Unboxing the Elgato Game Capture HD

Over the weekend, I debated whether I should buy a PlayStation 4 or not, even going so far as to write a rather pathetic justification for one here on GHG last week. Well, self-control won, and for the time being, I’m sans a PS4. If I don’t have one before Batman: Arkham Knight comes out, I certainly will. That game looks amazing, and likely Game of the Year material.

Instead, with the blog now in full-swing, I decided to get something that would help make it better. At least visually, anyway. Taking screenshots in PC, Wii U, and most Vita games is a snap, but doing the same thing in Xbox 360 and PlayStation 3 games is less elegant. I’ve been using my phone and bulky camera to take off-screen pictures of games I’m playing, which is a difficult and tedious process. Having to quickly take my hands off the controller to snap pictures is a pain, and limits the types of shots I can get. They usually involve an in-game character standing around doing nothing.

After doing a great deal of research on the various HD capture devices on the market, the Elgato Game Capture HD was the near-unanimous choice for video capturing and streaming enthusiasts. I pulled the trigger this past Monday, and received it today. You gotta love Amazon Prime.

For those who care about packaging quality, you won’t be disappointed here. The device and its accessories come in a nice, full-color slipcase with a clamshell insert made out of the same material. 4 sets of cables are included: HDMI, Mini-to-Standard USB, Component/Stereo adapter, and PS3.

The device itself comes wrapped in clear protective tape to prevent in-transit damage, and is finished in a classic gloss black with rubberized feet to keep it from sliding around. All input and output terminals are clearly marked.

The only documentation included is a single Quick Start card, which is par for the course these days with small electronics. I know it saves on paper and weight, but I do prefer something a little more informative with my purchases. No CD software is included either, and has to be downloaded directly from Elgato’s website.

However, one thing I really do like is that the Game Capture HD doesn’t require any external power supply, so that helps keep your gaming area clear of one more cable and potential power brick. It’s a small touch, but a welcome one.

For now, here are some pictures I took today, which let you see everything close-up. I’ll report back on how the device actually works after I give it a thorough workout.

Pictures taken with a Canon EOS 40D DSLR, EF 24-70mm f/2.8L USM lens, and 1 580EX II on-camera flash.

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The Nintendo Entertainment System, Part 1: The cool kids

Whenever I see forum threads to the tune of “What are your most shocking gaming secrets?”, the first thing that comes to mind is the fact that I never owned a Nintendo Entertainment System (NES). No, I instead chose to ask for a Sega Master System for Christmas back in 1986. In a lot of ways, owning a Master System was similar to what it feels like to own a Wii U today: a trickle of good first-party support, but that’s about it.

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But that’s not what I’m here to talk about. While I have a lot to say about the Master System, I want to talk about the NES. Out of the group of friends I hung out with back in junior high, at least half of them had one.

While almost all of us had an Apple // computer of some kind, the NES was different. Its primary killer app was Nintendo’s own Super Mario Bros., which for all intents and purposes, was a pixel-perfect translation of its arcade counterpart. Full of variety, tight gameplay, colorful graphics, and a catchy soundtrack, owning this game — and knowing all of its numerous secrets — immediately put you in the “cool” category among your peers.

20140521_kung_fuI’d be lying if I said I wasn’t jealous of my friends. It’s not like I could simply ask my parents, “I know you just bought me a Sega, but how about that Nintendo too?” Out of the question, and I would never build up the courage to ask. That left me with the obvious alternative: play them all at my friends’ houses!

And play I did. A lot. The NES simply had the better games, and so many more of them. The difference between the two libraries was ridiculously comical, and it’s no wonder Sega moved quickly to release the 16-bit Genesis in 1989, a mere 3 years into the Master System’s short existence.

20140521_excitebikeThe first couple years for the NES were amazing. While many genres were still in their infancy, the quality on display even at that early stage was incredible.

Take Excitebike, for example, which was already a fun game to play with great pseudo-3D graphics, but they upped the ante by including a track designer. Although its save/load functionality was far from ideal, building that in as a feature added value, while being a fun way for friends to show off to one another.

20140521gngMeanwhile, Capcom had been releasing a number of arcade-to-home conversions at that time as well. I was a big fan of their arcade games like 1942, Ghosts’n Goblins, and Commando, but their NES conversions didn’t impress me. Their graphics were really choppy and the music was hollow and tinny.

I played them to death, of course — and they did play good, which is important to note — but it was disappointing that Nintendo’s home console wasn’t able to do justice to many of my favorite arcade games.

20140521rushnattackThat would all change when my friend received Konami’s Rush’n Attack for his birthday in 1987. Although I was already a fan of Konami’s games like Castlevania and Gradius, it was Rush’n Attack that for the very first time made me realize that home versions of arcade games could be better than the originals.

While the NES version’s color palette and animation weren’t as detailed, it ran more smoothly, felt better control-wise, and it blew my mind with one of the best soundtracks of that era, which still sounds great today.

It was from that point forward that Konami became synonymous with quality for me. They would really falter in later generations, but back then, it was rare for them to put out a complete dud.

The years that followed would further solidify the NES as arguably the all-time best videogame console. It would play host to many games that are to this day considered the greatest ever made.

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Review: Castle of Illusion Starring Mickey Mouse (PS3, 1990 & 2013 Versions)

20140520_coi_gen_1I remember Sega’s Castle of Illusion Starring Mickey Mouse like it was yesterday. I played it for the first time at my cousins’ house around Christmas of 1990, and I sat there completely blown away by what I was seeing and hearing coming out of their Genesis. Its animation, music, and colorful levels made a huge impression on me, possessing all the qualities of a Disney animated feature. It was one of the first examples of a licensed videogame done the right way.

Last month, Sony released both this and the updated PS3 version from 2013 via their PlayStation Plus service. Today, I decided to play through each of them to see how they compared (and to relive my youth).

The original game is considered one of the standouts from the early Genesis years, following some of my favorites from 1989, including Ghouls’n Ghosts, Thunder Force II, and The Revenge of Shinobi. Sega and its developers got good at developing for it quickly, and Castle of Illusion is no exception.

20140520_coi_gen_2Playing through it in its entirety again today, I was reminded of all the things I loved about it, most notably the lovely animation found on Mickey Mouse himself. He is so full of life, and I was immediately transported back 1991, where I would obsessively study his various animation cycles and perfect sprite work. His walk is particularly good, and so different from the more mechanical walking animations in games back then. His overall look remains one of my all-time favorites, and it brought a big smile to my face today.

I forgot how big these levels were too, with lots of hidden areas and multiple paths to explore. My memory of it was that of a simple, linear game, but there is a surprising amount of variety to be had here. Each level is distinct, full of gorgeous color, parallax scrolling, and the soundtrack is one of the all-time greats, with bright, original instrumentation and melodies.

I struggled with the controls at first, which is a common problem for games that old, even the historically infallible Super Mario World. I got used to them by the end of the first level, but I still died a lot later in the game, where certain levels require precision platforming, else Mickey falls to his doom.

Overall, this is still as fun today as it was nearly 24 years ago. I also need to give proper respect to M2 here, who did an excellent job porting the game to PS3, with perfect emulation and a decent range of tweaks and options.

1990 Sega Genesis Version:
Graphics: A
Audio: A
Gameplay & Controls: B
Presentation: A
Value: C
Overall: B+

 

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On the other hand, the 2013 version developed by the late Sega Studios Australia, is more of a mixed bag.

I enjoyed how it stayed true to its vision of re-imagining the 1990 classic on modern hardware. The characters are animated well, and the levels are beautifully constructed and painted. Many of them are sprawling, and like the original, have hidden paths to explore and hidden items to find. Their new 3D structure means that Mickey can now move in and out of the backgrounds, with some stages switching from side-scrolling to fully 3D on the fly.

The music — which includes both classic and modern soundtracks — is very familiar, and made me feel right at home. The game also has plentiful, context-based narration, which adds to its movie-like feel, as well as good voice acting throughout. These are nice touches that one would expect of a game starring one of the world’s most recognizable icons. Some key story segments are presented through semi-animated, storyboard-like sequences, which have nice art, but I think those would have been better fully animated via the game’s engine.

Unfortunately, this update suffers from a very average framerate. Running at about 30 fps, Castle of Illusion simply doesn’t look as polished as it should. The framerate drops even more when there are lots of objects on-screen, which is a big hit to its perceived quality, reflecting on its overall lack of optimization.

20140520_coi_ps3_2Controls are also borderline awful, with loose jumping physics, vague hit detection, near-nonexistent feedback when you take damage, and movement that makes it difficult to tell where you are in 3D space. This all makes traversal and precision jumping much more difficult than it should be.

The game provides a middling level of challenge and length, similar to the Genesis original. The new version adds collectibles, unlockables, and a decent set of Trophies for completionists, so replay value is better here.

As a free game included with PlayStation Plus, it’s passable, but I would have a very difficult time recommending its purchase.

2013 PS3 Version:
Graphics: A-
Audio: A
Gameplay & Controls: C-
Presentation: B
Value: B-
Overall: C

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Review: The Room Two (iOS & Android)

Note: The Android version was used for this review. Played on a Google Nexus 7 (2012) running stock KitKat 4.4.2.

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Fireproof Games’ 2012 puzzler The Room is one of my all-time favorite mobile titles. It’s one of the best examples of touch controls used expertly to interact with marvelously conceived puzzles. Everything was wrapped up in an enigmatic, atmospheric package with terrific visuals and sound design. When I heard that a sequel was planned for late 2013 (iOS) and early 2014 (Android), I knew it was going to be a must-buy.

20140520_theroom2_2The Room Two takes the successful formula of the original game and makes everything bigger. You’re no longer faced with just one intricately designed device, but with several that are intertwined throughout larger rooms. This change in scope is the biggest difference from the first game, with most of the core mechanics remaining the same. Fans of the first game will feel slightly disoriented at first, but will be immediately at home with the layered, waterfall-like gameplay.

I liked the variety of environments from room to room, and each of them has a distinct and memorable theme. They get progressively scarier, and Fireproof does an amazing job making your hairs stand on end through effective visuals, sound effects, and music. This game is best played with the lights off, headphones on, and the volume up. The Room was a more mysterious experience compared to The Room Two, which unlocks a door into the world of pure horror, and does so with aplomb.

20140520_theroom2_3The puzzle design itself is very solid, with the tactile feel and satisfying feedback that made the original game so memorable. With the rooms being larger and with more areas for the player to experiment with, I found that it made certain sequences too drawn-out and unfocused, requiring lots of back and forth navigation and repetition to solve. The original’s up-close-and-personal approach was highly engaging, where I quite literally felt like I was hypnotically falling deeper into each of its beautifully engineered creations. Here, things have shifted a little more towards a traditional first-person adventure game, albeit with superior, intuitive puzzle design and logic.

In terms of other features, Google Play and Game Center Achievements are supported, but they are story-based. Since the game is linear, you will unlock all of them through normal play. Cloud saves are a welcome inclusion, since I did have to wipe my Nexus 7 recently. It was nice being able to continue my adventure without losing progress. With the relative fragility of hard drive and flash storage, this should be a standard, non-premium feature for any handheld or console, and I’m very happy to see it being used more often for mobile games.

In the end, The Room Two is a worthy sequel. It does what most follow-ups do, by taking a successful formula, polishing it, and broadening its scope. It’s a wonderful experience slightly undone by making the player move around each room so much, but that doesn’t stop it from being one of the best games available on mobile.

Graphics: A
Audio: A+
Gameplay & Controls: B+
Presentation: A
Value: B+
Overall: A-

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Review: Monument Valley (iOS & Android)

Note: The Android version was used for this review. Played on a Google Nexus 7 (2012) running stock KitKat 4.4.2.

Screenshot_2014-05-19-09-11-14It was only a few years ago that premium mobile games were the norm and not the exception. They’d cost as little as a dollar, with some “expensive” ones being $3 or more. It was a great time, since we saw so many high-quality titles with terrific style, gameplay, and content across all genres. Some of my fondest memories include games like Superbrothers: Sword & Sworcery EP, Tiny Wings, Real Racing 2, Infinity Blade, Groove Coaster, and Doodle Jump. 

Compared to what I was used to playing on traditional handhelds and consoles, these games were an absolute steal. A vertical shoot-’em-up like Dodonpachi Resurrection, for example, would cost upwards of $80-90 to import and play on a console, and to have it for a tenth of the price, fully translated into English? Shut up and take my money.

Fast-forward to 2014, and the mobile landscape has changed significantly. Finding games now that aren’t free-to-play takes more effort, and discovering them on the Apple App Store or Google Play can be a challenging game all on its own. That’s why running into Ustwo Games’ Monument Valley last week was such a special treat. I couldn’t even tell you how I found out about it, but I’m so glad I did.

20140519_mv1I immediate fell in love with its beautiful isometric graphics. Every level pops off the screen with clean lines, easily readable design, and a heavy M.C. Escher/Crystal Castles influence. Animation is extremely smooth, even on older hardware, and its expert use of vibrant colors make everything a wonder to look at.

Its puzzle-based gameplay possesses similar concepts that I played in Terry Cavanagh’s Naya’s Quest, without all the endless frustrations I experienced with that game. (Sorry Terry, I still love VVVVVV and Super Hexagon!) The tap and swipe controls feel great, character pathfinding works like a charm, and the visual and audio feedback given to the player throughout are very satisfying. There are no particularly difficult puzzles, though, which was slightly disappointing. On the other hand, seeing how your changes affect the world and then progressing through them is very rewarding.

Monument Valley‘s story is intentionally sparse and mysterious, and there were a few times that I was taken back to Thatgamecompany’s 2012 masterpiece Journey on the PS3. It keeps you wondering where things are going until the very end, and provides the player with a smile-inducing close to your adventure.

20140519_mv2Unfortunately, that end comes rather quickly, as the game is over in less than two hours. It seems especially quick here since it’s so easy to get sucked in and blast through it in one sitting. That in itself isn’t necessarily a bad thing, as I have always said I’d rather play a short game that’s excellent over a long game that’s mediocre. However, since there’s nothing else to do after the game is over, once you’re done, you’re done.

I think it would have been cool to incorporate some level of achievement system, like (a) stealth-based ones where you go through certain levels undetected, (b) find hidden collectibles off the beaten path, and (c) goals involving as few moves as possible. The framework is there, so it would be great to see ideas like these implemented in a future update or sequel to breathe more playability into what is already a terrific experience.

At $3.99, Monument Valley might be a little more expensive than your average mobile game, but this is no average game. It successfully melds a wonderful visual style with creative gameplay, and you can tell that the developers put their all into bringing this world to life in such a carefully polished way. Although I wish there was a little more to it, this game still comes highly recommended, and I can’t wait to see what Ustwo Games does next.

Graphics: A
Audio: A
Gameplay & Controls: A-
Presentation: A
Value: B-
Overall: A-

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To PS4, or not to PS4 (for now)

Let me walk you through what goes through my mind at times like these:

“The year is 2014. I turn 40 this Sunday. That’s 4 decades. A PS4 is $400, and I’ve nearly built up to 4 (OK, 3) free games for it through my recent PlayStation Plus subscription.”

See where I’m going with this?

I used to be a “day one” — or at least a “month one or two” — system buyer. When I think back to when I was first able to start buying them on my own, I was always there early. I’m not feeling it this generation, though. I still have lots of unfinished business on last generation’s consoles, so I haven’t had that urge to step up to the new systems like I used to. I’m feeling a mild itch, however.

I did buy a Wii U back in October because I really enjoy mainline Nintendo titles. Super Mario 3D World, The Legend of Zelda: The Wind Waker HD, and New Super Mario Bros. U are all fantastic games, and I can’t wait for Mario Kart 8 in a couple weeks. Despite its relatively weak catalog of games, I already have a small backlog developing for it, including The Wonderful 101, Donkey Kong Country: Tropical Freeze, and Pikmin 3.

20150516_ps4Anyway, between the Xbox One and PlayStation 4, the PS4 is definitely the most compelling system to me since I do have those free PS+ games like Resogun and Mercenary Kings that I would love to try. I’m paying for the service, so I might as well get the most out of it. It’s been fantastic for the PS3 and Vita.

Knowing that an upgraded PS4 version of The Last of Us is around the corner is also very exciting, since it’s my current all-time favorite PS3 game. I don’t like that I’ll have to double-dip to play it, but Sony has assured fans that owners of the original game will get the PS4 game for a discount. I’m hoping for half, but my bet’s on $39.99.

Speaking of double-dipping, I’m a big fan of Crystal Dynamics’ 2013 version of Tomb Raider, so checking out the Definitive Edition could be interesting. PC gaming with decent hardware is usually my preference for multi-platform games, but since the only way to play the latest update is on the PS4 or XB1, I’m out of luck there.

I also want to see what Remote Play is like, since I’ve been rather disappointed with the wireless range of the Wii U Game Pad. It has made Off-TV play nearly impossible due to how our room is configured. That’s unfortunate, since I think EarthBound would be a perfect lay-on-the-couch gaming experience.

There is also the comfort in knowing that the PS4 will be home to so many great exclusives throughout its lifetime, as all Sony systems have been over the PlayStation’s 20-year lifespan. Can you believe it’s been that long? Neither can I.

So, will self-control ultimately come out on top? All I know is that my wife will have to make absolutely sure I don’t go wandering off to the electronics department of our local Fred Meyer this weekend.

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Interplay, early 1996: Into the Lead Tester fire

20140515_vrsoccerAfter getting my feet wet as a Tester, heading into the second half of my first year at Interplay was a whirlwind experience, to put it lightly. I had only been working there for about 5 months, testing games like VR Soccer ’96, Cyberia, and Casper, when in early 1996 I was selected for a Lead Tester position. Prior to this, the only leadership experience I had was working briefly as a Floor Supervisor at the pub down the street at UC Irvine. I was definitely more comfortable fixing a good meatball sandwich that I was managing a team.

I felt so incredibly ill-prepared, even though I had displayed some rather ugly arrogance earlier regarding my readiness to be a Lead (more on that in a future post). I even emailed the Director of Quality Assurance about how I was having second thoughts and that they should pick someone else. Both he and the Assistant Director came by, calmed me down, and said they had every confidence that I would do well.

Even though there wasn’t any formal training, I was completely supported. That pep talk gave me enough of a boost to sign the dotted line on the promotion. I often referred back to that moment throughout my career, since I would see those exact same expressions of hesitation and fear on the faces of future employees making that difficult transition from individual contributor to management.

20140515_quicksilverThe first game that I was Lead on was Quicksilver Software’s Conquest of the New World for the PC. I was already a fan of theirs since my friends and I had played lots of Castles back in high school, so I was excited to dive in. However, stepping into the project as it was nearing its crescendo was overwhelming.

The bug list — which was tracked and maintained entirely in Microsoft Word and not a database — was massive. It was practically a second job keeping it updated, which is a big reason why I rarely left work. Lead positions were still hourly back then; not something you see much of these days. That helped ease the sting of the long hours we collectively put in, but I was young, and it didn’t really bother me. You always knew which teams were doing lots of overtime, too: they would have the newest and nicest cars in the parking lot.

In terms of my health, I was decently fit when I was 21, but it didn’t take long to develop what was affectionately known as the “tester gut” around the office. I still carry it with me! Fast food was the norm and poor sleeping habits certainly didn’t help. Overtime meals — provided by our Producers — would include pizza, Chili’s, Claim Jumper, and all manner of other take-out options. I still loved playing videogames and hanging out with my friends in my spare time too, so that meant staying up even later. I honestly don’t remember many nights where I was asleep before 2 a.m. Nowadays? 9 p.m. hits and I’m ready for bed.

Overtime took its toll in other personal ways as well, triggering a rather bad break-up with my girlfriend at the time. Although it was never that solid of a relationship to begin with, my work was the straw that broke the camel’s back. And wouldn’t you know it? It happened over the phone one night while I was still at the office trying to get Conquest out the door. Perfect.

Overall, though, the whole Conquest project was a great thing, and I have to somewhat selfishly admit that being credited as the Lead for the first time felt really good! I don’t think the game sold well, receiving middling reviews, but I didn’t care. I was still extremely proud of the work we did. My testing team and I spent a number of weeks onsite at Quicksilver’s office prior to it going gold, working directly with the developers. I learned so much about game design and development, and the small office culture affected me in a very positive way. It’s those “in the trenches” experiences that really stand out for me as I reflect on my career. They’re unbelievably stressful on the body and mind, but they have the potential to bring teams together like nothing else can.

20140515_descentAfter a short break to recover — and a patch or two — QA started receiving a number of prototype video cards. I was used to playing most PC games in chunky 320×200 resolution, and with 3D-intensive games like Descent, sometimes in an even smaller window than that. These new cards sported built-in 3D acceleration and bilinear filtering, and allowed those same games to look and run smoothly in 640×480 or higher. Even though those early cards were buggy, I immediately knew this was going to be a big deal for games. My enthusiasm for the technology (and probably some begging) got me put in charge of a specialized team that focused on testing our games with these cards, which was pretty cool.

There were many emerging players and names on the 3D hardware front — S3 ViRGE, Matrox Mystique, ATI Rage, 3Dfx Voodoo, etc. — and they were all chomping at the bit to show off their capabilities. Interplay had a new building a few miles away from their main location that housed several production teams and the OEM division. The latter was responsible for working out deals with the various hardware vendors to customize and bundle our games with their gear, and OEM was where all those 3D cards were coming from.

Because the business was growing so fast, they soon needed their own QA team. Although it was tough to leave the group of people that I had gotten to know so well, it was a great opportunity, so I, along with a few others, packed up our things and moved over in the middle of 1996.

It would turn out to be a rough patch in my career, but a very valuable one as well.

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GHG’s 1-month anniversary

As with any new goal, hitting the 1-month mark is a good feeling. It makes getting to future milestones — 3 months, 6 months, 1 year, even 5 years — that much more achievable. When I set out to create this blog, I made a promise to myself that I would write for it every day, unless something absolutely prevented me from doing so. Even if nobody saw it, even if a post could be read out loud in one breath, at least I would know that I did what I set out to do.

Although I mentioned the other day that I was not a fan of statistics in college, I do like numbers and the stories they can tell. Via Word Stats, seeing the “14,139” total words written over the past month is cool. Several more months of this, and I’ll have enough words for a book or a few screenplays. Sometimes I think I should be putting my time into that sort of writing, but the way I see it, keeping at this blog could evolve into something bigger. Who knows? Whatever the future may hold, games are at the core of who I am and what I’ve done throughout most of my career, so it’s exciting to be putting my energy into something I love again.

The top 5 keywords for GHG are: game(s), like, time, overall, and great. It comes as no surprise that I use the words “game” and “games” too much in my posts, and I do struggle with that! It seems redundant since this is a gaming blog, but it tends to get typed a lot, so I’ll have to keep a closer eye there. Same goes for the others. I read everything out loud before publishing to help with clarity, flow, and readability, and some days are more successful than others. Coffee and sleep do make a big difference. Looking back on some of my posts makes me cringe, but I see those as valuable lessons on what to avoid for future updates.

In closing, thanks for visiting and reading GHG, as well as for the support you’ve shown on Twitter, Facebook, and Google+. You can find and follow me on any of those by clicking on the icons in the upper-right corner of the site.

Here’s to month 2!

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Rediscovering LittleBigPlanet

My apologies in advance; today’s update is a short one since I’ll be out of town most of the day.

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So, Media Molecule’s LittleBigPlanet (LBP). Yes, the first one from 2008. After finishing Tearaway last week, I thought back on LBP, and how it never did click with me. I distinctly remember calling the controls imprecise garbage. At the time, I had most recently finished Super Mario Galaxy, which along with its 2010 sequel, were among my top games of that generation, and without question my favorites on the Wii. Going from Nintendo-quality platforming to LBP was a shock in the worst possible way.

I shelved LBP without giving it much of a chance, but it must have affected me on some subconscious level. I ended up buying the 2011 sequel — in Collector’s Edition form, even — and have yet to play that one. I grabbed the PSP version after 2011’s infamous PlayStation Network outage, and so there I was with 3 installments of the series, virtually unplayed.

Which leads me to this week. Absence may very well make the heart grow fonder, because even though the controls feel just as loose and the physics model seems to have a mind of its own sometimes, I’m really enjoying it. Time away from it has given me a new appreciation for what Media Molecule was able to do on the PS3 8 years ago. 8! For its age, it still looks fantastic, the soundtrack is infectiously catchy, and the whimsical, slightly off-kilter atmosphere of its world is refreshing.

Media Molecule might as well be called Material Masters. The look and feel of the game is so pleasant and convincing. I can’t wait to see what lies ahead!

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Strategy games: I want a rematch

20140512_adeptEver since I was in grade school, I’ve been rather terrible at strategy games. Don’t get me wrong, I loved playing them. Archon and Archon II: Adept are bona fide classics, but to say I was any good at them? That’s a stretch. Sure, maybe I would do well against the computer from time to time (and I stress the word ‘maybe’) with the difficulty settings in my favor, but I would regularly get crushed by my best friend back in 6th grade. He was a natural, understanding unit attributes, terrain variables, light/dark cycles, and long-term strategy. Me? I just wanted to get to the one-on-one arcade-style fighting bits. I was much better at those than I was at moving pieces around the board, but that more traditional strategy element is a specter that would follow me constantly.

20140512_bc2Chess is another highly strategic game that I happen to enjoy, but again, when it comes to playing it, I’m pretty bad. It’s not uncommon for me to lose my queen early, or find myself in a very premature check scenario because I wasn’t thinking ahead or couldn’t see what my opponent was setting up. I’d gravitate towards variants like Battle Chess or Battle Chess II: Chinese Chess (pictured) instead for the graphics and humorous animation.

In conversation, I’ll tell people that I prefer turn-based strategy over real-time strategy games because I can “take my time”, but in reality, they both can frustrate me. I’m not sure what it is that sends my anxiety through the roof when I play them, but I can usually hear myself saying, “You could have done X, Y, or Z, and that would have been better than the move you just made.”

Perhaps it’s because I’m horrible with statistics. It was my least favorite course in college, after all. Anyway, these thoughts ring true particularly for turn-based games where I have time to reflect on the decision made. This has been a major hindrance to my enjoyment of renowned series like Advance Wars, XCOM, Fire Emblem, Civilization, and many others, and frankly, I’m sick of it.

20140512_fea3So today, I’ve decided to start and take on Fire Emblem: Awakening on the Nintendo 3DS. I know that it’s not the hardest one, and I’m going to be playing it on the Normal/Casual settings, but I think this is the best chance I have of cracking into a genre that has caused me more grief than joy throughout my life.

I also have to come clean and say that apart from the first Sakura Taisen on the Sega Saturn and Herzog Zwei on the Sega Genesis, I have never fully beaten another strategy game that I didn’t have to test as part of my job. At least, none that I can think of. I’ve played many of them, but rarely have I completed one. If I think of any more, I’ll revise this, but for all intents and purposes, that’s it.

I’m looking forward to this journey, and hope that when I reemerge, I will emerge enlightened. In the eternal words of Yoda, “You must unlearn what you have learned.”  Wish me luck.

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