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just_nonplussed

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just_nonplussed

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#1  Edited By just_nonplussed
@RedDragon123 said:


But I don't want to stop gaming. I want to continue gaming and experience things no other mediums can do.

Are any of you guys in the same situation as I am?

 
Try mobile games or portable games. Get yourself a gameboy advance SP or a DS, or maybe an iphone or ipod touch if you want to spend more. Quick score attack type games are easy to fit in to life. Also, watching other people play video games can 'give you your fix'. There's tons of video playthroughs on youtube.
 
I personally have had a lot of trouble in the past, integrating video games into my life. I went through a bit of an addiction but managed to get over it. Now I realize that life is like a massive open world game with every possibility, so I really want to play it. The virtual world can always wait. ;-)
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#2  Edited By just_nonplussed
@NTM said:

Is Samus really presented as an uninteresting and somewhat whiny character? Or is she pretty cool?

Well, that depends on your own personal outlook. I like her character. I think the way she was written was fitting for what she/the player had experienced in previous games. She was always positioned as this rogue-like character that was quite radical, and in Other: M she has to follow orders from her superior. If you enjoy stories about authority, freedom and control you'll like it.
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#3  Edited By just_nonplussed
@Klei said:
@NTM: On its own, Metroid Other M is a good game. But as a the successor to Prime 1, 2 and 3, it's pretty much  lacking.
Well, it's not really a successor to the Prime series. It's a direct sequel to Super Metroid. It's old-school Metroid design.
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#4  Edited By just_nonplussed

Jeff got me into Picross 3D. Great little game; difficult though!

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#5  Edited By just_nonplussed
@Kjellm87 said:

Personally I loved everything about this game except the story parts, Metroid games don't really need it IMO.

 
I think the duration and weight of the cut-scenes was difficult to bear at times. Sometimes such dramatic and over-blown implementation of the backstory felt out of place. I think the bits in the story where you are examining the environment have a lot of promise though.
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#6  Edited By just_nonplussed
@Video_Game_King said:
@SoldierG654342 said:
What the fuck is going on? Did I miss the memo that it was time to revisit this game? 
And did I miss the memo that everybody is now realizing that it's a good game? Rest easy, Hailinel and Brad; people are finally coming to their senses.
 
Lol, who are Hailinel and Brad?
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#7  Edited By just_nonplussed
@Gamer_152 said:

@just_nonplussed: So, the way I see it, there are two different things you're putting forward here; the rejection of deconstructing a game into different components to analyse it and the use of your own language to describe video games, as opposed to the one that's already in place. As far as the former goes, I believe you can talk about a game without breaking it down into its individual parts but you just can't have any sort of in-depth discussion about it.  As you no doubt know it's not just developers who insist on splitting a game up into its component parts to talk about it, it's the pretty much anyone who wants to talk about video games in a meaningful way, from critics, to academics, to many games enthusiasts. No, not everyone here needs to be concerned with how the industry is to make better games (although I believe this is something you yourself were asking people to be concerned with in an earlier post), but it's undeniable that the graphics, gameplay, sound, and all other elements of a game have a different effect on the people playing them. I absolutely agree that games should be good at bringing elements together in a way that lets them all compliment each other, but that in no way provides a basis for rejecting the idea of recognising the different components themselves. This concept of looking at the different components of something in order to analyse it wasn't born out of games development, it's what people do when they analyse anything from cars to paintings to movies, it's something that's existed for the majority of human civilisation, maybe longer.  Without it we can only say if a game is good, we can't say why it's good.  As for the language of game analysis I can see no valid reason to reject it. Like any language it's there for two reasons; firstly, because over all the time that this thing has existed, this is collectively the best way that people have found of describing it, and secondly, because it provides people with a common ground on which they can discuss this thing. You can't just change the meaning of any word to be what you want it to be because in the eyes of anyone else what you've written looks meaningless and nonsensical. It doesn't matter what you've written because it's in a language nobody can read and in this specific case in a language which is built on rejecting some of the fundamentals of the usual vocabulary used to discuss video games. In fact it's the combination of that and what I discussed in my first point which makes the whole Starbucks analogy so confusing.  If you asked me about what affected my visit to Starbucks I'd tell you it was about how nice the person who served me was, the warmth of the coffee, the taste of the coffee, how good the conversation with my friend was and so on. Likewise you've done a little of the same kind of deconstruction here, you talk about how well the coffee is made and the loudness of the music, but the rest of the example is about the "narrative" of Starbucks. I don't honestly see why the narrative of Starbucks matters here because as it kind of has one, it's not like a video game, the narrative of Starbucks doesn't directly lead to any kind of tangible positivity and narrative isn't what the people behind Starbucks or even in Starbucks are aiming to craft in the first place. Of course this whole thing is made more confusing by the fact that when you say "narrative" I think it's possible that you might be using your own entire definition of "narrative" where the word means "experience" or something like that, but I just don't know. 

 
'the rejection of deconstructing a game into different components to analyse it'
 
I don't reject this. I just don't like to begin with that mind set...(Just like I don't enjoy reviews that read like a boring checklist) But It's contextual right? When I'm sitting down to enjoy a game, I don't always want to pick it apart. But sometimes I want to know why I like a game and why I don't. The online game community has been very helpful for me to understand what is important to me, and what is unimportant. It gives me the ability to pick the experiences I will enjoy, and reject what doesn't work for me. With games such as Shadow of the Colossus and Super Metroid, and of course my own life experiences, I've been able to form a frame of reference for a type of design that works very well for me as a player. And if I was a designer I would probably make games like SotC or Metroid because they're well designed, and offer experiences that I enjoy. It should also be noted that those games fill a very niche market...But they're still loved.
 
'the use of your own language to describe video games, as opposed to the one that's already in place'
 
There is no one type of language. Each game designer uses different references and terms to think about games. There's some middle ground, but I believe the sheer diversity of game design is down to each designer thinking differently. Do you think we would have Psychonauts if Tim Shafer didn't think for himself..?
My language is part of the way I think and exist, not just a group of words to describe games. I don't see games or art in a vacuum, so when I use language to describe things I make sure that it connects to everything else so it has personal meaning. 'Mechanics' for example sounds quite alien to me; I don't want to use that jargon unless I have to. I don't go around thinking about the 'mechanics' of life. There should exist a way to understand (For everyone) without resorting to jargon. It's like how Scientists speak right? Can you understand quantum mechanics? Not many people can...But I believe underneath the jargon, things are simple. Obviously to make all those discoveries in the way Science has chosen, it had to evolve a complex language, just like coding a game...But to play a game you don't need the jargon. And to experience and talk about how a game had a relevant impact on you, you don't need jargon. For consumer advice purposes, it is useful for reviewers to highlight whether a game is broken or poor and in what area, but I would rather not experience the games I enjoy like a check list. It's about context. 
 
 
'You can't just change the meaning of any word to be what you want it to be because in the eyes of anyone else what you've written looks meaningless and nonsensical.'


People are completely free to invent, modify and use language in the way they see fit. They invented language in the first place, so of course they can change it.
 

'I don't honestly see why the narrative of Starbucks matters here because as it kind of has one, it's not like a video game, the narrative of Starbucks doesn't directly lead to any kind of tangible positivity and narrative isn't what the people behind Starbucks or even in Starbucks are aiming to craft in the first place.' 
 
Well, I bet those Starbucks COOs sit around at big tables and talk about consumer narratives... ;-) It's how they sell their product. It is game design in a way. They're designing your experience, and they make a lot of money out of it.
 
~
 
Anyway, we are getting beyond the point here...And we're in danger of losing touch with the original context. I personally see no problem with how I describe things, and I have no problem with how you describe things. They don't conflict. We're just on different sides of the same fence. I always want to feel unity and clarity, but sometimes I go to the other side to use my intellect to break things down. I don't think the intellect wants unity and clarity though - It's always obsessive about putting things into boxes and judging and seperating. I think the intellectual faculty is over-rated, but useful at particular times. True intelligence and understanding has nothing to do with the intellect.
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#8  Edited By just_nonplussed

 

No Caption Provided

I feel like Other M on the Wii got too much whipping from gamers upon its release, so I would like to balance out some of the things I think it did well, with some of the things it was less successful at. 
 
 

What I enjoyed


  
 
-The overall direction was very engaging and dynamic. The world is very atmospheric and moody, and makes use of lots of interesting camera angles that change as you move around areas. Also, in cut-scenes, the camera has a very eratic and excited motion as it pans the various characters. 
  
-Samus looks great. Team Ninja did an amazing job at building her and her power suit. She moves elegantly and with believable weight. I also appreciate the designers highlighting her softer side and making her come across as child-like and emotionally sensitive. It's suprising, but shows her human side underneath the power suit. And hey, she & the player still gets the job done. 
 
-The world design and general gameplay felt very fast and energetic. Other M brought back the speed of Super Metroid (And the other sidescrollers) that was missing from the Prime games. It's an incredible achievement that the world felt fully 3D and secure, but player movement was as tight and as fast as in the 2D games. 
 
-There were some very interesting ways that the player was able to uncover clues about what was happening in the abandoned space station. I enjoyed the way the game shifted player action and combat seamlessly into environmental investigation, and then fed that back into combat. For example, the part in the story where Samus has to detect a robot 'Zebesian', report it to the other team members, and then come back to make further investigations - and then just before leaving she gets ambushed by the enemies that leads into another fight. I wish there were more moments like these. 
  
-Some great boss fights that were very dramatic. Especially the encounters with Ridley. 
 

What I didn't


 
 
-Generally, too much combat. Too much padding. The arena-based fights felt out of place for a Metroid game. The combat also felt a little too easy and simple. But then again, the combat felt good because it was simple. It's a difficult point to get across...How the combat felt perfect, but at times incidental and effortless.
 
-Some of the cut-scenes were difficult to watch a second time and perhaps went on too long. It's odd for a Metroid game to rely so much on cut-scenes.
 
-The game world didn't feel big enough. Metroid works better with a huge world because with so many abilities it takes time to experiment with those tools.
 
-Item pick-ups felt slightly uneccessary/superfluous this time around. There's no need to divide energy tanks into 4 'energy parts'. There should have been better ways to encourage exploration of the environment, or some other ways that Samus can power up besides through item-collection. It felt too 'gamey' for the cinematic experience Nintendo were going for. 
 
-The music and sound felt muted and un-defined.
 
-The controls took a lot of getting used to, due to the peculiarities of the wii interface. It was very much a compromise, and so the learning curve was steep. However, I maintain that when you get used to it the controls are fine...It's just that when you're just getting into the swing of things, the game is over.
 

Conclusion


 
I think Nintendo has a great framework in Other M to make a bigger and better Metroid next time. But overall the experience of this game is not very satisfactory for a long-term Metroid fan; not necessarily because it doesn't feel like Metroid, but because it relies too much on repeated enemy battles and arena-based combat, and lacks the explorative depth and environmental detail of the Prime games.  
Other M is such a unique experience though, and has a lot of promise for the next game in the series. I think Nintendo are just getting warmed up here.
 

full review
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#9  Edited By just_nonplussed
@Gamer_152 said:

@just_nonplussed: That doesn't make any sense though, if we're attempting to analyse games then we need to be able to compare them and we need to break them down into the elements that make them up. I say the following not to be insulting but because I think it's the truth; if you cannot separate the various aspects that make up a video game and genuinely can't see the divides between the different jobs on the development team you either have a lack of analytical ability, a lack of knowledge about the medium, or both. If you can't or won't deconstruct something then you're not analysing it well. Games are generally good when their various parts work together well, but that doesn't mean we can use the words "story" or "gameplay" as descriptors for any experience the game conveys, those are words that already mean things and refer to specific parts of the game as a whole. If you're not willing to properly categorise story, gameplay, writing, etc. then there can be no logical discussion of what makes a game good/bad.

 
Sure, it's a useful tool. I think the blog I wrote on Kaboom! demonstrates that I can successfully deconstruct a game text if I want to.
I'm not saying you can't use seperate descriptors for the different parts of a game design. It's just that personally I tend to feel the overall experience to get a valuation of what the game means to me. I analyze as well, and have written nearly 400 blogs on game aesthetics. But I'm coming to terms with what is important to me today, and finding my own language to describe my experiences rather than borrowing from video game theory. And I think, unless you're in tester mode or critic/reviewer mode, it is less important to pick out parts of the design, and more valuable to grasp the bigger picture and to feel what it says.
 
Actually, I do believe that the language we use to analyze games should undergo an evolution anyway. If the medium is to evolve artistically then players and designers should have some way to re-aproach designing (And playing) experiences that doesn't exclude interactivity as this abnormal thing that is often percieved to be counter-productive to story. I try not to use the 'gameplay vs. story vs. graphics' way of thought too much. I find it slightly antagonistic, confusing, and convoluted. It's not very elegant.
 
I do think that one can compare experiences without having to resort to those particular terms (story/graphics/gameplay/mechanics/music). It's just that I'm thinking on a different level which is more simple. So for example, I just see the player/game relationship (Or player/creator) and how all of the limits structure the world; this is the narrative. So sometimes I think about how successfully each game achieves this, and I tend to replay the games that achieve this clarity well.
 
I am not in the games industry, and I have no requirement to subscribe to the language that developers often use. 
 
 
EDIT: 
 
Take the Starbucks experience for example. The overall narrative revolves around, and comes from the relationship between the company and the consumer. The way the cafe is designed, the way the coffee and food is produced and served, how the barista greets you; it's all part of the Starbucks consumer narrative. Within this narrative you also have the individual stories of the people who go there, and whatever they are chatting about. It's not just the people inside the cafe either. Often you can look out the window, which has been specifically designed to advertise the Starbucks social experience, and the coffee product. So there is the relationship between the inside and the outside; what people are doing and how they see you. You see, it's all gameplay and it's all narrative. 
 
Also, you're free to judge the Starbucks experience and compare it to other coffee places...For example, the worst offenders for me would be a poorly made coffee and obnoxious/loud music; this observation has its place, and it allows us to modify our choice of cafe, or whatever. But to some extent...It is what it is. I try not to be reactionary, but simply observe the differences.
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#10  Edited By just_nonplussed

Also, in Prince of Persia, the prince had a power to turn back time if he died. I thought this was clever.