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noahtheboa999

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Monument Valley Review in Progress

Monument Valley is a perspective-based puzzle game, in the vein of something like Echochrome. It creates a unique art style which is relatively simple, but also compliments the brain bending shifts in gravity when the player character starts walking up and down walls.

I normally find one or two mobile games in a year that I enjoy a lot and I believe truly fit the platform. Normally these games are free of micro-transactions, which can sometimes sour the experience (but I'd love to be proven wrong). Last year it was The Room, a phenomenal puzzle game which perfectly exemplified the possibilities of mobile gaming, albeit with a rather throwaway narrative. The storyline in Monument Valley is practically non-existent, with a few injections of poetry here and there which may or may not develop into a cohesive plot. The game has a great sense of minimalist style, and I have to give a shout out to the developers for a great opening title screen which reminded me of the beginning of Alien (believe it or not). I've completed four levels so far, and haven't had really any trouble getting from point A to B, which is the only objective so far. I hesitate to call it a puzzle game, as there haven't been any moments which left me scratching my head so far. The music is soft and quiet, and matches the visuals well, creating an even more lonely atmosphere. I find with a lot of mobile games the developers haven't seemed to tailor the controls towards the system, not so with Monument Valley. The simplistic "tap here to go here" control scheme never let me down, and seemed to work as good as, if not better than a set of buttons would have.

I don't have a lot to say about the game as I haven't played much and it is relatively simple. I'll probably finish it today though, and my full review should be up by the end of the day, or by tomorrow evening.

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Strider Review in Progress

It's probably worth noting before going into this that I have no attachment to Strider as a franchise whatsoever. I've played the SNES game for maybe 5 minutes once but can't remember anything about it.

Strider is a fun game. It isn't lavishly produced, and there isn't a lot under the surface, but above all else it is a fun game. Right from the get go you are thrust into the conflict, there isn't much in terms of setup to be had here. I was fine with this, and I think story in games is something that should be graded if it seems like the developer set out to make the narrative a significant feature. Strider is an very arcade-y platformer, with some exploration thrown into the mix. The combat is very simplistic, with a lot of the game being comprised of mashing the attack button. There are a few enemies thrown in which need to be taken out with certain attacks, but Strider is a far cry from a combo-based 2D action game (like the Vanillaware games). This is fine, as simply slicing up enemies is fun on its own and the ability to quickly dispatch foes gives a fluidity to the game that wouldn't be possible if each encounter required a ton of thought.

The level of exploration in Strider doesn't really add up to something as in depth as Castlevania SOTN, as most of the time the way forward is clearly mapped out and the game feels a lot more fast-paced. I really appreciated how a lot of Strider feels like you're doing a speed run. Slicing enemies left and right, jumping into the air to destroy a flying turret, and then continuing on your way flows incredibly well. Having to use special moves to open some doors or activate switches is good to keep you reminded that these abilities are at your disposal, but the enemy variety doesn't offer enough incentive to use them. The encounters were never difficult, and I found that the enemies that took longer to take out only detracted from the experience. Having to jump back and forth slashing at a particularly tank-like enemy isn't difficult, and it isn't particularly fun either.

One of my main complaints is with the graphical style of the game. While it certainly looks crisp and moves a long nicely, the menus feel cheap and a lot of the environments are just plain boring. I'm not entirely sure what kind of budget the developer had to work with, but if I recall correctly they also developed the recent Killer Instinct reboot, which wasn't exactly a low budget game. A lot of the rooms consist of boring platforms and not a lot else, which isn't only unappealing to look at but also isn't very fun to traverse. The good news is that when your dashing through said rooms you don't have a lot of time to notice that the environments are boring. I enjoyed the lifeless citizens standing in the backs of subway stations, apparently completely unaware of the carnage happening in front of them as you run through and cut a few soldiers in half. It added a somewhat surreal touch to the game which I didn't expect at all. The bosses so far have been easy, normally only requiring a few seconds to understand their patterns. But I feel like this was the intention, and for the most part the developers did a good job of realizing what the game has going for it: speed.

The next time I'll come back to update this will probably be in the form of a full review, as the game isn't supposed to be very long and I feel like I'm powering through it (although maybe that's just how it's designed).

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Fire Emblem Awakening Review in Progress Part 2

Many people probably have different opinions on what exactly the "difficulty sweet-spot" is for games. Some may be turned off by games as daunting and unforgiving as the Souls franchise, while others may embrace it. I picture the point of perfection in video game difficulty as the tiniest needle in the worlds largest haystack. We may never live to see someone find it, but people will get damn near close.

Fire Emblem: Awakening may be the perfect example of a genius developer getting extremely close to that needle. I can't say for sure because I'm really not that far into the game at all, but as of now the game stands as an amazing example of how to get game difficulty right. I think this is one of, if not the most important aspects of game design, and it can sometimes make or break a game for me. The reason I didn't enjoy games like 2008's Prince of Persia reboot, or Monster Hunter Tri, were because of the two games' difficulties. In Prince of Persia's case, the entire game looked beautiful, but offered next to nothing in terms of difficulty, and as a result any tension to speak of. I would never worry about dying when I went into a fight, and if I recall correctly there weren't a lot of ways to die at all (your female accomplice would save you mid fall if you missed a jump). Monster Hunter Tri on the other hand frustrated me because it was difficult, but not in the way you might think. The game does almost nothing to properly prepare you for what's to come, and while I respect people who put hundreds of hours into these games, I couldn't put myself through what might be one of the steepest learning curves in gaming. Some people might call me a quitter, I call it bad game design, with a failure to properly communicate information to the player.

But anyway, back to Fire Emblem Awakening, a game whose difficulty increases so flawlessly, it practically excuses every other shortcoming of the game (which there aren't many of to be honest). I found the game a little easy at first, but after an hour or so more concepts were introduced, which were easy to wrap my head around, and new layers of depth sprung at every turn. Going into each battle in Fire Emblem, be it part of the main story, a new battle on a previously explored map, or one of the numerous side quests, was a gamble. I didn't know which of my characters would make it out alive, but I knew all that was holding me back was my own tactical aptitude and ability to think on the fly. It's a great feeling when you beat a tough segment of a game, but it's an even better one when you get through it without ever being frustrated. In Fire Emblem, I felt responsible for every failure, because I knew the game had done all it could to prepare me for the challenges ahead. Once you've learned all of the basic systems of Fire Emblem, the feeling of excitement is almost unrivaled, because you are then let loose to utilize those basics and build something out of them. It may seem silly that I'm laying praise on the game with only two and a half hours under my belt, but it's only because every system at play is so well thought out. This is a series which Intelligent Systems has been perfecting for decades, and while I've only played one other game in the series (not to completion), I'm excited to try the others.

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Handhelds are Pretty Cool

A really good game-related memory for me took place 11 years ago, during a Christmas trip to England with my family. On the plane there I was given an early present, a Gameboy Advance SP. With it were two games, Donkey Kong Country and Mario Kart Super Circuit (a fantastic and dare I say it, underrated Mario Kart game). I have fairly vivid memories of a rainy level in DK Country (I think the second one?) which I was stuck on for hours. This was a time when I would play the same section of a game for a long ass time, something which I don't normally have the patience for now (although I was probably awful at games 11 years ago). The GB Advance SP was my first handheld, but also my first game console. This tiny, metallic green console was replacing my PC as the place where I did all of my gaming (so long Pajama Sam, Freddie Fish and Putt Putt).

I got a PS2 about 3 years later, which I loved and still consider to be the greatest console of all time. But I have always had a soft spot for handhelds. Maybe it's the freedom to play wherever you want (I mean who doesn't love being able to play games in bed). I also find it fascinating how much horsepower can be crammed into these small devices (the Vita is a great example of how far the tech has come). I mean, Wipeout 2048 is far from the best Wipeout game, but man does it look and sound amazing. If the frame rate wasn't sub-par for a good chunk of the experience, it might be one of my favorite handheld racing games (nothing can beat Mario Kart so far). The fact that you can get huge, satisfying RPGs like SMT: Strange Journey on a system that fits in your pocket is very exciting to me.

But unfortunately the handheld market hasn't been as successful recently, with the rise in popularity of mobile games. The 3DS did do quite well after the price-drop and a lot of great first party games, but people just aren't as interested in a portable device that does one thing only. Granted, the Vita can play music and play movies, but who have you seen recently listening to music from their Vita? A smartphone can pretty much everything, but I wouldn't say the games are anywhere near the stuff you can get on a Vita or 3DS. I have no problem with iPhone or Android games, but I don't really consider them to be in the same category as something like Fire Emblem or Link Between Worlds. Phone games are generally more focused on entertaining you for very small amounts of time, more as a time passer than a time filler (if that makes any sense). I'm not going to enter the micro-transactions debate, all I'll say is you don't see a whole lot of that stuff on dedicated handhelds (some, but not anywhere near as much as with mobile games). There is also some cross-over between the types of games on phones and handhelds. Lumines is fantastic on PSP and Vita, but could also work well on a tablet or phone (although the lack of buttons would be a problem for me). But I think if you really are serious about getting into games and playing a lot of them, you'll go for dedicated handhelds.

I will support handhelds as long as they are being produced, because I love being able to carry games around my house. The funny thing is I rarely go on trips and about 75% percent of my time with my 3DS and Vita are spent in my own house. But I like how handheld games are full experiences that you can get very invested in, but can also be played in small chunks. I find it hard to sit down and play console games if I know that I have to dedicate a solid hour or two, when I enjoy small 20 minute sessions a lot more.

Long live handhelds!

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Help Needed! Games in My Summer Backlog

Well, it's that time of the year again, when the new releases slow down and it's time to go back into the collection and look for some things to play. I'll put together a list of all of the games I have in my backlog that I could see myself playing a lot of this summer, and perhaps beating. My current problem is that I'll play one game for an hour or two, and then switch to another, making for very slow progress. I don't expect to complete all of the games on my list, but each game I beat is one more game I can write a full review on (I have a big problem with calling something a "review" if I haven't completed the game).

So, in no particular order, the games are:

  • Shin Megami Tensei: Strange Journey
  • Fire Emblem: Awakening
  • Ys Seven
  • Strider (2014)
  • Luigi's Mansion: Dark Moon
  • Legend of Grimrock
  • Far Cry 3 Blood Dragon

I'd love it if everyone could give they're suggestions on which games to focus on, and which ones to leave out for a little while, thanks!

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Fire Emblem Awakening Review in Progress

This will not be the final format of the review, I'm just using this document to create a log of my time with the game so I don't forget stuff.

For the first couple hours or so of playing Fire Emblem: Awakening, I didn't entirely understand the hype. The game was raved about when it released and has since been crowned one of the best games on the 3DS. As I began to go from battle to battle, with a cutscene in between each, I found the game to be slightly formulaic and uninteresting. I began to question where exactly the depth and variety was, as each fight was relatively easy, and none of them seemed to be any different form each other. I had previously played FE: Shadow Dragon, which I enjoyed, but didn't hold my attention particularily well. Awakening seemed like Shadow Dragon with a fresh coat of paint.

But then I started to visit shops, and the characters conversed with each other, creating bonds together and revealing a new layer of depth. I discovered the weapon upgrade system, the weapon drops which I got over wifi, the numerous sidequests and challenge battles. At this point I realized that there was a lot more to this game then I had previously thought, and I was hooked.

There's a very special moment in games which doesn't happen as often as I'd like. A game will suddenly put all of it's cards on the table, drawing the player into it's world and causing them to think about the game even when they're not playing it. When a good game gets it's hooks in me, I'm reminded exactly why I pay videogames. I'm very excited to play more of Fire Emblem to see just how far the game goes in terms of depth, and whether I become hopelessly addicted. The chances seem high so far.

An important note to make is that so far the story has seemed completely generic and forgettable to me. I found myself tuning out whenever I enter a cutscene between battles. The CG cutscenes are beautifully done, but without any characters that I found particularily interesting, they don't hold a ton of weight. Maybe my outlook on this will change, as I've only just scratched the surface of the game (only 2:30 hours or so).

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Do What You're Passionate About

One thing I've realized about having hobbies like writing, listening to music, and playing games, is the fact that none of these require you to leave your house (although you could go outside while doing any of them). When I sit at my computer to write or play games on a sunny July day, I feel guilty for not going outside and getting some exercise. But why should I? I'm doing what I enjoy, and what's more, I'm practicing for a future career (games journalism).

The bottom line is, don't feel obligated to do something just because it seems like what "you should be doing". You aren't really obligated to do much, and spending your time outdoors just for the sake of being outdoors is not the best use of your time. Of course, if you're excercising, and making a genuine effort to get fit, then go outside all you want! This doesn't only apply to going outdoors, all I'm saying is don't feel obligated to do things simply because they are simply more socially acceptable, that's stupid. Do what makes you happy, and what you have a passion for.

It's hard to get this point across because i'm making myself seem like a shut-in who never sees the light of day. I'm simply saying that sometimes I feel like I "have to" go outside because other people are doing it, and it's healthy for me. Instead of worrying about whether or not you are enjoying the sun or going for a swim, think about whether you are enjoying yourself in the moment, and whether staying indoors will allow you to pursue your passion. But if you'd rather go outside than anything else, than by all means do it. I'm just saying that in my case, I'd rather be at my computer writing or playing games which I will later write about. Does that really make me a sad and lonely recluse?

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Why Writing is Important to Me

Lately, staying interested in one thing has been quite difficult for me. For example, I'll think about how I want to start writing a lot again, or maybe take up programming. I will then take up the activity for a day or two, reading up on it and devoting most of my time to it. But after 3 days or a week at the most, I'll tire of it and stop completely. I've thought of a few solutions to this problem. One of which is to set goals. This may sound a bit cliche, but I think that if I can set goals and accomplish them for a considerable amount of time, I could begin to make better use of my time. Also, I've gotten into a less than desirable mindset of thinking that games are a waste of time and that, even if I have free time, it's best to just push games to the evening and do other stuff before then. The problem with this is that I'll spend my time either going for walks, or just lazing around, not really doing anything productive.

I am going to set goals for writing, and hopefully accomplish those. My current goals are to write a review or article (or anything for that matter) each Tuesday, Thursday, Saturday and Sunday. I find that I don't initially have much of an urge to write, but once I do I can't stop and I genuinely enjoy myself. It would also be good for me to ask myself each day, "How is what you're doing going to help you in the long run?" When I think about this question now, it makes me feel good because:

1. I'm currently writing which is practice for what I hope to be my future career (Games Journalism)

and

2. This means that playing games is not at all a waste of my time, as long as I plan to write about what I've played after.

I worried a lot when I lost interest in games a few months ago, and I thought I wasn't going to get back into them. But I've since taken them up again and I couldn't be more happy that I did, as I genuinely love video games and they are one of my main creative influences. I've tried to adopt new hobbies which could lead to a career, like making games. But it's only when I sit down now to write that I realize I already have a passion for games journalism. The most important thing, perhaps more then anything else, is that I DO NOT STOP WRITING. This is perhaps the worst trap I've fallen into as before today I hadn't written since school ended. This was an extremely poor decision on my part, and I truly regret it. But why dwell on the past when the present and future seem so damn good? I can't wait to write a piece about a game today, and I think that one of my goals for today will be to create an outline for what to write about in each review. I can already think of a few (Gameplay, Graphics, Replayability, Sound), but of course the list will be much longer once it is fully constructed.

I now realize that your free time is absolutely vital to how you develop as a human being, and it should be spent doing things you enjoy. But not only that, I feel that free time should also be spent doing things that can help you in the long run, because if you aren't thinking about your future, then how are you going to have a good one? I like spending my days going for walks, playing games, and seeing friends, but I would much rather be putting a bit of writing into the schedule. Enjoying the rest of your life and building a healthy foundation for the future doesn't just happen automatically, you have to work for it. If I'm not at least devoting a bit of my free time to writing (my main creative passion), then I feel like I'm wasting my time.

So, today I plan to play some games, probably go for a walk, see some friends, and write. All I need to do is add in writing to my schedule, and I am using my time in a much more productive manner. The bottom line is: there is no valid reason not to write.

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Starting to Blog

I feel like making my writing publicly available will help to encourage me to write more, because odds are someone will read it. I'm going to make regular posts, and if there is a week long break after one, something is seriously wrong (or I'm on vacation).

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