Trust Me, I’m Lying

Like Meghan Trainor told us back in 2014 with that song about Ubisoft if your lips are movin’ then you’re lyin’, lyin’, lyin’. Only kidding, Jonathan, mostly. Okay, perhaps it’s not as bad as all that but it can certainly sometimes feel like it when we’re constantly confronted with the reality that some developers seem to have forgotten that we aren’t inanimate ATMs they withdraw money from once or twice a year. I won’t go so far as to say that the customers are always right and with as much as an anachronism as that seems to be these days they certainly are not always wrong, either. Back at E3 2012 we were all blown away by the gameplay debut of Watch Dogs then the subsequent slow motion train wreck of the Downgrade-gate that followed and would become a rallying cry for gamers who were tired of being sold the wrong kind of fantasies. The reality was that Watch Dogs was only the latest in a long line of aromatic discharge trailing across magazine articles, early forums and press releases from the game industry. A phrase I once heard from the early days of the Penny Arcade Podcast labeled those hype stills we stared at for hours as “Bull-shots” and I couldn’t think of a better descriptor to place on them. Ultimately it wouldn’t have been so bad if the industry as a whole wasn’t allergic to the concept of managing the expectations of their fans, unfortunately that kind of thing doesn’t play well with investors; a financial concept best expressed in this formula, hype = fucktons of money. My terrible algebra aside there is real financial incentive to not in any way try to throw the brakes on a hype train once it leaves the station, in the short term anyways. That shit comes back like a boomerang. This is in spite of gamers proving time and again that delaying a game for additional time to polish is a far cry from a death sentence for financial success… unless you’re Duke Nukem Forever. 2017 saw one of the most significant examples of this with the overwhelming success of Final Fantasy 15, so successful in fact that they put out a PC port far ahead of what they had implied they would prior to release. Even after it’s over ten years in development it’s sales numbers are still profitable. Studios that have gone all in on yearly releases for their IPs are so deathly afraid of delaying their games that it took a disaster the size of AC: Unity for Ubisoft to finally decide to take a year off between releases to get their house in order. This was also a series that while not unprofitable was beginning to stagnate to fans in gameplay, story, and whose sales were not growing at healthy rates year over year but that still wasn’t enough to get them off of that release schedule. Grueling release schedules are certainly not the only reason for a fall in quality releases from developers, in the case of Bethesda it seems to be an unwillingness to move off of a game engine that started showing its age back in 2012. Bungie, sledgehammer in hand, took it reputation down to the studs in late 2014 with the release of Destiny then rebuilt it with impressive determination over the next couple years. Like a drunken ouroboros they turned back on themselves in 2017 and not liking the look of what they rebuilt decided a nice gas fueled inferno would really do the trick this time around. Gearbox had one of the more hilarious self imposed executions when Aliens: Colonial Marines was being shown off on the convention circuit using content that wasn’t actually in the game but instead had been made specifically to get people excited. This was also following years of controversy between Gearbox and Sega, who was paying for the development, that contributed to the extended development and near cancellation. The whole thing ended with a lawsuit over the false advertising about the game which Sega settled for roughly 1.25m. Bioware has been a bit more of a roller-coaster with some truly impressive highs until the rather spectacular crash of Mass Effect: Andromeda this past year and the upcoming Anthem which many assume will be a mess for several factors not directly related to developer only decisions. That’s a matter for a different post. I won’t bother to explain the entire thing here for what little can be said about brevity in this post but if you haven’t take a look at the SimCity disaster as perpetrated by EA and it’s developer Maxis, it was truly something to behold. Kotaku has an excellent write-up here.

So, why have I taken this opportunity to, as the kids say, put these specific developers on blast? For the same reason any good writer does, I needed something to write about. Also because a friend posed an interesting question to me; are there any developers that I trust explicitly these days? If I’m walking through… lets be honest I guess, if I’m looking at Steam or Amazon are there any IP’s or developers that I’ll buy from without a second thought? I wouldn’t say that normally I find myself speechless but I honestly couldn’t really answer truthfully off the top of my head without a myriad of reservations and qualifications.  The last game I truly, truly enjoyed with absolutely no reservations was Doom 2016, a game that I would happily plaster perfect scores all over if I gave them out for anything I reviewed. But prior to that game, and even after I can’t say for sure that I’d buy something from Id without looking into it first. The other developers I’ve included in this post are some that at one point in my gaming career I would easily have given as an answer to the question. No one can be perfect forever, nor would I expect them to be but after being asked I took some time to think about who is out there currently that I would happily buy from knowing nothing else about the game except who it was crafted by, and here is what I came up with. In no particular order;

Can you guess the first one? I bet you can and I don’t want you to feel cheated so I’m going to give you until the end of this sentence to get it in your head, ready? Don’t cheat now. CD Projekt Red. How did you do? I was first introduced to CD Projekt way back in the heady days of ‘08 when I picked it up I’m pretty sure based on the cool wolf head medallion art and little to nothing else. I think a friend of mine told me it had a super complex potion crafting system and I was hooked already. Hand to god I didn’t know about the cards (If you dont know what these are, don’t worry about it, it’s unimportant)  until I played the game. It was brutally difficult at parts and not always because it was intended that way, the systems were deliciously complex and it was well written to boot. On top of it all it felt different and unique from other fantasy action RPGs out at the time, it was truly a breath of fresh air for me. I certainly would’t call any of their games perfect but I can honestly say that each of them made substantive improvements and rarely if at all took backwards steps along the way. Witcher II had notoriously terrible combat that was somewhat fixed by some intrepid modders but otherwise it was still a hell of a game overall. Witcher III I’m sure I don’t even need to say it but it was truly a pinnacle of open world game design which took into account everything they had learned and distilled it into hundreds of hours of sheer gaming bliss. Their track record is one of currently unparalleled focus on quality game development and putting a premium on delivering on their promises regardless of how it looks if they have to delay their releases. What is even more impressive is that they are not irresponsible with their deadlines either, of the times they have had to delay their releases it’s not been excessive and they have been very clear and communicative during those times. Extending this design philosophy to talk about their approach to DLC is another facet of why trusting them so far has not been a bad decision, each piece of their post launch content that they charged for absolutely earned it’s price tag. Every category that you judge full releases by could be applied to their DLC and it would pass with flying colors. A game some people had already spent hundreds of hours in was revitalized with each new addition, a feat that up until then I’d really only seen accomplished with Bethesda’s Elder Scrolls V: Skyrim. CD Projekt also knows when it’s time to step away from a project and have done so with The Witcher stating that the third installment will be the last one for now and if they do return it will be with a new cast of characters. I can’t think of a single other gaming company that would make a decision to step away from one of the best selling franchises of all time of their own accord before they make a mistake or the community decides there’s been enough. An interesting contrast when you look at the decisions surrounding Mass Effect: Andromeda. Coming up in the next year or two CD Projekt is going to be looking to replicate The Witcher’s success with a new game titled Cyberpunk 2077, a game that I will have zero compunctions about putting my money down for.

Obsidian Entertainment is another studio that, while having a slightly rockier history, is one that I’d have a hard time saying that I don’t trust enough to pick up one of their games with a minimum of questions asked. I trust them enough to kickstart their isometric RPG Pillars of Eternity when it was announced and it definitely paid off in the end. Their development record centers largely around making sequels for other established franchises but not entirely especially after their last game to release called Tyranny which I actually wrote a review for that you can read here. For fans of that style of game I don’t think you could really ask for much more and even if they aren’t your favorite genres I think it could go a long way to showing you what they have to offer. I wont bore you by re-treading Obsidian’s history of game development but suffice it to say they’re no slouches even going  so far as to outshine the original developers of Fallout with their entry, Fallout: New Vegas. A game that features, among other things, one of the best opening cinematics that I’ve ever had the pleasure of watching. All of this adds up to me being I think appropriately excited for their upcoming title Pillars of Eternity 2: Deadfire.

id Software has a special place in many gamers hearts just based on the part they played in the genesis of one of if not the most popular genre of games that exists today with Wolfenstein and DOOM. Regardless of when or even if you ever got into their library of games it’s hard to deny the amount of history centered around this one studio throughout the industry. So why do I trust them? Even after not being terribly thrilled with DOOM 3 and the imperfect outing with Rage ultimately my experiences have always been positive. Their hiatus between DOOM 3 and DOOM 2016 was in rather stark contrast to the most popular moves in modern gaming which was publishers forcing out incomplete games because of pre-determined deadlines. Not to mention the ability for them to step away from the franchise that was originally responsible for putting them on the map, Wolfenstein, and handing it off to Machine Games who have done an absolutely outstanding job moving that series forward. The products that resulted from these decisions shows a studio that is still devoted to delivering the best possible to their consumers.  Overall I believe they have been true to their core ideals, design philosophy and faithful to the history of the franchises they continue to make all these years later. DOOM 2016 cemented this for me due to just how pure the genetic connection leading directly back to it’s ancestors. Excellently demonstrated by the fact that one of the many amazing easter eggs included in the game was hidden passages that time traveled you seamlessly back over thirty years ago to a game from another age of technology. When designing that game the care and reverence they took was obvious to I think everyone who played it with innovations and tweaks that didn’t crowd the core game out of the spotlight but instead intensified the available lumens to blinding levels. What was truly shocking was how artfully done the story was done as well, lightweight in all the right ways so for people who didn’t care it was little more than background noise but for people who paid attention there was actually something there to dig into. It also included one of my favorite and subtle character growth moments in recent memory between the Doom Slayer and a character named VEGA. I won’t spoil it here but I’m confident that if you play the game you’ll see the moment I’m talking about. It’s exactly the kind of thing worse written games would ruin by vomiting exposition all over it to make sure players don’t miss their genius and I couldn’t be happier that they knew enough to hold themselves back. As a quick aside what saddened me was I didn’t see it mentioned anywhere in any of the reviews as most glossed over what story there was, I couldn’t blame them for wallowing a bit in the mercenary fashion that the game treats it’s own approach to story and exposition but I was hoping that moment would be acknowledged by a few at least. I’m not sure where id Software is going from here but I fully expect them to return to Mars and the Doom Slayer and I will happily be first in line to pick it up.

One last thing, I cannot recommend Danny O’Dwyer’s YouTube documentary channel NoClip highly enough, the link will take you to the first of a three part series they did on the newest DOOM game and it’s more than worth your time.

Wow, well, after working on this for a couple days it’s already longer than I thought it would be and… I’m not even halfway done with my list?! Good grief. So, two parter? Two parter. I’ll revisit this at a later date I think and continue on with some of the other studios that I continue to trust or have come to trust more recently, all of whom I’m excited to follow to wherever they go next. Perhaps sprinkle in one or two I’ve fallen out with just for the sake of symmetry. I won’t keep you here much longer, I promise. Ultimately we should all be aware that nothing remains pristine forever, no endeavor avoids failure in perpetuity nor should it, failing teaches in some cases more valuable lessons than constant success. While the companies I took shots at in this post may not be people that I will buy from sight unseen anymore it absolutely does not mean that I will never buy from them again, that list is reserved for a very few lucky contestants, names that I’m sure would surprise none of you. Being an intelligent consumer is important as is knowing what reviewers and opinionated loudmouths you can trust to give you their honest opinion on where to spend your hard earned money. A dev or publisher we don’t trust today could make incredible strides towards regaining our trust again tomorrow, that’s just how life is.

Hold them accountable when they deserve it but don’t be shy about giving them a chance again if they’ve put in the work to earn it, you may be surprised at the results.

 

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One Piece at a Time

In an ongoing rally between myself and my good friend SoapBubbles we’re making a concerted effort to boost each others productivity in our various projects. We’ve talked about this in parts during some episodes of The Ourcast and I encourage you to check them out if you have an hour or so to kill and don’t mind two people talk about their lives and futures. We’re not sure where our respective futures will take us but we do know that we want to spend the rest of it creating things for ourselves and others to hopefully derive some joy. We each have documents set up on our Google Drive’s where we can write suggestions for things to help inspire the other to write, it’s not that we don’t have ideas of our own but sometimes it helps to have others expand the scope of your attention.

Immediately after we decided to start doing this Soapy had a list of five or six things up that I need to start working through ASAP. I’m excited to start writing about them and already have the outlines started for a couple but first I just wanted to throw this up because the more I think about it the more important it is that I write down more of my thoughts instead of internalizing them. Otherwise what’s the point of having a blog? A podcast? A Twitter? YouTube? The most challenging thing of this entire endeavor, going back a few years to when I first set up this blog or really became enamored with even trying it is that externalizing all of this doesn’t come naturally. I’m used to having my thoughts on my own, some of them warrant discussion but most of them I consider to not be worth holding on to. If I’ve had that thought surely someone else has had it as well and enunciated it better than I could have anyways, right? The internet is a supremely powerful tool which allows us to find a viewpoint on any opinion we may have or ever have. Over time I’ve discovered that concept can be poisonous to the very nature of creativity. The urge to be standout and unique in the things you do is overwhelming even in the face of it’s near impossibility, that isn’t any reason to not try but it’s also absolutely no reason to not try, either. So with that creative hurdle somewhat cleared and instead just bouncing along dragging behind me like an anchor occasionally catching on some reef or an old sedan, the next one is a matter of habit. Throughout every day, every thing I think or look at and have an opinion on now needs to clear an additional filter before leaving my thoughts forever. Is it worth it write about this? Does anyone care? Do even care? I still don’t have concrete answers to any of that but I guess like with most things this too will become easier with practice, for now I will write about whatever I get my grey matter on and go from there.

In addition to writing regularly and overall writing more this next week will mark the start of another project I have wanted to get into for some time: Model painting. Specifically minis for games like Dungeons &  Dragons, minis which I have had for well over a decade in some cases, always well meaning about getting around to them but we know how that goes. painting_table

Barring a couple of items this is the setup I’ll be embarking with to learn from the ground up how to paint my mini collection and if everything goes well I’ll be sharing that journey on YouTube through a series of videos. Naturally I’ll post updates about that to this blog as I go as long as things I’m working on that don’t fit into the videos. The first set of minis I’m going to be painting will be from the new game by Fantasy Flight called Star Wars: Legion which I’ve been excited for since it was announced over a year ago, it releases this week on the 22nd. A man who goes by Game Methuselah, or Jim Murphy (Great name, especially after seeing Netflix’s Altered Carbon), recently started his own channel to talk about various table top games, concepts and do videos on model painting. As a Golden Demon Award winning speed painter it’s hard to pass up the opportunity to learn along with him as he ventures into his own new realm of YouTube content creator. He’s a fantastic resource and I encourage everyone to head over and give him a listen! Another resource I’ll be taking advantage of on this path of learning is Sorastro’s Painting guides, specifically the ones on SW: Legion. I’m sure my final product wont be anything up to his standard but they are exceptionally informative which is helpful for a newbie like me. Also, even if you aren’t painter yourself there are just straight up interesting videos to spend a little time watching. Anywho, I’m not what you would call naturally talented at these kinds of artistic pursuits but in one of his recent videos Jim made an excellent point that neither was he until he spent time learning it. Now or never then!

The next post will be on one of the questions SoapBubble was nice enough to provide me with and will naturally be gaming related. She’s given me several fantastic topics to mull over but in the course of writing this I think I’ve decided to tackle the first on the list, has a nice symmetry being that this week will include several firsts.

Is there a game developer that you trust explicitly and will always play their IP’s no matter what? Alternatively if there is no such developer, what are some that have lost your trust and require scrutiny before purchasing?” 

I’ll be organizing my thoughts on this over the next day or two and get it posted shortly after, hope you are well and I’ll be back to talk to you again soon!

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Golf Story

      Historically my relationship with the real life game of golf and it’s digital cousins has been something of a contradiction. Growing up less than a few minutes walk to a golf course and working there for several summers as a kid retrieving shanked balls I never grew enamored with the game itself. What isn’t to like about a game that provides a quiet, methodical, and zen like experience to be enjoyed over the course of an afternoon? Assuming you stay out of the water hazards that is. Golf’s video game counterparts hAtari2600Golf.jpgowever I always found myself fascinated by and believe it or not that started way back with the version released on the Atari 2600. In all of it’s right-angled glory this game ate up more of my time as a kid than I could safely admit without shame. Suffice it to say this was the start of my journey that would end with the arcade cabinet of Golden Tee Golf. A fantastic game by all rights it unfortunately arrived at a time in my life when the attention of my friends and I was squarely away from the bright lights of arcades. The father of one of my best friends played Golden Tee religiously and competitively from his PC at home during these years so it was a pretty consistent soundtrack to our own game playing and occasional LAN parties we held at their house. I’d occasionally stand and shoot the breeze with him as he played but that was just an excuse to watch the round of golf that was in process.

Why is this important, I hear you ask? Alright, that’s a fair question. Ultimately those days of watching Golden Tee were the last of which I gave any amount of attention to the golf genre for many years. I saw that games came out for systems I didn’t have and even if I did they still wouldn’t have rated high on my priority list. Goldeneye was never going to lose out to Waialae Country Club and for good reason. Fast forward to the launch lineup for the Switch and amidst all of the fervor for the system itself, the exclusives, the speculation there was a trailer for a game that immediately caught my attention –

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With that image at the start of their trailer SideBarGames had managed to get my brain reaching for every hype bell it could get it’s grey matter on. The trailer itself was a beautiful blend of heartwarming music, nostalgic 16-bit RPG gameplay and a subject matter you would never consider could fit in so naturally. It wasn’t an outright parody nor did it seem to eschew realism in its entirety for the RPG side, it was… Golf! Most importantly it looked like fun which is something that all these years later as a responsible adult is an aspect that I value very highly in the games I invest my free time. When it released and I finally had time to sit down with the finished product I don’t think it could have more accurately encapsulated exactly what I had wanted, nay, needed from a Golf RPG. Like any outing to the greens SideBarGames didn’t shoot an ace on every hole but for my money, and I suspect many others, it came damn close. So let’s get down to the specifics and story is up first!

Dusting Off the Clubs

This Golf Story begins on a quaint but idyllic looking course called Wellworn Grove. You are treated to panning shots of the bustling fairways, frustrated golfers in the rough and well hit drives over beautiful water. You are there in line with your father to purchase a round for the day and you begin the game with a run through of some basic mechanics. They’re introduced through a series of father-son interactions on the fairway as he questions how you’ll handle certain situations.

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After your successful trial-by-goose you wake twenty years later as a phone rings you out of bed and you are treated to a current day look at that once optimistic kid sinking putts at Wellworn Grove. It seems like life has taken some twists and turns since that fateful day which has landed the player a bit down on his luck. After an angry phone call from the protagonists ex he proclaims that it’s time to fulfill what he set out to do that day on the fairway with his father and join the pro-tour. From here the player heads out onto a world map to see a variety of interesting areas that they can look forward to visiting for now though their first stop is their old stomping grounds. It’s changed a bit in twenty years, the lustre and wonder is gone but the promise of a new chapter in the life of the player urges you on. Like with any RPG you are met by a myriad of characters who have suddenly with your arrival become utterly incapable of handling their own everyday problems. So you will set to work exploring and finding quest givers who provide tasks ranging from proving that some shots are indeed not impossible to identifying mystery switches. Most important among these odd-jobs is still finding a trainer to take a look at your swing so you can up your game for the pros. Naturally not everything will be solvable from the get-go but the various challenges will provide you with money, experience and ways to progress on your journey to the top!

Your travels will take you to a wide range of locales spanning deserts, beaches, mountains and snow covered courses each with unique challenges and hazards. Each course contains a cast of characters, quests and a pro-shop where you can expand your collection of clubs suited to the various environments and your own particular play style. Each of the courses you play on, in addition to providing new challenges, will be home to a tournament you will eventually participate in on the tour. Naturally the first of these will be the Wellworn Grove Open, the kickoff to the players career as a pro. It tests all the skills the player has accumulated to this point against the cast of characters and friends you’ve also gathered. From here on out your destiny is at your fingertips, just remember to fill in your divots and avoid the hazards!

Overall Golf Story tells a tale that is quaint, fantastical and relatable all rolled into one. It may not rise to the level of the gaming industries storytelling giants but I don’t think that anyone will walk away with anything short of a fond smile of their experience.

Overall Story: Lightweight and unobtrusive but well done for those who enjoy narrative elements more so than the combat of RPGs. Plenty of golf centric elements for those who are less interested in the narrative. An excellent blend for all involved!

Pixelated Perfection

With the resurgence of 8 and 16-bit style Hi-Bit games Golf Story is absolutely no exception. It easily stands shoulder to shoulder with it’s more fantastical counterparts like Shovel Knight, Owlboy, Dead Cells and so many others it’s hard to remember even a fraction of them. Golf Story is certainly far more contemporary than the other games I listed but I don’t feel that fact detracts at all from the games overall appeal or beauty. Honestly there isn’t a lot to say in this section of the review, if you grew up with 16-bit RPGs you’ll feel right at home especially given the fact that you’ll be playing this on a Nintendo console again. If you didn’t but are willing to give the retro-vibe a try I don’t think you’ll be disappointed in the least, especially if you’re a golf fan who doesn’t mind a bit of humorous well written narrative or vice versa.

There are no surprises here when it comes to the graphics, what you see in the trailers and pictures is what you get and for my money it’s worth the price of admission.

Overall Graphics: I think this section is short but if you really need it, fine. Perfectly executed Hi-Bit style that is diverse and beautiful to look at, visually this game is a hole in one.

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Bump and Run: The Mechanics of Golf Story

Like the graphics portion above there isn’t a whole lot to say in this section as the overall design execution of the game is tight and exceedingly clean. The physics of the golf, in my admittedly limited real life experience, behave as they should. At no point while playing it did I find myself wishing they had a feature which was overlooked or simply left out for one reason or another. You are given a breadth of control over how you approach your game, up to and including a few more fantastical items that let you take your game to the next level. After all what’s an RPG without some special gear you can equip?

GolfStoryLevel.jpgThe leveling incorporates a stat system that allows you to customize your growth as a golfer but ensures that you don’t cross a (comparatively) realistic barrier into being an unbeatable god on the green. That way the game remains challenging and fun even deep into it’s later stages.

I’ve broken down the stats (As shown above) a bit as they are not always easily understood from the start;

Power – Fairly self explanatory but this is how hard you hit the ball off the tee. If you like monster 300yrd drives then this is definitely for you. However it’s not quite as simple as that because the game will incrementally lower your other stats as you boost your power. It’s hard get that delicate curve, necessary backspin or arrow straight drive when you’re approaching your shot like Happy Gilmore.

Purity – How straight and true each shot you take will be as compared to your intended target. As well as countering accidental spin on shots that may make your ball stop short or roll father than you want. There are many ways to customize your shot but with a low purity stat you may find that your best intentions still land you in the rough.

Strike – While trying to time your button presses on the hit gauge Strike will make sure that even if you miss that crucial press that it doesn’t matter as much. There is even a set of clubs in the game that also work to correct these mistakes.

Ability – This helps increase the effect of spin you apply to the ball as you hit it, either left to right or to borrow a billiards phrase, when you put a little english on it. In addition this effects top/bottom hits that will help a ball stop where it lands or roll far beyond that point.

Spin – This increases the RPM of your chosen spin, enhancing the effect of it on the ball’s trajectory in the air and how it bounces or rolls once it hits the ground.

Like I said before, I am far from an expert on golf in either the digital or physical spaces but the game seems very thorough to me when it comes to handling the nuances of it’s real life counterpart. There are also all of the other basic considerations as you play like various hazards like wind, water, sand, slope, ghosts and what have you.

In keeping with the RPG motif there is also an appropriate but also limited gearing system that further allows you to customize based on your preferred playstyle, environmental conditions and some unique items that give you some additional powers you can bring to bear on the green.

Overall Mechanics: The designers of Golf Story were exceedingly thorough in their detail oriented design which should make even the most die hard golf fans happy. For the rest of us I also think they struck a good balance so that the system isn’t so onerous as to exclude gamers who aren’t in it exclusively for the chip shots, drives and long putts.

Conclusion!

For a digital download cost of $14.99USD and being available exclusively on the Nintendo Switch, Golf Story is absolutely worth the price of admission. An RPG Golf game that sacrifices little if anything from either of its disparate genres to deliver you a complete and engaging experience from your opening drive to your winning putt. What are you waiting for? Get out there and start swinging!

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