Sunday, July 27, 2014
Video Review of Tiny Barbarian DX
Sunday, July 20, 2014
Diminutive Diatrubes: The Ongoing Question of Game Length
Ladies, gentlemen, I am exhausted. This week I had a lot of training to do for my trip to China and I got 3 shots, and worked a huge amount of time at my job with very little sleep...this is not the time for a big brain hurty discussion. But, since I have plans for the next week or two and am not sure if I will be able to get a post out, I feel I should at least do this much. So, let's have a short talk about game length and the price/length ratio.
The point I wanted to
make with this little article is the simple idea that the only value a game has
is what you take from it. That being
said, we do need to have standards. In
an ideal world, all games would sell for cheap, all the good ones would
succeed, and everyone could play as much or as little as they want. We do not live in an ideal world,
however. We have to differentiate
between indies who are giving the best experience they can and AAA games who we
should expect more from for the price.
Ultimately, this question will remain. But I leave it to you, the customers, the gamers, the players, to find your own answer. This isn't meant to give you that answer...just food for thought.
Diminutive Diatrubes:
The Ongoing Question of Game Length
Lately,
something has weighed on my mind, while I've been debating another video review
before a creator spotlight. And that is
the value of a game based on its length.
See, I had an interesting experience lately where I tried a game that
boasted 60+ hours. I was bored within
about 10 and just stopped playing. Then,
I picked up Savant Ascent on Steam and spent almost the same amount of time
playing it, loving every second. The
kicker though? The game I stopped
playing as a huge, spanning RPG that could easily last for hundreds of hours
before being done. Savant is a quick
arcade title that I beat in 30 minutes.
However, I enjoyed the game so much I went back to it enough to equal
the time I spent on the RPG.
Savant is 30 minutes of head bopping, Guy Faux DBZ powered, musical mayhem. I've played it at least a dozen times. Money well spent. |
So, how
long is too long for a game? Is a game
worth the money if it's only got a few hours, or hell, even a few minutes worth
of gameplay? What about AAA games? Should they be held to a different standard
than Indies and, if so, should we forgive
artificial padding? How much is a game
worth if measured in hours.
Angry Joe
has a meme that is something infamous now, where he played Kane and Lynch 2,
noting that, for $60, it only lasted 4 hours.
Foooouuuurrrr...hoouurrrssssss!!!
Same thing for Metal Gear Solid 5: Ground Zeroes, which can be beaten in
1 hour, 10 minutes or less if people ignore some of the extras. And that game cost $40. Savant Ascent, on the other hand, has about
30 minutes to an hour's worth of content, if you never replay it, for $3. Is Savant worth the money? Were Kane and Lynch and MGS 5: Ground Zeroes
rip offs? Or was the content delivered
worth the money paid?
Honestly,
in the modern gaming landscape, this is a question that has no right
answer. It can only be examined on a
case by case basis. One series I
absolutely love is Tiny Barbarian DX. It
had a free flash version and a Steam version for $10. Both can be beaten in about an hour or
less. I was pretty satisfied with the
amount of fun I got for my money, and even surprised that Tiny Barbarian was
getting sequel-esque DLC episodes for free to anyone who'd bought the game,
giving it an extra hour or two worth of play for each episode. Yet, I can see how someone would say,
"$10 for an hours worth of fun?!
That's such a rip off! You can go
to a two hour movie for less!" or something along those lines. And...they're not wrong. A valid point is made. Call of Cthulhu: Dark Corners of the Earth
squeezed out 10 hours before I quit it in frustration. But those hours were so padded and wasteful
that I felt cheated for paying the same $10 price tag as Tiny Barbarian. And...I'm not wrong either. If I wasn't having fun, that WAS a rip off.
It's like Conan. But cute. And tiny. And fun. |
Price is a
strange thing, as is the amount of fun to price ratio. Many of us would be happier to drop $15 on
Shovel Knight, play it for five hours, then be done, satisfied with a good
experience. Others would prefer to get
value and pay $3 for two 20-30 hour RPGs in the form of Breath of Death 7 and
Cthulhu Saves the World. How can you
argue with either? You really can't,
because all people are different and the games they go into are not always
going to be conducive to providing a lot of value in terms of hours. They will be able to provide value in terms
of spectacle, satisfaction, or fun, however.
Usually, at least. Some games
will just blow either way.
Shovel Knight is a little short, but oh, is it ever satisfying. |
The best
way of looking at it is this. Did you enjoy
the game enough that you don't feel bad you bought it? Then, the money you paid for it was well
worth it. You can go back to it again to
get more value or you can just enjoy the memories you made while playing at
it. If you have buyers remorse, like I
did with Call of Cthulhu: Dark Corners of the earth...then the game was not
worth the money.
I'll take short but sweet to long and getting lost, wandering around, and replaying sections in frustration because you died, thank you very much. |
I bring
this simple thing up, however, because it IS important to remember that
satisfaction is a wonderful thing, but we should not always let it be the only
overriding factor as to whether or not a game is worth the price. Why?
Because a game like Metal Gear Solid 5: Ground Zeroes released as a AAA
game with the same length of an indie and the same price as a standard
release. This...is a problem. Or rather, it could become one.
Now, I can blow through a Metal Gear game like 2 or 3 in like 5 hours, but do we really want a game that's...an hour to beat and $40 retail? Really? |
If
developers, indie or otherwise, decide that they can get away with releasing a
game piecemeal or without a lot of game time and selling it at the full price
of $40 or $60, not only will we the consumer suffer, but so will the
industry. One of the reason games like
Tiny Barbarian or Shovel Knight are successful is not just that they are good
games, which they are, but because they are cheaper than the competition. I could go and drop $60 on Titanfall or I
could play the Forest on Steam for $15. Will it sell as much? No. Is
it the same genre? No. But can it be successful enough to fund a
sequel or another game by the studio?
Yes. Because it IS cheaper than
the competition, or at least on the same level as games like Outlast or
Amnesia. However, if the Forest or Shovel Knight was released with a $40 price
tag, like Metal Gear Solid 5: Ground Zeroes, they would crash and burn
hard. Not because they're bad, but
because in this economy, we have so many games to choose from and yet very
little money to spread around. Cheaper
games are more likely to succeed than expensive ones by selling more units at a
decreased price, even if they don't have the ad or hype train behind them. If games ever go the way of MGS 5, where
players feel it's okay to pay $40 for a very brief experience, then...we could
be headed for another video game crash.
Because fewer and fewer games will get sold, leading to indie devs
starving and the few game studios with the money to survive less willing to
take risks and provide unique titles like The Forest, Shovel Knight, or Bro
Force.
Survival horror wouldn't have survived as a genre if people weren't willing to drop the price and keep it low. $15 for Amnesia, the Forest, or Outlast? Yeah, I can afford that. |
This is just food for thought. Don't let anyone else tell you what's really important when it comes to buying YOUR games. |
Ultimately, this question will remain. But I leave it to you, the customers, the gamers, the players, to find your own answer. This isn't meant to give you that answer...just food for thought.
Saturday, July 12, 2014
Creator Spotlight: Matt Gilgenbach
Usually,
when I talk about creator spotlight candidates, they have a special connection
to me. I talk about both their past,
accomplishments, and my personal story in regards to how I came to be
acquainted with the developer. However,
this week is a bit different. I've only
played one game by this man and it's not the one I intend to talk about. So, why am I talking about him? What gives me the right? Well, because even if I never played his
games, I'm glad that they exist. Ladies
and gentleman, this is Matt Gilgenbach.
Meet Matt Gilgenbach of 24 Caret games |
Been a
while since I did one of these, huh?
Well, I wanted to talk about this particular developer because recently,
I gave up on a game called Call of Cthulhu: Dark Corners of the Earth. Gilgenbach didn't make this one, but hear me
out, I'm going somewhere with this. Call
of Cthulhu...is just awful. It had a
spark of brilliance in it, as it stayed relatively true the idea of alien
horror invading the world we know and our mind slowly eroding to compensate
that is a hallmark of H.P. Lovecraft's work.
It very much matched the pulp fiction culture of the time, with the hero
being a noir-esque detective investigating strange goings on that led to the
discovery of alien nightmares beyond all imagining. I'd even go so far as to say the muddy
graphics helped in this regard, giving a bleak feel to the game, and the
atmosphere was both very alien and lonely in places, but also claustrophobic
and paranoid when it needed to be. The
story is also really amazing too, mixing Dagon, Call of Cthulhu, Shadow out of
Time, and Shadow Over Innsmouth together in a blender. However, it is hampered by incredibly poor
controls, level design that is frustrating to deal with, a huge number of game
breaking bugs, and a frustration factor that makes the game nigh unplayable as
a horror title, as the first time a mob of sick, cultish townsfolk chase you,
it's scary, but the fifteenth time you deal with it, it becomes annoying.
The Alien horror of the deep ocean mixes with the great atmosphere of Lovecraft...at first. It quickly gets frustrating though. |
Slowly, I
grew to hate Call of Cthulhu, as it was a frustrating game that I was unwilling
to slog through for the tiny, MICROSCOPIC bits of quality I could find. However, I love the work of H.P.
Lovecraft...and after giving up on the game I realized that while I hated
it...I was glad that it existed. Because
it meant that Lovecraft COULD be done in game form...hopefully it could be done
better next time. It showed that
something had value in being created.
Meet Call of Cthulhu's game breaking glitch. If you don't know exactly where to point and shoot this scope, the game is unwinnable. Problem is, there's no indicators of where to shoot. |
This brings
me to Matt Gilgenbach. Gilgenbach has a
rather skewed view of the world, having near crippling OCD which have led to
nightmares when sleeping and difficulty adapting to normal life when awake. This led to Gilgenbach having depression,
even prior to his entry into the game's industry. Despite this, however, Gilgenbach got his
start in the AAA industry, making games such as Ratchet and Clank: Size Matters
for the PSP. Ironically, this is the
only Gilgenbach game I have ever played.
It was a decent enough title that, while fun, basically did nothing new
and I didn't care whether or not I played it.
Gilgenbach would have fallen off my radar completely if not for the fact
that he ditched the AAA industry to go indie.
On the indie scene, Gilgenbach basically defined games that, whether you
love them or hate them, you can't help but be glad that they exist.
While fun, the only Gilgenbach game I've ever played is...kinda generic and forgettable. |
After
leaving the AAA industry, Gilgenbach created Retro/Grade, a shooter that played
in reverse. You have to basically intercept
and unshoot your shots, while avoiding the shots you originally avoided so that
the enemies can unfire them, in a mind bending bit of temporal paradox. Interestingly, it is also a rhythm game,
which adjusts the music based on the shots you intercept to create different
tunes. I was both visually stunning and
an interesting twist on a tired formula.
There are plenty of shooters, even rhythm based shooters like Rez,
however it was an interesting idea to have the game playable in reverse. What's more, you could control the game with
a guitar controller from Guitar Hero.
The game was, sadly, a commercial failure, but looking back, I can't
help but approve of the experiment.
Gilgenbach created a game that he had passion for and, rather than
following the leader and trying to make the next Minecraft or a retro 16-bit
throwback game, he created something wholly original and interesting. That's admirable, even in the indie scene,
and it provides an interesting point of reference to designers in the future to
play around with.
Unfortunately,
the failure of Retro/Grade alongside Gilgenbach's OCD caused him to spiral into
a period of even greater depression.
However, like a true artist, Gilgenbach tried to take what he had
experienced, the hell of his OCD, his nightmares, and his depression, and make
something out of it. Make a game out of
it. And this is the reason I decided I
wanted to talk about him. The game he
made...is Neverending Nightmares.
Oh...oh wow...so...anyone else not sleeping tonight? |
Confession
time. I have an odd fascination with horror
games. I don't really like being scared,
but I think that horror titles can explore a part of the human experience that
few other games can and thusly are unique, powerful experiences. This has drawn me to a few select ones, like
the Silent Hill or Clock Tower games...and it's what drew me to Neverending
Nightmares. The game appeared on
Kickstarter when I was looking for fresh new experiences to support and
fund. While I didn't fund the game, I kept
an eye on it, just in case...because like with many games, I wasn't sure if I
wanted to play it...but I DID want it to exist.
Yes, I'm glad this to exists. The hell is wrong with me?! |
Well, Neverending
Nightmares reached its goal and recently released an alpha build for backers,
which I got to see through the Let's Player, Lotus Prince. The game is sublime. It features a beautiful black and white art
style with highlights of red for blood and with a number of brilliant
mechanical and storytelling ideas.
The game's
basic focus was on Gilgenbach's OCD nightmares, which frequently had him waking
up, only to still be asleep and trapped in a nightmare, a cycle which would
continue until he eventually did wake up.
Here, this is how you handle both progression and death. Dying will return you to a bed where you wake
up from your nightmare...only to realize you're still trapped in an entirely
different nightmare. When you complete a
section, you either die or wake up...only to find you are worse off than
before. It's an interesting idea that
gives respawning a very organic feel and allows the players to explore the
world without feeling like they're doing the same sections over again, since
each nightmare is, in the context of the game, new.
Waking up provides no escape from the nightmare that is life. |
Neverending
Nightmares does what all good atmospheric horror games do. It will create an aura of unease around the
player, without the need for musical stings or jump scares...at least not as
much as other games. During Lotus
Prince's play through, he found a room filled to the brim with creepy dolls,
many missing their eyes, all staring at you.
There are no musical stings or camera changes...the game lets them sit
there. The player believes something bad
will happen...but doesn't know when.
This is the feeling of true terror and helplessness, making us want to
run from the section. Also, only objects
highlighted with red blood can be examined, meaning that to advance in the
game...you have to subject yourself to the horror and the threat of bodily harm
or mutilation that is forthcoming. The
trailer even shows a large degree of disturbing imagery, including a man prying
a bone out of his cut open arm. The art
style is not meant to be realistic and is hand drawn, but because of the 2D and
black and white aesthetic, it is suitably unsettling, especially during the
death and mutilation scenes. The
lighting however is one of the game's best features as the darkness really
feels alive, chased away only by a candle you can hold or the few lights on in
the game...it feels oppressive, crushing...and absolutely perfect.
Oh god...why did it have to be dolls?! O_O |
I've only
seen two of the proposed six sections of the game, the first being a house in
the woods where things are...a bit tense, to say the least. The second is a mental asylum, with creepy
patients roaming the halls. I adore
Neverending Nightmares. However, I don't
know if I will ever actually play it. The
game is scary. Scarier than almost any
game I've seen in a long time. It draws
on a primal fear, born of Gilgenbach's own human experiences and uses that fear
as both a storytelling medium and a driving force for the player. I don't know if I can handle that. But even so, I am still so glad that
Neverending Nightmares exists.
Have I mentioned this game gets DARK... |
I first
encountered Matt Gilgenbach as a developer trying to sell a dream. He basically laid out that if he couldn't get
Neverending Nightmares funded, he'd have to give up on it, not having the time
or the money to do it otherwise. He
wanted to turn his fear and his experience into something constructive, that others
could understand and enjoy in the form of a game. And, I was captivated by it. I didn't want to play it, but that didn't
mean I couldn't recognize quality, passion, and something truly amazing.
By surviving our nightmares, we can grow stronger. |
I am glad
that Neverending Nightmares exists because like Retro/Grade or Call of Cthulhu,
it offers something unique and interesting to the world. By extension, I'm glad we have developers
like Matt Gilgenbach. Someone willing to
take a risk on a dream and work towards making their own nightmares something
others can actually see and enjoy. I've
heard that sometimes art merely exists for art's sake and I believe that
Neverending Nightmares is definitely art.
Regardless of your stance on art, the game has polish. Look at that...I didn't even notice that at first! |
I do
believe that I will buy Neverending Nightmares at some point. It's an interesting game that has captivated
me with it's art, story, and tone.
However, that is a ways off yet.
For those who want a more immediate interaction with Matt Gilgenbach,
you can find Retro/Grade here, the completed Neverending Nightmares kickstarter
here, and the Steam Greenlight page, with playable demo, here.
Well done, sir. Well done. |
Dream on, dreamer.
Thursday, July 3, 2014
Video review of Sang-Froid
Hello! I know, I know, I promised a creator spotlight soon, but I got enamored with the idea of making my own video review for a game I dearly love, Sang-Froid. So, I did. It's amateuristic, certainly, and has the fraps watermark because I'm just a cheap bastard with no good equipment, but I did this because I wanted to give it a try. So, please give it a look. It's basically one of my discussions, but in video form.
Will I do any more of these? Probably not, as even this short, 5 minute video took up almost 5 gigabytes of video data before I got it trimmed down to where it is. It's just too time, processor, and space intensive for me to do it regularly. Still, I might give it a shot again. Who knows? Not like I'm doing this for profit, so I could care less about the amateur quality of it.
Anyway, hope everyone got a kick out of this. Till next time.
Will I do any more of these? Probably not, as even this short, 5 minute video took up almost 5 gigabytes of video data before I got it trimmed down to where it is. It's just too time, processor, and space intensive for me to do it regularly. Still, I might give it a shot again. Who knows? Not like I'm doing this for profit, so I could care less about the amateur quality of it.
Anyway, hope everyone got a kick out of this. Till next time.
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