Kraznor's forum posts

#1 Posted by Kraznor (1588 posts) -

This is one of those factoids that gets reported a lot that I have no idea what to do with. Is the intent behind making the observation to get people incensed enough to riot about it? Why not have links to the locations of these people and tips on how to build guillotines? Or is it just to make me resentful towards rich people while I continue to work a dead-end job somewhere? Is it a guilt-mongering thing, am I supposed to want to donate more money to charity to do my part in redistributing wealth? Or is the hope that one of the 85 people in question will read it and feel bad?

I just hear this a lot and never know what to make of it.

#2 Posted by Kraznor (1588 posts) -

Wario's Woods on the SNES. Dozens of hours playing that, perhaps more. Dr Mario gets a lot of talk, Yoshi's Cookie comes up sometimes, but I never hear anyone singing the praises of Wario's Woods. Really cool puzzle game that has two lengthy single-player modes.

#3 Edited by Kraznor (1588 posts) -

@sammo21: Alright, think volume of violence versus how graphic the instances of it are is still a worthwhile observation. Does it make it worse that the murder of hundreds is so trivialized its kind of cartoonish?

As far as violent rape revenge films go I have seen Irreversible, and it is fairly extreme in both its depiction of rape and the vengeful acts around it. I would still raise an eyebrow as to whether how games depict these things is a better or much worse way of handling it. The inciting incidents are less horrifying so the carnage and bloodshed that follows seems far more gratuitous in a way. The punishment outweighs the crime in Tomb Raider where as the films we're talking about make both sides awful. The Last House on the Left also comes to mind as an example of a film that tries to do that, I just found it grossly comical about it. Maybe tone is everything in this, if a film or game is appropriately grave about its darker subject matter it can justify it. If I Spit On Your Grave has a really questionable tone that might tip the scale.

Though now I feel like I only know half the story and may need to watch the movie. But I know its one of those films Ebert called a complete waste and gave zero stars so I'm hesitant.

#4 Posted by Kraznor (1588 posts) -

@sammo21: Did you play last year's Tomb Raider? It isn't as extreme, obviously, but I still found a parallel in that the triggering moment where you start killing everyone is right after Lara is sexually assaulted (more or less, a creepy dude feels her up and fights with her resulting in you shooting him). I haven't seen I Spit on Your Grave but as I understand it, a woman who was raped seeks revenge on the people who attacked her and kills them horribly. In terms of sheer body count, Tomb Raider is actually more insane.

#5 Posted by Kraznor (1588 posts) -

@hailinel: My only response to that is the trailer seems to indicate that if you return home and someone in your family is killed you either have the option or are forced to commit suicide. That seems to indicate the player ought to be attached to their family in an emotional way but you aren't, its just mechanical. And yeah, maybe the justification is you are playing a psychopath but then the game is a world where everyone is a psychopath and the only thing you can do is be a good psychopath, which is well-trod territory.

#6 Edited by Kraznor (1588 posts) -

I just bought this as it started getting some talk this morning due to Rohrer throwing a couple thousand dollars into the mix as a promotional stunt. Hey, getting paid real cash money to mess around with a video-game from a respected developer, sure why not? So I bought the Alpha and played about an hour of it.

Now, I know, I played one hour and am about to pass some judgments on it, but here goes.

1) This game has no art design. It seems so function-first in its visual design that it immediately seemed low-fi in a bad way. That there are no animations really, it is a frame-by-frame game, suddenly made the way the trailer was presented make sense and made me feel kind of ripped off.

2) The "house" you design can never actually look like anything approaching a real house, they are weird death dungeons your "family" happens to live in. Now, the game is in alpha so maybe he'll flower up some of your customization options later, let you put in normal house things like, you know, a dishwasher, a furnace, a water heater, etc. This point really infuriates me, actually, as he talks about the attachment you have to the house you design and the importance of feeling that sense of loss but I see that NEVER happening if all of your houses look like gross, barren warehouses with electric floors everywhere. They make no sense at all and it totally undermines the core conceit of the game.

3) The build phase is boring. There is no music during this phase of the game and there is no way to simply load in the last house design you made in order to tweak it, or any such thing. Yes yes, the importance of feeling loss, etc, but...why would I keep playing then? There is nothing for me to do outside of continuing to rob houses so its not like I can actually enjoy the big score I just stole.

4) Your family are literally just objects. Why would you become emotionally attached to static crates, essentially?

So...yeah. The core ideas of every level you play having been designed by a real human somewhere and the in-game economy being produced by the player-base are solid but the way they are expressed in the gameplay leaves tons to be desired. And this may just be a personal issue due to resolution settings or something but this game is played in a window and it is JUST big enough to the point where any descriptive text regarding the objects in the game is just off-screen for me. Definitely not helping my personal experience with the game but I still find some core aspects of its design detrimental to the thematic content Rohrer is reaching for. The game is mechanics first to the point where it feels EXTREMELY mechanical. My family isn't a family, they are objects I am tasked with protecting. My home isn't a home, its a dungeon. The world of the game is fueled by home invasions, thus negating any real-world relevance of the trauma associated with such an event. It just fundamentally makes no sense and I don't like it.

#7 Posted by Kraznor (1588 posts) -

First E3 I went to, got Alex and Jeff to sign my copy of "Brendan Goes to College". Retirement plan taken care of.

#8 Edited by Kraznor (1588 posts) -

Rocksteady's next game has me interested. Origins seemed fine but I want to see the creator's of the Arkham franchise play with new hardware.

#9 Posted by Kraznor (1588 posts) -

@lackingsaint: I actually found the father's storyline more interesting too. Was really happy when I found the publisher's letter late in the game.

#10 Posted by Kraznor (1588 posts) -

@the_vein: Yeah, I did. That's the innocent explanation I was referring to. I thought that basically made suicide a red herring and dispelled it as being where the story was going.