethical dilemmas but also be deeply personal and sincere at the same time. &lt;em&gt;Eliza&lt;&#x2F;em&gt;&#x27;s ability to strike this balance makes it a standout, not only in video games, but in sci-fi storytelling in general.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #4: Control</title>
        <published>2019-12-29T00:00:00+00:00</published>
        <updated>2019-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-4-control/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-4-control/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-4-control&#x2F;images&#x2F;Control_DX11_QMJDy5cf8j-1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Remedy Entertainment&#x27;s &lt;em&gt;Control&lt;&#x2F;em&gt; is not a game that&#x27;s particularly easy to pitch. In fact, only the enthusiasm of critics whom I follow even drew me to it in the first place. But now that I&#x27;ve played it, I&#x27;ll see what I can do.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Control&lt;&#x2F;em&gt; follows protagonist Jesse Faden as she tracks down the Federal Bureau of Control in search of answers about her past and her missing younger brother. The entire game takes place in an inexplicable monolithic building called The Oldest House, the headquarters of the FBC. Documents recovered throughout the game explain a bit about its nature and origin, but the gist of it is this: it&#x27;s in New York City, it&#x27;s impossible to find unless you&#x27;re looking for it, and it defies the rules of physical space. The areas to explore within The Oldest House are strange and labyrinthine, full of locked doors and hidden corridors.&lt;&#x2F;p&gt;
&lt;p&gt;Every corner of &lt;em&gt;Control&lt;&#x2F;em&gt;&#x27;s Oldest House hides the inexplicable and the alien. The game leans all the way into its X-files trappings and peppers its strange setting with even stranger items and stories, appearing to be heavily inspired by collaborative fiction project &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;www.scp-wiki.net&#x2F;about-the-scp-foundation&quot;&gt;the SCP Foundation&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-4-control&#x2F;images&#x2F;Control_DX11_NP5v4P9sUE-1-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Even though I enjoy storytelling through found logs and documents, it often becomes a chore. I&#x27;m often stubborn about keeping up, even though I know I should just move on and check collectibles later. In &lt;em&gt;Control&lt;&#x2F;em&gt;, I didn&#x27;t have this problem. Nearly every document, letter, and report that I found was well-written, concise, and fascinating. Sometimes, they&#x27;re unsettling descriptions of supernatural phenomena. Sometimes they&#x27;re the lamentations of office workers dealing with their bizarre equivalents of mundane problems. Rarely is one document the whole story; often they fit together in interesting ways. Every time I picked up one of these, I read it immediately and eagerly.&lt;&#x2F;p&gt;
&lt;p&gt;Not only is the environmental storytelling equisite, the characters and interactions are equally well-realized. &lt;em&gt;Control&lt;&#x2F;em&gt;&#x27;s voice actors deliver stellar performances that capture a kind of melodramatic, conspiratorial tone. The characters speak matter-of-factly about bizarre circumstances, and we often jump to Jesse&#x27;s internal monologue. The tone of the dialog is often silly or deadpan in a way that complements how genuinely unnerving the supernatural story elements can be.&lt;&#x2F;p&gt;
&lt;p&gt;Combat is fun and chaotic and gets shaken up by the various powers that Jesse picks up throughout the game. It doesn&#x27;t feel groundbreaking but it&#x27;s very tactile and plenty satisfying for the length of the game.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Control&lt;&#x2F;em&gt; also has some superb VFX, finding ways to evolve the kinds of visuals that action games typically need (explosions, broken rubble, etc.) in fascinating ways. The strange smearing smoke effect that comes off of most enemies helps lend them an unnerving sense of otherworldliness. Bits of rubble and debris become physics objects that Jesse can utilize with her telekinetic abilities.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-4-control&#x2F;images&#x2F;Control_DX11_oNm5Zg1wJv-1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Most of the optional content involves exploring The Oldest House and securing dangerous paranatural objects. Each one of these encounters is an interesting extension of the game&#x27;s world. The way that it adds thoughtfully-authored stories into side quests makes the world seem more interconnected and full of secrets.&lt;&#x2F;p&gt;
&lt;p&gt;Though its main story isn&#x27;t particularly long, &lt;em&gt;Control&lt;&#x2F;em&gt; has so many interesting moments and tons of engaging optional content. It has a strong sense of identity and an ironic sense of humor, and I loved so much of my time playing it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #5: Star Wars Jedi: Fallen Order</title>
        <published>2019-12-28T00:00:00+00:00</published>
        <updated>2019-12-28T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-5-star-wars-jedi-fallen-order/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-5-star-wars-jedi-fallen-order/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-5-star-wars-jedi-fallen-order&#x2F;images&#x2F;20191118204754_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;As it turns out, there have been a lot of star wars games over the years. I&#x27;ve played virtually none of them. This mostly because I&#x27;m just not that into Star Wars, and so many of these games hinge on investment in the franchise. That isn&#x27;t to say that they&#x27;re not good games in their own right; just that I never felt a sufficient pull to them.&lt;&#x2F;p&gt;
&lt;p&gt;But &lt;em&gt;Star Wars Jedi: Fallen Order&lt;&#x2F;em&gt; is the one I finally played. This game drew me with its promise of Metroid-style exploration and Souls-like combat, both of which are mechanical conceits that excite me. But that&#x27;s not why it made this list. I&#x27;m surrounded by friends to whom Star Wars means a lot, but in the end &lt;em&gt;I&lt;&#x2F;em&gt; was the one insisting that &lt;em&gt;they&lt;&#x2F;em&gt; play (or watch a let&#x27;s play of) this game.&lt;&#x2F;p&gt;
&lt;p&gt;All in all, &lt;em&gt;Fallen Order&lt;&#x2F;em&gt; plays pretty smoothly. There&#x27;s something to be said about a game that feels familiar but is relatively easy to get through. The spaces are interestingly laid out, fun to explore, and often gorgeous. The powers and progression also manage to create some really satisfying moments. There&#x27;s some Uncharted-style traversal as well. It&#x27;s not noteworthy on its own, but it&#x27;s used fairly well to serve the feel of the exploration.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-5-star-wars-jedi-fallen-order&#x2F;images&#x2F;20191123212229_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Fallen Order&lt;&#x2F;em&gt;&#x27;s combat, while not nearly as compelling as the games that inspired it, is always serviceable and often satisfying. It makes an effort to give you opportunities to feel powerful and resourceful (oh dang, I just one-shot that tough enemy by Force-pushing them off a cliff). And though I wish it had more boss fights that were mechanically interesting, it does find spaces to challenge and disempower you. All told, the bones were really good, at least good enough to justify a 20-ish hour game. But that&#x27;s not what truly kept me engaged.&lt;&#x2F;p&gt;
&lt;p&gt;See, I came for the Souls-like Metroidvania, but it turned out that I stayed for the Star Wars. &lt;em&gt;Fallen Order&lt;&#x2F;em&gt; not only seems to grasp some of what makes star wars compelling, but also genuinely drew me into its fiction and into the Star Wars universe. Its story is sincere and grounded, and its cast is endearing (despite some friction between the mechanical and narrative structures of the game). Not only that, it hits a lot of beats that are very quintessentially Star Wars, but does so in a way that feels adapted to the specific context of the characters involved.&lt;&#x2F;p&gt;
&lt;p&gt;The game takes place in the aftermath of Order 66, the catastrophic event that signals the rise of the Empire and eliminates the vast majority of the Jedi Order. We follow former Padawan Cal Kestis as he&#x27;s thrust from his life in hiding into a quest that could help rebuild the Jedi Order. Along the way, we meet and assist other characters struggling against the Empire.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-5-star-wars-jedi-fallen-order&#x2F;images&#x2F;20191119233252_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Part of the appeal is that so much of the story is barely interested in grand, interplanetary struggles or politics. Instead, it focuses on personal trauma, on survivors and refugees and how they move on and support each other. Even with a big important quest as its throughline, it manages to make the stops on the way engaging and meaningful to the characters. It finds ways to begin to challenge assumptions about who the Jedi were and what they stood for.&lt;&#x2F;p&gt;
&lt;p&gt;Hell, even Cal Kestis, a protagonist whose character design features an eye-rolling degree of generic-white-guy tropes, finds his way into being likable by how he plays off of the rest of the cast. In particular, Cal&#x27;s companionship with BD-1, the cute little bipedal droid he meets early on, helps ground his personality and his compassion.&lt;&#x2F;p&gt;
&lt;p&gt;By the time I finished &lt;em&gt;Fallen Order&lt;&#x2F;em&gt;, what I really wanted was more interaction between the main characters, both narratively and mechanically. It&#x27;s a Star Wars game that not only plays pretty well, but also knows how to tug at the themes and ideas that make Star Wars stories emotionally resonant. It feels weird for me to put a game like this so high on my list. But I know it&#x27;s going to stick with me for all the things it did well, and it&#x27;s the game on my list that most yearns for a sequel. Here&#x27;s hoping!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #6: Untitled Goose Game</title>
        <published>2019-12-26T00:00:00+00:00</published>
        <updated>2019-12-26T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-6-untitled-goose-game/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-6-untitled-goose-game/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-6-untitled-goose-game&#x2F;images&#x2F;goose_screenshot-09.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Screenshots courtesy of House House via their press kit.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;For many of us, video games are a space to be our best selves. We can be Commander Shepard and save all of our crewmates, or we can be Yu Narukami and help everyone in town with their troubles. Of course, there are also plenty of games that let us act out vices. We can be nihilistic murder-machines in Grand Theft Auto. We can be selfish thieves or demonic mages in Skyrim. We can hurt people, steal from them, kill them.&lt;&#x2F;p&gt;
&lt;p&gt;But what if what you &lt;em&gt;really&lt;&#x2F;em&gt; want to do is play pranks and be troublesome? Annoy people, ruin their day? Typically, these verbs only crop up in simulation games (like, well, The Sims). In these games, we can poke and prod at those simulated characters, delight in their confusion and frustration. But we always act through some sort of interface. As the player, we&#x27;re just the green plumbob, we&#x27;re not really &lt;em&gt;there&lt;&#x2F;em&gt;. We&#x27;re separated by another layer of abstraction.&lt;&#x2F;p&gt;
&lt;p&gt;I guess if you think about it, a goose is also a kind of interface. The &lt;em&gt;Untitled Goose Game&lt;&#x2F;em&gt; provides a structure for simulated mischief and an avatar to enact it. That avatar is a goose. It&#x27;s a game where you do goose things like honk and flap your wings and steal stuff. It&#x27;s a game where you have a to-do list of tasks that are utterly incomprehensible, and extremely inconvenient, to the bumbling humans around you. Sometimes it&#x27;s about being mean and breaking people&#x27;s stuff. Sometimes it&#x27;s about being charming and wearing a cute bow. But it&#x27;s always about being a goose.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-6-untitled-goose-game&#x2F;images&#x2F;goose_screenshot-12-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;What makes the game brilliant is its ability to capture a very specific, mundane kind of antagonism. At its heart, the Untitled Goose Game is its own sort of simulation game. The silly routines of these people are perfectly tedious and droll, ripe for disruption. The game is structured around collections of puzzles that involve breaking these routines in increasingly elaborate ways. Sometimes the puzzle is simply figuring out what the to-do list description is even talking about. Sometimes it&#x27;s figuring out how to get away with the task without getting caught and interrupted.&lt;&#x2F;p&gt;
&lt;p&gt;The goose game knows how to delightfully acknowledge the strange interactions that players might have with its systems. It doesn&#x27;t just give you ways to cause mischief; it understands why mischief is so fun. It understands just how much to characterize its clockwork NPCs so that they&#x27;re fun to play pranks on. And it provides a perfect, guilt-absolving framework in which to get up to that mischief.&lt;&#x2F;p&gt;
&lt;p&gt;If you were a human, you probably couldn&#x27;t get away with all these shenanigans without feeling guilty, or at least facing consequences. But a goose! A goose is inscrutable and tenacious. A goose doesn&#x27;t care how you feel. A goose is mischief incarnate! And the goose game is very good.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #7: A Short Hike</title>
        <published>2019-12-25T00:00:00+00:00</published>
        <updated>2019-12-25T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-7-a-short-hike/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-7-a-short-hike/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-7-a-short-hike&#x2F;images&#x2F;A_Short_Hike_noX7hPWrCp.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;A Short Hike&lt;&#x2F;em&gt; is a game that you can play in about the same amount of time as it takes to go on a short hike. It&#x27;s cute, straightforward, and bite-sized, and it still feels fully-realized. It plays almost like a miniature Breath of the Wild with pixel graphics and no combat.&lt;&#x2F;p&gt;
&lt;p&gt;The key verb in &lt;em&gt;A Short Hike&lt;&#x2F;em&gt; is &amp;quot;explore&amp;quot;. As an anthropomorphic bird named Claire, you&#x27;ll jump, climb, and glide around Hawk Peak Provincial Park on your way towards the top of the mountain. Scattered about the island along the way are a cast of delightful oddballs, usually asking for help with small tasks and providing words of encouragement. Traversal is fun and fluid and there are plentiful pickups that increase available stamina throughout the game. The island is full of collectibles and secrets and various tools and McGuffins to pick up.&lt;&#x2F;p&gt;
&lt;p&gt;The game also feels like a love letter to hiking and parks. Many of the folks you encounter on the trail are also running, climbing, or hiking and will greet you cheerfully. As you progress, you&#x27;ll see tiny side stories unfolding and help folks out along the way. The game&#x27;s writing is usually upbeat but manages to be very sincere and never quite as twee as you might expect.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-7-a-short-hike&#x2F;images&#x2F;A_Short_Hike_FUm4qFkyIp-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;At the beginning, Claire comes off as a disaffected teenager who didn&#x27;t really want to do the whole nature thing in the first place. In fact, her primary motivation for going on this hike is to get cell reception so she can make a call. But neither the game nor the characters themselves ever feel like they&#x27;re being judgmental. Instead, Claire seems to find enjoyment in her adventure completely on her own terms. I won&#x27;t spoil the ending, but it&#x27;s just as heartwarming as the rest of the game.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;A Short Hike&lt;&#x2F;em&gt; is such a lovely complete package. It&#x27;s small and digestible, it controls nicely, and it&#x27;s filled with charming moments.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #8: Life is Strange 2</title>
        <published>2019-12-25T00:00:00+00:00</published>
        <updated>2019-12-25T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-8-life-is-strange-2/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-8-life-is-strange-2/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-8-life-is-strange-2&#x2F;images&#x2F;LIS2-Win64-Shipping_2vLuonvyTn.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;em&gt;Life is Strange 2&lt;&#x2F;em&gt; seems to have made much less of a splash than its predecessor. But it marks a notable evolution for developer Don&#x27;t Nod&#x27;s writing and storytelling abilities. The prior games won folks over with their unflinching sincerity, but fell into problematic tropes at the worst moments. This new season embarks on a brand new story, seemingly setting out to be more nuanced, more cognizant of tropes and stereotypes, and more direct with the social issues that it tackles.&lt;&#x2F;p&gt;
&lt;p&gt;The game follows the story of Sean and Daniel Diaz, two Mexican-American brothers who run away from their home in Seattle after a violent incident, during which Daniel learns that he has telekinetic powers. Pursued by police, they travel south, hoping to escape to a coastal town in Mexico where their father grew up.&lt;&#x2F;p&gt;
&lt;p&gt;When they flee, Sean is sixteen, and Daniel is only nine. During their journey, Sean struggles to keep his brother&#x27;s abilities a secret while also teaching him how to survive. Though the writing stumbles occasionally, &lt;em&gt;Life is Strange 2&lt;&#x2F;em&gt; often manages to broach tough subjects with surprising grace and nuance. And it does so while telling a bigger and more ambitious story than its predecessors.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-8-life-is-strange-2&#x2F;images&#x2F;20191222150515_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;At its heart, the game is about the triumphs, challenges, and complexities of family and relationships. It&#x27;s about the kindnesses and cruelties of strangers on the road. It&#x27;s about the expectations and prejudices of communities and of society writ large. It steers away from the twee aspects of the previous games and delivers more convincingly-written characters, particularly the teenage ones.&lt;&#x2F;p&gt;
&lt;p&gt;On their journey, the Diaz brothers grow and learn from each other, and from the various foils and mirrors they encounter in the communities where they stop to rest. Though Sean is the player character, the game&#x27;s choices center on how Sean treats and takes care of Daniel. Daniel&#x27;s behavior and worldview evolve as a result of Sean&#x27;s choices and interactions with him. Sean struggles to encourage Daniel&#x27;s innocence and friendliness while preparing him for a dangerous world that&#x27;s likely to distrust him. He weighs risks and puts himself in harm&#x27;s way to protect his brother. He grapples with the loss of his own youth, and with how his obligations to Daniel pull him away from pursuing friendship and romance.&lt;&#x2F;p&gt;
&lt;p&gt;Structuring the story as a journey also gives the writers space to explore a greater variety of places, communities, and characters. In fact, the episodic storytelling also gives space for time to pass between episodes, recapping the liminal space with additional entries in Sean&#x27;s journal. It&#x27;s a small touch, but it helps pace Sean and Daniel&#x27;s adventure and it really &lt;a href=&quot;..&#x2F;the-months-between-life-is-strange-2-and-episodic-content&#x2F;&quot;&gt;impacted my investment in each new episode&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-8-life-is-strange-2&#x2F;images&#x2F;20191222145805_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;With some exceptions, Life is Strange 2 overall has a well-realized cast of characters. It often centers folks with difficult lives and personal struggles. It&#x27;s cautious to buck stereotypes and keep most of its characters grounded and complex. It makes a lot of Sean&#x27;s choices feel difficult, but rarely makes them feel like video-gamey catch 22s (which is where the original Life is Strange &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;kotaku.com&#x2F;life-is-stranges-ending-is-a-hot-mess-1738291856&quot;&gt;failed most spectacularly [spoilers]&lt;&#x2F;a&gt;). Even the game&#x27;s finale, which sets out to give the player a Big Important Choice to make, does an admirable job of walking some difficult lines and landing somewhere interesting.&lt;&#x2F;p&gt;
&lt;p&gt;I still have complicated feelings about some of the finer details of Life is Strange 2&#x27;s portrayals, especially those of marginalized people and the prejudice they face. But it takes the sincerity of the original and brings it into focus with a more serious story. I get the feeling I&#x27;ll be thinking about this game for a long time, and it deserves at least as much attention as the first Life is Strange received.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 – #9: Vision: Soft Reset</title>
        <published>2019-12-24T00:00:00+00:00</published>
        <updated>2019-12-24T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-9-vision-soft-reset/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-9-vision-soft-reset/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-9-vision-soft-reset&#x2F;images&#x2F;20191222143851_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;A few years ago, I started to take an interest in what is now one of my favorite video game subgenres: metroidvania-style platformers. I love how they systematize exploration, how they evolve mechanically through powerups, and how they frequently offer small aesthetic and mechanical iterations on the core formula.&lt;&#x2F;p&gt;
&lt;p&gt;But &lt;em&gt;Vision: Soft Reset&lt;&#x2F;em&gt; has one of my all-time favorite mechanical twists. It takes ideas ideas inspired by the speedrunning community and folds them into itself. It builds mechanics around techniques like route planning and movement optimization directly into the core game loop. It&#x27;s an approach that both extends the design sensibilities of the Metroidvania formula and imparts it with something fresh. &lt;em&gt;Vision: Soft Reset&lt;&#x2F;em&gt; is definitely the most niche game on my list, but it&#x27;s one of the most memorable games I played this year.&lt;&#x2F;p&gt;
&lt;p&gt;To be clear, it&#x27;s certainly rough around the edges compared to its more polished contemporaries. The controls can feel a bit floaty, and there are some disorienting spikes in platforming difficulty. The art and music serve their purpose, but they&#x27;re mostly unremarkable. The story sets up some interesting mysteries, but has pretty inconsistent dialogue and characterization. This is all to say: it can cause some friction at times, but in my experience, it&#x27;s a game that plays well enough to justify its ideas.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-9-vision-soft-reset&#x2F;images&#x2F;20191004221630_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;In fiction, the events of the game take place in just a 20-minute window. Each time you save at a checkpoint, it creates a node on your timeline. When a node is added, it can be returned to at any point, rolling back the clock to that moment. This allows micro-speedruns between checkpoints in order to trim minutes or seconds off of the clock, giving more time for exploration.&lt;&#x2F;p&gt;
&lt;p&gt;As the game progresses, you&#x27;ll find powerups in the form of decryption keys that unlock already-present abilities in your suit; essentially, a narrative contrivance that allows you to take those upgrades back in time with you. However, physical upgrades like health pickups, are only available for the timeline in which they&#x27;re picked up. This gives incentive, even when trying to speed up a section of your timeline, to branch out for upgrades that may be nearby. Additionally, certain places in the world will only be accessible before a certain point in the countdown. A couple of interactions will even change things about the world, changing the routing options in the timelines in which they occur.&lt;&#x2F;p&gt;
&lt;p&gt;The game folds these ideas into its narrative and moment-to-moment combat as well; you&#x27;ll play as Oracle, a character who does not remember their past but has the ability to see various futures. This is how you can see enemies telegraphing their attack patterns and how the story explains your time-bending checkpoint jumps.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-9-vision-soft-reset&#x2F;images&#x2F;VisionSoftReset_MDvCvSs2RX-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Speedrunning, as cool as it is, is an enormous and daunting commitment (one that I personally will never find room in my life for, even though I&#x27;ve had interest). It&#x27;s extremely cool to see a game that takes speedrunning techniques and threads them through the game itself in a way that&#x27;s forgiving enough to be opaque. You may not even realize you&#x27;re using speedrunning approaches! Not only that, but it wraps it all up in an absolutely brilliant timeline view that summarizes meta-playthrough information in one screen.&lt;&#x2F;p&gt;
&lt;p&gt;Despite its rough edges, &lt;em&gt;Vision: Soft Reset&lt;&#x2F;em&gt; was full of fun surprises and was a genuine delight to play. It&#x27;s also gone woefully overlooked! If you love this style of game, this game is too memorable and novel to pass up.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games 2019 - #10: Baba is You</title>
        <published>2019-12-23T00:00:00+00:00</published>
        <updated>2019-12-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-2019-10-baba-is-you/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-2019-10-baba-is-you/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-10-baba-is-you&#x2F;images&#x2F;2019122214214400-EAD9CDD267F449963C89657382E411AE.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Puzzle games tend to walk a lot of tricky lines. They need to have enough aesthetic or narrative thrust to keep your attention, but without pulling players away from their core mechanics. They need to be increasingly challenging, but without failing to teach players how to succeed. And they need to evolve their core conceit in new directions, but without losing focus on what it is in the first place.&lt;&#x2F;p&gt;
&lt;p&gt;Sometimes, even great puzzle games tip over the line this way or that. &lt;em&gt;Baba is You&lt;&#x2F;em&gt; is a great puzzle game that keeps on losing me. I&#x27;ve started it three times but never even come close to finishing it. That&#x27;s okay! I think it still deserves this spot.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Baba is You&lt;&#x2F;em&gt; is a grid-based puzzle game that places simple phrases like &amp;quot;rock is push&amp;quot; or &amp;quot;flag is win&amp;quot; onto the playing field. These phrases are made up of movable blocks, and each phrase turns into a rule that affects the way items and characters behave in the level. Pushing words around can nullify rules or create new ones. By changing which modifiers are applied to which nouns, the player must manipulate each level until it&#x27;s winnable. It&#x27;s a simple concept, at first, but it unravels into numerous surprising and silly meta-mechanics.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-10-baba-is-you&#x2F;images&#x2F;2019121922581800-EAD9CDD267F449963C89657382E411AE-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Like many successful puzzle games, &lt;em&gt;Baba is You&lt;&#x2F;em&gt; gets in your head. It rearranges the way you think about the world, about how things function, and it infects you with its goofy anti-grammar (if you&#x27;re like me, you might play a level, take a sip of coffee, and think to yourself &amp;quot;mug is drink&amp;quot;). Its art style is simple and cute and its music and sound design are minimal, but effective. The levels quickly ramp up from &amp;quot;oh, that makes sense&amp;quot; to &amp;quot;OHHH you can do that!?&amp;quot; Between the understated art and clever level design, it all comes together pretty nicely.&lt;&#x2F;p&gt;
&lt;p&gt;And for how often it stumps you, it also gives you room to move on. You only need to solve a portion of a given set of puzzles to unlock the next set, and optional bonus levels will keep you around if you&#x27;re tenacious enough. The game&#x27;s difficulty can take some sharp turns, and it often requires strange lateral thinking to solve certain puzzles or discover new wrinkles to the mechanics. But the main reason I struggled to get farther in this game is that I&#x27;m too stubborn to skip puzzles or look up solutions. That&#x27;s, obviously, not the game&#x27;s fault. And regardless, the game&#x27;s ideas are so clever and its aesthetic is so cute that I&#x27;m inclined to forgive my own friction with it.&lt;&#x2F;p&gt;
&lt;p&gt;Surprisingly enough, it&#x27;s also a lot of fun to play with friends! A great way to maintain momentum is to just sit in a room with pals, guessing at solutions and passing the controller around. I played some of the early levels on the TV during a ski trip with some friends. At one point, we found ourselves engrossed, five or six of us sitting on couches, scratching our chins and calling out suggestions. There&#x27;s something special about a game that&#x27;s straightforward enough to allow that sort of social dynamic, but still obtuse enough to stump half a dozen people.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-2019-10-baba-is-you&#x2F;images&#x2F;2019122214215400-EAD9CDD267F449963C89657382E411AE-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Even if my completionist tendencies slow me down, its quirky charm and ever-unfolding meta-mechanics keep winning me over. I&#x27;m pretty sure I&#x27;ll finish Baba is You at some point. And if not, I&#x27;ll at least keep wanting to come back to it and try again.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Top 10 Games of 2019: Kickoff</title>
        <published>2019-12-22T00:00:00+00:00</published>
        <updated>2019-12-22T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/top-10-games-of-2019-kickoff/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/top-10-games-of-2019-kickoff/</id>
        <content type="html">&lt;p&gt;I&#x27;m doing a new format this year for my top 10 list! I didn&#x27;t do a lot of blogging this year, so a majority of the games on my list are ones that I&#x27;ve yet to write about.&lt;&#x2F;p&gt;
&lt;p&gt;So what does that mean? It means I&#x27;m going to do a good old-fashioned countdown! Every day leading up to the new year, starting with later today, I&#x27;ll publish a post about one of my favorite games this year. These will be a bit longer form than last year&#x27;s list entries, since they don&#x27;t need to all be crammed into one article. The structure of each entry is pretty loose. The goal will be to explain what I think is unique, interesting, or just plain enjoyable about each entry (and why I think other folks should play it). At the end, I&#x27;ll probably summarize my top 10 in a final recap post.&lt;&#x2F;p&gt;
&lt;p&gt;Format explanations aside, let&#x27;s also knock out a bit of meta-top-ten housekeeping while we&#x27;re here!&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-of-2019-kickoff&#x2F;images&#x2F;Steam_F7fVncN5Oe.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;so-many-games-so-little-time&quot;&gt;So Many Games, So Little Time&lt;&#x2F;h1&gt;
&lt;p&gt;I&#x27;m not a professional critic, so I only actually play games that I suspect I&#x27;ll like. Sometimes that means sticking to genres I love: last year, I scrambled to pick up Dandara around GOTY season because I love obscure indie Metroidvanias and wanted to give it a chance. Sometimes, it means broadening horizons and trying something I might not typically look for: last year, I took the plunge on Battletech and found myself unexpectedly into it.&lt;&#x2F;p&gt;
&lt;p&gt;Throughout the year, I keep an interest list of games that I&#x27;d really like to check out if I have an opportunity. As it turns out, I don&#x27;t get to all of them. So here&#x27;s a brief list of games that could have been contenders... if I&#x27;d found the time to play them:&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;Disco Elysium&lt;&#x2F;em&gt;&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;This game seems really cool, but it also seems like a substantial time investment... maybe next year?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;Code Vein&lt;&#x2F;em&gt;&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Before its release, this game was often referred to as &amp;quot;anime Bloodborne&amp;quot;, which honestly sounds great. But reviews were middling and it came at a busy time, so I never got around to it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;AI: The Somnium Files&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A game made by the creative lead behind the beloved Zero Escape series, which is an intriguing prospect. With good reviews so far, I bet I&#x27;ll end up talking about this one sometime next year.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Judgment&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The Yakuza series has always been a &amp;quot;maybe someday&amp;quot; for me. Judgment in particular seems like it spins off of the series in an interesting way. I hope to check this out at some point.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;Heaven&#x27;s Vault&lt;&#x2F;em&gt;&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I don&#x27;t know much about this game, but it&#x27;s a beautiful sci-fi narrative adventure game about archaeology. And that sounds pretty dope.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;Knights and Bikes&lt;&#x2F;em&gt;&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I backed this game on kickstarter and was really excited to see how it turned out! I played the very beginning with my partner but we just never found a chance to play the rest.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;Astral Chain&lt;&#x2F;em&gt;&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I tend to like Platinum Games&#x27; titles, but this one seemed kind of bland. I&#x27;ve since had people recommend it to me, though, and to them I say: m- my bad, I... had a lot of other stuff to play...&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;&lt;em&gt;The Sojourn&lt;&#x2F;em&gt;&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;A game that appears to be a debut release from a new studio. It&#x27;s is one of those atmospheric puzzle games (a la Portal, The Talos Principle, etc.). It certainly &lt;em&gt;looks&lt;&#x2F;em&gt; gorgeous, but I&#x27;ve heard nothing about it and never got around to seeing how it plays.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-of-2019-kickoff&#x2F;images&#x2F;Ashen-Win64-Shipping_3uGl1uT1ou-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;checking-in-on-last-year&quot;&gt;Checking In on Last Year&lt;&#x2F;h1&gt;
&lt;p&gt;Naturally, this isn&#x27;t the only year in which I completely failed to check out all the games I was interested in. In fact, there&#x27;s a few interesting 2018 releases that I only got around to &lt;em&gt;this&lt;&#x2F;em&gt; year. They&#x27;re worth mentioning here, since they&#x27;re not technically contenders for 2019:&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Mutant Year Zero: Road to Eden&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I never quite finished this one, but enjoyed my time with it nonetheless. It could be best described as a narrative-driven XCOM-like tactics game with a bizarre setting. Playing as mutant anthropomorphic animals in a post-apocalyptic wasteland, I fought through some tough encounters on a quest to build a better life for my team&#x27;s community. The game opts for a strange tonal mix of grim and quirky, and it unexpectedly nails it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Ashen&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;ve always wanted a souls-like with more persistent co-op. I waited on this game till I could play through it with a friend. Despite some of its severe missteps in the multiplayer design, I loved this game! Ashen has a lovely art style, well-executed atmosphere and tone, and a lot of hidden corners to explore. While its soulslike combat was never transcendent, the ability to team up with a friend and actually play through the story together made it well worth my time.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Monster Hunter: World&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Perhaps the most approachable in the series, this was the first time I felt a &lt;em&gt;Monster Hunter&lt;&#x2F;em&gt; game working for me. I still fell off when it started to demand some grinding, but I got a solid 30 hours of enjoyment, saw a bunch of biomes, and pulled off some cool moves with my weapon of choice (the insect glaive). All in all, a pretty good time with a series I&#x27;ve often bounced off of.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Deltarune: Chapter 1&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;I didn&#x27;t get around to Undertale until a couple of years ago, but it&#x27;s one of the most heartwarming games in recent memory. Deltarune continues this legacy with some fun twists on gameplay and another effortlessly charming cast of characters. Like Undertale, Deltarune is a game that loves you, and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;tobyfox.bandcamp.com&#x2F;track&#x2F;dont-forget&quot;&gt;it isn&#x27;t afraid to let you know&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;top-10-games-of-2019-kickoff&#x2F;images&#x2F;diceydungeons_53fY5dbiiv-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;honorable-mentions&quot;&gt;Honorable Mentions&lt;&#x2F;h1&gt;
&lt;p&gt;Finally, I&#x27;d like to mention a few games that I really enjoyed but couldn&#x27;t find space for in my top 10.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Dicey Dungeons&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;This game came really close to making my list, but was chased out by some other contenders. The main reason it didn&#x27;t rank higher is that only the entry-level content is particularly compelling. Once you&#x27;ve played through with each different character, you&#x27;ve largely seen all the variety it has to offer. Even so, the time I spent getting my first win with each unlocked character was delightful, and I&#x27;m glad I played through those runs.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Slay the Spire&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Similar to Dicey Dungeons, this is a game that worked unbelievably well for me up to my first victory with each character. Beyond that, though the newly added variations are interesting, too much of it is repetitive and familiar. That said, the game&#x27;s core is really entertaining and I expect next year to be playing and loving more TCG roguelikes in similar styles.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Kingdom Hearts III&lt;&#x2F;strong&gt;&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Oh boy, this game sure did come out this year. &lt;em&gt;Kingdom Hearts III&lt;&#x2F;em&gt; was for the most part a major letdown for me. But I&#x27;d be lying if I said I didn&#x27;t feel a lot of feelings while playing it, especially in the later areas where the game abandons its exhausting Disney shtick. It&#x27;s a compromised game that I have complicated feelings about, but probably the most nostalgia I felt this year.&lt;&#x2F;p&gt;
&lt;p&gt;And that&#x27;s it for the kickoff! The countdown will begin soon!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>The Months Between - Life is Strange 2 and Episodic Content</title>
        <published>2019-07-09T00:00:00+00:00</published>
        <updated>2019-07-09T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/the-months-between-life-is-strange-2-and-episodic-content/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/the-months-between-life-is-strange-2-and-episodic-content/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;the-months-between-life-is-strange-2-and-episodic-content&#x2F;images&#x2F;LIS2-Win64-Shipping_b8rlQVBTX0.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Sean and Daniel Diaz are on the run. They have been for a while now. It seems like only days ago that they were at home in Seattle with their dad, living normal suburban lives, having normal teenage and preteen hopes and dreams. Sean had a thing for this one girl at his school. Maybe she liked him too? He was gonna go to a party that night, and she was gonna be there. But... at this point, I can&#x27;t remember her name. I wonder how long it&#x27;s been since he thought about her?&lt;&#x2F;p&gt;
&lt;p&gt;Life is Strange 2 begins its first episode with familiar tropes. Sean Diaz is your typical teenage protagonist, ready to star in his very own coming-of-age story. His single father and his energetic little brother are just little pieces of the backdrop of his life, responsibilities and annoyances that he has to deal with at home. Meanwhile, he&#x27;s focused on his friends and relationships, as he works out his interests and identity and social life.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;Note:&lt;&#x2F;strong&gt; The following discussion contains very light spoilers for the very beginning of Episode 3. Most folks probably won&#x27;t mind, but if you&#x27;re particularly spoiler-averse, you&#x27;ve been warned.&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;When his life is upended in the events of Episode 1, Sean&#x27;s significance as the player character shifts. He finds himself in a position of responsibility, trying to care for his younger brother as they flee their hometown in search of a new life. He&#x27;s still a teenager, but he&#x27;s also a caretaker. If before he was analogous to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;life-is-strange.fandom.com&#x2F;wiki&#x2F;Max_Caulfield&quot;&gt;Max Caulfield from the original Life is Strange&lt;&#x2F;a&gt;, he now occupies a space somewhere between Max and &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;walkingdead.fandom.com&#x2F;wiki&#x2F;Lee_Everett_(Video_Game)&quot;&gt;uncertain father figure Lee Everett&lt;&#x2F;a&gt; from Telltale&#x27;s Walking Dead games.&lt;&#x2F;p&gt;
&lt;p&gt;This new responsibility, jumbled with his continued self-discovery, leaves Sean with a lot of feelings to work out. He likes to sketch and write in his journal when he has a spare moment. Even on the lam, he finds time here and there to draw things that pop into his head, to map their progress towards Puerto Lobos, to vent his frustrations and celebrate his triumphs. His journal is full of angst, rough sketches, and moments of honest emotion. It represents everything that&#x27;s happened in his and Daniel&#x27;s journey so far.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;the-months-between-life-is-strange-2-and-episodic-content&#x2F;images&#x2F;LIS2-Win64-Shipping_2vLuonvyTn-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;When I pick up a new episode, I pick up Sean and Daniel&#x27;s story somewhere beyond where I left off. All of the journal entries that catalog my prior adventures are there; but there are also more than a dozen new entries I haven&#x27;t seen before, slipped in between the episodes. The months that have passed in the real world, in which the developers have been building the new episode, manifest as time that the Diaz brothers have been continuing their journey off-screen. Sean writes about where he&#x27;s been and who he&#x27;s interacted with. He writes about how Christmas came and went for them. They didn&#x27;t have much cash to spare, but they celebrated by going out for burgers, the first real prepared meal they&#x27;d had in a while. He writes about finding a job on a farm, and the discomfort of playing into stereotypes of illegal migrant workers.&lt;&#x2F;p&gt;
&lt;p&gt;The time skips between episodes roughly align with the passage of time in the real world between their releases (not one to one, sure, but close enough to be evocative). These were actual months that passed in my own life. And when I come back to Sean and Daniel, months have passed for them too. They&#x27;ve been struggling and surviving, keeping each other close and also pushing each other away, all this time while I was elsewhere. Their journey continues meaningfully between episodes, and that&#x27;s part of what makes it so emotional to return to it after several months.&lt;&#x2F;p&gt;
&lt;p&gt;In a broad sense, episodic games aren&#x27;t so different from episodic television. Each unit of content has a beginning and an end, but fits into a larger story. But a week between TV episodes doesn&#x27;t feel like looking away from a fictional world; it feels like waiting for it to continue. The amount of time that passes between these Life is Strange episodes is different. Context slips away. I&#x27;m not just waiting to see what happens next; I&#x27;m returning to a journey I&#x27;ve been away from. While there is certainly a degree of emotional momentum lost, the feeling of returning from an absence is affecting in it&#x27;s own entirely different way.&lt;&#x2F;p&gt;
&lt;p&gt;If I played each episode a week apart, I bet I&#x27;d remember the name of Sean&#x27;s crush from Episode 1. But I don&#x27;t. It&#x27;s been months. The boys&#x27; journey has been long and harsh already. It&#x27;ll be another month or so before the next episode comes out. When I see them again, they&#x27;ll be somewhere new. How far will they have gone? What will I have missed? And what will have changed between them?&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Humble Beginnings - April 2019</title>
        <published>2019-04-23T00:00:00+00:00</published>
        <updated>2019-04-23T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/humble-beginnings-april-2019/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/humble-beginnings-april-2019/</id>
        <content type="html">&lt;p&gt;I&#x27;m doing a new thing! It&#x27;s called Humble Beginnings, where I play the first hour of each thing in the humble monthly bundle, whether I think I&#x27;ll like it or not, and talk about my impressions! My goal with this project is to get myself trying more games and stop feeling like starting a game is making some sort of commitment to finish or continue it. Also, maybe I can try varying my writing voice and maybe impart some insights along the way.&lt;&#x2F;p&gt;
&lt;p&gt;Anyway, this month involved a manageable 7 hours of play (9 games, 2 of which I already owned) and some time spent grabbing screenshots and writing up my impressions.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;20190418013247_1-2-1024x579.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;she-remembered-caterpillars&quot;&gt;She Remembered Caterpillars&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;There&#x27;s a little corner of my steam library that piles ever higher with small minimalist puzzle games. They&#x27;re something like a subcategory of puzzle games that have the following attributes:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;They can be completed within a few hours&lt;&#x2F;li&gt;
&lt;li&gt;They have a very simple (often geometric) look&lt;&#x2F;li&gt;
&lt;li&gt;They typically cost only a couple of dollars on Steam&lt;&#x2F;li&gt;
&lt;li&gt;They feature a gentle, steady difficulty curve that makes them kind of zen and relaxing&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;A few I&#x27;ve liked in the past: &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&quot;&gt;Hook&lt;&#x2F;a&gt;, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;642560&#x2F;&quot;&gt;Art of Gravity&lt;&#x2F;a&gt;, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;461840&#x2F;&quot;&gt;Zenge&lt;&#x2F;a&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Anyway, She Remembered Caterpillars is very much at home among these games. It&#x27;s a mellow little puzzle game that involves controlling cute little creatures in various shapes. It has a vague story told through snippets of text dialogue between unknown characters at the beginning of each level, that seems to be building towards some sort of big reveal. The main appeal, of course, is making your way through the puzzles.&lt;&#x2F;p&gt;
&lt;p&gt;Most unique about the game, though, is that it has a lovely hand-drawn art style with gorgeous level backgrounds that give it a really nice atmosphere. Since this style of game is typically so minimalist and geometric, it&#x27;s nice to see something that&#x27;s a bit more of an art project. The puzzle design hasn&#x27;t blown me away so far, but these types of games never really need to. It&#x27;s been a nice, relaxing journey so far.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing-it&quot;&gt;Will I keep playing it?&lt;&#x2F;h3&gt;
&lt;p&gt;Yes! Also, I get the sense that I&#x27;m not far from the end. These types of games are pretty bite-sized!&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;20190418015017_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;steel-rats&quot;&gt;Steel Rats&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think-1&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;My goal here is to go in mostly blind with these games, trying to be open to explore genres I&#x27;ve historically had no interest in. But I gotta say, Steel Rats is a particularly surprising game to go into blind.&lt;&#x2F;p&gt;
&lt;p&gt;Steel Rats is a sort of mish mash of a trials game with an action platformer. It consists of maneuvering a motorcycle around large platformer-style levels mowing through enemies with a bunch of strange weapons and abilities. While it&#x27;s conceit and controls are somewhat awkward, it touches on some really novel ideas. In my hour with the game, I think I had about a 3:1 ratio of two kinds of moments: the ones where I was getting stuck, struggling to turn around, randomly slamming into a wall and losing health... and the ones where I was blitzing through an enemy, deflecting bullets just in time, or triumphantly leaping over a gap.&lt;&#x2F;p&gt;
&lt;p&gt;What surprised me is that the second type of moment actually happened fairly often. While it&#x27;s awkward to control, the physics of the world feel pretty refined and, once you get the hang of them, predictable (in fact, the developer&#x27;s prior experience with Trials-type games seems to explain it). The setting is kind of a bland sci-fi dystopia with a lot of aesthetic and no substance, and its characters and voice acting are pretty uninspired, but a game with the Trials-style of bike physics in an actual world with actual story and characters is such a cool idea. Even with the uninteresting attempt at characters and setting here, that potential is kind of exciting.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing-it-1&quot;&gt;Will I keep playing it?&lt;&#x2F;h3&gt;
&lt;p&gt;Probably! I can&#x27;t be sure, because it depends on which other sorts of games draw me in. I don&#x27;t see myself playing it all the way to the end(I only saw the first of five regions in the game, so I think I&#x27;m at most 20% through), but I imagine I&#x27;ll have an urge to come back and try a bit more.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;20190418020307_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;tannenberg&quot;&gt;Tannenberg&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think-2&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;Tannenberg is a first-person shooter that attempts to simulate the altercations of the Battle of Tannenberg on the Eastern Front of World War I. Now, I came into this game skeptical because I don&#x27;t typically have interest in historical military games of any sort, but I thought maybe I&#x27;d give it a chance to draw me in.&lt;&#x2F;p&gt;
&lt;p&gt;Needless to say, it very much did not. The controls were a bit clumsy, and there was absolutely zero tutorialization. I just had to... join a multiplayer match and die a whole bunch. And I&#x27;ll admit: part of it is that I&#x27;m just bad at shooters. I&#x27;m bad at the rapid information processing needed to spot faraway enemies, I&#x27;m bad at lurking around the map in just the right corners to always have my back covered. But this game just does so little to welcome you into it. The closest there is to any tutorialization is basically a trailer that explains the main game type.&lt;&#x2F;p&gt;
&lt;p&gt;And that&#x27;s okay, I suppose. Some people are already familiar with this type of game and don&#x27;t need an introduction. But I wasn&#x27;t, and I did. Whatever this game has to offer is completely inaccessible to me, and it has no interest in reaching me. This isn&#x27;t any shade on those who do enjoy it, but it&#x27;s certainly not a game that welcomes newcomers.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing-it-2&quot;&gt;Will I keep playing it?&lt;&#x2F;h3&gt;
&lt;p&gt;No! To be fair, it&#x27;s just not a game for me. But it also doesn&#x27;t make any effort to onboard new players, and that&#x27;s kind of a bummer.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;20190418013756_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;northgard&quot;&gt;Northgard&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think-3&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;Northgard is a strategy game about exploring an unknown continent with a viking clan. The game has a story mode, which is what I spent my hour with, that seems to be a sequence of scenarios with various objectives. It starts simple enough, and tutorializes most of the mechanics as the player gets acclimated. This was a nice experience! These games tend to have a lot going on, so an easy on-ramp was much appreciated.&lt;&#x2F;p&gt;
&lt;p&gt;I should mention, before I get too far, that the game does sort of barrel headlong into a pretty blatantly colonialist story without much examination of it. I know, I know, it&#x27;s a game about vikings, some of history&#x27;s most famous plunderers. What did I expect, right? Well, I didn&#x27;t necessarily expect the prompt to expand into another area to have an actual button that says &amp;quot;colonize&amp;quot;, and I didn&#x27;t expect the story to be so positive about travelling to &amp;quot;an untamed land&amp;quot; to reap its riches. These little framing things are probably not surprising to folks who play games like this already, but it&#x27;s a bit jarring to see it laid out so uncritically.&lt;&#x2F;p&gt;
&lt;p&gt;But ignoring that, the game was a pleasant little toe-dip into an interesting variation on the city building and resource management strategy genre. This feels like a good game to play while listening to podcasts, which is something I always appreciate having.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing-it-3&quot;&gt;Will I keep playing it?&lt;&#x2F;h3&gt;
&lt;p&gt;Yeah! It does a nice job of unfolding its mechanics gradually enough for me to keep up. For a genre that I don&#x27;t have a lot of experience in, I&#x27;ve found my time to be fairly relaxing so far.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;20190414193525_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;mutant-year-zero-road-to-eden&quot;&gt;Mutant Year Zero: Road to Eden&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think-4&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;I should make this clear: I was already interested in this game going in. Something about its openly bizarre aesthetic was appealing to me. For anyone not familiar with this game, it&#x27;s sort of like if a tactics game had a stealth component, in which you set up your units before a fight and try to ambush small, isolated groups of enemies before taking down the main force. It&#x27;s an interesting layer on top of the more familiar XCOM-style encounters.&lt;&#x2F;p&gt;
&lt;p&gt;Also, it&#x27;s a game where you play as a mutant duck person and a mutant pig person (named Dux and Bormin, respectively). It takes place in the distant aftermath of a nuclear apocalypse, and it&#x27;s got a broody synth-filled cyberpunk soundtrack. It&#x27;s general atmosphere is a lot to process, and even though it&#x27;s a little self-serious sometimes it manages to be surprisingly engaging. The main cast does some nice voice performances, and the overall tone of the game is almost like a... grittier, less zany Borderlands? That&#x27;s... not quite it, honestly, but it definitely has the same kind of society-of-wasteland-survivors vibe.&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, the game is strange and unique and even in the first hour, gave me some surprising and satisfying combat moments that show promise for what&#x27;s to come. I have a strong feeling that anyone who wanted a more narrative and character-driven variation on XCOM will find it in Mutant Year Zero.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing-it-4&quot;&gt;Will I keep playing it?&lt;&#x2F;h3&gt;
&lt;p&gt;I sure will! I was incredibly curious about this game after seeing some folks I follow show a lot of interest in it. I&#x27;ve never been able to sink my teeth into any of the XCOM games, but this one is just enough of a departure from the formula that I&#x27;m already really intrigued by it.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;20190422200815_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;absolver&quot;&gt;Absolver&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think-5&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;I&#x27;m not exactly sure what I &lt;em&gt;thought&lt;&#x2F;em&gt; Absolver was, but I was pretty sure it was something like a PvP melee combat game. I was thinking it would probably play something like, I dunno, For Honor?&lt;&#x2F;p&gt;
&lt;p&gt;But what if I told you that it turns out it&#x27;s sort of a hand-to-hand-focused souls-like with some hard-to-grok combat but a really gorgeous world. Because, well, it&#x27;s that, as far as I can tell. Starting the game out, it wasn&#x27;t entirely clear how multiplayer was supposed to work. As I explored, I encountered random players around the various areas, all punching the crap out of NPC enemies. I saw a button to challenge another player to a fight, though I didn&#x27;t end up actually pressing it. I found some NPCs that mentioned some ancient history of the world, and reminded me of my objective to become an Absolver (not quite sure what that means).&lt;&#x2F;p&gt;
&lt;p&gt;It&#x27;s hard to form a complete impression, as I only felt like I was figuring out what the game really was at about 45 minutes in. That&#x27;s not necessarily a problem, but it&#x27;s certainly an odd feeling. Exploring was fun and the world is surprisingly beautiful. The combat feels like there&#x27;s something there if I can figure it out, but I didn&#x27;t feel like I came to understand much of it. Only the very basics were tutorialized, and some more detailed info was buried in menus I was too impatient to comb through.&lt;&#x2F;p&gt;
&lt;p&gt;Anyway, it seems cool? I just didn&#x27;t feel like one hour was enough time for me to figure out what to make of it.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing&quot;&gt;Will I keep playing?&lt;&#x2F;h3&gt;
&lt;p&gt;Yes? I don&#x27;t yet know if I&#x27;ll think Absolver is great or even good, but I sincerely want to see and learn more of it. It&#x27;s a very loosely guided experience, but the structure of the world feels so much like a souls game (or, if I were to go by art style, last year&#x27;s Ashen). The combat seems like it might open up more if I spend some time in the tips and the practice mode. Regardless of how it turns out, I&#x27;m pretty sure I want to spend a bit more time with this one.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;A_Short_Hike_2dV9NOUaj2-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-short-hike-humble-original&quot;&gt;A Short Hike (Humble Original)&lt;&#x2F;h2&gt;
&lt;h3 id=&quot;what-did-i-think-6&quot;&gt;What did I think?&lt;&#x2F;h3&gt;
&lt;p&gt;A Short Hike is a cute little adventure game about exploring an island, collecting bits and bobs, and talking to a whole bunch of friendly animal characters. It appears to be a sort of love letter to national parks and the friendly interactions that occur between park-goers. Throughout the game, you&#x27;ll offer to help with various simple tasks and have some charming moments chatting with folks.&lt;&#x2F;p&gt;
&lt;p&gt;There appears to be some sort of main throughline with the Claire, the main character, but I didn&#x27;t get far enough to see it resolved. Claire herself has just enough attitude to be interesting but is still generally kind and helpful, which feels well balanced. Honestly, in a game like this, I mostly just want to see people be nice to each other, and it seems to understand that.&lt;&#x2F;p&gt;
&lt;p&gt;While clearly a 3D game, it deploys some manner of shaders to achieve a stylized pixel look. While I don&#x27;t think the pixel look works very well for the characters, it does make for a really lovely environment. The movement is a little awkward at first, but opens up pretty nicely as you collect Golden Feathers, which improve your stamina and allow you to climb and jump higher. As I progressed up the mountain, I wandered up and down meandering side paths, sometimes gliding all the way back down to the beach and then zipping back up where I knew the routes. The game does have a really nice sense of exploration, and that combined with its friendly atmosphere makes pleasant to play.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;will-i-keep-playing-1&quot;&gt;Will I keep playing?&lt;&#x2F;h3&gt;
&lt;p&gt;I get the sense that the game isn&#x27;t too much longer, and I&#x27;ve had a nice relaxing time just exploring the island and chatting with friendly locals and visitors. This may fall by the wayside, but I suspect I&#x27;ll pick it up again some evening when I want to play something mellow and wind down.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;the-ones-i-ve-already-played&quot;&gt;The Ones I&#x27;ve Already Played&lt;&#x2F;h1&gt;
&lt;p&gt;There are a couple of games in this month&#x27;s bundle that I&#x27;ve already played! And better yet, they&#x27;re both great! I&#x27;ll give a short pitch for each one.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;minit_TJ4cpAcxBJ-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;minit&quot;&gt;Minit&lt;&#x2F;h2&gt;
&lt;p&gt;Minit takes the format of old 2D Legend of Zelda games and mashes it together with some ideas from Majora&#x27;s Mask. Each time you spawn, you have exactly sixty seconds to explore before you die. Most items carry over between lives, and you can activate new spawn points to more easily explore new areas. It&#x27;s a game full of odd NPCs, interesting puzzles, and genuinely unique pacing. Each life is too short to really agonize over but long enough to explore different options and make progress at a satisfying cadence.&lt;&#x2F;p&gt;
&lt;p&gt;While I did hit some puzzles that were more obtuse than I liked, I still found plenty to appreciate in Minit. It&#x27;s great not just because of its ideas, but because it&#x27;s designed so tightly and carefully around them. It&#x27;s smart and quirky and careful not to overstay its welcome. If the idea intrigues you, Minit is very much worth your time.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;humble-beginnings-april-2019&#x2F;images&#x2F;2018122613503900-EA5CEAD0C10C4580E4DCED858DDFCF69-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;dandara&quot;&gt;Dandara&lt;&#x2F;h2&gt;
&lt;p&gt;Dandara is hard to describe succinctly. On the most basic level, it&#x27;s a Metroidvania set in a surreal world inspired by colonial Brazil. Dandara, the game&#x27;s protagonist, is based on the mysterious historical figure of the same name, an Afro-Brazilian freedom fighter who helped defend a community of escaped slaves in 17th century Brazil. This narrative framing alone is fascinating, but the game backs it up with a truly wonderful and bizarre world to explore and a lot of challenging and rewarding gameplay.&lt;&#x2F;p&gt;
&lt;p&gt;Perhaps the most unique aspect of the game is the way in which the player traverses the world. Rather than running and jumping, Dandara sticks to all surfaces she touches, vaulting between floors, walls, and ceilings and firing projectiles at enemies. The controls take some time to adjust to, but once they click it becomes clear how carefully tuned they are. The game&#x27;s surreal locomotion matches its surreal atmosphere, topped off by an incredible and unique soundtrack. The entire experience is unlike any game I&#x27;d ever played before in the Metroidvania genre.&lt;&#x2F;p&gt;
&lt;p&gt;I truly can&#x27;t recommend this game enough. It&#x27;s not quite perfect, and I wish it was a little more direct in exploring the history it draws from, but it&#x27;s so inspired and so unlike anything else I&#x27;ve played that it&#x27;s won a special place in my heart.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;summary&quot;&gt;Summary&lt;&#x2F;h1&gt;
&lt;p&gt;So there it is, the first installment of the writeups-that-will-force-me-to-play-Humble-Monthly-games. I think since this is such a big post I&#x27;ll do a quick rundown of what I thought of this month&#x27;s games (from what I played so far):&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;She Remembered Caterpillars:&lt;&#x2F;strong&gt; Nice low-key puzzle game&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Steel Rats:&lt;&#x2F;strong&gt; Interesting new ideas for the Trials-style of gameplay&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Tannenberg:&lt;&#x2F;strong&gt; Extremely not my thing.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Northgard:&lt;&#x2F;strong&gt; Nice twist on Civ-style strategy&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Mutant Year Zero:&lt;&#x2F;strong&gt; Surprisingly engaging stealth&#x2F;tactics mashup with over-serious but interesting setting and characters&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Absolver:&lt;&#x2F;strong&gt; Unexpectedly beautiful open world. Combat...? I haven&#x27;t really figured it out yet&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;A Short Hike:&lt;&#x2F;strong&gt; Fun little exploration-driven adventure with nice animal pals&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Minit:&lt;&#x2F;strong&gt; Already played it! It&#x27;s good!&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Dandara:&lt;&#x2F;strong&gt; Already played it! It&#x27;s fantastic, ask me for my steam key if you believe me!&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;I had a lot of fun doing this! I&#x27;m looking forward to another month of this soon. All I have to do now is finish all the games from this month that I said I&#x27;d continue playing... Hmm...&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Ashen and the Anatomy of a Soulslike</title>
        <published>2019-01-30T00:00:00+00:00</published>
        <updated>2019-01-30T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/ashen-and-the-anatomy-of-a-soulslike/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/ashen-and-the-anatomy-of-a-soulslike/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ashen-and-the-anatomy-of-a-soulslike&#x2F;images&#x2F;Ashen-Win64-Shipping_cdjtTWI5qP.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Ashen, the debut title by indie studio A44, wears its Dark Souls influence on its sleeve. It wants to be appealing to Souls fans, but also welcoming to newcomers. It smooths rough edges with a world map and quest tracking system, and it provides NPC allies along the way. When I picked it up to play with a friend, I was struck by how, despite the differences, it is utterly entangled with its Souls inspiration. It&#x27;s impossible for me to assess Ashen and its design decisions in a vacuum. This is partly because it wasn&#x27;t created in one: elements of its story and design are direct responses to their analogues in the Souls series. Ashen demonstrates how the Dark Souls formula provides a backdrop for interesting ideas, but can also obscure or dampen a game&#x27;s own identity.&lt;&#x2F;p&gt;
&lt;p&gt;When we apply the term &amp;quot;soulslike&amp;quot; to a game, we contextualize it via comparison. As a label, &amp;quot;soulslike&amp;quot; comprises a fairly complex collection of mechanics, aesthetics, and design choices. It can be applied loosely, strictly, or anywhere in between. Unlike other modern subgenre labels (&amp;quot;masocore platformer&amp;quot;, &amp;quot;roguelike&amp;quot;, &amp;quot;metroidvania&amp;quot;), it tends to carry a lot more specificity. It implies a relationship to the Souls series. Where &amp;quot;roguelike&amp;quot; is a classification based on mechanics, &amp;quot;soulslike&amp;quot; is an invitation for comparison.&lt;&#x2F;p&gt;
&lt;p&gt;Ashen might be the most Souls-like soulslike released to date. It uses basic movement and combat verbs that are almost identical to souls games, right down to the way it maps them to controller inputs. It takes place in a word with similar aesthetics, themes, and ideas. Being constructed this way, it&#x27;s likely that many players approach Ashen as a function of Dark Souls. It comes across as a variation on existing formulae, inherently juxtaposed against the original. This relationship brings deviations into focus in a way that heightens them. It also, however, imposes certain limitations, barriers that the game can&#x27;t quite cross without, in some way, undermining its soulslike status.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ashen-and-the-anatomy-of-a-soulslike&#x2F;images&#x2F;Ashen-Win64-Shipping_3Pv2fbJ1n5-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;soulslike-as-juxtaposition&quot;&gt;&lt;strong&gt;Soulslike as Juxtaposition&lt;&#x2F;strong&gt;&lt;&#x2F;h1&gt;
&lt;p&gt;Ashen&#x27;s focal variation on the soulslike formula is the emphasis it places on cooperative play. By default, the game will automatically pair up players who are at similar points in the game (similarly to Journey). The idea is to invite players to work together with the strangers they encounter by chance. If the setting is disabled, or if no compatible match has yet been made, the player is (by default) accompanied by an NPC ally. Ashen never wants you to be alone unless you go out of your way to do so.&lt;&#x2F;p&gt;
&lt;p&gt;Enemy grouping and placement is typically balanced against two characters, making for an extraordinary challenge for those who disable these features. Optionally, players can introduce a matchmaking code that will let them play the majority of the game with a specific friend. This co-op-first design is a stark contrast to the Souls games, which feel like they offer co-op as primarily an opt-in difficulty tuner. The canonical Souls experience is largely solo (with help when needed or wanted), while Ashen&#x27;s is cooperative. Because of this, Ashen scratches an itch that the Souls games do a poor job of addressing: the ability to conquer an entire experience together with other people.&lt;&#x2F;p&gt;
&lt;p&gt;As it progresses, Ashen&#x27;s encouragement of co-op extends to a commentary on cooperation and community. Progressing through the game allows players to recruit more folks to their town, who slowly build it up from a collection of crumbling ruins to a warm and welcoming village. It&#x27;s here that Ashen most strongly pushes against the Souls games that inspired it. Souls titles are notoriously gloomy, tragic, and peppered with untrustworthy NPCs. They generally involve the player meeting fellow wanderers and then witnessing their deaths, betrayals, or descents into madness (or combinations thereof). When players summon allies, they appear as phantoms, never truly inhabiting the same reality as the player. To those who play both, Ashen&#x27;s relationship to the Souls series ultimately emphasizes its faith in community. Sure, it still communicates the message on its own. But in the context of its Souls DNA, it does so insistently, rebelliously. And to those who came to Ashen from the Souls series, it may land more powerfully &lt;em&gt;because&lt;&#x2F;em&gt; of its awareness of this context.&lt;&#x2F;p&gt;
&lt;p&gt;In a broader sense, Ashen also feels like much of its aesthetic was molded from a soulslike template. Its somber and quiet and often understated, reveling in moments of quiet awe. Like the Souls games, it downplays textural details in favor of striking uses of lighting. It characterizes and distinguishes NPCs through garb and pose. Its spaces feel lonely, but beautiful. In the end, the game&#x27;s aesthetic is thoroughly its own, but it often feels like it was evolved from its Souls inspiration in meaningful ways.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ashen-and-the-anatomy-of-a-soulslike&#x2F;images&#x2F;Ashen-Win64-Shipping_V4YU4MfPpR-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;soulslike-as-constraint&quot;&gt;&lt;strong&gt;Soulslike as Constraint&lt;&#x2F;strong&gt;&lt;&#x2F;h1&gt;
&lt;p&gt;While Ashen is characterized substantially by its deviations from Dark Souls, it also often feels constrained by its adherences. There are points where the game dabbles with expanded crafting mechanics, diverse upgrade effects, or elements of metroidvania design. I should be clear that most of my impressions about these mechanics are speculative, but they did dome to mind as I played through the game.&lt;&#x2F;p&gt;
&lt;p&gt;Take, for example, the armor and shields that can be found throughout the world. At first they consist of increasingly stark tradeoffs between defense and stamina management. In the final areas, however, those give way to a few pickups that are just outright superior. The game seems determined to force players to deliberate about tradeoffs, but the system lacks the complexity to maintain those deliberations. If Ashen made this concession earlier, it could have interspersed &amp;quot;hmm, is this worth it?&amp;quot; pickups with &amp;quot;oh, this is just better all around!&amp;quot; ones, rather than simply backloading the latter kind. To me, this felt like an attempt to encourage build diversity without quite having the mechanical complexity to follow through.&lt;&#x2F;p&gt;
&lt;p&gt;Another example is about halfway through the game, where a large wall completely blocks the player&#x27;s path until they complete a nearby quest and get a new ability. This ability is then awkwardly tacked onto existing mechanics and is woefully under-explored, consisting only of random spots where an attentive player may use it to reach a hidden item. What could this mechanic have been if Ashen was willing to add meaningful movement abilities, entirely new verbs, that changed how the player navigated the world? Could it have built a more compelling world with a metroidvania approach, with ability gates, unlockable abilities, and clever shortcuts?&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, the game &lt;em&gt;wanted&lt;&#x2F;em&gt; to have a neat new ability to introduce, but didn&#x27;t quite want to betray a commitment to unchanging player capabilities. Souls games don&#x27;t give you cool powerups that let you dash around or jump higher. They establish rules and stick to them. The only way to get any type of unique capabilities is to find equipment that grants them and commit to using that equipment. Players don&#x27;t just get boons that give them new tricks. Ashen, however, &lt;em&gt;does&lt;&#x2F;em&gt; want to give you this sort of powerup, but only once, and only sort of. It&#x27;s possible this came down to time and resource constraints, but to me it felt like uncertain identity.&lt;&#x2F;p&gt;
&lt;p&gt;Item placement throughout the world also felt like it was using obligatory soulslike practices. There is a ton of loot to grab from the various ledges, caves, and shadowy corners across the world. Any player that attempts to be thorough will overflow their inventory with items they only needed in small quantities. I&#x27;m not going to upgrade a dozen weapons to +5; I have neither the interest nor the currency to do so. At times my friend and I wondered: why not just have meaningless collectibles? Tracking down precariously-placed or well-hidden items was totally satisfying in its own right! I would have enjoyed finding &amp;quot;Cool Orb #18 of 25&amp;quot; a lot more than finding a 40th Sapient Root I didn&#x27;t need. To me, it felt as if Ashen was promising to make every item &lt;em&gt;matter&lt;&#x2F;em&gt;, even when its item economy didn&#x27;t justify the abundance.&lt;&#x2F;p&gt;
&lt;p&gt;So altogether, a number of mechanics felt like incomplete attempts to reach beyond genre trappings. They were interesting, but didn&#x27;t quite mesh together correctly or align with the overall length of the game. Surely some decisions were made to keep things moving, but a lot of it feels like misplaced loyalty to the soulslike formula.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;ashen-and-the-anatomy-of-a-soulslike&#x2F;images&#x2F;Ashen-Win64-Shipping_3uGl1uT1ou-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;should-we-use-the-soulslike-label&quot;&gt;&lt;strong&gt;Should we Use the &amp;quot;Soulslike&amp;quot; Label?&lt;&#x2F;strong&gt;&lt;&#x2F;h1&gt;
&lt;p&gt;&amp;quot;Soulslike&amp;quot; still strikes me as a relatively unique label. Personally, I feel that there is (and should be) room for &amp;quot;Dark Souls, but X&amp;quot; approaches to design. Branching off from significant works, particularly ones that define subgenres, is vital to iterating on these experiences and dissecting what makes them compelling. Playing other Souls-style action RPGs like Nioh or The Surge helps us understand what we do and don&#x27;t like about both the differences and the similarities of these types of games. So to me, the label can provide helpful context from a critical perspective, but might be limiting when deployed as an overall design philosophy.&lt;&#x2F;p&gt;
&lt;p&gt;On the whole, Ashen was totally successful for me. I rarely find opportunities to play games with friends, playing it was a great excuse to reconnect with a college buddy I don&#x27;t see often. We enjoyed ourselves enough to push through even the worst quirks of the multiplayer design and make it to the end. But I can&#x27;t help but wonder if Ashen could have been even more interesting if it had taken more liberties, if it had more confidently forged its own identity. Hopefully, A44 finds more room to experiment in future expansions or new projects. And more broadly, I hope that even games with very obvious inspirations can continue to find audiences without being beholden to genre expectations.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Paul&#x27;s Top 10 Games of 2018</title>
        <published>2019-01-01T00:00:00+00:00</published>
        <updated>2019-01-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/pauls-top-10-games-of-2018/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/pauls-top-10-games-of-2018/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;Subnautica_K2tAduwecC.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Welp, I&#x27;m doing the thing. I don&#x27;t typically go out of my way to do a Top Whatever list like this, but I guess I just got caught up in the GOTY hype. This past year wasn&#x27;t quite the deluge of big-budget showstoppers that 2017 was, but there were a ton of smaller titles that were just as memorable. It&#x27;s never easy to lock down these lists, but I&#x27;m pretty happy with what I&#x27;ve chosen here and I&#x27;m excited to share.&lt;&#x2F;p&gt;
&lt;p&gt;Before we get to it, a quick disclaimer. It&#x27;s been a busy year, and you can bet that I didn&#x27;t get to play everything that might have been a contender for a spot on this list. Here are some games that, had I played them, may have stolen a spot in my Top 10: &lt;em&gt;Ashen&lt;&#x2F;em&gt;, &lt;em&gt;Monster Hunter: World&lt;&#x2F;em&gt;, &lt;em&gt;Mutant Year Zero&lt;&#x2F;em&gt;, &lt;em&gt;Deltarune&lt;&#x2F;em&gt;, &lt;em&gt;Octopath Traveller&lt;&#x2F;em&gt;, &lt;em&gt;Heaven Will Be Mine&lt;&#x2F;em&gt;, &lt;em&gt;Hitman 2&lt;&#x2F;em&gt;, &lt;em&gt;Assassin&#x27;s Creed Odyssey&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h2 id=&quot;honorable-mentions&quot;&gt;&lt;strong&gt;Honorable Mentions&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;strong&gt;Death&#x27;s Gambit&lt;&#x2F;strong&gt;&lt;br &#x2F;&gt;
An interesting 2D souls-like with some surprisingly cool boss fights. Its art and music are inconsistent, but do have moments of impressive spectacle, and I found myself unexpectedly fascinated by this game and its world. It still needs a lot of polish and tuning, but could become truly great as the devs continue to incorporate feedback.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;Return of the Obra Dinn&lt;&#x2F;strong&gt;&lt;br &#x2F;&gt;
Lucas Pope&#x27;s 1-bit nautical detective game constructs its own niche in the first-person adventure game space. It doesn&#x27;t just systematize deduction via clues and highlighted objects, but actually asks players to &lt;em&gt;make real deductions&lt;&#x2F;em&gt;. I found that there were places where its expectations of the player fell apart (and thus, it doesn&#x27;t make my personal list), but it&#x27;s excellent and unique nonetheless.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;Hollow Knight&lt;&#x2F;strong&gt;&lt;br &#x2F;&gt;
If you know me at all, you&#x27;ll know how much I loved Hollow Knight when I played it in 2017. To all those who got around to it this year: I told you so!&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;2018122613503900-EA5CEAD0C10C4580E4DCED858DDFCF69-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;10-dandara&quot;&gt;&lt;strong&gt;10. Dandara&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;This game clawed its way onto my list at the last minute, but I can&#x27;t stress enough how much it deserves to be here. Dandara is a beautiful, surreal Metroidvania (with a dash of Dark Souls inspiration) by Brazilian studio Long Hat House. It&#x27;s one of the most mechanically unique games on this list: rather than walking or running like in typical sidescrollers, Dandara leaps from point to point around the walls. Once you get the hang of it, the controls are tight and intuitive and the combat is intense and satisfying. Because the movement and the world are so unusual, navigating through the map and solving spatial puzzles is a uniquely enjoyable experience, and it feels distinct from navigating other modern Metroidvanias.&lt;&#x2F;p&gt;
&lt;p&gt;Dandara is sparse on story but heavy on atmosphere, and it&#x27;s paced really nicely. Difficulty ramps up quickly but smoothly, and the game feels like just the right length. Sure, there are a couple of enemy encounters that feel cheap, and occasionally some brutal distances between checkpoints. But its atmosphere and its outright originality make it absolutely worth the journey. I&#x27;ve never played anything quite like Dandara.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;20180806233701_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;9-dead-cells&quot;&gt;&lt;strong&gt;9. Dead Cells&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;Dead Cells is a game that, in so many ways, &lt;em&gt;feels&lt;&#x2F;em&gt; good to play. It&#x27;s fast-paced, difficult, and unrelenting, but it&#x27;s also tightly controlled and expressive. Building up your character in different ways, experimenting with different weapons with each new run, and cautiously exploring through each new area make the experience surprisingly evergreen. Despite the relatively simple level and enemy design, there&#x27;s so much diversity to the weapons and skills and so many different ways to maximize your loot or progress.&lt;&#x2F;p&gt;
&lt;p&gt;Progression across runs is smartly designed and provides a long runway with which to learn and improve at the game, while also expanding the pool of randomized gear and providing some permanent upgrades. There are some strategies that I wish were more viable, or at least accessible, but all in all the experimentation is consistently rewarding. Dead Cells is a game I will keep coming back to.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;Note:&lt;&#x2F;strong&gt; I wrote &lt;a href=&quot;..&#x2F;metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike&#x2F;&quot;&gt;more about Dead Cells&lt;&#x2F;a&gt; earlier this year!&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;florence_screenshots.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;8-florence&quot;&gt;&lt;strong&gt;8. Florence&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;Florence is definitely the odd one out on this list. It&#x27;s a short narrative game available on mobile devices that explores the story of a romantic relationship. While its story and art are charming, its most interesting facet is how it uses simple touch screen mechanics to build metaphors for the activities in Florence&#x27;s life. There are simple bits of interactivity, like moving a toothbrush back and forth, but there are also some more clever ones. like the interactive metaphor it uses for dialogue.&lt;&#x2F;p&gt;
&lt;p&gt;Florence is cheap, accessible, and short. It&#x27;s a reminder that games don&#x27;t always have to be deep, engrossing experiences for dedicated folks, but can be small reflective ones. I could tell just about anyone who can use a smartphone to play Florence, and they&#x27;d probably get something out of it. I realize that there are entire indie scenes for small narrative games, but it&#x27;s nice to see something like Florence having gotten the attention it did. It&#x27;s a nice distillation of the how interaction can reinforce the emotions of a narrative.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;20181230151646_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;7-battletech&quot;&gt;&lt;strong&gt;7. Battletech&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;Battletech is not a game that I was &lt;em&gt;supposed&lt;&#x2F;em&gt; to like. It&#x27;s a tactics game about managing a team of mercenary mech pilots as they fight to restore an exiled noblewoman to power. But they also fight just to survive, often barely scraping up enough cash to repair their mechs after each battle. There are a lot of finicky details to manage, like which weapons to use on which mechs and how to spec out each of your pilots. A lot of it can be kind of inaccessible to someone who, like me, is not already familiar with the MechWarrior universe (and is averse to information-heavy games).&lt;&#x2F;p&gt;
&lt;p&gt;But Battletech earned its spot on my list because there&#x27;s a lot of humanity and personality beneath the gearhead mech tuning elements. Battles are fought gradually and painfully, with opposing units slowly stripping away each others armor and limbs to hurt the pilots inside or incapacitate the mechs themselves. Sure, this game lets you feel the satisfaction of crunching enemy tanks beneath your feet, but it also lets you feel the heartbreak of losing a pilot when that &lt;em&gt;one&lt;&#x2F;em&gt; unlucky shot strikes their cockpit. The emergent narrative and drama that can unfold during these battles, and a cast of characters worthy of emotional investment, fills Battletech with harrowing stories and memorable moments.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;2018122911225500-0E7DF678130F4F0FA2C88AE72B47AFDF-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;6-super-smash-bros-ultimate&quot;&gt;&lt;strong&gt;6. Super Smash Bros. Ultimate&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;I have a... complicated relationship to the Smash Bros. series. Growing up, I never owned a Nintendo home console. I never really had an opportunity to hone my skills in the early entries in the series. By the time Smash Bros. for Wii U came out, I was already resigned to being the one who always lost and could never keep up with my friends.&lt;&#x2F;p&gt;
&lt;p&gt;But then, at my first job out of college, I met a bunch of coworkers who loved the game and played a ton of it at lunch. It may be an extremely typical tech bro thing to do, but playing SSB4 with coworkers every day after lunch was a really wonderful experience that brought my relationship to competitive games into focus. It made me realize that I can be an insufferably poor sport (a habit I&#x27;m trying to curb), but it also made me want to play somewhat seriously and get better.&lt;&#x2F;p&gt;
&lt;p&gt;I left that job about a year ago, and have found few opportunities to play ever since. Enter Smash Bros. Ultimate, a game that promises to be a tribute to the series&#x27; entire legacy. A game that understands its two distinct audiences and loves them both. I&#x27;m not as crazy about the World of Light mode as some folks are, and I still wish it tutorialized intermediate and higher-level play (something that indie Smash-clone Rivals of Aether does excellently) but I can&#x27;t help but love it. You can bet I&#x27;ll be excitedly awaiting all the DLC, and excitedly challenging my friends and coworkers to battles.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;20181221221110_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;5-the-missing-j-j-macfield-and-the-isle-of-memories&quot;&gt;&lt;strong&gt;5. The Missing: J.J. MacField and the Isle of Memories&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;The Missing caught me completely off-guard. It&#x27;s a complicated game to describe, and an even harder one to recommend compellingly, but its writing is so unexpectedly good and its story is so well-crafted that it couldn&#x27;t be outside of my Top 5. It&#x27;s a thematically ambitious game, exploring self-harm and LGBT+ relationships and experiences. The basic gist of it is that you play as college student J.J. MacField, looking for her friend&#x2F;potential-romantic-interest Emily, who has suddenly vanished. Early in your search, J.J. is struck by lightning and realizes that she can&#x27;t die, and can regenerate herself after being injured. It&#x27;s a puzzle platformer in which you must crush, burn, and dismember yourself in order to solve puzzles and progress through the story.&lt;&#x2F;p&gt;
&lt;p&gt;Does that sell it for you? Not quite? Well, I get it. It&#x27;s not exactly easy to explain its appeal. The game&#x27;s director, Hidetaka &amp;quot;SWERY&amp;quot; Suehiro described it as a game that would rely on people recommending it to their friends. He realizes that there&#x27;ll be folks who are initially put off by the game&#x27;s violence or strangeness, but hopes that someone else they know will insist that they see it through. Well, one of those people is me. Seriously, if you can stomach it, give this game a shot. I can&#x27;t say too much, but I promise you, it&#x27;s worth it for the way it portrays its characters and the stories it tells about them.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;Subnautica_bvYLGIb8fr-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;4-subnautica&quot;&gt;&lt;strong&gt;4. Subnautica&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;Subnautica is a survival game about exploring the depths of an alien ocean. And that, right there, is what&#x27;s so amazing about it: it really &lt;em&gt;feels&lt;&#x2F;em&gt; like exploring an alien ocean. Subnautica is equal parts beautiful and terrifying, full of curious and monstrous creatures and brimming with mysterious biomes to explore. As you progress, you&#x27;ll build your own undersea base, a better diving suit, and submersible vehicles to better navigate the treacherous depths.&lt;&#x2F;p&gt;
&lt;p&gt;Subnautica&#x27;s most tedious survival systems, food and water requirements, can be disabled at the start of a game or via console command. And depending on who you are, this might be a good idea. At its core, Subnautica is really about discovery, exploration, and feeling very small. It ended up so high on this list because of the sheer frequency with which I gasped in awe at some new creature or cave or island materializing in the murky distance.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;2018122609455900-B189E7FDF30356EC7B08C94ADE944BBB-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;3-wandersong&quot;&gt;&lt;strong&gt;3. Wandersong&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;Wandersong is a truly special game. It&#x27;s a game that lets you sing and dance &lt;em&gt;while NPCs are talking to you&lt;&#x2F;em&gt;, it&#x27;s a game that forces you to name your character one letter at a time from a small selection of letters, and it&#x27;s a game that both believes in inherent goodness in the world and also acknowledges how naive that belief can be. Wandersong&#x27;s writing is charming and earnest, bolstered by a lovely papercraft-style world and plenty of fun music and light rhythm game mechanics. It&#x27;s not perfect, and sometimes I wish it was willing to be more critical, but it&#x27;s still aware enough to find time to address emotional vulnerability and the problems with constant positivity.&lt;&#x2F;p&gt;
&lt;p&gt;2018 has been a rough year for a lot of folks, and I&#x27;m more skeptical than ever of anything with a let&#x27;s-all-just-get-along message, but Wandersong achieves a delicate balance that managed to work for me. The protagonist&#x27;s unrelenting optimism is often tempered by a strong supporting cast that challenges his convictions and attitudes. We certainly can&#x27;t fix everything with kindness, but we can use it to uplift the people we love, and that still means something.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;2018122911480100-75A32021BE3512D7AA96B2D72F764411-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;2-celeste&quot;&gt;&lt;strong&gt;2. Celeste&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;I&#x27;ve played and loved a ton of indie games, but Celeste is one of the nearest to being perfect. I don&#x27;t mean &amp;quot;perfect&amp;quot; in the sense that there is one true definition of a perfect game, but &amp;quot;perfect&amp;quot; in that it accomplishes everything it sets out to do. Celeste is a joy to play and an audio-visual delight. Its story is simple and sweet and impactful. Its difficulty is accessible at the beginning, and ramps up to nigh-unreasonable challenges in the post-game content. Its story about taking on grueling challenges for personal reasons is mirrored by its inclusion of an &amp;quot;Assist Mode&amp;quot; that allows players to tweak pieces of the game&#x27;s rules to drastically reduce the difficulty.&lt;&#x2F;p&gt;
&lt;p&gt;The inclusivity that Assist Mode provides is, by itself, reason for high praise. But it only underscores a broader philosophy that Celeste embodies: challenging &amp;quot;masocore&amp;quot; platformers don&#x27;t have to be &lt;em&gt;just&lt;&#x2F;em&gt; about brutal difficulty. They can be compelling, beautiful, and affirming. It&#x27;s a game that takes the mechanical appeal of a genre and weaves it into its story and customization options, in order to better communicate it more fully and to bridge the gap to less skilled and less serious players. In a world where people can be defensive of difficulty in games, Celeste wants you to succeed no matter who you are. That&#x27;s something incredibly special.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;pauls-top-10-games-of-2018&#x2F;images&#x2F;20180304005101_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;1-into-the-breach&quot;&gt;&lt;strong&gt;1. Into the Breach&lt;&#x2F;strong&gt;&lt;&#x2F;h2&gt;
&lt;p&gt;For a couple of weeks after it came out, the only thing I wanted to do was play Into the Breach. I had &lt;em&gt;dreams&lt;&#x2F;em&gt; about this game, the sort of thing where I&#x27;d be planning imaginary turns in my head while I tried to fall asleep. While it&#x27;s ostensibly a tactics game, Into the Breach uses small numbers of units and perfect information (everything that&#x27;s about to happen on the next turn is deterministic, known, and visible via on-screen cues) to twist itself into something closer to a puzzle game. Each scenario is brief, straightforward, and full of interesting side objectives like destroying a dam or defending mining robots.&lt;&#x2F;p&gt;
&lt;p&gt;The way the map conveys its information is a triumph of clean UI design and well-executed visual aesthetic. Everything is laid out clearly before the player for them to puzzle over. The careful dance of mechs around the map is a wonderfully condensed strategic experience. Each mission is only five turns, and each one of those turns is its own puzzle, often with surprising and creative solutions. The way that mechs upgrade and the way pilots can carry over across timelines are also wonderful touches. But in the end, the core gameplay of Into the Breach is just so good that it could justify all sorts of external progression loops.&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;ve never actually beaten a run of any roguelike before Into the Breach. Dead Cells, Spelunky, FTL, and the like have all been fun experiences, but I&#x27;ve always fallen off or gotten distracted before clearing the game. Into the Breach sucked me in so completely that I not only managed a victorious run, but actually completed &lt;em&gt;every single one&lt;&#x2F;em&gt; of its in-game achievements. Into the Breach challenged and delighted me so consistently for the so many dozens of hours I played it; I&#x27;d be lying to myself if I didn&#x27;t give it my top spot.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;Note:&lt;&#x2F;strong&gt; I also &lt;a href=&quot;..&#x2F;into-the-breach-combining-mechanics-i-dislike-into-a-game-i-adore&#x2F;&quot;&gt;wrote about Into the Breach&lt;&#x2F;a&gt; earlier this year!&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>The Messenger is a Retro Love Letter with a Modern Touch</title>
        <published>2018-09-07T00:00:00+00:00</published>
        <updated>2018-09-07T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/the-messenger-is-a-retro-love-letter-with-a-modern-touch/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/the-messenger-is-a-retro-love-letter-with-a-modern-touch/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;the-messenger-is-a-retro-love-letter-with-a-modern-touch&#x2F;images&#x2F;20180831212529_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Nostalgia for 8 and 16-bit consoles is not something that I&#x27;m all that familiar with. The first game system I owned was the PlayStation, and the only games I played on it were piles of colorful 3D polygons like Spyro and Crash Bandicoot. Going back to emulators or classic consoles like the NES, SNES, Genesis, etc. to play seminal titles is something that I only rarely find the patience for. So when modern games try to invoke that sort of nostalgia, it&#x27;s often a toss-up for me: if the nostalgia is going to miss, then will the work actually hold up on its own merit?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;The Messenger&lt;&#x2F;em&gt; goes a step farther than just holding up on its own merit. It truly commits to and celebrates its retro underpinnings, so much so that it not only plays off of nostalgia for NES classics -- it actually &lt;em&gt;feels&lt;&#x2F;em&gt; nostalgic. It didn&#x27;t matter that I&#x27;d never really played most of its influences. It evokes such a great retro aesthetic that I never &lt;em&gt;needed&lt;&#x2F;em&gt; to recognize any specific callouts, and the game rarely felt the need to make them, either.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;The Messenger&lt;&#x2F;em&gt; is the debut title by Canadian developer Sabotage, out now on Steam and Nintendo Switch. It begins as a very linear action game, as the player embarks on a quest across his world, fighting demons and progressing from level to level. But after a while, a couple of plot twists morph the game into a more Metroidvania-style adventure. I hesitate to be too specific about when and how the game makes these shifts, because they&#x27;re one of the most delightful things about it. Suffice to say, though, that it combines its various ideas with supreme confidence, and some solid pacing keeps it interesting across its various acts. Of course, one thing you&#x27;ll know if you watch the trailer is that it features two overlapping worlds and aesthetics: one of them is a nod to 8-bit classics, and the other is inspired by their 16-bit successors.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;the-messenger-is-a-retro-love-letter-with-a-modern-touch&#x2F;images&#x2F;20180831212321_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;While a few of the broader systems of the game are imperfect (the shuriken ability is a bit underwhelming, and the difficulty curve has some odd hiccups), the majority of the game is a loving rendition of all of the things that make retro games wonderful and enduringly adored. The movement feels amazing, both tight and precise like its retro inspirations and also just as fluid and versatile as any modern action platformer. It manages to feel much smoother than retro titles but still invoke how it might have &lt;em&gt;felt&lt;&#x2F;em&gt; to play something like Ninja Gaiden for the first time, jumping between walls and slashing at enemies. This is emphasized by some really stunning art and an absolutely killer soundtrack by chiptune musician Rainbowdragoneyes (seriously -- give &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;rainbowdragoneyes.bandcamp.com&#x2F;track&#x2F;hills-of-destiny-autumn-hills&quot;&gt;this track from the first area&lt;&#x2F;a&gt; a spin). Aesthetically, &lt;em&gt;The Messenger&lt;&#x2F;em&gt; has the whole package, and that&#x27;s a big reason it&#x27;s such a joy to play through.&lt;&#x2F;p&gt;
&lt;p&gt;Though the enemy variety is lacking, the game&#x27;s numerous areas are distinct and memorable, all of them meticulously designed to play interestingly into the traversal mechanics that the protagonist gains throughout his adventure. Interactions with NPCs have a lot of cheeky humor and fourth-wall-breaking, but manage to maintain their charm because of how trope-filled and fun the story itself is. This is especially refreshing in contrast to Guacamelee! 2, &lt;a href=&quot;..&#x2F;guacamelee-2-is-too-outrageous-for-its-own-good&#x2F;&quot;&gt;the game I played last week&lt;&#x2F;a&gt;, which tried so much harder to be funny but came off as annoying and self-congratulatory. Rather, the writing in &lt;em&gt;The Messenger&lt;&#x2F;em&gt; is an extension of the same fun-loving retro ethos that it applies to its mechanics and aesthetics. It embraces goofy tropes and snarky dialogue in a way that feels charming and true to itself.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;the-messenger-is-a-retro-love-letter-with-a-modern-touch&#x2F;images&#x2F;20180902161909_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The later sections of the game feature a lot of backtracking through areas that have changed slightly since they were last visited. While backtracking is just as rewarding as it often is in Metroidvanias, the game also takes the opportunity to provide some modern improvements via teleports and some in-game hint systems (similar to the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;http:&#x2F;&#x2F;zelda.wikia.com&#x2F;wiki&#x2F;Sheikah_Stone&quot;&gt;Sheikah Stones&lt;&#x2F;a&gt; that were added in the 3DS remake of Ocarina of Time). Another more modern addition is an upgrade tree to go along with the more plot-driven abilities, and it provides some very useful modifications to your character&#x27;s basic skills. That said, it could also have gone a little farther with modern touches. I wish there was more secrets to find aside from extra money or the single kind of collectible, and I would have loved to see some more variety in the later parts of the upgrade tree. I could also imagine the game having a couple more interesting traversal mechanics that could be granted later in the game.&lt;&#x2F;p&gt;
&lt;p&gt;But despite these shortcomings in the overarching design, &lt;em&gt;The Messenger&lt;&#x2F;em&gt; is a testament not only to the power of retro nostalgia but to the generation of game designers it inspired. Its combination of crisp classic aesthetics with a modern sense of scale and polish make it a delightful experience, full of fun surprises and charming authenticity. Even with the ever-growing library of high-quality Switch titles, &lt;em&gt;The Messenger&lt;&#x2F;em&gt; is definitely worth your attention.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Guacamelee! 2 is Too Outrageous for its Own Good</title>
        <published>2018-09-02T00:00:00+00:00</published>
        <updated>2018-09-02T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/guacamelee-2-is-too-outrageous-for-its-own-good/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/guacamelee-2-is-too-outrageous-for-its-own-good/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;guacamelee-2-is-too-outrageous-for-its-own-good&#x2F;images&#x2F;20180902000727_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Metroidvania Month has come to a close, and this week&#x27;s game is a sequel! &lt;em&gt;Guacamelee! 2&lt;&#x2F;em&gt;, the sequel to 2013&#x27;s Guacamelee!, is a new adventure from Canadian developer Drinkbox Studios, and it&#x27;s bigger and crazier than its beloved predecessor. Building off of the unique high-flying beat-em-up combat in the first game, &lt;em&gt;Guacamelee! 2&lt;&#x2F;em&gt; sets out to be everything the first one is and more. But ultimately, &lt;em&gt;Guacamelee!&lt;&#x2F;em&gt; 2 buckles under its own over-the-top design choices, delivering on the luchador action but wrapping it in a dull, linear Metroidvania full of unnecessary mechanics and annoying attempts at humor.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Guacamelee! 2&lt;&#x2F;em&gt; really feels like it&#x27;s built out of the bones of its predecessor, and that&#x27;s one of the best things about it. The combat and movement feel almost exactly like the first game, maintaining the same crisp and responsive feel. The lucha libre combat stylization is both fluid and satisfyingly weighty, full of organic combos and finishers and some animation cancelling mechanics that unlock even greater combo potential. It&#x27;s worth reiterating how solid the basic combat is because it&#x27;s what drives the game in its earlier spaces, and it emphasizes the fact that the game works much better &lt;em&gt;before&lt;&#x2F;em&gt; it piles on a ton of other mechanics.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;guacamelee-2-is-too-outrageous-for-its-own-good&#x2F;images&#x2F;20180902001934_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;But beyond the first couple of hours, it doesn&#x27;t really play to its own strengths. See, &lt;em&gt;Guacamelee! 2&lt;&#x2F;em&gt; &lt;em&gt;really&lt;&#x2F;em&gt; wants to have its cake and eat it too. Early on it begins introducing new ability after new ability at an absurd rate. Typically, Metroidvanias build a sort of anticipation-release cycle around new abilities; you&#x27;ll spend a decent time exploring, following a path, looking for ways to progress. Finally discovering that upgrade is a triumphant moment, an epiphany of sorts. You think, &amp;quot;ah, so &lt;em&gt;that&#x27;s&lt;&#x2F;em&gt; how I&#x27;ll get past that thing from earlier.&amp;quot; But in &lt;em&gt;Guacamelee!&lt;&#x2F;em&gt; 2, I was practically tripping over upgrades. I would hit a roadblock that indicated very obviously what ability I was about to find, and then I&#x27;d find it moments later. Six or seven hours into the game, I had so many different actions available to me that I was regularly forgetting which button did what. Where other Metroidvanias introduce new abilities with depth and versatility, &lt;em&gt;Guacamelee! 2&lt;&#x2F;em&gt; is an endless sequence of &amp;quot;well now you can do &lt;em&gt;this&lt;&#x2F;em&gt; specific movement.&amp;quot; I got the sense that the onslaught of new abilities was itself a running joke, but it was to the serious detriment of overall play.&lt;&#x2F;p&gt;
&lt;p&gt;While the game&#x27;s upgrade mechanics are breakneck, the exploration is extremely lacking. The world consists of a collection of mostly linear paths, with no real spaces to explore other than small challenge rooms that branch off the main path. Even more frustrating are the occasional detours to areas that exist solely to make prolonged jokes or references to other games. The only driving force through the world is a map marker with the next objective, which is usually the only place you can actually reach anyway. The game operates under the pretense of having a Metroidvania world structure, but it feels much more like a linear platformer with a few hidden treasures to backtrack for later on.&lt;&#x2F;p&gt;
&lt;p&gt;And it isn&#x27;t just the mechanics that want to have it both ways. The game follows former luchador Juan Aguacate (yep, that&#x27;s &amp;quot;Avocado&amp;quot; in Spanish) as he travels between alternate universes to save the entire &amp;quot;Mexiverse&amp;quot; from certain destruction. The aesthetics of the game draw from Aztec temples and Mexican art and music. But the game is also full of cheeky humor, memes, and pop culture references that undermine any degree of respect it has for these cultural elements. Much of the &amp;quot;lol random&amp;quot; style of humor falls into the cringey trope of arbitrarily invoking names of Mexican foods. After all, English speakers recognize words like &amp;quot;tostada&amp;quot; and &amp;quot;guacamole&amp;quot;, so let&#x27;s center the plot around them! NPC dialogue often consists of tone-deaf jokes (references to things like &amp;quot;fake news&amp;quot; and global warming denial) or just stereotypical topics (piñatas, nachos, cacti, etc.). Aspects of Mexican culture are transplanted into the world for their aesthetic alone. Does it really make sense for Dia de los Muertos altars to be scattered throughout the wilderness? Or are they only used as checkpoint markers because they&#x27;re pretty and colorful? Jokes and references don&#x27;t seem to be from actual Mexican internet and pop culture. Instead, they&#x27;re references for English speakers... but with lucha outfits or sombreros.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;guacamelee-2-is-too-outrageous-for-its-own-good&#x2F;images&#x2F;20180831233900_1-1024x640.jpg&quot; alt=&quot;&quot; &#x2F;&gt; Oh look, it&#x27;s Grumpy Cat with a mustache and sombrero! Is this... funny...?&lt;&#x2F;p&gt;
&lt;p&gt;Honestly, the harmful cultural appropriation in this game is it&#x27;s own entire topic of discussion. But it also underscores the game&#x27;s broader desire to be both serious about its design and totally irreverent and silly. &lt;em&gt;Guacamelee!&lt;&#x2F;em&gt; 2 doesn&#x27;t set out to tell a story that&#x27;s actually &lt;em&gt;about&lt;&#x2F;em&gt; Mexican mythology. It only wants to use those aesthetics as a stylish vessel for its own zany narrative and sense of humor.&lt;&#x2F;p&gt;
&lt;p&gt;And in the end, the game flounders mechanically as well. While the game&#x27;s opening moments are relatively strong, the deluge of new abilities starts to burden it pretty quickly. Platforming sections are impeded by the need to remember which sequence of buttons trigger which sequence of abilities. The skill tree offers a bunch of upgrades, but the majority feel more like a resource sink than meaningful improvements. Not to mention, it&#x27;s pretty trivial to obtain all of the skills well before the game ends. The plot&#x27;s trajectory through the world is mostly linear, and it never rewards backtracking with anything remarkable. Humor occasionally lands, but many of the jokes are overwrought, long overstaying their welcome. All the while, the numerous references to other games and pop culture quickly become annoying.&lt;&#x2F;p&gt;
&lt;p&gt;Simply put, this game is a bigger, prettier and more over-the-top version of its predecessor; but where its predecessor was novel, concise and at least a little charming (it helps that it was released in a different political climate), &lt;em&gt;Guacamelee!&lt;&#x2F;em&gt; 2 is overstuffed with exaggerated, tasteless humor and needless mechanical complexity. It retains its most unique and delightful aspects -- cooperative play and fun lucha-inspired combat -- but it wraps them in so much additional junk that it falls apart at the seams. Good Metroidvanias tend to be powerhouses of precise and thoughtful game design, and &lt;em&gt;Guacamelee! 2&lt;&#x2F;em&gt; is just too all-over-the-place to manage that attention to detail. Appropriation aside, it&#x27;s not a &lt;em&gt;bad&lt;&#x2F;em&gt; game, but you&#x27;ll probably put it down before you finish it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Death&#x27;s Gambit is an Intriguing 2D Soulslike</title>
        <published>2018-08-20T00:00:00+00:00</published>
        <updated>2018-08-20T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/metroidvania-month-deaths-gambit-is-a-solid-2d-soulslike/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/metroidvania-month-deaths-gambit-is-a-solid-2d-soulslike/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-deaths-gambit-is-a-solid-2d-soulslike&#x2F;images&#x2F;012.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;It&#x27;s a new week, and a new Metroidvania released. This one is Death&#x27;s Gambit, the debut release from developer White Rabbit. Except, it turns out, that Death&#x27;s Gambit is even &lt;em&gt;less&lt;&#x2F;em&gt; of a Metroidvania that Dead Cells, &lt;a href=&quot;..&#x2F;metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike&#x2F;&quot;&gt;which I reviewed last week&lt;&#x2F;a&gt;. While it does feature a large, interconnected world with unlockable shortcuts, it does &lt;em&gt;not&lt;&#x2F;em&gt; have the other piece of the genre: new abilities that unlock access to more areas of the world. I say this not to be pedantic, but so that I can judge this game on its own terms: not as a Metroidvania, but as an atmospheric Soulslike action-platformer. And a really good one, at that.&lt;&#x2F;p&gt;
&lt;p&gt;Death&#x27;s Gambit begins with a few cutscenes that set up the story: the player character, a man named Sorun, is on a quest into a war-torn land, when he meets an untimely end. But Death himself has a purpose for Sorun, and he signs a contract that will grant him life as long as he pursues Death&#x27;s goal: to destroy a source of immortality guarded in an ancient city, and coveted by surrounding nations. Following the brief introduction is a relatively peaceful tutorial area with a few unexpectedly tough enemies. The game uses the introductory area to show players the ropes before guiding them to the first boss, and then to a more open hub area (essentially, the &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;darksouls.wiki.fextralife.com&#x2F;Firelink+Shrine&quot;&gt;Firelink Shrine&lt;&#x2F;a&gt; of this game).&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-deaths-gambit-is-a-solid-2d-soulslike&#x2F;images&#x2F;010-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;The storytelling didn&#x27;t really capture me right away. But as I adjusted to the game&#x27;s atmosphere I found the writing to be pretty solid, and capable of pulling off some authentically emotional moments. It does suffer from some weird tonal hiccups, including a few overt references to other games that were pretty baffling (there&#x27;s even a reference to &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Passage_(video_game)&quot;&gt;Passage&lt;&#x2F;a&gt;, a contemplative art game from 2007). Death often chimes in with humorous interjections, but generally the game has a sort of somber-but-hopeful narrative tone, conveyed also through a dramatic soundtrack and some absolutely gorgeous pixel art. There were a few areas that I hoped would open up more, but all-in-all each of the spaces had a distinct and impressive look, often colorful and gloomy at the same time. In particular, Death&#x27;s Gambit has a few boss fight arenas that are both visually and mechanically compelling, and make for truly memorable fights. The art of this game allows its world to be bleak without being completely gray and moody (a problem I had with &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;283640&#x2F;Salt_and_Sanctuary&#x2F;&quot;&gt;Salt &amp;amp; Sanctuary&lt;&#x2F;a&gt;, which is one of this game&#x27;s few 2D-Soulslike contemporaries).&lt;&#x2F;p&gt;
&lt;p&gt;The most unique aspect of the game, however, is how it works mechanically. Its combat takes some adaptation, even for those familiar with the Dark Souls series, but finds ways to be rewarding in its own right. Sometimes enemy attacks feel improperly telegraphed, or the edges of their attacks manage to snag you, but in general the game feels balanced pretty deliberately. The combat isn&#x27;t &lt;em&gt;completely&lt;&#x2F;em&gt; souls-like: enemies are much more asymmetrical to the player and don&#x27;t seem to adhere to the same stats and resource pools. Stamina management is extremely crucial and certainly feels very limiting early on, but is surmountable with careful planning and levelling stats that improve its max amount and regen speed.&lt;&#x2F;p&gt;
&lt;p&gt;Hardcore souls players may find that the variations on the formula don&#x27;t make up for the lack of depth or variety. Death&#x27;s Gambit is an approximately 10-15 hour game, while any of the Dark Souls games can take well over 40 hours to complete a first playthrough. Progress through levels feels like it occurs at a different pace, and weapon upgrades feel a bit less substantial than in the Souls series. But Death&#x27;s Gambit has bits of creativity and interesting twists tucked around every corner. Design decisions feel like they&#x27;re best understood as thoughtful deviations from Soulslike staples. Dying does not cause the player to lose all their currency, but it &lt;em&gt;does&lt;&#x2F;em&gt; cause them to reduce the maximum charges of their replenishable healing item, which can then be restored by returning to where they died. Additionally, abilities can be found throughout the game that serve as additional weapon attacks, powered by accumulated soul energy. This energy charges by attacking normally, and each class of character charges it in some additional way as well (blocking, dodging, parrying, using items, etc.).&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-deaths-gambit-is-a-solid-2d-soulslike&#x2F;images&#x2F;011-1024x640.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;All these little twists and modifications, and many others that appear in specific areas later on, make for surprising and challenging encounters. While I don&#x27;t think the game provides enough variety to justify playing multiple levels of &amp;quot;New Game +&amp;quot; difficulty modes, there&#x27;s a lot to love on a first playthrough and very compelling reason to come back with a different character class. True, the game could benefit from some variety within weapon types (e.g. more than one type of spear, for example), from more options for abilities and possibly from some retuning of stamina management. But it absolutely justifies a playthrough or two; not just because of its novel adjustments to the Soulslike formula, but also because it has an atmosphere and identity all its own. If you don&#x27;t like the Souls series, you probably won&#x27;t much care for Death&#x27;s Gambit. But if you &lt;em&gt;do&lt;&#x2F;em&gt; like the Souls games (and you&#x27;re not too much of a purist), it&#x27;s definitely worth your time.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Dead Cells Brings Metroidvania Elements to a Roguelike</title>
        <published>2018-08-14T00:00:00+00:00</published>
        <updated>2018-08-14T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike&#x2F;images&#x2F;20180806233701_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Let&#x27;s just get this out of the way: Dead Cells isn&#x27;t &lt;em&gt;really&lt;&#x2F;em&gt; a Metroidvania. And that&#x27;s fine, because it&#x27;s a really good roguelike! But if I&#x27;d played it before this week, I might have felt weird including it in my Month of Metroidvanias. In reality, Dead Cells has much more of the modern roguelike&#x27;s DNA, complete with permadeath, procedurally generated levels, and some overarching progression mechanics that help players feel more powerful and capable across multiple runs. But despite having the standard formula of a modern roguelike, it &lt;em&gt;also&lt;&#x2F;em&gt; has a couple of major mechanics that it borrows from Metroidvanias, using them to great effect to hone and enhance this formula.&lt;&#x2F;p&gt;
&lt;p&gt;But first, let&#x27;s talk about the basics. Dead Cells is a recent early access graduate by French studio Motion Twin. It makes a strong first impression with incredibly slick pixel art, kinetic and fluid animations, and a sturdy soundtrack with a rhythm that drives its movement and combat. Despite the repetitive nature of the roguelikes, Dead Cells&#x27; art truly holds its ground. Each zone in the game has a distinct and evocative look, gorgeous lighting and sprawling parallax backgrounds, and very hummable backing tunes.&lt;&#x2F;p&gt;
&lt;p&gt;The minor story interactions and occasional lore rooms don&#x27;t do a whole lot, but they drop interesting worldbuilding tidbits and tend stay brief and out of the way. The player character will play along with most of these interactions using a few emotive animations (a shrug, a thumbs up, etc.) to convey their feelings (as they don&#x27;t actually have a mouth). These animations can get a little old, but have a silliness to them that offsets the morbid tone of the game and complements its brightly-colored-grimdark aesthetic.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike&#x2F;images&#x2F;20180807233457_1-1024x640.jpg&quot; alt=&quot;A menacing moon (or sun?) shines behind a looming tower in a red haze.&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Movement in Dead Cells feels quick and responsive. Most attack animations can be cancelled almost immediately by dodging, and a lot of inputs like dodges and combo attacks are generously buffered as you move between animations. The resulting action feels very smooth and continuous while still being interruptible and reactive, allowing for desperate last-split-second dodge rolls. Typical games with Metroidvania-style upgrades tend to start players off with slow, clunky movement and then build them into a high-flying acrobat; Dead Cells instead starts players off extremely mobile, focusing its upgrades on interacting with pieces of the environment in order to access new paths and hidden treasures. This focus shift is crucial for dulling the pain of starting a new run with no gear or stat and skill upgrades, and helps keep a sense of momentum.&lt;&#x2F;p&gt;
&lt;p&gt;Combat consists of deploying a number of ranged and melee weapons as well as shields and special attacks with a huge variety of effects, from simple grenades to elaborate traps and turrets. Each of these tools scales with one of three basic stats, which can be improved throughout a run. Playing through areas results in occasional random drops of weapon blueprints, which can then be turned in at each checkpoint to help increase the pool of available gear drops that will be discovered in current and future runs. There are additional mechanics to increase the likelihood that this gear will drop with better base stats, and be more upgradeable. The sheer variety of weapons, combined with other systems like mutations (which provide passive upgrades to damage or survivability), create a huge diversity of possible playstyles and a lot of space for experimentation.&lt;&#x2F;p&gt;
&lt;p&gt;That covers Dead Cells&#x27; foundations, which are extremely solid. But what makes it truly brilliant is the way it incorporates Metroidvania elements to even further diversify subsequent runs. Dead Cells tucks permanent, Metroidvania-style upgrades away in corners of its various areas, to be acquired by defeating tough elite enemies. Unlocking these abilities allows the player to interact with various parts of the environment, ultimately opening branching paths and entirely new routes towards the endgame. New areas will be discovered not just at the furthest reaches of a run, but also as newly-accessible branches in earlier zones.&lt;&#x2F;p&gt;
&lt;p&gt;The branching paths have similar appeal to the interconnected worlds and rewarding backtracking that traditional Metroidvanias bring to the table. They mean that the game&#x27;s true progression through its various areas actually involves a tangled web of upgrade discoveries and searches for previously-inaccessible paths, connecting the zones across multiple runs. These adapted mechanics are where it imbues itself with a rewarding Metroidvania flavor and provides unexpected facets of discovery and variety. While Dead Cells takes some time to really start to unfold in this way, it provides plenty of variety right out of the gates to help you get there.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-dead-cells-brings-metroidvania-elements-to-a-roguelike&#x2F;images&#x2F;20180806233254_1-1024x640.jpg&quot; alt=&quot;A shop in the prison cell area at the beginning of the game, selling some traps and grenades.&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;While I mostly have good things to say about Dead Cells, it does have a few loose ends that are worth mentioning. The Survival stat and associated perks don&#x27;t seem to measure up to the other two in effectiveness. Bosses sometimes feel more like a rush to win before getting hurt too badly than a skillful matchup. And often late-game enemies can be so strong as to be only approachable by focusing them down in mere seconds or placing traps and running away. But the game has continued to provide me more and more tools to experiment with, and there are several areas I&#x27;ve yet to see at all. While I&#x27;ve come close to beating the game, I haven&#x27;t quite pulled it off. And honestly, I&#x27;m more excited for the new discoveries along the way than I am for another chance at victory.&lt;&#x2F;p&gt;
&lt;p&gt;There are more design choices in Dead Cells that I could  praise, like its timed doors that give extra incentive to move quickly, or some of the other optional challenges and risk-reward interactions. But what makes it particularly special is how it demonstrates the versatility of Metroidvania elements as game design tools. It adapts these elements to its own formula, using them to augment an already-engaging roguelike and build a game that&#x27;s truly a joy to keep picking up and struggling through, run after run. Very rarely do roguelikes manage to get their hooks in me, and I&#x27;m pleased to say that Dead Cells has absolutely pulled it off.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Chasm is Interesting, but Inconsistent</title>
        <published>2018-08-05T00:00:00+00:00</published>
        <updated>2018-08-05T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/metroidvania-month-chasm-is-interesting-but-inconsistent/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/metroidvania-month-chasm-is-interesting-but-inconsistent/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-chasm-is-interesting-but-inconsistent&#x2F;images&#x2F;20180805090909_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Deep underground, in a hostile uncharted dungeon, I set out from a shrine in search of lost townsfolk and mysterious treasures. After battling through several rooms full of monsters and obstacles, I discovered one of the missing townsfolk. Great! Now I was presented with a choice: trudge back to the shrine and save my game, or forge on ahead looking for the next shrine. I chose to journey forward, health and supplies dwindling, more desperate with each new room I entered. And then eventually... I died. Game over, progress lost. I was sent back to the shrine, to re-rescue the townsperson, and repeat my trek through a dozen more rooms beyond.&lt;&#x2F;p&gt;
&lt;p&gt;This sort of crossroads is a recurring one in Chasm, a mostly-solid Metroidvania by studio Bit Kid, Inc. that&#x27;s often made frustrating by its procedurally generated map. Procgen can be an inelegant tool, and Chasm demonstrates that it may not be an appropriate one for a genre that benefits greatly from precise and skillful map design. The procedurally generated map introduces a level of inconsistency that throws the game off balance; difficulty seems to spike and drop randomly, and some of the most interesting systems take far too long to become rewarding.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-chasm-is-interesting-but-inconsistent&#x2F;images&#x2F;20180730214706_1-1024x640.jpg&quot; alt=&quot;New game screen, showcasing the random seed used to generate the world&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Chasm begins by introducing its protagonist as a young knight recruit. Your character is sent on their first mission, to investigate a call for help in a small mining town. But what should be a simple task spirals into an elaborate rescue mission and discoveries of a mysterious presence lurking in the depths beyond the mines. Throughout the game, the player will explore an ever-growing map that sprawls across various colorful zones and is loaded with a variety of enemies and obstacles. The game features some light RPG elements, with the player character gradually levelling up and improving a set of stats that determine combat proficiency. Stats can also be boosted with equipment that can be bought, crafted, or randomly dropped from enemies.&lt;&#x2F;p&gt;
&lt;p&gt;The opening moments of the game are brief and punchy. Before long, a mystery is presented, and a dungeon opens up in which to find the answers. Chasm&#x27;s pixel art is lovingly crafted and really pulls its weight to keep the dungeons interesting from room to room. Music is nothing particularly amazing, but it has some strong moments and it fulfills its role of setting the tone for the game&#x27;s various dungeons. Sound is a little limited, and could have been deployed for greater effect in giving enemies more character and presence, but the sound effects that are there are punchy and satisfying. All-in-all, the game feels good on an artistic level.  Though it can&#x27;t compare to games with handmade worlds like &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;387290&#x2F;Ori_and_the_Blind_Forest_Definitive_Edition&#x2F;&quot;&gt;Ori and the Blind Forest&lt;&#x2F;a&gt; or &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;367520&#x2F;Hollow_Knight&#x2F;&quot;&gt;Hollow Knight&lt;&#x2F;a&gt;, it makes an honest effort to ensure that its different areas don&#x27;t feel too stale even after hours spent in them. Movement feels very reminiscent of Castlevania: Symphony of the Night, which is undoubtedly one of Chasm&#x27;s major influences. Combat generally feels approachable but also leaves some room for skilled players to experiment a little bit, though it still stagnates after a while.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, it really is a pretty decent game... when the map lands in a way that works, and you have some luck in finding the right way through. The mechanical guts of Chasm aren&#x27;t incredible, but they&#x27;re good. They&#x27;re sturdy and classic and rewarding, and they&#x27;re bundled with RPG mechanics that create a couple of worthwhile vectors for customization.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-chasm-is-interesting-but-inconsistent&#x2F;images&#x2F;20180730222146_1-1024x640.jpg&quot; alt=&quot;One of the many shrine rooms in Chasm&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;But that&#x27;s not enough by itself. Chasm is structured as a Metroidvania: it&#x27;s exploration-driven and it gradually grants the player a series of abilities that increase exploration potential and allow access to previously unreachable areas. Metroidvania map and game design is a fascinating topic, and it&#x27;s often discussed in terms of a sequence of progression around which to build (for example, &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;platformerpower.com&#x2F;tagged&#x2F;guide-to-making-metroidvania-styled-games-part-1&quot;&gt;here&lt;&#x2F;a&gt;). So it&#x27;s not unreasonable to see a studio attempt to distill these design philosophies into a procgen algorithm, in which basic rules are followed but details are filled in at random.&lt;&#x2F;p&gt;
&lt;p&gt;And maybe that&#x27;s the reason that Discord Games decided to use a procgen approach to building the world of Chasm. But the difference between a passable Metroidvania and a truly memorable one is the small touches: little details that guide players towards points of interest, tantalizingly inaccessible corners of a map that are oh-so-gratifying when they&#x27;re finally reachable and lead to meaningful discoveries. Chasm loses this designer&#x27;s touch in it&#x27;s procedural generation, which undermines the overall quality of its mechanics. Sometimes, exploring a newly accessible route resulted in an exciting new item or NPC, but often it was simply a chest with some weapon that was already obsolete. Rooms of interest that should be built up to (like mini-boss rooms or new abilities) sometimes seemed to just randomly show up. Chasm wasn&#x27;t able to manage my anticipation and expectations as I moved from room to room, and it makes the experience unpredictable and unsatisfying.&lt;&#x2F;p&gt;
&lt;p&gt;I have some other minor gripes as well. None of the controls are explained, so some actions need to be discovered via the menu or experimentation. In some areas, the game does a poor job of differentiating platforms in the foreground from the background. These are small things, but on top of the inconsistency of the procgen, can make already-frustrating moments &lt;em&gt;more&lt;&#x2F;em&gt; frustrating.&lt;&#x2F;p&gt;
&lt;p&gt;Don&#x27;t get me wrong; I think there&#x27;s plenty to like about this game. I enjoyed the way that rescued NPCs open up shops and enable access to new systems like magical weapons, upgrades, or crafting. There&#x27;s a nice variety of magical weapon attacks that provide interesting utility against tough enemies. There were even a few pieces of equipment with odd effects that surprised and delighted me. Many of these systems don&#x27;t reveal themselves until several hours in, but I did find them genuinely engaging once I made enough headway. Backtracking to older areas to get past barriers is, at it&#x27;s best, just as gratifying as it is in other modern Metroidvanias. I think that if you&#x27;ve got some podcasts queued up to listen to during your dungeon exploration, this game may still manage to provide a pretty solid experience. I wish it hadn&#x27;t felt the need to be constructed on top of a procgen algorithm, because a well-made, handcrafted version of Chasm would likely have been a solid 8 out of 10.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;metroidvania-month-chasm-is-interesting-but-inconsistent&#x2F;images&#x2F;20180730223516_1-1024x640.jpg&quot; alt=&quot;The town area, where rescued NPCs gather and provide their services.&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Ultimately, however, it lands more in the 6 out of 10 range. And that&#x27;s not bad! But it can be tough to justify the 10-15 hour investment when there are so many incredible Metroidvanias available, some of which are expansive and deep like &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;367520&#x2F;Hollow_Knight&#x2F;&quot;&gt;Hollow Knight&lt;&#x2F;a&gt; (if you didn&#x27;t notice, I really like Hollow Knight), and some of which are short and sweet like &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;319140&#x2F;Xeodrifter&#x2F;&quot;&gt;Xeodrifter&lt;&#x2F;a&gt;. And with the way this month is shaping up (with two more big Metroidvanias launching and one leaving early access), I don&#x27;t foresee Chasm being at the top of my roundup.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Into the Breach: Combining Mechanics I Dislike into a Game I Adore</title>
        <published>2018-03-04T00:00:00+00:00</published>
        <updated>2018-03-04T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/into-the-breach-combining-mechanics-i-dislike-into-a-game-i-adore/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/into-the-breach-combining-mechanics-i-dislike-into-a-game-i-adore/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;into-the-breach-combining-mechanics-i-dislike-into-a-game-i-adore&#x2F;images&#x2F;20180304005101_1.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Into the Breach is a newly released game by Subset Studios (the team behind beloved space travel roguelike FTL: Faster Than Light). It&#x27;s a tactical combat roguelike in which players control a team of mechs and attempt to hold off waves of murderous giant insects. Both tactics combat and roguelike elements often fall flat for me, but this game combines them in a way that makes them both work wonderfully.&lt;&#x2F;p&gt;
&lt;p&gt;Since the roguelike formula started to catch on, I&#x27;ve always been a huge fan... in theory. I&#x27;ve enjoyed a lot of roguelikes but rarely for more than a few hours of playing around. I&#x27;ve played a bit of games like Spelunky, Rogue Legacy, and The Binding of Isaac. I even fell off relatively early on FTL, despite having a generally better time with it. I find that many of these games have steeper difficulty curves than I can manage. After a time, I reach a point where I&#x27;m not getting much farther with each run, and each run takes long enough to become tedious. I tend to fall off long before I feel any sense of mastery, and long before I feel like I&#x27;ve experienced a significant amount of the game&#x27;s content.&lt;&#x2F;p&gt;
&lt;p&gt;And I don&#x27;t mean to imply that these games have poorly crafted difficulty curves or are not good games. They just don&#x27;t work well for the time investment that I&#x27;m willing to commit. I naturally gravitate towards narrative driven games or games that have a fixed single-player campaign. I like to be able to complete an experience and then set it down. But I&#x27;ve always wanted to like roguelikes more.&lt;&#x2F;p&gt;
&lt;p&gt;When it comes to tactics games, I&#x27;ve often been interested but ultimately bounced off of them. I&#x27;ve gotten through one Fire Emblem game (Awakening) and I&#x27;ve started other kinds of tactics games like Final Fantasy Tactics or XCOM and just... not been that into them. I never personally found the strategy elements of these games to be intuitive enough to be compelling. I&#x27;d set things up and then be frustrated and confused when the enemies decimated my ranks on their turn, or I&#x27;d waste a bunch of time ever-so-carefully putting units just outside enemy attack range, trying to bait them into coming into range first. It rarely wound up being the puzzle I was looking for and often resulted in long, tedious fights that ended in disaster after making one big mistake.&lt;&#x2F;p&gt;
&lt;p&gt;As is the case with roguelikes, I don&#x27;t mean to imply that there&#x27;s anything objectively wrong with tactics games, or that they don&#x27;t deserve the followings they earn. They just don&#x27;t click with me personally most of the time, and I have trouble wrapping my head around them.&lt;&#x2F;p&gt;
&lt;p&gt;Into the Breach is a combination of roguelike elements with a particularly unusual tactics combat system. So it&#x27;s really not the sort of game that typically appeals to me... but neither was FTL (which delighted me anyways). Into the Breach manages to work for me, however, because of the way the combat system is designed, the way the battles are short and punchy, and the game limits the player&#x27;s ability to undo their mistakes. These elements not only make a compelling experience of exploring new regions and new mechs, but also manage to sustain exciting play throughout repeated playthroughs.&lt;&#x2F;p&gt;
&lt;p&gt;Of any tactics game I&#x27;ve seen or played, Into the Breach has the most puzzle-like interactions. Each turn presents a number of impending attacks to be averted by killing enemies or pushing them away from their targets. Or knocking them into mountains. Or each other. Or blocking them from spawning. Or knocking them into environmental hazards. Or kicking up dust to ruin their aim and cancel the attack. Or knocking them around such that they hit or block each other instead of the buildings under the player&#x27;s protection. There are so many wonderfully clever and satisfying interactions to uncover, and all sorts of weapons and tech that can be acquired between battles, often providing abilities that change tactics meaningfully and diversify combat options.&lt;&#x2F;p&gt;
&lt;p&gt;And the roguelike aspect of it also eliminates one of my biggest problems with tactics games; the temptation to start a mission over when things go south. The game does allow the player to freely undo move actions &lt;em&gt;if&lt;&#x2F;em&gt; they haven&#x27;t yet fired their weapons. It also allows a single turn per battle to be reset before proceeding. And that&#x27;s just enough to feel extremely helpful when I misjudge or fail to notice something, but still be scarce enough that I often find myself staring forlornly at the &amp;quot;RESET USED&amp;quot; indicator, wishing I could have another do-over. There&#x27;s no way to reverse anything else, and this actually works incredibly well. These limitations are a necessity in order to provide the stakes of a roguelike, but they also allow just the right amount of mistakes to be made while still providing a granular undo mechanic.&lt;&#x2F;p&gt;
&lt;p&gt;Fights themselves are also fairly short, only a handful of turns and a small team of mechs. This helps keep the action moving, and I very rarely find myself making frivolous actions (like moving a unit just to get it closer to the rest of its team). Battles can be chosen from a number of options, each providing various bonus objectives that allow players to regain resources or earn points to be spent later on upgrades. The way the combat encounters are woven into the game&#x27;s surrounding systems is satisfying and well-paced.&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;m writing this after my first victorious run of the game, which I found to be one of the most satisfying single-player victories in recent memory. I had moments where I&#x27;d pore over a particular turn, moving units around trying to find the right way to move all of the enemies and obstacles into &lt;em&gt;just&lt;&#x2F;em&gt; the right position, allowing me to cancel out all the impending damage to my units and to the civilian buildings in the area. And I&#x27;m far from finished with this game; there are many more teams of mechs to battle with, most of which have very different abilities and force me to use drastically different strategies.&lt;&#x2F;p&gt;
&lt;p&gt;I don&#x27;t know exactly how well this game will work for others who don&#x27;t care for these styles of games. Maybe it won&#x27;t be that magic formula that clicks for you. But if what I&#x27;ve said sounds interesting, then I honestly can&#x27;t recommend Into the Breach enough.&lt;&#x2F;p&gt;
&lt;p&gt;Also worth mentioning, if you buy it before March 6th you&#x27;ll get a free copy of FTL as well, which is a wonderful game in its own right.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Horizon&#x27;s DLC Has a Very Good Side Quest</title>
        <published>2018-01-11T00:00:00+00:00</published>
        <updated>2018-01-11T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/horizons-dlc-has-a-very-good-side-quest/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/horizons-dlc-has-a-very-good-side-quest/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;horizons-dlc-has-a-very-good-side-quest&#x2F;images&#x2F;Horizon-Zero-Dawn™_20180110201250.png&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;Horizon: Zero Dawn had an unusual release. It&#x27;s a debut IP from Guerrilla Games, a studio with a relatively niche game catalog, that was a surprising critical success. Only a week later, however, it was inevitably wrestled out of the spotlight by showstopper The Legend of Zelda: Breath of the Wild. Oddly enough, each game also released major DLC at the end of the year, only about a month apart.&lt;&#x2F;p&gt;
&lt;p&gt;While Breath of the Wild has added some neat stuff in its recent DLC, &lt;a href=&quot;..&#x2F;where-the-champions-ballad-dlc-falls-short&#x2F;&quot;&gt;I felt it didn&#x27;t justify my return to Hyrule&lt;&#x2F;a&gt;. On the other hand, I&#x27;ve just started into Horizon: Zero Dawn&#x27;s &amp;quot;The Frozen Wilds&amp;quot; DLC, and there&#x27;s already plenty to talk about. I like that it adds new spaces, new enemies, and new characters to meet and interact with, how it gives me more world instead of just sticking new things in the same world. Conversely, I &lt;em&gt;dislike&lt;&#x2F;em&gt; how the story leans into a portion of the world&#x27;s lore that&#x27;s especially guilty of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;medium.com&#x2F;@dialacina&#x2F;what-we-talk-about-when-we-dont-talk-about-natives-60f4af9ef675#.19opc3w67awn-native-appropriation&#x2F;&quot;&gt;appropriating Native imagery&lt;&#x2F;a&gt;. But none of that is what this post is about.&lt;&#x2F;p&gt;
&lt;p&gt;See, early into the DLC I found myself characteristically distracted by a side quest. I found a sad looking young woman with a little exclamation mark above her head. She told me she was a musician named Laulai who, until recently, played music in a place called Deep Din. It was a place, but also a musical instrument. But something had caused it to rapidly and unexpectedly flood, leaving her without her creative outlet but also without a connection to her late father, who had taught her how to play.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;waterlogged&quot;&gt;&amp;quot;Waterlogged&amp;quot;&lt;&#x2F;h1&gt;
&lt;p&gt;It was an odd but relatively mundane quest. Go investigate the flood, see what happened, fix everyone&#x27;s problems, good to go. So I went to check it out...&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;horizons-dlc-has-a-very-good-side-quest&#x2F;images&#x2F;Horizon-Zero-Dawn%E2%84%A2_20180110201540-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt; &lt;strong&gt;SPOILER WARNING: I&#x27;m going to describe the rest of the &amp;quot;Waterlogged&amp;quot; side quest in some detail, so stop here if you intend to play it spoiler-free yourself (which I totally encourage).&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;So I find a big flooded basin, surrounded by a lot of concrete, obviously ruins of the old world (our future). Following the river up a ways I find an enormous dam with opened floodgates. I figured this might be an issue. I find an abandoned camp and a doorway into the ruins of the dam&#x27;s inner workings.&lt;&#x2F;p&gt;
&lt;p&gt;I climb into the place and start stalking around, wandering through overgrown halls of concrete and steel. I find that someone seems to have messed with the controls and accidentally opened the floodgates. I also find the usual letters and audio logs that Horizon hides in its post-apocalyptic ruins, the sorts of things I usually glance at but don&#x27;t really dig into. This one was about a couple of dam employees who were bored at work because they were being gradually replaced by automated robots (&amp;quot;servitors&amp;quot; it called them). The first log details them trying to play a song together, tapping on random pipes to get percussion before being interrupted by something.&lt;&#x2F;p&gt;
&lt;p&gt;Anyway, I continue to comb through the place and eventually meet the NPC who broke the controls for the dam, an excitable Oseram treasure hunter (the Oseram are known for being merchants and having interest in old world artifacts). Shenanigans ensue as we try to undo the flooding and open a storage room to find the ancient treasures he was seeking. I do some climbing and jumping, do some robot fighting, do some puzzle solving, all with the chatty backtrack of this bothersome but endearing NPC.&lt;&#x2F;p&gt;
&lt;p&gt;During all this, I continue to find audio and text logs of the two girls who once worked at the dam. Most of these audio logs come with notes attached that are addressed &amp;quot;Dear Nobody&amp;quot; and signed &amp;quot;the last girls on earth.&amp;quot; Logs talking about their &amp;quot;douchecanoe&amp;quot; of a boss, talking about the creepy &amp;quot;robo-scabs&amp;quot; who are observing them in order to take over their jobs, talking about trying to record the first and only song of their boredom-inspired punk band Concrete Beach Party. Talking about how one girl&#x27;s parents are being forced from their home by a big corporation that bought the land for a server farm. Talking about getting in fights, talking about their fear of abandonment and their inevitable separation (when the servitors finally replace them), talking about tender moments in the spaces between their fear and dread...&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;horizons-dlc-has-a-very-good-side-quest&#x2F;images&#x2F;Horizon-Zero-Dawn%E2%84%A2_20180111014417-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Eventually, we fix the dam and get the floodgates closed, part ways with our new NPC pal, and make it back outside. It was here that I found a note I&#x27;d missed in which one girl talks about playing a prank on their obnoxious boss, who she saw riding an old snowmobile (she comments on its terrible emissions). Further down the river bank, I find the overflow basin known as Deep Din has been totally drained out, exposing a maintenance shaft down beneath it with a strange noise echoing out from its depths.&lt;&#x2F;p&gt;
&lt;p&gt;Climbing down, I find the final log from the two dam workers. They discuss packing up to leave and return to their respective homes. But they also agree not to lose touch with each other. They remember that they chose each other and they refuse to give up. They&#x27;ll make it work.&lt;&#x2F;p&gt;
&lt;p&gt;I find Laulai down here, banging away on a tangle of large industrial pipes, the noise reverberating dramatically through the cramped room and echoing out above. She thanks me and tells me how happy she is that she&#x27;ll be able to carry on her tradition and honor her ancestors. It&#x27;s here that I remember the very first audio log from our Dam Lesbian friends, in which they&#x27;re tapping on pipes, talking about sampling the sound as percussion for their punk song. That&#x27;s when it finally clicked, when the idea of making music from these old rusty pipes came full circle.&lt;&#x2F;p&gt;
&lt;p&gt;On the way back out I spot one last audio log that I&#x27;d missed heading down, seemingly intentionally placed so I&#x27;d find it last. The log was a complete recording of the song that the girls had been trying to write. It&#x27;s a loud ranting song about robo-capitalism and douchey businessman bosses. Like most true punk songs, it sounds awful; which is why it has so much heart. Behind the crunchy lo-fi guitar, you can hear the sound of someone banging on large industrial pipes.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;horizons-dlc-has-a-very-good-side-quest&#x2F;images&#x2F;Horizon-Zero-Dawn%E2%84%A2_20180111014135-1024x576.png&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;what-else-awaits&quot;&gt;What Else Awaits?&lt;&#x2F;h1&gt;
&lt;p&gt;I always felt that Horizon worked hard at justifying the motives and humanity of its various characters. But only late into the main game did I feel any real attachment to the window-to-the-past characters that are explored through the notes and dialogue they left behind. The &amp;quot;Waterlogged&amp;quot; quest managed to capture me right away and had me reading every note in full as soon as I found it, with writing that was organic and human. I really hope that this level of love goes into the writing for other lost notes and messages that I encounter throughout the DLC.&lt;&#x2F;p&gt;
&lt;p&gt;I&#x27;m also pleased with the way that its thematically tied back to the present, something that the base game rarely accomplished. The mysterious futuristic history of Horizon&#x27;s world manages to feel more real when it echoes into the game&#x27;s present day.&lt;&#x2F;p&gt;
&lt;p&gt;I still have the majority of the DLC left to play, and I&#x27;m looking forward to it. But I honestly can&#x27;t see how its going to top the punk-rock-lesbians-vs-sci-fi-capitalism quest. I mean... come on. Anyway, if it does, I&#x27;ll definitely be posting about it.&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>Where the Champions&#x27; Ballad DLC Falls Short</title>
        <published>2017-12-16T00:00:00+00:00</published>
        <updated>2017-12-16T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/posts/where-the-champions-ballad-dlc-falls-short/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/posts/where-the-champions-ballad-dlc-falls-short/</id>
        <content type="html">&lt;div class=&quot;post-content&quot;&gt;
  &lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;where-the-champions-ballad-dlc-falls-short&#x2F;images&#x2F;25352225_10208830837722684_1592527429991425729_o.jpg&quot; &#x2F;&gt;
&lt;&#x2F;div&gt;
&lt;p&gt;&lt;strong&gt;This post contains some spoilers about the structure and content of The Champions&#x27; Ballad DLC for The Legend of Zelda: Breath of the Wild. Readers beware.&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Earlier this month, Nintendo unveiled the surprise release of Breath of the Wild&#x27;s The Champions&#x27; Ballad DLC. This was incredibly exciting news for fans of the game and for some, like myself, a reason to revisit the game. Well, earlier today I finished playing through the new DLC, and I have thoughts.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;what-s-in-the-champions-ballad&quot;&gt;What&#x27;s in The Champions&#x27; Ballad?&lt;&#x2F;h1&gt;
&lt;p&gt;Breath of the Wild is an incredible game. It&#x27;s a masterwork in open world design and a testament to the value of true exploratory freedom in games. Many also have pointed out that it sets a new standard for open world games to come. Combing its overworld in search of new shrines, side quests, Korok seeds, and treasures never ceases to delight and surprise. The most memorable parts of the game are these delectable moments of discovery, of finding hidden shrines and treasures in vast deserts, snowy mountains, rolling hills. Almost anything that looks like a distinct &amp;quot;spot&amp;quot; will have &lt;em&gt;something&lt;&#x2F;em&gt; to discover, even if it&#x27;s just a Korok hiding under a rock or a metal chest buried in a riverbed.&lt;&#x2F;p&gt;
&lt;p&gt;The Champions&#x27; Ballad DLC has three separate parts. The first segment is a reunion tour of The Great Plateau, the second is a number of minor challenges in the overworld that allow access to a handful of new shrines, and the finale is a new &amp;quot;Divine Beast&amp;quot;-style dungeon. But I have to admit that I wanted something more than what this expansion has to offer. In the end, The Champions&#x27; Ballad does add a solid bit of content to the game... just not the kind of content that makes Breath of the Wild truly great.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-good-parts&quot;&gt;The Good Parts&lt;&#x2F;h2&gt;
&lt;p&gt;The meat of the DLC is the challenges and shrines added to the overworld, several for each of the four champions. These challenges are sort of like the shrine quests found throughout the game, but much less puzzle&#x2F;riddle-oriented. Once completed, they activate shrines in a lot of the in-between spaces in Hyrule, some of the &amp;quot;spots&amp;quot; that seemed a little bit more empty. I like that the challenges bring shrines into some of the &amp;quot;shouldn&#x27;t-there-be-a-shrine-around-somewhere?&amp;quot; spaces in the world. It feels almost like finding things you missed.&lt;&#x2F;p&gt;
&lt;p&gt;The shrines themselves are fairly strong by comparison to the base game&#x27;s content (I&#x27;ve completed nearly all the shrines in the main game). They&#x27;re challenging and diverse, and only occasionally tedious. There are 16 of them, which is a comfortable amount given that they all feel pretty carefully crafted. Also, the DLC includes a pretty dang cool ancient Sheikah motorcycle, which is certainly hard to complain about.&lt;&#x2F;p&gt;
&lt;p&gt;As for the story beats in the DLC, there are certainly a few charming moments. In the context of Breath of the Wild&#x27;s existing flashback-based storytelling, the additions here are definitely heartfelt, despite being pretty sparse on detail or character development.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;the-bad-parts&quot;&gt;The Bad Parts&lt;&#x2F;h2&gt;
&lt;p&gt;One of the most common criticisms of expansion content is that it often fails to ease players back into the game. How does The Champions&#x27; Ballad address this? It starts you out right back at The Great Plateau, the base game&#x27;s starting area; only all of your health is drained away and you&#x27;re given an item that can one-shot enemies at close range, putting you in this weird insta-death version of The Great Plateau. So yeah, their approach is sort of &amp;quot;Don&#x27;t remember how to play? Tough shit, figure it out or watch a &lt;em&gt;lot&lt;&#x2F;em&gt; of ten-second loading screens between repeated deaths.&amp;quot; This was... not a great first impression. I wasn&#x27;t booting up the game to go do a bunch of other stuff before dipping into the DLC. I wanted to hop right in. The DLC didn&#x27;t have to be easy, I just wanted it to start a bit... gentler.&lt;&#x2F;p&gt;
&lt;p&gt;But I hung on and &amp;quot;got gud.&amp;quot; Breath of the Wild may have an odd button configuration, but it&#x27;s not too hard to pick back up, to remember old habits. I figured it out, got past the first part, and got back my generous health pool. Next was several new spots on the map where I would run into Kass (everyone&#x27;s favorite broad-shouldered accordion bird) and get a cute little song about the challenges that need to be completed. Upon completing the new challenges and shrines for each Divine Beast, there is a &lt;em&gt;thrilling&lt;&#x2F;em&gt; battle against an &amp;quot;illusory&amp;quot; version of that beast&#x27;s final boss. These encounters are rehashed boss fights in which Link&#x27;s resources are limited in order to make the fight more challenging. They&#x27;re &lt;em&gt;boring&lt;&#x2F;em&gt;. They&#x27;re the same fights as the main game, I was just forced to do them a little more efficiently. They didn&#x27;t wind up giving me all that much trouble, but they were still frustrating content barriers that I had to get past to see the expansion&#x27;s finale.&lt;&#x2F;p&gt;
&lt;p&gt;After repeating the Divine Beast boss battles, I reached the final dungeon, which functions like a miniature Divine Beast. It&#x27;s referred to as a Divine Beast with the in-game text, but appears to just be a mechanized dungeon in an underground cave; at no point is it addressed what this final trial dungeon actually &lt;em&gt;is&lt;&#x2F;em&gt;. That aside, it doesn&#x27;t provide a whole lot of interesting challenge, but it at least avoids overstaying its welcome.&lt;&#x2F;p&gt;
&lt;p&gt;Finally, I challenged the last boss (a fight with some nice variety, but I don&#x27;t really have much to say about it) and got my sweet new motorcycle. Naturally, the DLC&#x27;s cool gadget is gated behind the entire rest of its content, so I didn&#x27;t really have much to &lt;em&gt;do&lt;&#x2F;em&gt; with the neat bike. Since Breath of the Wild is so centered on exploring I can probably forgive this, but I do wish I&#x27;d gotten the motorcycle before I&#x27;d exhausted all the new content. That said, I could still use it to hunt down outfits if I so desire.&lt;&#x2F;p&gt;
&lt;p&gt;I also want to point out that the story components in the DLC lack any sort of stakes. They lean heavily on the gravity of the main game&#x27;s plot, telling you more about the game&#x27;s long-deceased champions, but... not much. I found myself underwhelmed by most of the new memories (except for Urbosa&#x27;s, because it&#x27;s fun to watch her being an unrelenting badass). The DLC is not very ambitious in its storytelling, and instead settles for pointing out &amp;quot;another side&amp;quot; of each of the champions.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;posts&#x2F;where-the-champions-ballad-dlc-falls-short&#x2F;images&#x2F;25311048_10208830835242622_8043794773616964991_o-1024x576.jpg&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;h1 id=&quot;what-s-missing-from-the-champions-ballad&quot;&gt;What&#x27;s Missing from The Champions&#x27; Ballad?&lt;&#x2F;h1&gt;
&lt;p&gt;The Champions&#x27; Ballad has some good moments, but unfortunately ends up miring itself in repetition of the weaker parts of the base game. There&#x27;s a portion of the DLC focusing on each champion, and they don&#x27;t differ all that much from each other in format. The final dungeon component is nice, but it&#x27;s essentially another collection of discrete small challenges rather than a big, unfolding spacial puzzle like some of the main game&#x27;s Divine Beasts. It&#x27;s got a fair amount of content (probably a good 5-7 hours, depending on how you play). The rehashed boss battles occasionally feel clever but mostly just feel like things you&#x27;ve done before, but meaner. None of this content is much of a departure in quality from the base game, but it&#x27;s not playing to the core strength of the game. Here&#x27;s what I would have wanted from an expansion:&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-new-space-to-explore&quot;&gt;A New Space to Explore&lt;&#x2F;h2&gt;
&lt;p&gt;Give me a new area! All of the shrine and dungeon content in this expansion could have been introduced in a whole new space to explore. Hell, I don&#x27;t even need half the shrines. All I want is a new place to stomp around that I haven&#x27;t seen yet. Introduce a portal to a mysterious island (like The Shivering Isles does for The Elder Scrolls IV). Graft a new chunk onto the map (like The Frozen Wilds does for Horizon: Zero Dawn). It doesn&#x27;t really matter how its accessed; the best way to expand an open world game is to give the player more world to explore!&lt;&#x2F;p&gt;
&lt;p&gt;I understand that Hyrule as it is was very lovingly crafted over a long period of time. It&#x27;s huge and dense, and I sure as hell haven&#x27;t found everything there is to find in it. But I have seen &lt;em&gt;most&lt;&#x2F;em&gt; of it. There are no corners I can turn where I&#x27;ll see a whole new stable or forest or stretch of desert. I know I&#x27;ve missed plenty of details, sure, but I&#x27;ve seen all the places.&lt;&#x2F;p&gt;
&lt;p&gt;More importantly, Nintendo &lt;em&gt;knows&lt;&#x2F;em&gt; I&#x27;ve seen most of it. This DLC is only accessible after regaining control of all four divine beasts. The assumption is that unless the player rushed the main quest, they&#x27;re at or near the endgame when they get to this content. As much as I like to have a scattering of new shrines to find, it ultimately feels like nothing more than scraps. I can go find the things they added, but there&#x27;s no real sense of discovery.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;a-new-mystery-to-solve&quot;&gt;A New Mystery to Solve&lt;&#x2F;h2&gt;
&lt;p&gt;The Champions&#x27; Ballad begins with Zelda&#x27;s disembodied voice telling Link to return to the Shrine of Awakening and find a new secret. The central conceit of the story is the unveiling of new memories surrounding Hyrule&#x27;s four champions, each of which is a minor, if charming, interaction with Princess Zelda. As I played through the DLC, the driving motivation to progress through it was &amp;quot;let&#x27;s see what else is in this DLC&amp;quot; (also &amp;quot;let me get that sweet bike&amp;quot;). The story told by The Champions&#x27; Ballad does a nice job capturing the melancholy of this game&#x27;s iteration of Hyrule, but the story it tells has no hook and no stakes.&lt;&#x2F;p&gt;
&lt;p&gt;So what did I want instead? I wanted the DLC to set up something new to discover. I wanted to hear a rumor about a hidden weapon that would help defeat Ganon, or learn some insight into the ancient Sheikah civilization whose relics and technology are found across the world. It&#x27;s not so hard to imagine some kind of new story component to uncover, especially if it was contained in a new areas.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;final-thoughts&quot;&gt;Final Thoughts&lt;&#x2F;h1&gt;
&lt;p&gt;I know my take on the quality of shrines and boss fights in Breath of the Wild doesn&#x27;t align with everyone else&#x27;s. And I also realize that the DLC I wanted would be bigger in scope than what they supplied. But I think many would agree that the best part of the game is exploring and discovering. I&#x27;d gladly wait longer, and pay more, for DLC that extends the exploration aspect that the base game nailed so well. Is it too much to ask for a Breath of the Wild expansion that gives us more of that?&lt;&#x2F;p&gt;
</content>
    </entry>
    <entry xml:lang="en">
        <title>About the Author</title>
        <published>2000-01-01T00:00:00+00:00</published>
        <updated>2000-01-01T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
        <link rel="alternate" href="https://thoughtsabout.games/blog/about/" type="text/html"/>
        <id>https://thoughtsabout.games/blog/about/</id>
        <content type="html">&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;about&#x2F;images&#x2F;about_page_photo.png&quot; alt=&quot;A photo of Paul&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Hello! I&#x27;m Paul, a tabletop game designer and former software developer. I&#x27;ve loved video games my whole life and have been writing about them intermittently on my blog for the past 10 years. More recently, I&#x27;ve been writing about my experiences with tabletop roleplaying games as well.&lt;&#x2F;p&gt;
&lt;p&gt;Writing about games helps me refine and interrogate my taste, hone my critical analysis skills, and practice articulating my thoughts But it&#x27;s also an outlet for me talk about things I love.&lt;&#x2F;p&gt;
&lt;p&gt;I haven&#x27;t kept it updated lately, but I have shorter reviews on my &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;backloggd.com&#x2F;u&#x2F;thecastlebuilder&#x2F;&quot;&gt;Backloggd&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;You can also find me on Bluesky &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bsky.app&#x2F;profile&#x2F;thecastlebuilder.bsky.social&quot;&gt;@thecastlebuilder.bsky.social&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;If you want to get in touch with me directly, you can email me at &lt;a href=&quot;mailto:paul@thoughtsabout.games&quot;&gt;paul@thoughtsabout.games&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;If you’d like to follow this blog via RSS, you can add &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;thoughtsabout.games&#x2F;blog&#x2F;atom.xml&quot;&gt;this link&lt;&#x2F;a&gt; to your RSS reader of choice.&lt;&#x2F;p&gt;
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