RAD Closed Beta Review

Last week I had the opportunity to participate in the closed beta for RAD by Double Fine Productions. The first time I heard about this game was when it was teased for the Nintendo Switch in the Nindies Showcase back in March. But this closed beta was actually for PC. I wanted to give my thoughts on this current build of the game for those thinking about buying it.

The first thing I’ll say about RAD is that if I was going to buy it I would certainly choose the Nintendo Switch version, assuming they don’t add an online multiplayer component, which I actually really think they should for this particular game. The game is much more suited to a controller and mobile play than desktop gaming. It’s a roguelike dungeon crawler with perma-death mechanics. It actually reminded me a lot of Let it Die. I tried it with both a Dualshock 4 and a Wii U Pro controller. I have to say that I liked the Wii U Pro a lot better than the Dualshock 4 for this game, but a big part of that was because I couldn’t remap the buttons. The game says you can remap the buttons but the feature wouldn’t work for me with either of the two controllers I tried. While this didn’t make the game unplayable, it certainly was inconvenient. The default button map isn’t necessarily bad. It’s just not ideal for me. Being able to remap the buttons on my controller would improve my gameplay performance considerably, in my opinion. To clarify, I was able to remap my primary mutations between three specified buttons in game, but not remap the entire control scheme like I wanted to.

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The main selling point of RAD’s gameplay is the mutation, or “RAD”, system.  Each time you play the game you start as a normal kid with limited abilities. All you can do is walk around, swing a weapon, the default being a baseball bat, jump, ground pound from the air, and dodge roll. That’s the basic essence of the game. You move through procedurally generated areas that work just like floors in any roguelike swinging a bat until you die. I say procedurally generated because that’s what’s being reported, but I’d be lying if I said I didn’t see a lot of repeated areas. Not entire floor layout, but specific sections of maps seemed to be repeats. Maybe it’s procedurally generating a set of fixed islands, as all the levels are made up of disconnected island structures that are reached via bridges and warp points.

Your goal is to survive as long as you can and get past as many floors as possible, with each floor ending with a boss fight of some sort. There is an endpoint that you can reach, but I’m not sure if it’s a fixed or random number of stages that have to be beaten to reach it. I only reached the end once during the beta. It showed me one of multiple endings. You can also find and consume items to refill health or boost performance. Pretty standard roguelike fare. What makes the gameplay interesting is the leveling system. You do not level up in the traditional way where you get more HP and stronger attacks. Instead you gain mutations that grant you special abilities. These can be anything. I don’t for sure know the total number of possible mutations but according to the compendium in the game’s pause screen there are a total of 87.

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Primary mutations are active abilities that you use. Secondary mutations are passive buffs. Both are key to surviving. Your XP bar fills as you kill enemies. Every time it fills, you get another primary mutation. You can have a maximum of three primary mutations at one time. Each primary mutation is linked to a single button press. Once you’ve acquired three primary mutations filling up the XP bar causes them to develop further. The gain additional characteristics that enhance their usefulness. For instance, there’s a mutation that gives you ranged physical attack. When you level it up again the range increases by a considerable amount. Each time you level up after acquiring three primary mutations, a single mutation develops at a time going in order from left to right. Meaning that if your first mutation is at+1 and your second and third are at +0 then your second mutation will develop to +1 the next time you fill the XP bar again.

These mutations can be anything. I was very surprised at the variety of different capabilities players can get, and according to the compendium I’ve barely scratched the surface. Some of the things I gained the ability to do were short term flight, spawn mutant clone babies to fight enemies for me, throw my arm like a boomerang, enslave enemies for short periods of time, and protrude spikes from my body causing a lot of damage. The mutations were interesting, highly different from one another, and for the most part, easy to use. According to the compendium, there appears to be 56 total primary mutations. Though there are quite a few mutations available, I’ve already seen mutations repeated multiple times, having not yet gotten them all. In fact, there was one time where I got two of the same three mutations that I had gotten the round right before. There are also special landmarks in the game that replace one of your primary mutations with a random new one. You do not have to interact with these if you don’t want to and you can’t choose which of your mutations is changed.

20190526094238_1Secondary mutations may actually be more important than primary ones. These are not acquired through filling the XP bar. You get these by finding special mutation landmarks that automatically grant you an additional secondary mutation. The most I got at one time was eight, with all being constantly active for the duration of the round. I don’t know what the maximum number of active secondary mutations is or if there even is one. These buffs are just as varied as the primary mutations. Some of the ones I got were immunity to fire, longer range projectile attacks, an extra shield against toxic attacks, and increased movement speed. If you can find enough secondary mutations and manage to get the right primary mutations, all of which appear to be random, you can get some really strong builds. There appears to be 31 secondary mutations. These I did see repeat between playthroughs and they weren’t always useful or at least not at the time they were acquired. For instance, there’s a secondary mutation for improved range attacks. But often I’d get this when I didn’t have any ranged attack mutations active so it was a useless buff.

What’s very interesting is the fact that some secondary mutations are negative. I got one that made it so you couldn’t see where you’ve already been on the map. While this was annoying in practical terms, I like the fact that you can get negative mutations. Plot wise that makes perfect sense because it’s ridiculous to think that all mutations would be beneficial. While mutations of both types are meant to be considered and used individually, it’s the art of using them together that makes for truly effective play. Without a doubt the best run I’ve had was only possible because I was able to use my mutations as a collective. This includes both primary and secondary mutations. I had one primary mutation that gave me drastically higher and longer jumps, one that gave me a charge attack, and one that extended spike out of my body in mulitple directions for massive damage. By using the charge attack while jumping I was able to jump over groups of enemies. While directly above enemies I would use the spike mutation and damage them as I sailed right past them, inflicting damage and quickly escaping the line of fire. I was able to use this on pretty much ever type of enemy including bosses. When coupled with the various secondary mutations I had such as ground fire immunity, toxic pool immunity, and faster movement, I was able to inflict continuous combos and avoid pretty much all damage in most cases.

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The gameplay is very smooth. While I wanted to remap the controls, they were fairly accessible and easy to understand. It’s really just learning to use the mutations effectively that has any sort of learning curve, and it’s not a big one. While RAD is perma-death for mutations, it does have a few long term unlockable upgrades. Your main weapon can be changed every time you go back to the base, which you can do between levels and at the beginning of every new round. New weapons can be unlocked as a reward for certain achievements. I was only able to unlock two additional weapons so far but both were noticeably stronger than the previous one I was using. You can also unlock quirks. These are permanent buffs that you equip from the character selection screen at the beginning of each round. You can only equip one at a time. The only one I’ve unlocked so far grants a fire shield for one of your hearts. Another important long term mechanic is money. Money can be used to purchase a variety of things each round such as health restoring items, keys, and access to special mutations. These items disappear when you die. But you can bank money between levels so that if you don’t want to spend it at that moment you can bank it and then access it again later at the base. Vendors appear all over the levels but they all sell different things from round to round and don’t appear in the same locations.

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There are quite a few items in this game with many different uses. This is where the luck component of the game comes in. In my best round I just happened to find multiple instant mutation items in the first level. This allowed me to develop a full set of attacks much earlier than you normally can. This increased combat ability so early in the round allowed me to accomplish so much more than I had in previous rounds. Up until that round I’d never beaten one of the main bosses. In that round I easily brought down two before getting tired and saving the game to continue later.

I’d say the gameplay works rather well overall, but I did encounter a number of bugs. While it’s not a genre I tend to favor, I did find RAD enjoyable in small doses. Thankfully you can save and continue games later. Rounds can be long if you can survive, but they can also be short. My longest round so far lasted more than two hours and was the only one where I reached an ending. I encountered two serious bugs that affected gameplay. The first was that I wasn’t able to claim the heart extension reward after the second major boss I defeated. While this wasn’t game breaking, it was very annoying and got me really angry. Like with Zelda games, defeating a boss fight nets you a heart extension. The place where it dropped when I beat the second boss was under his corpse, which never disappeared unlike with previous enemies, including the first boss I defeated. The game would not let me pick it up no matter how hard I tried. The second was that the game completely crashed on me once. I don’t know what caused it, but thankfully the game let me continue on the stage where the game crashed. I assume it’s an autosave feature.

20190526095022_1Visually, RAD is about what I’d expect from a top down roguelike. The camera is above and at a slight angle from the player. It’s about the same view as that in Bastion or Hyper Light Drifter. While it’s certainly not AAA quality graphics, it’s fairly decent looking for a roguelike game. It’s not trying to look realistic and thus uses a very animated style but with a large amount of detail. Lots of little things come together to make something fun and child friendly, but certainly not childish. The game is set in a post-apocalyptic dystopia filled with debris from multiple past civilizations, a number of highly differentiated enemies, and lots of plant fauna. But the real depth is in the small details. The rust on burned out cars. Tufts of grass scattered throughout a sandy wasteland or cracked roads and abandoned construction zones. Wooden planks placed over gaps as makeshift bridges. It’s these little things that set the tone of the world and they do an excellent job.

What I really appreciated most about the graphics was the mutations. As your character mutates, his/her physical form can change drastically in a plethora of ways. This is important for the tone and gameplay. Your physical appearance changes based on the mutations you unlock, ultimately connecting the player with each specific round on a more personal level than in many other roguelikes I’ve played. Enemies too come in mutated forms. You can find more than one version of an enemy as you progress forward. Obvious details like size and color differ between different versions of enemies. But also finer details like spikes can differ between different versions of the same creature. I also think it’s important to note that I never made it past the third level so I actually expect a great deal more in variation between enemies and types of enemies than I was able to access during the beta. But to be fair, the compendium only lists a total of 38 enemies, of which I’ve already found 17, and seven bosses, of which I’ve only faced one so far. So maybe there’s not as much variation as I hope as far as enemies are concerned.

20190526094256_1The HUD is simple, intuitive, and spacious. Across the top of the screen you will find the XP bar with HP, in the form of sectioned hearts, directly under it on the left side of the screen. On the right side of the screen under the XP bar, you will find the current level map and your counts for money and keys. I’m really happy with the map. It’s simple yet effective. It shows the nearby surrounding area and moves around the map as you do. But what works best with this map is how it tracks your past movements. The map is dark gray by default. As you walk in any direction, light gray is added to the map, exemplifying your specific movements. This makes keeping track of how much of the current level, or even just current room, you’ve already explored so much easier to manage and cuts the time to find the next place to go down considerably. The map also shows any items currently waiting to be picked up, since they never disappear, which is a good thing. You can only carry one item at a time as a default and then at least one more as a benefit from a secondary mutation. Currently carried items are shown below the HP meter. The bottom of the screen shows your mutations with primary mutations being in the bottom left and secondary mutations being in the bottom middle. I also really like that the HUD shows you which button to push for each mutation and items at all times without looking cluttered or ugly.

While I’d never say that RAD is worth buying just because of the graphics, they are absolutely not a hindrance. Double Fine has certainly made better looking games in the past, but this project looks exactly the way it should for what it is.

20190526003003_1The audio is solid in this game. It’s clear and quite detailed. Steps make a sound that changes based on the material you’re walking on for example. All effects are laid onto the gameplay perfectly. There’s no lag between the audio and the action. And each action has a matching effect. That includes the abilities gained from mutations. The overall mix of sound is great at default with everything set to 100. But you can control master volume, music volume, sound effects volume, voice volume, and ambient volume all separately and customize their mix levels from 1 to 100. I don’t know if I’ve played another game with five separate audio channels available to the player for mix customization. The one thing I did notice was that sometimes the music stops playing during normal activity. I don’t know if this was a bug or intentional, but I’ve seen it in numerous other games so I don’t assume it wasn’t supposed to happen.

RAD actually does have quite a bit of writing, both plot and dialog wise, as well as a ton of narrative commentary. The beta gives a lot of plot information right from the start. In my experience, roguelikes can go one of two ways when it comes to writing. Sometimes the plot is super important but delivered subtly once you’ve seen the opening sequence. Other times there’s a really flashy opening that makes you think the game is plot heavy but really it’s just for foundational reasons and then basically disappears once the game actually starts. I want to say this is the former, but really it’s a combination of both. This is kind of the issue with roguelikes though. When you can’t continue from where you died but the plot is contingent on getting farther into the game, there’s a good chance the player may never reach the end of the plot. Thankfully I was able to see one of the nine endings, but honestly the only plot given is the opening and the post final boss closing. Everything in between is just lore and world building, which is fine but it’s not necessarily accurate to call this a plot focused game.

20190526151414_1The game starts off by establishing that the world has suffered not one but two apocalypses and that you’re one of the few remaining survivors. As with most post-apocalyptic dungeon crawlers, you’re tasked with journeying into the wastelands for resources to aid your community. That’s the general plot, but it’s not lazily done. The game starts off with an opening cutscene to establish the setting, as well as an additional cutscene to specifically explain how you were chosen and how things work/will work in the game, as well as why. As you make your way through levels, you find artifacts that are accompanied by narrators, both a male and female used randomly, giving more details about the history of the world. In this way you get a lot of story, but not much development of the current plot. The game doesn’t do much in the way of discussing the future other than the initial establishing cutscene and the ending(s). The game’s compendium says eight possible endings are available but when I got one it said 1/9. At this point I can’t say for sure one way or the other. I don’t know how each of the endings compare, but the ending I got was kind of inconclusive. I was able to reach the ending after defeating three major bosses.

RAD has a lot of lore and written info in the compendium. This guidebook expands as you find and unlock more things. It gives you the ability to read about pretty much everything in the game including mutations, enemies, weapons, artifacts, and the endings you’ve seen. It will even replay narrations for you. It’s nice to see this level of documentation provided for interested players in a roguelike of this kind.

20190526094243_1There are also NPCs that talk to you. Many can be found in the base. Some of them say things that actually affect the game, but mostly it’s just décor. Most of them are scattered throughout the levels though. Some of these won’t talk to you, but many will. There are shop keepers, treasure hunters looking after chests, and random communities just hanging out. I found a hidden community of mutants just trying to avoid being ridiculed by normal looking people. I also found a cult waiting for their god to send them message through a projector screen hooked to an antenna. Some of the NPCs will even ask you to do small tasks that net money.

Some of the best writing in the game is the narrative commentary. The male narrator comments on what’s happening in the game sparingly. When you get a new mutation, he says it in a celebratory Halo style “Double Kill” voice. But that’s just one of the moments when commentary occurs. My favorite piece of commentary was when I switched to the stronger weapon I unlocked. The narrator screamed out “Chicken shit!” and it was subtitled on screen. This made me laugh really hard. Overall, the writing I witnessed was fairly good for a roguelike. But I’d have to reach later levels before I can accurately quantify its value and impact on the gameplay experience as a whole.

20190526101228_1As this is a roguelike, it’s inherently built for replay. But there are also a number of features that add legitimate replay value. As mentioned, there are several mutations, all of which have been quite interesting to try out so far. There’s also the fact that the mix of mutations you get is always different from previous plays. There are also a lot of things to unlock. Additional mutations, additional playable characters, and additional weapons are all available to unlock. There seems to be a total of eight playable characters. In the beta I’ve only managed to unlock four so far. I have yet to notice any performance based differences between them. There appears to be six unlockable weapons but I’ve only gotten one of them at this point. There are also 37 achievements for RAD on Steam and eight possible endings. The game also has daily challenges with special completion conditions tied to an online leaderboard. There’s a fair amount of stuff to do and reasons to keep playing the game. And with the procedurally generated levels, it will take quite a while before you get bored with the levels. I don’t know what the release price will be yet but if they manage to keep it to no more than $15 then I think RAD could absolutely be considered worth buying.

As this is a beta review, feedback to the developer is just as important as presenting the project to gamers considering buying the final release version. So let me clearly define what I’d like to see changed/added in the final version of RAD.

20190526161253_11. Continue by Stage

As this is a procedurally generated roguelike dungeon crawler, perma-death is kind of a given for the genre. Personally I’ve never liked that. I understand it, but I think it’s unnecessary. The important difference here though is that when you play a game like Overture, there’s no story. So it doesn’t really matter if you have to start over every time because you’re not really building towards anything. But when a game has a plot, which RAD does, albeit a small one, then being able to finish that story needs to be at least in the realm of possibility for a majority of normal players. Now I only had to clear like six levels to reach an ending. But that’s still six levels that not everyone will be able to beat consecutively. My point is that there needs to be an efficient way for bottom to mid-tier players to reach all the endings without having to take the time to get Dark Souls good. For me, the simplest solution is that you should be able to continue a new round at the farthest stage you’ve reached or at least at milestone stages such as after main bosses.

2. Button Mapping for Controllers

As with all games in 2019, you should be able to customize the button map to suit your needs on any controller you choose to play with. This should be the standard for any game released today. As I said, RAD appears to have this function, but it wasn’t working properly for me in the beta on either a DualShock 4 or a Wii U Pro Controller.

20190526150552_13. Primary Mutations Replay

The game appears to have 56 primary mutations. I’ve unlocked just a small sample of those so far. Some of them I really liked and others not so much. I found all of them to be quite creative though. At some point, the player should be able to gain some control over the mutations they’re getting in a round. Like once you’ve unlocked so many mutations it should give you the ability to start with a certain mutation of your choice or at least prioritize which ones you get. The randomness is part of the game’s shtick and that’s fine but once the player has put in enough hours to unlock all the mutations, they’ll then have a number of them they’ll want to avoid and others they prefer. And since the game requires you to start from scratch every time, getting to the ending will require you to get the right set of mutations to suit your style of play. But at random that won’t happen very often. Granting some level of control to the player would make a huge difference both for progress and enjoyment. This should not be made available to the player early on in the game though.

4. Cooperative Play

It’s very rare that I ask for multiplayer in a game. But RAD just makes sense to have a coop mode. Whether it’s local or online, I think this game would be so much fun to play with other people. In a way it kind of works like ToeJam & Earl, which absolutely doesn’t require other players to enjoy, but is enhanced by the ability to do so. As I was playing it, I was reminded a lot of games like Gauntlet and Metal Slug. The ability to play this cooperatively with friends could be really fun.

20190526153251_15. Lock-On Feature

This is your standard roguelike design where you’re looking at the game from a top down third person view. Enemies can come at you from any direction and you often face many at once. Currently you just attack in a direction by either looking in that direction for close range attacks and/or using the right stick to aim in that direction for ranged attacks. As with any multiple enemy scenario, prioritizing enemies in a specific order is key. But all this has to be done manually in RAD because you can’t lock on to enemies. There should be some way to lock on to a specific enemy to help you keep track of them in group scenarios and make aiming ranged attacks more effective.

6. Full Store in Base

Within the levels there are stores scattered about that carry random items. This system works fine. But the store in the base, which you can potentially visit every time you complete a level, is trash. When you first start the game, it only sells one lousy key which you don’t even really need because you can find them or buy them from most vendors in the levels. The base store should carry all available items in the game. Or at least the ones you’ve already found during play. There are key items that can totally change the outcome, such as an extra life item that I’ve only seen in one store and couldn’t afford at the time. The base store should carry everything, or at least more than just a single, fairly useless key. The game does imply that the store will grow as certain conditions are met but how and to what extent I haven’t figured out yet. By the time I finished playing the beta, two additional items were added to the store. It seems to me that you expand the store by making purchases.

20190526100709_17. Dynamic Item Consumption

You can hold one item at a time as a default and gain the ability to hold an additional item with a secondary mutation. But you can’t control the order in which you use those items. You have to consume the first item you picked up before you can consume the second one. This is super inconvenient and comes up very often because the second item slot mutation comes up a decent amount of the time. Different items do different things, as per usual. The most common difference is the amount of health restored by healing items. Some items restore a full heart while others restore more than that. So if you have an item that restores one heart in your first slot, an item that restores two hearts in your second slot, and you’re missing two hearts from your HP you have to waste the first item to fully restore your health. Because you wouldn’t be able to use the item that restore two hearts until you’ve used the item that only restores one. Now yes you could just wait until you’ve lost that heart again, but there’s a delay to use items when not standing still so if you need to restore health during combat this could be the death of you. You should be able to use whichever item you’re carrying in whatever order you want. Even a rotate slots system would be better than the current system.

 

In general, I was very happy with this beta. I found RAD to be much more enjoyable than I thought I would after seeing the announcement trailer. It’s not the next big thing or Cuphead class indie, but it is a fun little roguelike that actually has some long term goals and reasons to keep playing. There seems to be an actual plot to discover, which matters to players like me. The gameplay is accessible but constantly changing based on the mutations you unlock in a particular round. While it wasn’t a perfect game, this beta build is pretty far along. While I did have a few issues it ran well for the most part. No lagging or other game breaking problems other than the one crash which cost me just a few minutes because I was able to continue the round from the main menu when I reloaded the game. The game has a few bugs, as I mentioned, and can still be improved but it already works quite well and it’s fun to play. I need to see a release price before I can make a final judgement but I could see RAD doing well for what it’s trying to be.

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Pokémon Let’s Go Everywhere

I wasn’t completely on board with Pokémon Let’s Go when it was first announced. I liked the concept. I absolutely loved the graphics. I was very happy with the idea of playing with an actual Pokeball as a controller. But between the pricing and the fact that it was just a remake of a game I had already played (Pokémon Yellow), I wasn’t sure I was Going to buy it. Keeping Mew behind a physical accessory paywall made me really angry as well. Ultimately I did buy the game but it was a number of months after the original release and was more because of Pokémon Go than the game itself. It just Goes to show that the current trend of strong arming people into making purchases because of their effects on completely different products really does work.

After 57 hours, I finally completed Pokémon Let’s Go (Eevee). By completion I mean I defeated the Elite Four, caught all 153 Pokémon available in the game (includes Meltan and Melmetal), defeated Blue, Green, and Red, and obtained the Crown accessory. It was an excellent adventure that filled me with fond memories of my childhood.

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While there are a few issues I have with Pokémon Let’s Go, I have to say that I very much enjoyed it. Linking the show to the game by focusing on Jessie and James of Team Rocket while also recreating the general plot of Pokémon Yellow, which is really just a supped up version of Red, Blue, and Green (if that’s how you roll) was very nostalgic. But more importantly, they also managed to turn a long turn based RPG into a 40 hour experience that still allowed me to get the whole story, collect all the Kanto badges, and capture all the Kanto Pokémon. Plus I didn’t even have to buy both versions of the game or find people to trade with because of the connection to Pokémon Go. While I would never say that this was an authentic Pokémon core games experience, I will absolutely say that it summarizes the experience of playing Red, Blue, Green, and/or Yellow quite well. It was also really nice to not have to use Pikachu as my buddy.

What Pokémon Let’s Go achieves is the ability to get the general experience of playing generation one Pokémon games without having to go back and experience generation one hardware, graphics, gameplay, and play times. It’s the perfect catch up game for people who are new to the series and want to play the newest games without completely ignoring the older ones. This is how these games should have been packaged and sold to begin with. It’s also what needs to happen with every other current generation of Pokémon games.

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Pokémon is seven generations long with the eighth generation releasing this year. That’s amazing and also way too burdensome to jump into now. Many younger players don’t go back to older generations. Their first Pokémon game is whatever generation gets released when they’re old enough to play. This is sad, because it means missing out on great stories from the past as well as literally hundreds of Pokémon, but quite effective. But if you’re like me and started playing the games at gen one, then you don’t want to skip everything since then. I played Red, Blue, Yellow, Gold, and Silver. That means that when Pokémon Sword and Shield, which I will buy eventually, releases I will have missed five generations of Pokémon games. For me, that’s a problem. But going back and playing that many older RPGs of the same type is never going to happen. Especially not before Sword and Shield release later this year. But what I would do, having now experienced Pokémon Let’s Go, is play similar games set in every generation of the franchise working my way up to gen eight.

Pokémon Let’s Go streamlines the process of experiencing gen one. It’s easier and shorter than actually playing through the original games. It negates the need to purchase both/all versions of the game in that particular generation. Plus the graphics are really nice. So now I want all the generations to get this treatment. This would turn several hundred hours of games into a much more manageable amount of time. It would give me a reason to keep playing Pokémon GO and it would increase the value of that $50 Pokeball controller. This is of course assuming they don’t force you to buy another one to get the Mew equivalent in each proceeding generation. It’s the perfect solution to a common problem for gamers today. How do you catch people up on franchises without making them buy old hardware or play tons of hours of ports of outdated software? Pokémon Let’s Go provides the solution to that problem.

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I really hope they create Pokémon Let’s Go games for the other six extant generations of Pokémon games now. I’d happily play all of them if they’re made with the same level of quality and focus on narrative that Pokémon Let’s Go was. The real question is do I wait to buy Pokémon Sword until after all these other games get released or do I play Sword first and then play the others as they trickle out? And why is Game Freak/Nintendo doing it in such a disorganized order? It would have made more sense to make the decision based on how Let’s Go performed. When they announced Let’s Go, many people were mad because they wanted a new generation of Pokémon game to release, which was already in development, because Game Freak knows what they’re doing. But what they should have done in light of how successful Let’s Go is was announced Let’s Go – Johto and hold off on Sword and Shield; the Kingdom Hearts way. They could have kept putting out Let’s Go games and then the culmination of that would end with Sword and Shield being announced/released. That would have created peak hype while allowing all current Pokémon players the chance to catch up on the franchise before releasing a new generation. Because now chances are people will jump straight to Sword and Shield and be much less interested buying more Let’s Go games. That game did so well because there were no other Switch Pokémon options, except for Pokémon Quest.

I don’t know what the grand plan is now, but I really do hope they release Pokémon Let’s Go games for every generation. That’s the only way I see myself catching up on the franchise. Let’s Go was way better than I expected and is way more convenient than trying to go back and play the older games. They just need to get a logical release schedule in order.

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ToeJam & Earl: Back in the Groove! Review – 8.8/10

When I was a young lad, back before the age of internet, always online, and microtransactions, we played many great games that made no sense but were tons of fun and super addictive in a healthy way. I can’t tell you why fat, Italian plumbers jumped on mushrooms or why blue hedgehogs felt compelled to collect golden rings, but I can tell you that the number of mushrooms I squashed and the number of rings I collected is much higher than the number of Fortnite bucks I’ve earned. One of my favorite games from my childhood was the original ToeJam & Earl (1991) for the Sega Genesis.

If I’m honest, I didn’t really understand the game as a kid. It was the original roguelike before that was an established genre. I played it often but never really knew what I was doing. I also don’t remember watching the opening movie so I don’t think I even knew what the premise of the game was back then. What I do remember is that it was one of the games that my father and uncles used to love to play and we all would play it together. I also loved the funky music and the fact that a character was named ToeJam, because that was and still is funny to me for some reason. So when I think about ToeJam & Earl, it’s always with great fondness. I eventually did go back and play the original game years later, actually watched the cutscenes, and completed it. I also completed the ToeJam & Earl III: Mission to Earth (2002) for the XBOX. I tried ToeJam & Earl in Panic on Funkotron (1993) right after completing the first game, but I really didn’t like the different gameplay style. In any case, I have always cared a great deal about this franchise. That’s why I was ecstatic when I heard that someone was making a new installment after all these years. It is an honor and a privilege to be able to play a new ToeJam & Earl game in 2019. I kind of wish I had gotten the Switch version so I could round up my uncles and father and play it as a family once again.

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ToeJam & Earl: Back in the Groove! is both a sequel and a remake of the original game. It is important to understand this going in because it informs a number of design choices that people who aren’t familiar with the original game might not like or understand. As I said previously, it’s a roguelike but it has a number of conventions specific to this franchise and not much else. It’s also important to understand this in the context of judging it. If you’re looking at it strictly as a game being released in 2019, then it’s obviously not going to stand up to most if any top tier games being released today. Or at least that would be the case if we didn’t keep getting dumpster fire AAA releases like Fallout 76 and Anthem. But if we look at this in the context of recreating a game from 1991, then it’s one of the most true to form remakes I’ve ever seen not based on a game from the modern era. That’s the context within which I played and ultimately chose to review this game.

Assuming you have played or at least looked up some footage from the original game before starting Groove!, the  first thing you notice as soon as the opening cutscene starts is that the graphics are vastly improved but true to the original style. It’s like night and day even though they’re both flat environments pretending to have three dimensional qualities. This new game definitely has a bit more depth to it with things like hills and the ability to clearly see the previous level floating beneath the one you’re currently on, but it’s still the same 2D style used in the first game. The vibrant colors stand out so much in this game. Compared to original, it’s like you were looking at a dirty screen and someone finally cleaned it off. Everything is brighter and way more detailed, including ToeJam and Earl themselves. Plus there are a lot of display options. You can play full screen or windowed play in 18 different resolutions.

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There is a literal hoard of earthlings in this game to interact with, both evil and good. The movement is fluid and diverse for all of them. The playable characters move very smoothly as well. There’s no skipping or lost frame rate issues, even when playing with multiple players on or offline. Not only is the movement smooth, but it’s also well animated. What I like most about the game’s graphics is the amount of variety. 68 earthlings, 67 different types of presents, 25 stages with random layouts, nine playable characters, and even multiple environments from level to level. Many of these assets are interactive as well. Even the trees and bushes can be directly interacted with. And this is all randomly generated depending on which mode you’re playing. You do see some repetitive stuff such as enemy assets reskinned in different colors in later stages. But overall there’s a lot going on in Groove! and the game handles it perfectly.

The HUD is simple but effective. You have the level counter on the top center of the screen, which also notifies the player when a piece of the spaceship is on that level. In the bottom right you have the mini-map. With the rest of the HUD being in the bottom left, showing the character’s avatar, the XP bar, the HP bar, and the power up meter. In local coop mode, the HUD for the second player appears in the top left corner of the screen. When playing with four players, the HUDs are distributed to each corner of the screen when playing in a single screen and to the top left of each box when in split screen mode. What’s really nice is you can turn the map and HUD off if you want an extra challenge. You can also make the map larger at any time by holding the map button if you need to examine it in finer detail. But really the mini-map, assuming you have a large enough screen like I do on my PC, is quite adequate. It shows you locations for special things, the entire grid of the current level you’re on, and environmental landmarks such as desert or water. I never once needed to use the enlarge map function during play.

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The menus are done very nicely too. A much better, clearer font than was used in the original game. The manual, which is quite comprehensive, is broken up into clear sections with small blocks of text, making reading through the whole thing very easy to do. It’s not an overwhelmingly graphic intense game. It’s more like an art piece that combines the simplicity of the past with some of the benefits of modern graphic development to make something totally new and beautiful but still definitively retro in nature. You’re not getting the bare bones Sega Genesis graphics but you’re also not going too far and getting something odd looking like ToeJam & Earl III. Ultimately I think it’s a wonderful looking game that delivered exactly what it needed to visually.

The first thing I want to say about the gameplay is that it’s buttery smooth. I was surprised at how smooth the gameplay actually is. Even when using a controller, a DualShock 4 in my case, the input works perfectly. There’s no lag. No input issues. This game works. I was very happy with how it instantly accepted my controller and gave me no issues. Now the game will not revert back to keyboard automatically if your controller gets disconnected during play. My controller ran out of battery in the middle of a game while running away from a group of enemies and I couldn’t pick up with the keyboard. My guy just stopped moving until I got the controller plugged in. The game doesn’t even pause when this happens. And since you spawn in the same spot where you died, I just kept dying until I got the controller working again. A bit of an oversight on the developer’s part, but nothing game breaking and easily fixed with a patch. HumaNature Studios is also really responsive on Twitter and is actively seeking out and listening to feedback for future patches, so this issue may very well be fixed in the near future.

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The gameplay is quite simple in practice. You have to traverse 25 levels in search of 10 spaceship pieces, which are scattered randomly throughout the levels. The 10th piece is always on level 25, as stated in the manual. You traverse these levels by walking around each one trying to find an elevator. You can walk normally or sneak to avoid being seen by bad earthlings. Different presents can affect your movement as well. You also have the ability to swim through water but you can only swim for an amount of time corresponding to your current health. Meaning the larger your life bar, the longer you can swim when you’re at full health. You always start a new game with three lives but can earn more as rewards and through presents along the way. While traversing these levels you can collect money, presents, and food which also all incurs XP. Money is used to pay for services from good earthlings and to use certain items like parking meters. Presents, of which there are 67 different types, can do all sorts of things, both good and bad. They can do things like refill health, give you special powers like flight and better jumping, or reveal parts of the map. They can hurt you as well by doing things like dropping all your items, damaging you, and lowering your rank. Some presents are broken when you find them and have a chance of exploding when opened. You can also drop presents you don’t want.

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You can only carry a limited number of presents at a time based on the character you choose and your current rank. Food can either restore or remove life. Rotten food, which always looks like the same types of food, hurts you while all other food helps you. Different types of food give or take different amounts of health. You can also gain XP. XP is used to increase your rank. Increasing your rank increases your stats like the size of your life bar, walking speed, and number of presents you can carry. There are a total of six stats with each character having their own strengths and weaknesses. You always start at the bottom rank at the beginning of a new game and can work your way up 15 ranks. You don’t level up automatically. Once you’ve collected enough XP, which can be gotten in many different ways, you then have to find a “wiseman” and he will increase your rank free of charge. You don’t have to increase your rank to beat the game. As soon as you find all 10 pieces of the spaceship you’ve won.

The gameplay is very simple to understand but that doesn’t make it easy. The many different enemy earthlings can be quite tricky and they often congregate in groups. Some will chase you or hit you with status effects like freezing you in place. Some will even drop you down to lower levels. Sometimes you’ll intentionally have to jump off levels to get away from enemies, causing you to have to back track and make your way up again. The map for each level always starts off blind and then expands as you explore the level you’re on. Presents are important. It’s necessary to use them often but strategically. The presents do many different things, but many of them are not identified until you’ve used them once. This means every time you find a new type of present you risk it being a bad present if you haven’t already used it previously to identify it. There is also a good earthling you can pay money to identify presents for you. I’m not 100% sure if this is true, but it seems to me that presents you’ve identified in past games will be identified in all future games. But there are also enemies and bad presents that remove your present labels and I’m not sure if this carries over to future games. It’s definitely something that I need to confirm with more research. It could also very well be completely random from game to game.

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The gameplay is always the same but there are three difficulties that can be played across three modes. The “Fixed World” mode has the map stay relatively the same every game. This is a good mode to learn how to play the game once you’ve finished the tutorial. But the real challenge is when you hit “Random World” mode. This is the same gameplay but the layout of the levels changes every time. This is the roguelike experience that was spawned by the original game. There is also “Random World Hard” mode. At the start you only have Fixed World mode and then you have to reach level 10 to unlock Random World mode. But you don’t unlock Random World Hard mode until you complete a Random World run. The Hard mode is harder but not by a huge amount, in my opinion. There aren’t necessarily more enemies but they do more damage. There are also fewer presents around. Or at least that was my experience playing it. I played it in coop with a total of three players so maybe that affected the experience as well. We did manage to beat it though. You also have to take into account difficulty level and character. You can actually change your difficulty mid game whenever you want from the pause menu, but you can’t unlock prizes and achievements unless you’re in normal mode, which is considered the hardest of the three modes. Because of this, I never took the time to play in either of the two easier modes because that would be a complete waste of time. Each of the nine playable characters has their own stats, so it’s important to understand all six stats and choose the character that best fits your play style.

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There are also two mini-games that you play within the game as special occurrences. The Hyperfunk Zone is kind of like a Sonic the Hedgehog style special zone. It’s a 2D side scroller where you continuously run from left to right collecting items until you run out of time or hit an exit portal. There is an ending, and an achievement for reaching it, but it’s quite a ways forward so it’s hard to achieve. It’s fairly simple to play and only requires you to press one button to dodge past exit portals. If you time it wrong then you leave the Hyperfunk Zone before reaching the end. You can also run out of time but picking up clocks extends your time in the zone. When you enter the Hyperfunk zone during coop play, all players are transported there regardless of where they are on the map. Each player plays independently but the running pace is the same. That means if you have two players and one gets out the other player can continue and the player who is out has to wait for all other players to finish.

The second mini-game is kind of like Guitar Hero but with buttons. You have to press corresponding buttons to a beat as they move down the screen. It works OK but the timing isn’t as clear as Guitar Hero and the feedback isn’t there with vibrations or anything so you tend to be too early or late sometimes because your eyes don’t agree with the beat, even though it looks like you were on time. This mini-game is played solo directly on the map so playing doesn’t affect other players during coop.

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Groove! supports both local and online cooperative play. When playing in coop mode, only one person has to be in normal difficulty to unlock prizes at the end. This is really convenient for when playing with younger children or amateur gamers. You can enjoy the game with them while allowing them to play at an easier difficulty without losing out on prizes. Local coop supports up to four players. Each HUD is added to another corner of the screen and the screen splits for local coop so having more than four players would get way too cluttered. Online coop, which doesn’t split the screen, also supports up to four players. You don’t actually see the HUDs for other players in online coop so technically there’s no reason it couldn’t support more, but four is the maximum and honestly that’s enough for the size and scope of this game.

I really like the way the coop works because it’s not limiting like most coop games. You are playing the same game on the same map, but you can work fairly independently of each other. You have your own lives and life bars, money, and presents. But present effects are shared. Or at least some of them are like invisibility. It didn’t seem like physical enhancement presents are shared like wings or rocket boots. When one player runs out of lives they become a ghost and can take a life from another player if that other player agrees to give one up. All players show up on the mini-map so you know where you are in proximity to each other. But if one of you falls down to the previous level the other player isn’t affected. The one limitation is that players can only progress to unvisited floors together. This means that if one player reaches the elevator to the next floor first then they have to wait for the other player(s) before they can progress to the next level, even if that player has fallen down to a previous level. Thankfully though, you are immune from all damage when inside the elevator so you don’t have to worry about dying while waiting for other players to get there. Even the fake elevators give you immunity when waiting for other players in them because they don’t reveal themselves to be fake until all players have entered them.

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During local coop, the game will instantly switch between shared and split screens depending on how close players are to each other. It will also split the screen if one of the players accesses the present or pause menu. The other players are unaffected. The screen splitting is dynamic so it constantly changes back and forth. It’s a horizontal split for two players, a horizontal and a vertical split for three players, and a 2×2 split for four players, all of which work fine for this gameplay. You do need a large enough monitor to play comfortably with that many players though. I can’t imagine trying to play this with four player split screen on the Switch handheld mode screen. The split can be set to dynamic or fixed. Dynamic means the screen will split based on location. The player farthest north on the map will inhabit the top screen in the event of a split. Fixed means the same player, player one, will always be on the top, or top left in the case of four players, whenever the game splits the screen regardless of your specific location on the map. This can be toggled in the pause menu at any time. There is a teleport option in coop mode that allows a player to join the rest of the group instantly but I haven’t figured out exactly what prompts this yet. I think it’s when all but one character is in the elevator waiting to move on to the next level, but I couldn’t recreate this in all situations.

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During coop there is a quick chat function which is fairly easy to use. It’s all preloaded text based comments that appear over the speaking character’s head. These can be used, whether online or offline, to give other players information like where to go or that you’re waiting for them. There is also a verbal cue to tell the other player(s) to look, but that’s only in local coop. In online coop, when characters are near each other, you can see the message appear over the speaking character’s head. When not near each other the message shows up at the bottom of the screen with the avatar of the character/player speaking. In local coop the quick chat message always appears over the speaking character’s head, requiring other players to look at that player’s screen if they’re not near each other and thus in shared screen view.

The drop in and out nature of the gameplay works really well for casual and serious play. Even the online allows people to drop in and out at a whim without ending the game. You can create private and public lobbies and jump into and out of games of any difficulty, including those you haven’t unlocked yet, easily. It will also let you continue if you jump into a game and then the original host leaves for whatever reason. The only issue I experienced with the online was once I joined a game and got all the way to the end but then it disconnected me before I got to claim the prizes. I’m also not entirely sure if players can boot you or not when you join their games so that may be what happened. Normally when you get to the end of an online game, even when you joined late, you get to claim the prizes as you normally would. You do not however, unlock Random World Hard mode by completing it online. You just get the achievement and the prizes but it remains locked in your game until you complete the Random World mode first.

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Overall, the gameplay is quite good. There are a few minor issues that one might consider bugs, but I’ve yet to witness anything game breaking. The gameplay is challenging but fair. There are definitely some balance issues from character to character though. ToeJam is way superior to Earl for example because of his much faster movement speed. There is also some sort of issue I can’t quite figure out where certain player combinations are forced in coop. Like when you try to join a game certain characters will be locked other than the character the host is already using. I’m not sure why this is. It may just be a bug because in local coop I can select any combination of characters I want including both retro and modern ToeJam & Earl at the same time. In any case, it’s a really fun game and I look forward to spending more time with it.

The greatest compliment I can give to Groove! in terms of writing is that it has any at all. Most roguelikes have little to no story for some reason. This game has a full story as well as in game dialog. It’s not a fully immersive, plot focused game by any means. But the fact that HumaNature Studios took the time to actually flesh out an entire narrative is a treat in and of itself. It’s a simple story that’s comprised of only two simple cutscenes and some in game dialog, but it still bookends the gameplay experience in a way that offers the player a reason to start and closure at the end. Really that’s all a game like this needs. The in game dialog is funny and there’s quite a lot of it. It takes place on the elevator rides between levels as well as during gameplay. It changes depending on how many players are in the game and who they are. Even with only one player there is still elevator dialog. It’s mostly funny comments about the game itself. Speech bubbles are also used during gameplay to tell the player things like when you’ve reached your maximum number of presents. At the same time that this happens, audible speech is used by the characters to clue you in when a speech bubble appears. There’s not much in the game as far as writing is concerned, but I’m happy with what was included. As a side note, this game has possibly the most comprehensive in game manual I’ve seen for any indie game ever. It’s split into 12 sections and has a ton of information. Taking the time to read through all of it before actually playing will help you considerably. It’s also important to note that the game can be played in English, Spanish, French, Italian, German, and/or Portuguese.

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As this is a ToeJam & Earl game, the music is not only important but top shelf. By my count, there are 32 songs in the game. You can actually access all of these in the credits whenever you want. The music is of course quite funky, as it should be. The sound effects and voice acting are good too. Very responsive with no lag and high quality. I was also very happy with the sound mixing. The sound effects are not drowned out by the music. You can set the volume levels of the music and effects separately in increments of 5 from 0 to 100. I keep them both at 100 and it sounds fine. I really don’t have any complaints about the sound in this game and I don’t think anything else needs to be said about it. It does not disappoint.

There’s a surprisingly large amount of replay value in this game. And not just because it has random world generation and three difficulty levels. That plays a factor, as does the fact that there are nine playable characters, three of which have to be unlocked. But really there is just a ton of content to unlock and interact with. Groove! has 49 achievements and 41 unlockable rewards, each having a different effect on the gameplay. Plus you can play with other people both on and offline. There’s just a lot to do if you really want to get your money’s worth. A single game takes about one to two hours maximum depending on the difficulty you’re playing at and your pace. At $20 I think the price is OK but not amazing. You definitely can get 20 hours out of this game if you want to do everything. But if you’re just playing to complete each difficulty once then it’s a four – six hour game at best. So either make of it what you will or wait for a discount. $10 would be more than fair for this game. I give it an A+ for replay value.

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It’s quite a mazing to be reviewing a ToeJam & Earl game in 2019 unironically. It took a long time to get this project started and then another four or so years to get it released after the Kickstarter campaign was successfully funded. HumaNature Studios definitely delivered. ToeJam & Earl: Back in the Groove! is exactly what it needed to be. It has a few small bugs but really it’s a perfect recreation of the original game with modern conveniences and improvements added in a non-invasive way. I really can’t speak highly enough of this game. I definitely recommend it for people who like games that are just fun. It’s not too challenging. It’s not too intricate and doesn’t require a huge time commitment. It’s just a fun experience worth having and sharing with other people. And that’s really what ToeJam & Earl was always meant to be.

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As always, thanks for reading. Please take the time to follow my blog, leave a comment, and check out some of my other channels if you enjoyed what you read.

I See You Nintendo (Tetris 99)

In September of last year, I wrote a post calling for a boycott of Nintendo Switch Online. Actually many people were and still are on board. I won’t claim that it was solely because of my blog post because many people posted similar sentiments on various platforms, but the point is that the service Nintendo released at cost was, and still mostly is, a bad service that isn’t worth the money. Even if it is the cheapest online console service currently, that doesn’t somehow magically justify the cost, though many fanboys would make that argument. I’m still boycotting Nintendo Switch Online. I love my Switch. Since that post I’ve purchased Smash Bros Ultimate, Super Mario Party, Pokemon Let’s GO – Eevee, and though I received a review copy and thus didn’t pay for it, I also got Starlink: Battle for Atlas. Every single one of those games is excellent. I would recommend purchasing every one of them. None of them are flawless. But I don’t regret buying/playing any of them. And there are more games on the way that I can’t wait to play.

Nintendo just released a demo for Yoshi’s Crafted World. It’s amazing. It’s exactly what I wanted from the next Yoshi game. I will absolutely be buying it. The point is that I in no way regret purchasing a Switch. There are numerous amazing games to play on it and I have a decent sized backlog of unfinished titles to play. And honestly though it does affect me occasionally, for the most part I’m fine not having access to online PVP. Currently there are only two games that I really want to play online against other people, not counting Super Mario Party, which I absolutely do want to play online against other people, but they don’t have the full board game mode available for online PVP and that’s what I want to play against others. So currently the only argument that can be made for why I should pay Nintendo $20 a year for online multiplayer is Smash Bros. Ultimate and after the latest Nintendo Direct, Tetris 99.

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Tetris 99 is the combination of probably the closest thing to a perfect game ever made and the current battle royale craze. Now personally I hate this BR bullshit. I hate PUBG. I hate Fortnite. I hate Blackout. For many reasons I hate this entire trend and concept. I don’t like the idea that developers can release games with no story and they become super popular and make billions of dollars in loot boxes and skins. That’s everything wrong with the gaming industry and community today. That’s the kind of thinking that leads to projects like Star Wars: Battlefront II. It’s not OK. But Nintendo, being Nintendo, took the concept and made it not suck, innovative, not a cash grab, and for once worth my time . . . maybe?

Tetris 99 is the first BR game I’ve ever had an interest in. For starters, it’s the only BR game to date that can justify not having a story. It’s a simple puzzle game that’s been around since 1984. The game is so old, many games couldn’t have stories back then. It’s justified. It has no loot boxes, microtransactions, or DLC. You download the game and you have the whole game. It’s free. Well it’s not free, but it comes as part of the Nintendo Switch Online subscription so it’s free-ish in the same way that we describe PlayStation Plus games and XBOX Games with Gold games. I haven’t personally played it, because again I’m not a subscriber, but this the first time since the service went live that I really wish I had a Nintendo Switch Online subscription. Or more accurately, I really wish the service was good enough to warrant me subscribing. Tetris 99 is the first step in the right direction. This is the kind of content and release model that I need to see coming from Nintendo consistently, as in on a monthly to bi-monthly basis, for me to consider the service worth my money. What’s important here is that they were able to create a game that I actively want to play. I think about it a lot. I’ve been watching Tetris 99 videos, something I never do. I do not normally just watch other people play games without some specific reason tied to it like I’m stuck in a game or I know the person playing personally. And yet I’ve taken the time on more than one occasion to watch videos of people playing Tetris 99. As a side note, most of you apparently such at Tetris. I’ve been appalled by some of the low quality performances people felt were appropriate to post online. And I know that sounds arrogant and hypocritical considering many of the lackluster gaming performances I’ve posted to my Twitch and/or YouTube channels, but Tetris is not that hard. Granted I have been playing it semi-actively for more than 20 years so maybe I’m just at a level of experience that makes me unable to relate to new players. But I digress.

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This is the kind of content that I want to see from Nintendo Switch Online. This is how you sell me this service. And you don’t touch the current price point. It stays where it’s at or gets lower. So my point with this post is to tip my hat to Nintendo. I see you making moves trying to add value to your online service. I respect that. That’s what I want to see, not just from Nintendo, but from XBOX and PlayStation as well. Make online subscriptions great again. And I’m fine with Nintendo focusing on old games. They said they were gonna do that from the beginning. But this is the first time since the service started that they did it in a way that’s actually interesting and worth my time. I don’t want to take turns playing old NES and SNES titles. I can do that with my SNES Classic without paying a subscription fee. Tetris 99 justifies the need for online PVP access. Now I’m not gonna pay $20 a year just to play Tetris. I wanted to get Tetris Effect, but that won’t happen till that price goes way down. I am not paying $40 to play Tetris. But if every month we got another Tetris 99 style game free as part of the service, I’d definitely sign up. So hopefully this is the beginning of Nintendo Switch Online actually being worth the money. And if and when that’s confirmed, I’ll definitely sign up. So the next question is what’s the next Tetris 99?

I’ve given this only a little bit of thought so far but I do have some ideas that I think would be equally successful, if not more so. The entire concept of Tetris 99 is take an old game that’s simple to understand but, apparently, hard to master that has an indefinite amount of play time and apply some sort of mechanic that allows multiple players to play single player rounds of the game at the same time where a certain occurrence negatively affects the other players in the lobby. Here are just three of the ideas I came up with in a matter of minutes.

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Dr. Mario

This seems fairly obvious. Really it’s just a variation of the Tetris concept with different rules of engagement. Just apply the same multiplayer mechanics and it’s good to go.

Pac-Man

My idea would be exactly the same as Tetris 99 where all 99 players are playing their own game of Pac-Man, still with three lives and the ability to earn more, but it’s only one map/stage. There are no regular pellets. Instead the only task for the player is to survive. More specifically, don’t get eaten by ghosts. Power pellets would still be present and reappear over time, possibly tied to eating a certain number of pieces of fruit. When you use a power pellet and eat ghosts, you send those ghosts to other players’ games. It would work just like Tetris 99 where you can send ghosts to randoms, attackers, those soon to die, and badges, which I haven’t put a lot of time into conceptualizing yet.

Galaga

Similar to my Pac-Man idea, everyone would be playing their own game of Galaga concurrently. When you kill an enemy, you can send it to other players’ games. There would probably need to be some limitations set upon it like the number of enemies that can actually get sent and some sort of limit to how many enemies can be sent to the same player at the same time.

Have you played Tetris 99 yet? What do you think of it? What other games would like to see this concept applied to? Let me know in the comments.

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Taipei Game Show 2019

Once again, I had the pleasure of attending Taipei Game Show this year. It’s one of my favorite shows because of how hands on it is. It’s also one of the better game conventions that’s both completely open to the public and extremely affordable, with a single day ticket price of just $10. I will say though that the ticket price is up 50% from last year so while it’s not high, that increase in price percentage wise is worrying for the future of the show. I will qualify that statement by saying Taipei Game Show is one of the best shows for high quality free swag that’s open to the public. Every year I get a fairly good haul of stuff I probably don’t need and this year was no different.

The best thing about gaming events in Taiwan is the large number of playable demos. I’ve been to company specific events like PlayStation Gaming Festival Taipei and neutral events like Taipei Game Show over the last few years and consistently events in Taiwan always focus on having playable demos open to the public rather than just footage and demos only available for VIP invited visitors. This is the main reason I keep going back every year.

sega booth

In general, I’d say this was a weaker show than last year’s. At last year’s show, the bulk of games on display to try were unreleased titles or games that were very new. At this year’s show there was plenty of new stuff that hadn’t been released yet, but there were also a lot of demos for stuff that was already out.  Even some stuff that I’d already beaten. Take the Ubisoft booth for instance. They had Just Dance 2019 on their main stage, which is fine because they always have that year’s Just Dance running with people dancing because it makes for a good show. But their other offerings were lacking. They of course had The Division 2 Beta and that’s exactly what should have been there. That was the main portion of their booth. But the only other games they had on display to try were Assassin’s Creed Odyssey, Starlink: Battle for Atlas, and Trials Rising. That means of the five games they had on display three of them had already been released last year. And I personally own all three of them so unless you wanted to wait in line for over an hour to try The Division 2, which I didn’t having already played the alpha, I just tried Trials Rising, which I’ll discuss in detail in my demos review section of this post.

It wasn’t just Ubisoft that was featuring a lot of already released stuff though. Bandai Namco always has a large booth, and this year was no different. But the only game I tried from them was God Eater 3. The main focus of their booth was Ace Combat 7: Skies Unknown, which makes sense because it literally came out this month. But they were featuring demos for Taiko no Tatsujin: Drum ‘n’ Fun!, Katamari Damacy Reroll, and a bunch of Gundam stuff that’s focused on the Asia market that I’ve never heard of, as per usual. The only game that they had that was truly special for a show was One Piece World Seeker, which I didn’t even get to try because I didn’t realize they had it until the show was closing for the day. They did no special promotion for it. No large display, which they had for two or three other games, including Ace Combat 7, no posters, no special One Piece swag. They just had it set up on a few screens and you had to notice it on your own, which sadly I didn’t.

bandai booth

As usual, there was no XBOX presence there. Other than PC gaming, which is a big thing at the show every year, Microsoft has no showings at Taipei Game Show. You can buy some PS4 and Switch games at the show every year, but not a single XB1 game could be found. Speaking of which, they had physical copies of Kingdom Hearts III available which is awesome because the game launched in Taiwan the day I attended, which shows just how on top of their game SONY really was for the show.

The thing I found most disappointing about the show this year was the limited Nintendo presence. They didn’t take the time to show up in person like PlayStation does every year. You only get glances of the Switch through third party developers/publishers like Ubisoft and Bandai Namco. But an actual Nintendo booth and store would have been so much better. PlayStation had their own official booth and store, selling new physical games and merch, like they do every year. You could even buy Death Stranding t-shirts this year, though they didn’t have any new footage or gameplay for the game being shown, because of course they didn’t. In a way PlayStation is uncontested just about every year at Taipei Game Show because they put in the investment to make a spectacular booth and feature a huge number of playable demos including PSVR offerings. Most of the demos I played at the show this year, as is true every year, were at the PlayStation booth. And really I don’t think it should be that way. It simply is because enough other companies don’t care enough to participate, which is sad to say the least.

playstation booth

On the PC side of things, it was kind of disappointing because though most of the big Asian players attended such as Nvidia, HyperX, Gigabyte, Cooler Master, ASUS ROG, MSI, and even ThermalTake, they all focused on parts rather than games. They were selling parts in their booths, which is fine, but really that was the main focus of their booths. Showing off and selling products that could be used for gaming rather than focusing on actual gaming. And while this makes perfect sense from a business perspective, as these are hardware companies, it really detracts from the spirit of the show. They could do a lot more to feature more playable demos for new and yet to be released games and make that the focus of their booths while showing off their hardware. In my opinion, this would be the more appropriate way to do things. Of all the PC booths I saw, only ASUS ROG had a demo for an unreleased game. They had a small section where you could try out the PC version of Sekiro: Shadows Die Twice as evidenced by a single mid-sized poster on the far side of their booth. In comparison, PlayStation had a giant statue of one of the game’s bosses and a small Japanese hut shaped structure where you could try out the game complete with Japanese style stools/backless chairs. This was the only PlayStation demo I experienced that did not require you to stand. The point is that PlayStation put in that much investment to display a game that isn’t even exclusive to their platform, meanwhile these PC companies were doing the bare minimum to talk about actual games.

cm booth

On the swag front, I’m always really impressed most by the mobile app companies and indie studios. It shows just how much money mobile apps make in Asia, because their swag is on a whole other level compared to companies like PlayStation and Nvidia. The swag for the PlayStation booth was game specific. Meaning you got different stuff for trying different games, with most games having no special items at all. Every PlayStation demo gave you red envelopes with a 7 day free trial for PlayStation plus. This is very standard for Taipei Game Show as it always happens right before Chinese New Year, so the envelopes are culturally specific to Asia. Over the years I’ve gotten red envelopes from numerous brands. This year only PlayStation had them. But certain games also gave you special items for trying them. Dead or Alive 6 gave a lanyard and collectors pin. A VR game called Focus on You gave a full sized couch pillow. But most of the time you just got the envelopes. And remember that this is after waiting forever in those long PlayStation lines. Meanwhile some random mobile app company gave me a fairly large stuffed cow, which I named Mr. Moo Cow, for trying three apps over the course of maybe 10 minutes. I will clarify that trying the three apps gave me the chance to draw a prize and that’s what I won, but they had lots of great prizes and plenty of those cows to give away.

An indie PC game studio that I’ve never heard of gave me a full length mousepad of very good quality. Again I drew this, but the same logic applies. SEGA gave out blue lanyards. Nvidia made me travel to five different locations around their booth as well as one at another booth they were partnered with for the chance to draw a prize, which ultimately got me a Monster energy drink and some stickers. Of all the larger companies at the show, I’d have to say the best single swag item was from Bandai Namco. It was a Taiko no Tatsujin: Drum ‘n’ Fun! themed neck pillow. But it required you to try five different games they had on display, all of which had their own separate lines. Sadly I didn’t have time to complete this. I even offered to pay for the pillow because I really wanted one and they refused to let me buy it. Overall I was very happy with my swag haul, but my point is the larger companies in the industry really could stand to step their game up.

swag tgs 2019

I will say though that Ubisoft impressed me this year by thinking more outside the box with their swag. Last year they had a system where you tried any game, of which they had several compared to this year, and you got a prize draw. You went to the claims table and they had you play a Just Dance themed prize machine like the one in Just Dance 2018 and you won a random prize, of which they had a large variety of prizes you could win. I got an Assassin’s Creed Origins t-shirt, a Mario + Rabbids Kingdom Battle t-shirt, and a Rabbid Mario hat. It was a really nice system because most of the prizes were really good and the system was entirely random so you didn’t have to wait to try a game you didn’t necessarily want to try to get the swag you wanted. It did however mean that you could get swag you absolutely didn’t want or repeat prizes. They also had a special For Honor keychain which was only available to those who waited in line to try that specific game, which I of course did. This year they didn’t have general swag. You only got a 5% coupon to the Taiwan UPLAY online store. But their game specific swag for The Division 2 was very creative. You got a “Tommy the Teddy Bear” backpack charm which consists of a teddy bear with a bowtie and a The Division 2 keychain. But the really cool part is that it comes with an in game activation code that will give your character in the game the teddy bear charm for their backpack as well. That’s cool swag. It makes a direct connection between the live event and the game. It’s limited edition, which players really care about for some reason, and it motivates people to buy the game. And it was still cheaper to make than the neck pillows or Mr. Moo Cow while being just as valuable to the gamers at the show. Kudos to Ubisoft.

tommy the teddy

Now let’s talk about what’s really important at game shows: the playable demos. I had the privilege to play seven AAA/large studio demos for games that weren’t yet released at my time of playing (I’m counting Kingdom Hearts III because it wasn’t available in the US for another four days) as well as a few indie titles. Sadly, the three indie titles I recall playing, one on PSVR and two on PC, weren’t anything special so I won’t take the time to go over them in this already long blog post. So let’s just talk about the big stuff. Please note that at Taipei Game Show demos only last 10 – 15 minutes due to the sheer number of people waiting to play. They simply can’t let people play for as long as I would have liked to, and that makes sense. So be aware that my assessment of these demos should be taken with a grain of salt because I didn’t have time to change any settings or get super comfortable with the controls. Also note that the demos in Taipei Game Show are mapped for Asian players, which is different from standard button maps in the West. For instance, on a DualShock 4 controller O is the confirm button in Asia, while X is the confirm button in the West. These sorts of things do really make a difference. I remember going to Taipei Game Show back in 2016 and trying Attack on Titan for the first time and absolutely hating it because of the button map and my inability to read the directions, since they’re always in Chinese or Japanese at Taipei Game Show. Then when I got to try the game at home with an American button map and English directions I absolutely loved the game.

red envelopes

Sekiro: Shadows Die Twice

Of all the demos available, this was the one I was most excited to try. Obviously Kingdom Hearts III was more important overall, but that was set to release less than a week from the event so trying the demo for 10 minutes wasn’t really that important in the grand scheme of things. Sekiro on the other hand is one of my top games for this year that won’t be out for some time. The only game I wanted to play more than Sekiro is Ghost of Tsushima, which sadly wasn’t available to play. Though they did have a giant poster and a guy dressed up like a samurai to promote the game and taunt my very soul. But thankfully I at least got to try the next great soulslike title.

Sekiro: Shadows Die Twice was a rough demo experience. Obviously the game is difficult, which it should be. But it’s also not the same gameplay as Dark Souls or Bloodborne, so you can’t just walk on with that past experience and expect things to just click right away. This is a completely different animal. For starters, the pace of the gameplay is much faster than even Bloodborne. You’re zip-lining around the level, dealing with long range attacks like rifles, and having to dodge the view of spotters stealthily hidden throughout the world. It’s as much about stealth as it is about combat performance. And you are not very powerful in the grand scheme of things. Basic samurai go down in a few swipes, or instantly with a stealth kill. But even the first tier armored samurai were quite the amount of effort/attacks to take down. And the first mini-boss was pretty much impossible for me to bring down in the 10 minutes I had. This is because he had four other enemies in the area with him, two of which couldn’t be stealth killed. The three of them together were just too difficult for the items I had. The long range attacks are severely lacking. At least what was available to me in the demo. I really hope to be able to get a bow and/or rifle in the full game. I really hated the button map in this demo. I hate to be one of those people that makes excuses like that for not being able to beat a game, but honestly if I can’t remap that game and that’s the final layout for the US version, I’m gonna have a terrible time. It did not work for me at all. It’s not that it’s drastically different from Bloodborne. It’s that what you’re doing in Bloodborne with the controls is vastly different and that makes all the difference in the effectiveness of the button layout.

sekiro__shadows_die_twice_gx

I want to be clear in saying that I don’t think it’s a bad game after playing the demo. I’m fairly certain I’ll be buying the Collector’s Edition day one. It’s very challenging, which is what it’s supposed to be. But there are definitely things I want to see changed in the final product from what I experienced in the demo. That’s of course assuming the conditions leading up to the point in the game the demo took place in are inevitable for the items, skills, and damage I was getting in the demo. It’s very possible that the experience I’ll have based on my preferred play style will net drastically different outcomes from what I got in the demo.

Dead or Alive 6

I’m a big Dead or Alive fan and have been since I bought the third installment on the original XBOX 18 years ago. I had played the earlier games causally in arcades but DOA3 is when I really fell in love with the franchise. It’s still in my top five fighting franchises and I play every game. Really I don’t expect things to be too different from game to game and I prefer it that way because the DOA formula is nearly perfect in my opinion. I just want some new fighters, new stages, and maybe some new special moves and I’m pretty much fine with it.

What I got from this demo is almost exactly what I wanted. The graphics are good. The roster includes all the characters I wanted, including Hyabusa, and the gameplay is much the same. There are some new specialty attacks, similar to what you get in the latest Soul Calibur, but by and large it’s the same buttery smooth, fast paced gameplay fans of the franchise are accustomed to. There was also a great selection of costumes for all the fighters. I’m very much looking forward to playing this game.

doa6

Devil May Cry 5

I’ve never beaten any of the DMC games, unless you count DmC: Devil May Cry (2013) by Ninja Theory. But I’ve always wanted to play them all. I’ve been very impressed by the things I’ve seen about DMC5 so I finally bought  1 – 4 remastered on PS4. The DMC5 demo delivered both what I wanted and expected. It’s fast paced, smooth, visually gruesome, and slightly comedic. I was very happy with the gameplay, though I do feel that I didn’t fully understand the robotic hand system they implemented. I thought it was a bit weird, but I also liked that you could completely destroy your hand and then have to fight with one arm. The different arm types were cool as well because it allowed you to create a more customized gameplay experience based on your preferences. The gameplay was fair. I’d recommend playing this one on hard if you’re a hardcore fan of the franchise or genre. I beat the boss in the demo with little fear of dying. But overall I was very happy with it and I’ll certainly be buying the game.

devil-may-cry-5

God Eater 3

God Eater is a franchise I’ve always been interested in but never had the time to really play. I actually own the first two games on PC, but I’ve never played either of them. I really like the genre because of games like Toukiden and Monster Hunter World. But when you have games like Monster Hunter World available the motivation to take the time to play anything else in the genre becomes sorely lacking. But I still wanted to try this demo.

Personally I struggled a lot with this demo. A large part of that comes from the fact that it wasn’t in English. I had such a hard time trying to figure out the weapons controls. I kept accidentally changing from the sword to the gun mode and then couldn’t get the gun to fire properly. The demo had me running around looking for monsters but very few were spawning in the level. I actually ran out of time before the real monster showed up so my whole demo experience was really lousy. I hope they release a public demo because I’d genuinely like to try it again with a full understanding of how the gameplay mechanics work before passing final judgement. That is to say the game is not at all intuitive.

god-eater-3

Kingdom Hearts III

I have waited more than a decade to play Kingdom Hearts III. I have watched as Square Enix dished out garbage handheld spin off title after garbage handheld spin off title. I have seen Sora travel to worlds that made up my childhood and fight alongside some of my favorite characters growing up. But in all these years I have never seen his story get a proper conclusion. It is my hope that I will finally get this in Kingdom Hearts III. No I did not need to play a demo for a game that will literally be released before this blog post is even published. But of course I took the time to wait in line and play it anyway.

The game dropped me directly into Toy Story world. I don’t know how far into the game that was/is, but it seemed like it was quite a ways in because I was really OP. I could combo through the air for what seemed like forever. I had magic attacks that were super powerful. It was definitely fun but it did not feel earned. The team up moves were amazing and quite beautiful. I also really liked that Buzz and Woody fought alongside me without me having to sacrifice Donald or Goofy from my team. The demo definitely did its job in making me excited to play the game. But I’m hoping they don’t just drop me in at that level of power from the start. The gameplay was very smooth overall, as is to be expected. And the AI for my team mates was very effective as well. I can’t comment on Donald’s healing AI/ability at this point because I didn’t take enough damage to require healing.

kingdom hearts 3

At the end of the day, I already preordered the game months ago so playing the demo didn’t matter much to me or have any impact on my decision to buy and play the game. But I am really looking forward to finally getting to play it. As I write this post, I’m preloading it onto my PS4.

Space Channel 5 PSVR

I didn’t actually know this game was in the works. Space Channel 5 was one of my favorite games from the Dreamcast. It’s one of the only games that I enjoyed with my sisters as a kid. Even my mom liked watching us play it. I’m a big music/rhythm game fan and SC5 was one of the best from that era. The blend of story, challenging gameplay, and sci-fi graphics made for a great music game experience. And it featured Michael Jackson. So I was both shocked and ecstatic to find out that a VR version of the game was in the pipeline and available to try.

I have to say that it worked very well gameplay wise. You really had to do the moves and keep to the rhythm. It was responsive, mostly fair in its judgement of your move accuracy, and quite fun. The demo didn’t have any of the more challenging dance battles because it was only the first level, but from what I experienced I think it could end up being a stellar overall gameplay experience. What I didn’t like was that they changed the level structure and presentation. In the original game you play as Ulala and travel through the stages dance battling aliens and rescuing people along the way. In this demo you played as Ulala’s trainee and the entire concept of traveling through the stage was removed. You just stayed in the same place the entire level and the aliens came to you, bringing their hostages along with them. This lazy way of doing the level really took away from the overall experience of the original game. And playing as a trainee was kind of a bummer. Especially since she never talked back to Ulala. I would have much preferred an entirely new story as the third installment of the franchise with this new system rather than change up the process of the original game in this manner. The gameplay is quite solid though so hopefully we’ll see something like that in the future whether it’s Space Channel 5 or a new IP altogether.

sapce channel 5

Trials Rising

I only tried this game because I played and liked the beta for Trials Fusion and didn’t want to play Starlink: Battle for Atlas or Assassin’s Creed: Odyssey, both of which I already own. And I certainly wasn’t going to wait two hours to try The Division 2 beta. Especially after having already played the alpha. So I tried the one game that was completely new to me.

Trials Fusion is extremely hard. I’m so glad you can continue from the very plentiful and automatically applied checkpoints because wow is it difficult to get past the various obstacles in a given course. The ramps and angles are so unforgiving. Timing is everything and you rely on luck way too much. I crashed so many times trying to get through a single course that it got depressing. I don’t know who the target audience is for that game but it’s certainly not me.

trials rising

The only two demos that I didn’t get to play but really wanted to were One Piece World Seeker and Concrete Genie. Both of these were under marketed, as in not marketed at all, so I wasn’t even aware of them till the booths were already closing up for the day. This was probably my biggest complaint from the show this year. There simply wasn’t enough put into providing people with information. Usually there’s an information booth in every main intersection. This year there was nothing. No people walking around to ask for directions. No help desk inside the floor. You could get assistance about specific booths from booth employees, but for general help about the show you were on your own with nothing more than a printed map, which I had to go out of my way to find because they weren’t handing them out at the door like they always have in past years that I’ve attended. There should have been a list of playable demos made available online before the show started so you could plan what you wanted to try in advance.

One thing I noticed about a number of demos, both indie and AAA, was that many of them had intros that were way too long. If you tell me I only have 10 – 15 minutes to try out a game, less than a minute of that should be taken up by story introductions. I didn’t wait in line for an hour to get plot points. I just want to try the gameplay and see the graphics. Between that and loading times, so many games were just wasteful in their time management of that 10 – 15 minute span of time. A VR demo I tried from an indie studio had me sit through 10 minutes of introduction with Chinese subtitles and not enough volume before I got to fire a single bullet. This is not OK.

just dance bracelet
My prize for competing.

I’ll end this post by sharing a rather interesting experience I had at the Ubisoft booth. If you follow me on Twitter, then you’re probably aware that I’m a big Just Dance player/fan. Though I’ve never formally competed, based on my online performance for the past two or three installments of the franchise, I genuinely believe and tell people that I’m in the top five players in Taiwan. At least on Nintendo platforms. While I was at the Ubisoft booth waiting in line, I mentioned to one of the employees that spoke English that I was a big fan of the franchise and that I was a top player in Taiwan. As they do every year, they had Just Dance, 2019 in this case, running on the stage. But this year they allowed anyone to walk up and play rather than limit it to invited guest players only like they usually do. I actually didn’t want to play because I had only played about three hours of Just Dance 2019 at this point, having just opened the game earlier in the week. This employee went and told the guy in charge of the Just Dance section of the booth that I claimed to be a top player. He, also being able to speak English, came and asked me if I’d play. I felt like I had to at this point otherwise it would look like I was lying about my skill level. After reaching the stage, they introduced me to the host and Ubisoft’s brand ambassador for Just Dance in Taiwan. The host seemed to be an active Just Dance player but he wasn’t actually playing at that time. The brand ambassador was introduced to me as the number one player in Taiwan. I chose to introduce myself by my Just Dance online name rather than my real name and to my surprise they both recognized my Nintendo Switch User ID from previous Just Dance versions. The brand ambassador was quite good. He had already mastered all the 2019 songs, which makes sense if you started playing it day one because it’s been out since October. I just got a late start because I usually close out the year with the previous version before starting the installment for the next year. I will say without argument that he was better than I was consistently. But of the four to five players playing, I was getting second place and the ambassador was not blowing me out of the water. At times I was even ahead of him but he was ultimately closing out each song in the lead. I actually really would have liked to play against him in some songs from 2018 because I do believe that I was at his level of play. Ultimately they interviewed me after I was done playing and featured my interview in this official Ubisoft Taipei Game Show video. See if you can figure out who I am.

So that’s it for another solid Taipei Game Show. Here’s looking forward to a great year of gaming and attending again next year.

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Pre-order at Your Own Price

I’ve been a frugal gamer for a great many years.  I have been actively watching and comparing game pricing patterns and trends across all platforms for at least a decade. I have learned to be patient about buying games. I don’t fall for day one purchases for fighting games, except for Smash Bros., because I know the GOTY edition with all the DLC will drop later. They just announced a full edition of DragonBall FighterZ as a perfect example. I often wait multiple years before buying a game just to get the price I want. I’m still waiting for Cuphead for instance because I won’t buy it until it drops to $10. What I think is important as well as gratifying is that I am not alone in these practices.

Gamers the world over have established their own systems of measuring the value of games and setting their own bite prices well before games even release. The fact that this practice is so common tells me two things. First, not all gamers are mindless drones throwing their money at anything with a pretty trailer and a big publisher name behind it. Many gamers are like that but I wouldn’t even say the majority of them are. Second, the market isn’t really interested in paying $60 for new games and thus $60 is probably not the optimum price of new games even though that number has been normalized for a great many years.

Buyer's Market Big

Gaming is a buyer’s market. While the industry would have us believe that it’s a seller’s market and that we should be thankful that prices are as low as they are, this is patently false. The truth is that we as consumers control and shape the market as we see fit with our wallets. We simply fail to exercise that power as a collective group. Microtransactions exist because the collective we continue to pay for them. Unfinished games are released and patched later because we continue to buy games released in an unfinished state. If we collectively decided not to do these things, they would cease to be a problem or exist at all. The real problem comes down to the fact that we rarely do get organized and too many gamers, especially in America, simply don’t care about the collective good of the community. If you have the money to overpay for games and spend on microtransactions, more often than not you participate in the current corrupted system regardless of how those decisions affect other, often less fortunate, gamers.

After thinking about these topics in detail I came up with an idea that I don’t think I’ve ever seen before. The closest thing to it would be the Humble Bundle system but that’s a much different concept when it comes down to it. Crowd funding might be comparable in some way, but it too isn’t the same type of thing. Before I go into details let me state for the record that I am fully aware that what I’m about to suggest will never actually happen. I am fully aware that a lot of people, day one purchasers and pre-order players almost exclusively, would be livid if such a system were introduced. Shareholders of large corporations would hate the idea of their returns being regulated so directly by consumers. This is an idea that I think would revolutionize the games market, but I understand that it’s strictly for discussion purposes. I’m optimistic not naïve.

Humble-Bundle-weekly-bundles

If we know that many, possibly most, gamers don’t buy games at release price then there’s a service that the industry is severely lacking. Why can’t consumers pre-order/pre-purchase games at their own chosen price? Currently we can purchase games digitally or physically before they are released. The process is simple and fairly efficient in most cases. We also have the ability, in limited frequency, to pay for certain games, and other forms of media, at any price we set. That’s the entire system behind Humble Bundle with a few slight regulatory factors. So why can’t we apply this concept to purchasing all games in a pre-paid scenario?

Imagine a system where, just like you do already, you see a game you want and you set a price. Let’s use the soon to be released, and already pre-ordered in my case, Kingdom Hearts III. The game will be releasing for $60 on January 25th. But let’s assume, unlike me in this case, you have decided that it’s not worth $60. Let’s say you have gone through whatever process you use to determine your bite price and have concluded that you will spend only $30 to get the game. Completely fair assessment and decision. You know you will buy the game and you know you will buy it as soon as it’s $30. Being an experienced gamer/consumer, you already know that this will probably not be the price for at least four to six months if not longer. But you want to make the purchase now. Why do you want to make the purchase now? For many of the same reasons people pre-order games.

bindingofisaacpreorder

Pre-ordering a game has a number of positive benefits for some people outside of just being able to play it on day one. First, the purchase is already made. You don’t have to think about paying for the game anymore. It’s already yours. You don’t have to worry about having the money later or thinking about looking for a vendor. Second, you are supporting the dev/project. Pre-ordering games shows devs and their publishers which projects you really care about and helps to ensure the game looks good to investors and media based on the number of units sold in advance as well as the amount of money made. Third, pre-order bonuses. Though I find the practice extremely predatory and unfair, rewarding people for buying games in advance of real reviews and established public opinion is a common practice and one of the main reasons I occasionally get pulled into pre-ordering games myself. These are just a few examples of the benefits of pre-ordering but there are plenty of other ones.

So you want to pre-order Kingdom Hearts III but you only want to pay $30 for it. You know it will take four to six months for it to hit that price on the platform of your choice and you’re perfectly fine with that but you would still like to pay for it in advance. Currently this is impossible. There is no way for a normal consumer to pre-order a game and reap the benefits perceived from pre-ordering, for their chosen price. They can either pay more, in this case double, what they actually want to pay for the game, or they can wait until the price drops and hopefully have the money still lying around. But why can’t a person instead declare in advance that they want a game for the price they want to pay?

KH3

I think this system would fundamentally change the way games are bought and sold. If people could declare their chosen price for a game in a concrete way that shows companies in dollars how much the public perceives the value of their games while still netting most of the same benefits of preorders for both consumers and developers, it would improve the system for everyone involved. Consumers could give direct feedback about their perception of games to studios and publishers in a way that actually matters and is measureable. Companies would be able to better perceive how the public feels about their games pre-release without having to necessarily incur a hard boycott or lacking unit sales numbers early on. Publishers could set more acceptable starting prices based on actual sales data from the public, ultimately leading to more units sold quicker in the long run.

Such a system would create a more symbiotic relationship between studios and consumers where business decisions would be based on actual data rather than perceived public opinion from the vocal minorities that often control social media. It would even help shape marketing plans because companies would be able to track the number of dollars made for specific ads and campaigns compared to the number of preorders and dollar amount applied to them. And it would considerably reduce gamers complaining about pricing because they’d be setting their own prices. And it would help publishers and retailers to better track and plan their price reduction strategies, ultimately allowing them to maximize total profits.

Destiny Pre order

It would be an extremely simple system to implement in the digital market. The only trouble with doing it in the physical market is storage space. If everyone pays $30 for a $60 game, companies might have made more money faster, but they’d then be responsible for storing all the pre-order units until the prices hit the level of each customers’ desired bite price. This would admittedly be troublesome and costly for brick and mortar stores. But the digital market could easily handle this system. It would be no different than pre-ordering a digital game today other than that the release of the game would be tied to the digital store price listing as opposed to a specific date. And it would be great for consumers, if the games are automatically delivered as soon as they hit the target price or below, because it would mean no more missing sales. At the same time it would allow sellers to make more than they would have necessarily made if the sale price goes below the target price.

The system wouldn’t refund any money. It would simply take the amount of money the consumer wanted to pay for the item and set the item as purchased in the digital store. Then instead of tying the release of the item to that account based on date, it would do it based on price paid being at or above current price in the store. Fairly simple to implement within the current digital marketplaces for games we have available.

SWBF 2 Stocks

While such a system would take some getting used to for everyone at first, I do believe that it would be better for all parties involved in the long run. It would give consumers more agency to shape industry trends while also not forcing us to do full boycotts of games when we have a complaint pre-release. Imagine a scenario where instead of outright boycotting Star Wars: Battlefront II people were able to simply show that they were unhappy with certain decisions made by quantifying how much in value the game was missing from that $60 target price. DICE wouldn’t have had a game completely tank but the public also wouldn’t have had to be taken advantage of. Fallout 76 is an even better more recent example. A lot of people actually really like many aspects of the game but they still want all the bugs and server issues addressed. Currently there’s no way to show that in dollars and cents, the only language publishers really care about. Either people buy the game to show they support the concept and have to be disappointed in their purchase. Or they don’t buy the game and end looking like they are completely against the concept, which is an inaccurate set of choices for many gamers.

GTAV Price

I will say that there is indeed one serious potential flaw with this system and that’s the minimum price. If you can set any price, what happens to people who set a price lower than the game will ever really go? Let’s take GTAV for example. The game released on the PS3 in 2013. It never really dropped in price until it had already hit the PS4 a year later. And it took another half a year after that for it to finally hit PC. Even today it still costs $30 on PSN without a sale discount. The Black Friday sale price was $20. What this means is that even five years after release if you had pre-purchased for $10 then you still wouldn’t have had the game delivered. This could be a potential problem. To combat this there would of course have to be minimum prices for the pre-purchase system. I’d say $20. I chose this price based on the PlayStation Greatest Hits system currently in place. While many games do eventually fall below the $20 greatest hits rate, it’s objectively the only price we can almost guarantee that most games will hit on a platform before being unavailable for one reason or another. This price also works for pretty much all platforms, except for maybe Nintendo, because there pricing system is totally screwed up. At the same time, one could assume that Nintendo would eventually adjust their pricing schemes based on all the newly collected pre-order data.

Again, I don’t actually believe such a system would even be implemented. I believe that it easily could be and that it would make things better for everyone involved. But the people at the top of these companies and their boards would never happily cede so much control of profits to the public. The current system is akin to voter suppression in American politics and it works. So why would they change it? What do you think? Would you take advantage of a system that allowed you to have your cake and eat it too with purchasing games? What specific ideas do you think would make a system like this work even better?

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2018 Year in Review

I’m gonna be honest and say that I was not looking forward to writing this post this year. Not because it was a bad year for gaming but because it was too good. There is just so much to say about gaming in 2018 that I didn’t want to take on the daunting task of trying to summarize it in a single post. There’s really no way to address all the positive things that happened in gaming during 2018. Outside of gaming, the last year was shit. Literally right up to the end of it. But gaming wise it was one of the best years we’ve seen in a long time. So while I’m gonna do my best to do this year justice in a single blog post, I acknowledge that I’m going to come up short. But this post is tradition so it had to be done.

As always, let me talk about how gaming in 2018 was for me personally first. This was an excellent year. I played more release window games in 2018 than I have for the last five to ten years. And I didn’t even break my oath to only buy three day one release titles. Due to review copies, which I’m now getting again in small amounts, as well as borrowing from friends, sales, and winning some contests, I was able to play many games while they were still relevant, which almost never happens. Some of the games I played this year include Monster Hunter World, God of War, Detroit: Become Human, Spider-Man, The Crew 2, Starlink: Battle for Atlas, and of course Smash Bros. Ultimate. I also got a copy of Assassin’s Creed: Odyssey but I haven’t played it yet because I still haven’t played Origins, which I just got for Black Friday. So many of the games I played this year were amazing. I got four platinums. That’s not me bragging. Usually I only get one in a given year. I got four because games kept being so good that I wanted to fully complete them. Plus I played some amazing games from past years like Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. If I had to pick my absolute favorite for the year I would reluctantly say God of War. But we’re talking inches of difference between first, second, and third place. The game that I actually felt had the strongest narrative experience for me personally was Detroit: Become Human. The game that surprised me the most was Mario + Rabbids: Kingdom Battle. I went into that game thinking I would hate it but it was great. Really it was just a full year of phenomenal gaming experiences.

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As for completing my gaming goals in 2018, I was pretty disappointing. I only managed to complete six of my 13 main goals and one of my bonus goals. This is much lower than my completion rate for 2017. I’m gonna try to be better and set more practical goals for 2019. The goal I’m most proud of myself for finishing is that I beat Final Fantasy VII for the first time. Now let’s talk about the highlights, good and bad, of 2018 for the rest of the gaming community. Highlights are in no particular order. As I said already, I’m not really going to be able to do this year justice but I’ll do the best I can.

PS4 Wins the Year

Many great games were released in 2018 on all platforms, but there can be no debate that the overall highest quality total gaming experience was on the PS4. SONY delivered exclusive hit after exclusive hit while still allowing players access to the great cross platform exclusives released in 2018 like Red Dead Redemption 2. The best overall platform for gaming in 2018 was objectively the PS4.

ps4 trophies

God of War

In my opinion, this was the game of the year. I was very much against the idea of them making another Kratos game. I was worried about them changing the setting, changing the actor, and adding in a kid. I went into the game expecting something mediocre, but Cory Balrog managed to reboot a franchise that didn’t need to be touched beautifully. It was visually stunning, well written, expertly acted, and mechanically sound. While I wasn’t happy with the cliff hanger ending, I’m happy that a direct sequel will be made and I was extremely impressed with this game overall. And so was everyone else. It won several awards including PlayStation Game of the Year at the Golden Joystick Awards. At the time of writing this it has a 94 on Metacritic. It truly was a perfect reboot to an already great franchise.

Detroit: Become Human

As hit or miss as David Cage is, he delivered an amazing narrative experience with this one. This story was powerful. These characters were meaningful. This world was depressing while being extremely realistic. Parts of this game hit me so hard I thought I was gonna cry. The multiple social issues addressed were done tastefully while not being overly preachy. I will definitely go into the next Quantic Dream game with optimism. While this game didn’t score as high critically as some of the other games released this year, it is a respected PlayStation exclusive and was nominated for several awards.

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Spider-Man

Insomniac Games managed to revolutionize the comic book game genre with this one. This game played perfectly. It looked amazing and had one of the best photo modes I’ve ever seen. It was written at the quality of a Marvel movie and even had a Stan Lee cameo. Hopefully it’s to games what Iron Man was to movies and we will now get a collection of amazing interconnected comic book games taking place in the same universe. It’s a PS4 exclusive though so if you don’t have one you better buy one soon so you don’t get too far behind in the timeline.

ASTRO BOT Rescue Mission

I’m not a huge fan of current VR and I have yet to be truly impressed by any games released on PSVR, or really any VR platforms for that matter. While I haven’t personally played ASTRO BOT Rescue Mission, the talk is that it revolutionized VR gaming. It’s been called the Mario 64 of VR. That’s a hefty claim, but if it’s true I hope it means that we’ll start to see consistently great VR games that make the platform actually worth buying for the majority of gamers. I do personally want to try this game after watching some footage but not enough to go out and buy one of those overpriced headsets. Hopefully as the library grows so will my interest in making the purchase.

DECAHEXATRIS

Tetris Effect

It warms my heart to know that Tetris still mattered to people in 2018. It still matters to me and always will. While I think the VR aspect of the game is overrated, it is an excellently made Tetris game overall. Filled with stunning visuals, hypnotic music, and an overall calming vibe, this may be the best Tetris game ever made. The price is way too high but it’s quite a good game for what it ultimately is.

PlayStation Won’t be at E3 2019

Just over a month ago, SONY announced that there would be no PlayStation/SONY presence at E3. The reasons why aren’t exactly clear but many people have their theories. Really this shows that SONY is so confident with the PS4 at this point that they’ve become arrogant.  Maybe that’s OK though. As long as prices don’t go up and they continue to release great exclusives it really doesn’t matter how they get the word out. In the age of the internet, it’s more effective to do news posts all year round like Nintendo than to launch all your bombs in one event. Personally I have no problem with them ditching E3 as long they continue to keep the public informed about current and future projects.  I find the fact that they cancelled PlayStation Experience in 2018 to be more unsettling.

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XB1 Continues to Disappoint

I have no love for Microsoft but I also have no reason to hate the XB1 or the people that use it. At this point I just feel sorry for them more than anything. They get all the cross platform games so that’s nice, but that’s not why you buy a console. It’s the exclusives that make or break a gaming platform and by any objective standard the XB1 is broken. The only truly great exclusive they released in 2018 was Forza Horizon 4. And while it may be a good racing game, that genre doesn’t justify consoles or those who purchase them all on its own.

Sea of Thieves

Sea of Thieves is to XB1 what No Man’s Sky, which wasn’t even an exclusive, was to PS4. It’s a boring, repetitive, mostly disappointing pirate themed farming scenario except the prizes are even more disappointing than those of Destiny. Even more depressing is the fact that it was developed by Rare, because we all expect better from them.

Backwards Compatibility

The one thing that the XB1 must be praised for is the backwards compatibility. The library of backwards compatible games continues to grow and that’s a beautiful thing. It still doesn’t justify the console overall, but it’s a noble thing that Microsoft has taken huge steps in preserving the overall useable lifespan of games. This is even more important in light of Nintendo literally suing private citizens for trying to preserve their older titles. I’d like to see PlayStation take on similar policies with the PS5.

sunset overdrive

Sunset Overdrive

I have spent years waiting for them to port Sunset Overdrive to a platform I actually use. In November, they finally ported it to PC. While this is great news for PS4 users, it only serves to cheapen the value of the XB1 even more.  Porting an exclusive like that is a slap in the face to the entire loyal XBOX user base.

Nintendo Gonna Nintendo Hard

What can I say about Nintendo that hasn’t already been said about pet cats? They do whatever they want. They almost completely ignore public opinion on most topics. Nothing they do ever seems to make sense from the outside. They literally attack those who love them. But we still love them. The company doesn’t always make the best decisions, but they almost always make profitable ones. Sales wise, Nintendo owned this year. And that’s following 2017 where we saw Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. They just print money.

Pokémon Let’s GO

Haters ranted and raved and continue to do so, but this game sold three million copies in the first three days after release. I haven’t purchased it but the more I see footage from it the more I want to. It looks the way Pokémon was originally intended to but couldn’t because of technological limitations. While I think it’s ridiculous to be charging $100 for it because of a single use controller, the overall concept of the Let’s GO games works. And linking it to Pokémon GO was a brilliant move. I doubt this is the last we see of the Let’s GO series.

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Smash Bros Ultimate

Simply put it’s the best Smash Bros. ever made. It is definitely missing a number of features like break the targets and a story mode reminiscent of the original game. But I would still argue that it’s the best in the series. And I do foresee patches and additions being added to it. I will be playing this a lot more than I already have and I don’t even have Nintendo Switch Online.

Super Mario Party

This was certainly a step in the right direction but it came up short. Most people who grew up with the original Mario Party wanted Super Mario Party to just be that with online pvp functionality. Instead they just did a small list of boards, lots of mini-games, and limited online functions. This game was so close to being perfect, but isn’t that what Nintendo does all the time? They love to get about 75% there and just screw up the end game.

Nintendo Online

This service is pretty much everything I feared for Nintendo. It’s peak predation in every sense of the word. The so called deals are basically non-existent. The number of games worth having the service for is super limited. The retro titles are too retro to warrant paying for the service. This is pretty much an additional paywall for Splatoon 2 and Smash Bros Ultimate that has to be repaid annually.

Switch Online cover

Dead or Alive Xtreme 3: Scarlet

This is noteworthy more in how surprising it is than the actual game itself. This port of the latest Dead or Alive Beach Volleyball game was not expected to be available on the Switch. Even more surprising is the fact that the Switch version will be uncensored while the PS4 version will be censored. And let’s not forget the HD Rumble feature. Basically playing this game on the Switch is as close to feeling up a woman that the people who are gonna buy this game will ever get to. For a console and company that’s always packaged itself as the family friendly gaming brand, it’s quite shocking and meme worthy that Nintendo allowed this.

Ports, Ports, and more Ports

Ports on the Switch aren’t just for Wii U games anymore. Real AAA PlayStation and XBOX titles are making their way to the Switch and they play and look fairly good while also being portable. DOOM, Wolfenstein II, and Final Fantasy XV: Pocket Edition are just a few examples. And many more have been announced from current and past gens. Slowly the Switch is becoming the most versatile console to game on and the sales numbers show that it’s working.

Noteworthy Non-Exclusives

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Monster Hunter World

Supposedly this was the bestselling Capcom game ever released  . . . and rightly so. What’s great about MHW, and why it was so successful, was that they took an already award winning concept and made it accessible to all gamers. The idea of hunting giant monsters with a very limited narrative structure has always been a good one. The problem with past MH games is that they were always too complicated and had a steep barrier of entry. This game keeps what’s good about the past games but made it much easier for new players to jump in. The many limited time events throughout the year with various cameos like Ryu and Dante have kept the game relevant even several months later.

Battle Royale is Cancer

Cancer is a disease that takes already existing cells within a body and transforms them into harmful cells. As the disease spreads across the body, more and more cells are taken over by the spreading cancer until the life form eventually dies. I think this is a rather apt description of the battle royale genre. It has over taken the industry as the most watched genre on Twitch and developers have taken notice of that. More and more games are adding BR modes. It’s a genre that adds nothing particularly new to gaming. It just transformed traditional PVP into baseless 100 man maps with no story, no chance to turn the game around after dying, and no reason to care about the match once you’ve died. I think it adequately portrays how much people’s attention spans have fallen due to technological advances. I fear for the day that all games become Battle Royale and real gaming eventually dies.

Red Dead Redemption 2

Red Dead Redemption 2

What happens when you take The Witcher 3 and set it in the Wild West era? Something extremely popular even when riddled with glitches. I’ve heard people say this isn’t just the GOTY but the “game of the generation”. Slow your roll. It’s an epic achievement in many ways and Rockstar Games should be proud to have delivered something so impressive. That being said, it still has many of the various issues we’ve grown accustom to with Rockstar titles. While it was certainly one of the most impressive games of 2018, I’m fairly certain we won’t be talking about it once Cyberpunk 2077 releases.

WTF Bethesda

Bethesda went whole hog on not giving a damn this year. Not only did they put out the travesty that is Fallout 76, but they followed that up by saying The Elder Scrolls VI and Starfield would use the same broken engine they’ve been using since 2011. Skyrim was an excellent game but it’s really time to move on to the next engine. I don’t completely blame the engine for all the problems with Fallout 76, but it definitely played a factor. Of course Bethesda is nowhere near closing down, but the fact that we keep letting them get away with releasing broken games is problematic to say the least.

Spyro Trilogy Remastered

When you find a winning formula you keep doing it over and over again until people get bored with it. Spyro Reignited Trilogy is a testament to how successful Crash Bandicoot N. Sane Trilogy was. They’ve also announced that Medievil is being remastered for 2019. Personally I’m OK with them remastering much older games and clearly everyone else is as well.

Spyro

Destiny 2: Forsaken

While I have no love for Destiny and would never buy another game in the franchise, it must be acknowledged that people really seemed to like the Forsaken expansion in Destiny 2 so kudos to Bungie for getting that right. That being said, Activision is doing everything they can to make people angry with microtransactions.

No Man’s Sky Patches

I still haven’t played No Man’s Sky but as they have evolved the game over time the idea has become more and more appealing. While I’ll probably never completely trust Hello Games, I will commend them for acknowledging that they screwed up with that game initially and have worked tirelessly to improve it, which they have and continue to do. I think NMS is directly responsible for Ubisoft’s decision to make Starlink: Battle for Atlas, which is an achievement in and of itself.

Starlink: Battle for Atlas

In my opinion, this was the hidden gem of 2018. I don’t know why it wasn’t talked about way more than it was, but I will admit that there are some inherent flaws with the way it was priced and distributed. I finished it and really enjoyed it, but I did feel like it was short at only 30 hours for an open solar system game. I have said it before and I’ll say it again, Starlink is everything we wanted from NMS plus Starfox, if you play the Switch version. It’s really just a narrative focused NMS with the ability to fast travel, a manageable amount of content, and a real plot to follow. You also have multiple playable characters. I think the toys, specifically how they were priced, were a turn off for people. I have the digital deluxe version and I think that really is the superior way to play. If they had not done the toys and instead just sold the deluxe version content with all the characters available as the vanilla version and then a gold edition with additional story missions, that would have been a lot more successful. Because the game isn’t about the toys. They’re a gimmick to try to compete with amiibo. But the game itself is great and it’s a travesty how little attention it actually got.

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Assassin’s Creed: Odyssey

The Assassin’s Creed franchise went through quite a few years of disappointing content. People, myself included, were fed up with the horrible storytelling and the awkward structure of games like Unity. Having finally played Syndicate this year, I have to say that it was actually quite good on all fronts. But it was still the old style of game that had become tiresome and overdone. Changing the formula in Origins really reinvigorated the franchise and Odyssey successfully continued that momentum.

Darksiders III

I don’t think it’s the game itself that’s necessarily noteworthy here. It’s the fact that the game finally released. When THQ shutdown, the Darksiders franchise was up in the air. Most people who had played the first two, such as myself, definitely wanted to see III released, but there were no guarantees it would ever happen. To see it finally release six years after II is amazing. I haven’t gotten to play it yet myself, but thankfully I’ll actually be able to because it exists.

darksiders 3

Gaming Industry Do’s & Don’ts

Ninja

If the battle royale genre is the cancer of gaming, Ninja is a tumor. This toxic hack somehow managed to become the face of Fortnite and end up as the first non-athlete to make it on the cover of ESPN magazine even after having said a racial slur during a live stream and basically throwing all female streamers under the bus. It just goes to show you that the influencer system is no different than systems of the past. Minorities and women get shit on while assholes get rich for doing little to no actual work. I hope this hack goes away and takes Fortnite with him.

Castlevania Netflix Season 2

Castlevania is not just a great game cartoon. It’s just a great cartoon. The animation style, the storytelling, the acting, and the relationship with the games are all done perfectly. Cartoon production studios should take note of this show for literally any genre that contains violence and caters to an older audience. I hope we see other shows like this for other classic game franchises like Metroid.

castlevania

Monster Hunter Movie

The only positive thing I can say about this movie so far is that they cast Tony Jaa. That’s an A+ casting decision for a Monster Hunter movie. Other than that, this whole project looks like shit. They’ve shown tanks and modern looking guns. The casting in general seems to be steering more towards an American audience of people who don’t actually play the games. And don’t pretend like the Resident Evil movies were good. This all reeks of a cash grab franchise that will drone on for years and years against the desires of the people who actually play the games.

Kotaku

This is what happens when you cheapen the term gamer to the point of including absolutely everyone with a smart phone. The number of controversial articles they put out claiming games are destroying society, women, and the future is just appalling. Their twitter feed is one of the most entertaining comments sections you can read though so at least there’s that.

Diablo

I have no love for Diablo. I have no love for Blizzard. I have absolutely no positive feelings about Activison. In fact I’m worried that Sekiro: Shadows Die Twice will suck because of Activision. While I don’t support Blizzard in any way, I feel bad for their loyal fans who have spent years hoping for the next Diablo. Them announcing a mobile game and not even mentioning a proper next installment was a real slap in the face to all their fans. I commend that guy for standing up in the middle of their conference and calling them out. And then they followed that by announcing that all their franchises are getting mobile games. Clearly Activision has poisoned that already stagnant well and any smart person would jump ship rather than throwing more money into that pit or microtransactions, predatory pricing, and general disregard for their consumers.

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Goodbye Telltale Games

This hurt a lot. And the news came out of nowhere. I was so sad to hear that I won’t be getting The Wolf Among Us season 2 among other titles. I beat Guardians of the Galaxy this year and Game of Thrones last year. I was waiting for additional seasons of both. But really I should have seen this coming. I have said multiple times in the past that they seem to be taking on way too many projects. And I wasn’t aware of just how bad their licensing agreements were with a lot of these companies. The studio really was mismanaged and it’s a shame what happened to all their employees. It reminded me of when Visceral Games closed down, save for the fact that Telltale didn’t collapse because of bad management from an overarching publisher. Hopefully small studios will learn from this and stop trying to be too big for their britches.

Goodbye Prima Games

Prima Games closing its doors is the equivalent of seeing your childhood home demolished for me. I used to collect their player’s guides. I recall some of my favorite ones that I still have in a box somewhere. Games like The Legend of Zelda: Ocarina of Time, Kingdom Hearts, Final Fantasy X, and many others. But it makes perfect sense that they closed down. I’m shocked they lasted as long as they did. Printed gaming tips in 2018? GameFAQs has existed for more than 10 years. YouTube playthroughs and guides can be watched from your phone. Google can pinpoint the exact item you’re looking for and bring up a marked map of where it is in the game in seconds. Who was still buying player’s guides for any reason other than collecting and nostalgia? And they weren’t cheap either. Every time I saw a new guide released by them I was shocked at how expensive they were in recent years. They cost more than many games do now. All good things must come to an end and Prima Games had a great run.

prima guides

2019 Looks Amazing

There are a host of great looking games coming out in 2019. For PS4 it’s going to be the year of the samurai. For the Switch we’ll see new installments of some classic fan favorites. CD Projekt Red may raise the bar even higher than The Witcher 3. This is just a small sampling of the announced games for 2019.

  • Ghost of Tsushima
  • Kingdom Hearts III
  • Yoshi’s Crafted World
  • Medievil
  • Devil May Cry V
  • Nioh 2
  • Animal Crossing
  • Cyberpunk 2077
  • The Last of Us Part 2
  • Sekiro: Shadows Die Twice
  • Luigi’s Mansion 3
  • Shenmue III
  • Doom Eternal
  • Bayonetta 3

There is so much more I could cover but no one wants to read a 20 page blog post in 2019 and I really don’t have the time or energy to write one. Overall I’d say this was a really good year for gaming, unless you’re predominantly an XB1 user. I really didn’t cover enough of the bad moments but there were just so many noteworthy goods to talk about. I hope this is not an outlier year and that 2019 continues this trend of great gaming. My biggest concern at this point is deciding which games I’m going to take the time to play because there are so many worthy candidates. How was gaming for you in 2018? What games are you most excited about in 2019?

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