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Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Monday, October 14, 2019

Scary Rant About 'Uncanny Valley'

I decided to try another indie horror game. Today's subject is Uncanny Valley, released in 2015. This one was a lot more obscure than the others I've played, but it was reasonably well received, so I decided to give it a try. I got to an ending, of which the game claims there are many, but there were so many frustrations along the way that I don't know if I'll be returning to it.

Credit where Credit is Due

Before I launch into the main point of this article, which are my complaints about the game, I do want to point out some of its positive qualities. For one, it looks and sounds great. Its visuals use pixel art, but it doesn't necessarily draw its style from a specific retro game.















Pixel art combined with complex lighting is an aesthetic I can appreciate, and the game sounds good as well. I also enjoyed the player character's expressive animations, especially when running. And even though the characters' sprites are basic, good design ensures you'll always tell them apart.

I've mentioned in the last few horror articles that a lot depends on when the game puts its cards on the table and reveals exactly what the deal is. This is another point in Uncanny Valley's favor. It has a few dreamlike visions involving scary shadowy figures, but in terms of the 'real world,' there is a lot of build-up. In the game you play as a recently hired security guard. You're tasked with looking after a building that recently fell out of use and make sure nothing bad happens while the powers that be figure out what to do with it. To get to work you have to walk through a dark forest every night, and you can't properly use your flashlight while running, so it's always a little tense, even if nothing ever happens. I spent several nights patrolling the abandoned building and piecing the information together before anything scary happened.  You could even find tapes and listen to them to find out more about what was going on, and initially, it was satisfying to interact with the characters and start figuring out what had really happened in this old building.

But when the building lost power in the story, the game completely lost its momentum and all the small but frustrating design problems came crashing down on top of it.


Bad Communication Kills

For context, I'll give you a quick explanation of how the game works. It's another 2D puzzle exploration game that functions much like a point and click adventure. It comes closest to Silence of the Sleep, a game I played recently, as you can also run, use a flashlight and use items on objects.

The text boxes in Uncanny Valley are rather small. This would be fine if the characters barely spoke, but they actually have a lot to say. This results in sentences getting cut off in the middle a lot and forces you to press the button to continue the dialogue constantly if a character has more than a three word sentence to say. In spite of the importance of the dialogue, the developer decided not to let it interrupt the gameplay - so you can walk around and interact with things with the dialogue box still overhead and can only progress the dialogue with a separate key from the interact key. To be specific, you interact with E and progress dialogue with the space bar. Problem is, moving around or interacting with stuff can overlap the dialogue, and in some cases, even glitch it out to the point that two dialogue boxes appear on top of each other.















This separation between the dialogue and gameplay caused me endless frustrations as I played the game. Sometimes my character would be right on the edge of a screen transition. A dialogue box would suddenly appear and I would instinctively press E to progress it, only to move to a new screen and skip over the dialogue entirely - or a character would be talking to me, I'd press E to progress, which accidentally had me examine an object and skip the dialogue as well. In a game that revolves around mystery and figuring out vague clues, it's completely unacceptable to be able to just easily miss dialogue like that. There was even an occasion where I, somehow, managed to go right back to bed after waking up. I interacted with the bed, the character said "I shouldn't be sleeping on the job," I pressed E again and then he proceeded to sleep on the job. No separate question or option, just the fact that I pressed interact twice had me make what could've been a fatal decision against my will. The game also aggressively autosaves at every step to ensure you can't just jump back a step.

At one point, a major story progression occurred, and the lights in the building went off. I received an objective to fix the lights by turning on the power again, but it was very unclear how. I don't know if the lack of clarity was because the developer failed to write proper instructions, or if the weird way the dialogue was implemented caused me to skip over the explanation. Regardless, I found myself stuck on this objective and actually think I got an ending before ever resolving it.















From this point onward, I'm not sure if the game was glitched, but the player character went from regularly speaking to barely speaking or interacting at all, even when he really should. For example, at one point, I found the corpse of a recently decreased person, but could not interact with it. The player character never acknowledged it and continued on his merry way without this gruesome discovery affecting progression in any way, even though it really should have, as the body was in the same shed I needed to go to to fix the power. The player character also refused to try to fix the power, simply stating that he didn't want to "mess with it."

The way I reached an ending seemed like a series of complete non-sequiturs. I found car keys in one of the apartments, used them on a car parked in front of the building, crashed into some gangsters, got beat up and then woke up in a home with a wife the player character didn't know, even though she identified him as her husband. I found another corpse that I couldn't interact with in the storage room, tried to use a glass shard on it just to see if anything would work, but apparently I dragged the item too close to the main character because he proceeded to attempt suicide with the glass shard. This then led to an ending that was much, much more horrifying than the suicide would have been. I won't spoil it, but it was bad enough that I might not want to go back even if the game wasn't a frustrating mess. I remember sighing and rolling my eyes in exasperation several times in a row during that sequence of events because I had no idea how my choices had let to any of what had happened, and the ending managed to actually spoil some critical details about certain characters that I probably would've found out had the story progressed normally.

This is a situation where the old saying "Keep it simple, stupid" applies. Just let me progress dialogue with the interact key and just stop the gameplay for the dialogue. The player won't mind if the dialogue is important and well written. And if you're going to have them separate, make absolutely sure nothing is permanently missable. If you set goals, make them easy to find - not insultingly easy, just make sure it's clear. And if ANY interaction is going to lead to something you can't go back on, like deciding to sleep on the job or committing SUICIDE, you could at least give me a little prompt asking me if I'm sure, or you could at least not autosave every time something happens. I don't even know if I got the ending I did because of a bug, a glitch or sheer bad luck, but in choice-based narratives you never want the player to think "I don't know how my choices affected this at all" at the end.















Out of the Valley

That was my initial experience with Uncanny Valley. I wish my experience hadn't been so negative, but I can't lie and say I enjoyed it so far. But like I tried to emphasize by starting the article with some positives, there is a good game under there somewhere. Maybe the skipping dialogue and confusing interactions were partially my own fault; maybe one or two freak accident glitches that normally never happen somehow got in the way. So I do think I want to give the game another chance at one point. If I do and my impression of the game doesn't improve, I'll leave it here, but if the game redeems itself, I'll owe it another article. We'll see, but until then, I'm moving onto the next spooky experience.

Monday, August 19, 2019

Some Thoughts About 'Cogs'

I stumbled on another game I've had for years and simply never took the time to start. Today, I'm sharing some thoughts about Cogs, a sliding puzzle game with a few twists.

Old Fashioned in a Good Way




















Cogs' visuals have aged a little bit, but they still hold up surprisingly well. The game revolves around sliding puzzles - but instead of completing an image, you're completing a machine. On top of the sliding panels are cogs (of course) or pipes, and you're tasked with making sure all the cogs connect and make a specific cog move, or to guide flowing glas to a balloon.





















Because the game is all about cogs and steam, its visuals consist entirely of wood and metals. This lends the game a pleasant old-fashioned atmosphere with some hints of steampunk, though purely aesthetically and not thematically. It's very satisfying to see it in motion; having a machine spring to life thanks to your efforts offers great feedback for your actions compared to just popping up a "stage clear!" message like so many puzzle games do. It gives the puzzles a "real" purpose instead of being a series of abstract pieces you put together in an arbitrary order.

The music also matches up perfectly, and is very relaxing and pleasant - though there isn't too much of it.




Let it Slide

The game's aeshetic is beautiful and the simple joy of watching a machine activate because you solved a puzzle is worthwhile, but what about the actual gameplay?

At its core, Cogs is a pretty basic slide puzzle game - but that doesn't mean it has no tricks up its sleeve. For example, many of the puzzles use 3D space, forcing you to think about how the moving parts will interact across multiple sides of the machine.



















In the prior section, I gave praise to the game's use of moving parts as a way to make a sliding puzzle into a way to operate a machine. The game takes advantage of this on a gameplay level as well, with some of the harder puzzles requiring timing - for example, you may have to set up the cogs so that they activate two machines at the exact same time, forcing you to time when exactly you put the slides in place. This adds yet another dimension to the puzzles that your average sliding puzzle simply doesn't have.

The game is short, simple and sweet, so I don't really have any problems beside this minor nitpick: you have to pause to restart; I think games with short puzzles really benefit from having a quick restart button or option, as the game rewards you for completing puzzles with as few moves and in as little time as possible.

Those are my thoughts. Cogs is a simple but enjoyable sliding puzzle game with a charming presentation and a few twists that keep it interesting. Check it out if puzzles or intricate contraptions are your thing.

Saturday, July 27, 2019

Some Thoughts About HEARTBEAT

Recently I played the adorable indie RPG, HEARTBEAT. This isn't going to be a full-blown review, just some random thoughts about the game.

HEARTBEAT is a traditional turn-based RPG that takes place in a fantasy world inhabited by humans and Mogwai. Mogwai are a huge group of magical creatures, divided into subcategories based on their elemental affinity - a bit like Pokémon that can talk. Certain special humans, called Conjurers, can form special bonds with Mogwai and thus draw power from each other. Conjurers are rare and most towns have a single one to protect them from any threat. In HEARTBEAT, you play as Eve Staccato, the Conjurer assigned to protect a small village, as she ventures further and further from her home and gets wrapped up in a larger conflict.

Gameplay

Gameplay-wise, I don't really have that much to say about HEARTBEAT. It functions very much like any other turn-based RPG, but I will make a note of some of its unique qualities.

- The HEART meter charges up your Limit Break, but it's shared between all characters - as their hearts are all connected. This means all damage dealt and taken to and from all characters charges the meter, but only one character gets to use a Limit Break type attack before the meter depletes again. A shared or combo attack like in Chrono Trigger might've been fun, but I understand why it was resolved the way it was.

- Mogwai have elemental affinities, but humans do not. That means that Eve, your main character, is neither strong nor weak against any element by default - however, when a Mogwai becomes her friend, she will often get a shard of their core, essentially their soul, which will allow you use up a turn to switch to their element and gain its strengths and weaknesses on the fly. This offers some neat strategies, though it's still very simple.

- There are two characters in the game that attack on their own, outside your control, when they join you. One of them, a kind of moth baby that you get to give a name to, stays with you throughout the entire game. The 'moth baby' can transform into a baby version of most friends and foes you encounter and can level each of its forms. It's the only other character besides Eve that you can control the elemental affinity of, adding another layer of strategy.

- In spite of its cute presentation, this game is not recommended for beginners. In battle, information appears at the top screen in rapid succession and disappears just as quickly, and the phrases are often full of icons and abbreviations that you'll have to learn to recognize. I think the interface in battle could've used some work, like a log showing the events of the last few turns. There are plenty of examples of this, but for some reason Heartstone - which is really more a card game than a turn-based RPG - comes to mind.

- The overworld works as expected for any JRPG, but the characters that accompany you each have a unique ability they can apply in the overworld. These are used to solve simple environmental puzzles or reveal secrets. They're usually fine, but puzzles that require precise timing can get a bit annoying. To clarify, when you press on a switch to start a timed event, you may immediately press the button to start running, but because you weren't fully on the tile yet or because the switch was still activating, it doesn't work, costing you valuable time. Enemies are not random encounters but can be seen and (if desired) avoided on the map, which I think is a plus.

Presentation

HEARTBEAT's presentation is one of its main attractions. It features a large cast of expressive, distinctive characters with beautiful sprite portraits.



HEARTBEAT's world is a delight to explore. Vibrant colors, catchy tunes and hundreds of beautiful and detailed sprites are just the tip of the iceberg, and the clean and sharp interface ensures you won't be distracted from it. Each character has a unique design, and most characters come with their own musical theme and a battle variation of said theme. A tremendous amount of effort was put into realizing this world and characters. If I had to say something negative, I guess not all of the music is as memorable - but with as many tracks as the game has, not every single one could be equally iconic.











Story

I'll keep this mostly spoiler free, but as I mentioned at the start, you take on the role of Eve Staccato - a conjurer with the power to form pacts with Mogwai - on a quest that gradually increases in scale. She's accompanied by the Mogwai she made her first pact with, Klein Gremory, a Cat Sith Mogwai with a mysterious background. Eve and Klein are the protagonist and deuteragonist, with other characters coming and going in the story while they remain. Its huge cast is one of HEARTBEAT's strengths, but also one of its weaknesses, as the story cannot focus on a single character and their arc for too long. Characters' conflicts are resolved quickly or relegated to the background while the story continues without them in favor of another character.

MINOR SPOILERS:
 ___
I don't feel I have the authority to give in-depth feedback on a game's story, but I personally have my doubts about the pacing. While I appreciate the way the conflict escalates from something relatively minor to a larger scale over time, it takes a long time for the real "goal" to come into view.

A game that does a similar thing is Chrono Trigger; the initial hook is time travel and the potential dangers of it, but the game shows its hand soon after, revealing that the time travel is a means to prevent the eventual apocalypse. In my opinion, Chrono Trigger's initial hook is more engaging, and I personally prefer that it reveals its ultimate goal a bit earlier. What this amounts to is that HEARTBEAT's story takes a while to get to the point, which means you may lose interest if you're not invested in the characters. Once the story picks up, though, it picks up in a big way.

Like so many of the story based RPG Maker games of yore, HEARTBEAT boasts multiple endings. There's only one true, good ending, with all the other endings ranging from somber and unsatisfying to shockingly grim, especially considering the game's otherwise mild content. I was impressed by the detail in some of the bad endings; most of them feature unique portraits, a fair bit of dialogue and even a unique battle or two. It's a shame so few people will get to see them, though, because the good ending is incredibly easy to get. I feel like the game could've asked a little more of me to get it, but it's preferable to the alternative - the last thing I would've wanted was a bad ending because you failed to talk to character X seven times in a row on two missable occasions (yes, I AM talking to you, Ib).
 ___

Other Thoughts

- One thing I really appreciate about RPGs with a lot of dialogue is that they acknowledge when certain conversations have been had. Say, a character has a long confession to make - then when you speak to them again, all they say is 'Thanks for listening' instead of repeating the same thing again. Unfortunately HEARTBEAT does have a few occasions, which I won't spoil, where a conversation that has value in the context of the story repeats when the character is spoken to again. It's a minor annoyance, but an annoyance nonetheless.

- Some moments that are otherwise well written - like an emotional climax of a character's story - can feel less deserved because of how quickly characters are shuffled in and out of the party. I wonder if this is a fair critique on my part, or if I'm just being too harsh on a game that simply has a lot of characters? Unfortunately, no one I know personally has played the game; maybe I should look up a few playthroughs to get some other perspectives. If you do play it, let me know what you thought!

- The game has a fair bit of humour. It got a few chuckles out of me, but some jokes land better than others. 


Some of the portraits for humorous side characters did get a laugh out of me; the game's visuals are its strong point in more ways than one.

- Because the game is otherwise lighthearted, rare unsettling moments hit hard. A few music tracks and visuals gave me chills.  I'd post them here, but I am still trying to avoid spoilers.

- The vast majority of important characters are female and all playable characters are. This is justified in-universe; a Conjurer needs to be attuned with a Mogwai, which are either 'Yin' or 'Yang' (essentially male or female). Two characters that are not female accompany you at a given point (those are the characters you can't control I mentioned under gameplay), but because they're not "attuned" to you, they can't be instructed and take actions on their own accord though they're still on your side. This idea is neat, but it doesn't play much of a role in the story itself beyond lore. I've always found the idea of having characters on your side that act on their own interesting; Susie from Toby Fox's Deltarune is a great example of a character acting on their own in a way that is less interesting from a gameplay point of view (always attacks the top character in the same way, and enemies are always warned the same way by ACTing) but more interesting from a story point of view.

- You can collect cards of the locations and characters in the game, if you're into that kind of thing. IO definitely didn't spend two hours buying packs (just in-game money, no worries) to get the rare card I wanted.



Conclusion

HEARTBEAT is a competent turn-based RPG that distinguishes itself in some minor ways. Its story is slow and features too many characters for its own good, but the story gets good and the characters are entertaining and well designed. The game's presentation is excellent. If you're into the genre, give it a shot: https://store.steampowered.com/app/984560/HEARTBEAT/

Monday, October 15, 2018

A Few Thoughts on Oxenfree

It's October, so I decided to take this opportunity to catch up on a few scary games I've been planning to play. These articles won't be full blown reviews - more like rants, really.

We discussed SOMA earlier, so now I'd like to talk a bit about Oxenfree. Because my overall impression is basically completely positive, I don't have that much to say, but let's see if I can get my thoughts out.

Oxenfree is a game about a few teenagers who visit an island they're really not supposed to be after dark. The protagonist is a girl called Alex. By tuning into radio signals, Alex and her friends end up encountering supernatural phenomena that I don't want to elaborate on in case you're planning to play the game.

The developers wanted to make a 'walking and talking' game, and in that regard, they succeeded. The sheer amount of dialogue options is baffling, and the voice acting is stellar across the board. Most of the plot progression and consequences don't depend on binary choice, either, but an accumulation of how you treat certain people. It also has good music and gorgeous visuals.


That's really about all I have to say about the game's quality. If you're into narrative games, give it a go. The reason I personally felt it necessary to write an article about it does get into spoiler territory, so...

SPOILERS START HERE 

I don't usually "like" my own articles, but if I had to pick a favorite in terms of theme, I really enjoyed writing the one about "meta narrative" after experiencing Doki Doki Literature Club. The reason I'm bringing it up here is because I would've included Oxenfree in that article if I had played it at that point. You see, at three key points in the story, a mirror image of the main character speaks to you and chooses one of three dialogue options outside your control. This mirror image will have the name of a person from your Steam friendlist above its head and the reason becomes apparent at the very end. You yourself become the mirror image in those scenes and offer advice to a friend who will play the game in the future. The mirror image will actually pick the dialogue option that the person in your friend list picked, so their playthrough "echoes" into yours.

I think it's genuinely brilliant that the game doesn't just break the fourth wall, it also involves the choices other players made in your playthrough. And then you get to make those choices, which will consequently impact another player's playthrough in the future.

So, that's all I had to say. I'm not sure if I'll get to finish another scary game this month, but we'll see. If I don't write anything else, happy Halloween! 

Thursday, January 12, 2017

Choosing Through Gameplay in Undertale, Part 2

In part 1, we discussed the implementation of player choice in Undertale. I argued that the battle system was a great vehicle for organic choices, but that the impact of choices in the overworld left something to be desired. At the end, I conceded that there are certain choices in the overworld that do have a major impact. In this article, I'd like to have a closer look at those choices, how exactly they do affect the game and what I think about them. 

Let's get right into it. The most important choices in the overworld concern three story-critical characters.

First up, there's Papyrus. None of the dialogue choices with Papyrus matter at any point. All that matters is that, after Sparing him in battle, the player visits him at his home and agrees to have a "date." This date consists of more dialogue and choices without consequence, though it is a very charming scene. It is a shame, though, because the 'date' switches to a perspective and style similar to the game's battles; it would've been great to forge a more specific relationship with Papyrus through it.


Once the player has "dated" Papyrus, he is seen as befriended, a fact that will contribute to getting the 'true pacifist' ending. This will also allow the player to later befriend Undyne, but let's start at the beginning with her.

The first meaningful choice concerning Undyne starts with Monster Kid, who follows the player around Waterfall for some time. Near the end of the area, Monster Kid trips and hangs from a ledge, pleading for the player to save them. The player can choose to walk away, approach Undyne, simply stand and watch or save the Monster Kid - a real choice using the overworld's mechanics. If the player does not approach and interact with Monster Kid, they will fall and Undyne will jump after them to save them. This doesn't have any effect on the ending, but it does change some of Undyne and Monster Kid's dialogue. The really interesting part, though, is that it decreases Undyne's health if she had to jump down. The dialogue in the scene actually hints at this fact.


The effect of this choice is minor but I really respect its inclusion. The fact that such a clever and natural way for a choice in the overworld to affect the subsequent battle is included really makes me wonder why it isn't more common in the game.

But the interesting choices and interactions with the overworld involving Undyne don't stop there. If the player follows the Pacifist route, the only way to Spare Undyne is to run away from her and run away to the next area. This area, aptly named Hotland, causes Undyne's armor to heat up, after which she collapses. A convenient water cooler is the only thing in sight, clearly instructing the player what should be done.


Though I appreciate having another meaningful choice in the overworld, this choice is notable because it's the only choice that can outright lock you out of acquiring the 'true pacifist' ending. If the player ignores Undyne, or worse, pours all of the water on the ground, Undyne will spend the rest of the game in her house because she's suffering from heatstroke. Thus, she is impossible to befriend, and as a result, the player cannot befriend Alpys either. This means the True Lab will not be discovered and the player's friends will not interfere with the battle against Asgore, making the true pacifist ending impossible to acquire on this run.

So, arguably, this moment is exactly what I was asking for in my previous article. However, the problem presents itself when we consider the following facts:

1. Unlike the "dates," this interaction can be missed permanently if the player moves on without giving Undyne the water.
2. It's the only choice of its kind, meaning an explorative or comedically inclined player may intentionally pour all the water out or ignore Undyne as a joke or to see what happens, without realizing what they missed, because prior choices in the overworld never had any permanent consequences - including calling Papyrus a 'loser' and answering negatively to each and every one of this questions in the "date." 
3. It's only barely a choice, due to how obvious the 'right solution' is.

A sensible counterargument to point 2 would be that the choice is also unique in the sense that someone is obviously in danger, which only ever happens with Monster Kid and Undyne. I agree that there is some precedent for the kind of choice it is, but not necessarily for the kind of consequences it implies. Monster Kid gets saved regardless, and Undyne doesn't even die, but you're still locked out of the true pacifist ending.

On point 3, it's easy to argue that the obviousness of the solution also invalidates my critique of its consequences - but in that case, why is it a choice at all?

It may sound like I'm contradicting myself on what I think about this choice, so I'll summarize how I would've preferred it to be. Either...
- The context of the choice is more serious and presented more like a choice, or
- The impact of the choice is diminished.
Essentially, I don't have a problem with this kind of choice, nor with that kind of consequence. I just find attaching such a particularly serious consequence to such a simple and almost funny choice to be a bit out of place, especially because it happens nowhere else at any point. But I'll be the first to admit that this is a nitpicky complaint; it is a choice with consequences and it is in the overworld, so I'm still glad that it exists.

Once Undyne is properly Spared and watered, she can be met and "dated" much like Papyrus. And exactly like in Papyrus' date, nothing you choose makes a difference. You can explicitly state you do not want to be her friend, but you will end up as her friend regardless.



It's still good that the player has to go out of their way to visit Undyne after reaching Hotland, making the "date" a very conscious choice, but I still would've liked some variation within the the date itself and the player's relationship with Undyne.

After Papyrus and Undyne have been dated, the player must first see the Neutral Ending before they can befriend Alphys. I've already overanalyzed this odd requirement to pieces in another article, which you can read by clicking here. If the player dates Undyne before seeing the Neutral Ending, she will call them upon their return from the Core, asking to visit her in Snowdin so she can hand over a letter to Alphys. If the player dates Undyne after seeing the Neutral Ending, she'll give the letter immediately after the date, provided the player has passed through Hotland already.

Giving the letter to Alphys will initiate the third and final date, which is once again filled with many entertaining choices but nothing that'll ultimately impact the ending or overworld.


After Papyrus, Undyne and Alphys have been befriended, the player will gain access to the 'True Lab,' where much of the game's backstory is revealed. Successfully completing the True Lab and facing Asgore at LV1 with 0 EXP will then lead the player to the true final battle and the true pacifist ending.

That about does it for the story critical decisions in the overworld. Before I move onto my conclusion, there's one tool for connecting the overworld and battles that I haven't yet covered and which is used to great effect: Items. The reason I haven't featured them prominently is because they are almost exclusively used in battle, but it would be a shame not to mention some of the clever hidden interactions:
- If the player saves the butterscotch-cinnamon pie they get from Toriel in the Ruins all the way until they reach the fight with Asgore and eat it then, it will decrease Asgore's attack and defense. 
- If the player saves an item purchased from the Spider Bakesale in the Ruins and eats in front of Muffet, she will Spare the player immediately. 



As cool as these easter eggs are, however, they don't influence the story or ending.

What all this amounts to is that there are 4 choices in the overworld, outside of battle, that influence the player's ability to get to the true pacifist ending. To summarize them once more:
Dating Papyrus, giving Undyne water, dating Undyne and dating Alphys. The inclusion of such choices is, in my opinion, a positive - but I would've liked there to be more choices, or for the choices to have more options than a single date per character that decides whether or not you were a 'good enough' friend. However, credit where credit is due: Undertale's overworld is not a place without consequence, and the overworld and battle system aren't always completely disconnected.

If I missed any important choices or if there's something I got wrong, please feel free to post your feedback!