Showing posts with label sweet shovel bro. Show all posts
Showing posts with label sweet shovel bro. Show all posts

Saturday, December 31, 2016

Play relevant month: Stardew Valley

For my final game of the year on this final day of the year, I present to you a game that sold a million copies and looks like a mix between a SNES game and something off an Amiga at best. A extremely simple and easy to play game that weirdly requires I blow the introductory paragraph on explaining what the game actually is. Simple to play, simple to learn, difficult to describe.

Stardew Valley is a bit more difficult to define because it does not generally fit into a large, well known genre. It gets compared to Harvest Moon, but what if you're like me and you've never played Harvest Moon? Ostensibly the game is classified as a low-key, low-seriousness farming simulator but addressing it as such is pretty disingenuous. Rather, Stardew Valley is a farming game that then wraps itself around a massive assortment of mini-games that interconnect. It's not a clicker game, though there is a lot of clicking, and it's not much of a simulator either. It's also not all that open-ended, and it feels like it has a lot of mechanics it actually does not.

Much like Axiom Verge last year, which was likely my favorite game of the year, Stardew Valley is a solo programmer project built from the ground up over several years of development. More so than Axiom Verge, it's also a critical and financial success, though not quite to the scale of something like Terraria I don't think? But pretty close, and pretty deserving on the most part.

It's a really weird game to review...


Wednesday, December 7, 2016

Holiday card: California Gold Rush

I really, really want to just slam on this game for being a complete non-game, but... But... as you can see above I played it for a full hour and I wouldn't say it was a bad hour, so how much criticism can I direct at it? I'm clearly not in the target audience, as Broforce to this game is as great a divide between games as you can possibly get. When you encounter a wolf in this game, Pedro runs away and his white slaver emerges from the fort to do a little gun dance to chase the wolf off.

We'll talk about Pedro in a moment.

Rush for Gold California, or Rush for California Gold or whatever the title is, is about white prospectors entering California to enslave Mexicans, trade gold for food at an exorbitant rate with rather stereotypical looking Native Americans who might resemble the tribe that historically lived in this area while freeing... Other white people. The introduction of the game is literally a white dude who is tied up to a tree with his Mexican "who is at your disposal for anything" yeah okay and he immediately begins giving you orders.

Oh, he phrases them as suggestions. I'm onto you, white guy in a suit. There's one time you should trust a white guy in a suit. Anyway once you get into the game, your "suggestion filled" overseer begins barking out orders which centre on essentially collecting scraps to then collect other scraps until your overseer is satisfied. Once he is satisfied, you are released to the map screen, where you're allocated stars which can build new dwellings for rich white people to move into. Usually rich white ladies. There's no mention of a whorehouse, but I'm sure that's just your "partner" who is constantly barking out orders and assigns tasks while doing no work just keeping that off the table so you don't get your fair cut.

You're out there fending off bears and wolves and he's in the back with some corset wearing broads? You ask him what he's doing and he's all, build a water pump, uh, mine me some coal, something something fish. Yeah this is all on the level. Probably tied up originally for failing to pay for all his whorin' and gamblin' debts.

he doesn't have the hat, no
And yeah Pedro. You can only hire one worker "skin" in this game, pun not intended, who is a humble Pedro. I don't know else to say here. Am I racist for thinking a guy looking like this guy is Mexican? Named Pedro? Pedro and his four identical brothers, Pedro, Pedro, Pedro and Pedro all bust their butts and you don't even feed them unless they're hacking underbrush down with a machete or mining a coal outcropping. Poor Pedro working the gold mine? Yeah you don't feed him.

Anyway this game is essentially a simple resource management game. Visually it's actually really nice looking, it reminds me of collecting resources on the map screen of HoMM4 or something. Just pretty sprites. There's some audio, including a woodpecker, normal music and pleasant sounds. And the Pedro brothers dance whenever you finish a task and release them from their perpetual unpaid labor. I suppose it's a children's game, and it's pretty soothing to play a couple minutes here or there in, but I'm not sure what you're teaching your children. Pedro does all the real work while some white guy in a suit sits back in town and barks out orders?

Sometimes you let wolves chase him around because he's unarmed. Only the white people are allowed guns. I really wish I had some Mexican food right now.




Friday, January 1, 2016

Over the verge; Axiom Verge

Axiom Verge is the product of a single dude, which has long since lost real meaning to me. Thomas Happ be his name, and he made a game about ... Whatever this game is actually about is somewhat hard to describe. I'm going to try to describe the game without spoiling the game, which is actually much more difficult than you'd think, because certain explicit and implicit elements of the gameworld are tampered with as a matter of due course for the story to unveil and then unfold.

At its core, before anything else is layered on, Axiom Verge is a Metroid leaning Metroidvania. There are a lot of reviews and a lot of commentary built from that central point, and a lot of it goes from there to become very hostile and negative. Oh how dare a single gentlemen lovingly craft a passion project in his side hours that builds from his experiences in retro-gaming of the Nintendo-kind! How dare he infringe on that holy space!

Thing is, as I said back in the Super cyborg review, I honestly don't care anymore. We're not in the early generations of gaming here, and the fact that someone who was raised on video games made a video game that feels like video games is like complaining that a major book series feels like a book within its genre. Yeah, it is a Metroidvania that feels like a Metroidvania.

Get over it. The genre is actually pretty narrow, if you actually want it to feel like Metroid, and not something like Strider where the Metroidvania elements feel like a contagion that infected an action game's genome and dragged the entire production down.

To me the real question is whether or not Axiom Verge, in and of itself, by itself, feels like a quality and polished product that I enjoyed playing, and/or, think others should play.

Tuesday, December 8, 2015

It is also about robots: Steamworld Dig

Steamworld Dig is presented in the reviews that pop up when you look over the game news as a Metroidvania, which I don't think it is. In turn, I'm not exactly sure what Steamworld Dig actually is, beyond feeling like the partial combination of various other elements from other games.

First things first, the game's visuals are fantastic, the usual steampunk aesthetic getting its groove on with a mix of other styles. All the characters look good, and the game is just plain easy on the eyes. It feels a lot like playing Terraria, but it is more hand-drawn and in most ways better looking. It doesn't do quite as well in terms of how it uses its lighting, which is a bit disappointing since digging games really benefit from deep shadows and contrast. The lighting effects in Steamworld Dig are rather limited, and don't have the spooky impact they do in Terraria, which was sort of weird.

Second, it is mostly a platformer with digging options - it does have some Metroidvania elements to it, but it doesn't quite feel like one. At its very core, the combat is pretty light stuff, and most of the game is just exploring the mysteries as you dig down in a huge mine and then just keep going with little in the way of backtracking. You do get upgrades along the way, but they generally feel less like something you absolutely need and more like quality of life improvements. There's a good vibe to it, though, just as a certain element starts to drone on in your brain the game throws you an upgrade to make that get less annoying.

In this the gameplay is very satisfying and very soothing. It isn't a difficult game, more or less a casual title, centered on digging. You dig things up, sell them, buy and find upgrades. The game's story is actually very reminiscent of Primordia, which is weirdly ironic given I settled into playing both so close together. It's not exactly as dark as Primordia, but it has many of the same angles that do tend to feel a little grim.

The main elements of the gameplay are digging and then the interaction between digging and your various supplies. You have limited bag space, limited hitting power, limited health, light and water. All of these being depleted makes it pretty difficult to get around, and in the case of health, ultimately kills you. You can upgrade all of this stuff with money or "power orbs" which increases them in a pretty linear fashion over the course of the game. The Metroidvania, I guess, comes from the aforementioned upgrades which grant you running or double jump or the various sort of things you usually gets.

Steamworld Dig is pretty by the book, mixing elements from various other titles, but the clean visual style and simple gameplay make it a relaxing if a little monotonous title. I don't really recommend it in the pure sense of a fantastic, engrossing core title to spend your time on, but I do recommend it if you want something to sit in front of the screen with controller in hand for twenty minutes every once in a while.

Not everything needs to be the next big heart stopper. Sometimes it is alright to just be good, right?

Tuesday, March 3, 2015

Neo Retro Future Imperfect: Shovel Knight

I was introduced to Shovel Knight way way back when Two Best Friends (who are now like, Super Best Friends or something since it has turned from a pair into a posse) played through it in a demo ages ago. The game looked pretty neat, but I never realized it was actually some sort of "major indie" release, akin to say Starbound (which mind you is still in early access 14 months later or something ridiculous) and Transistor. The hype train slowly built I guess while I wasn't paying attention.

There was a bit of a dust up about the game during the Winter sale due to it not going on sale, then going on sale. I actually thought their reason for not going on sale was reasonable - Shovel Knight is not exactly a time oriented release, and they claimed they wanted to finish the DLC they promised in their kickstarter or something to that effect before running up the sale train. I actually admire that attitude, as the current progression of kickstarter into early access into steam cards and sale train with release somewhere over yonder (hello Starbound) disturbs me. But I'm gonna do a write up of my thoughts on the current steam cycle sometime this month.

It was good to see some work ethic for once, you know? But the game did go on sale, and a friend of mine ended up buying it for me, basically in return for me buying him Trails In the Sky. Which I bought entirely because 'Dude I got you TITS' was worth the price alone. There was some further complaining about how it went on sale and I don't know, my eyes just roll around randomly in my head.

Shovel Knight is, as implied by the title above, a sort of Neo Retro about a shoveling. It is a retro styled platformer, but like Terraria, it does things far beyond what you could do in the 8-bit world. Shovel Knight, however, is far more dug into its position as a retro game. Many if not most of its ideas are built or brought forward from 20-30 year old games. This is something of a mixed blessed, and I wonder how much of the game would be improved or more creative for having this shackling torn off.

But then, the game is as it is, and that is just what we have now. There is DLC coming, but I feel like I won't necessarily remember to play through DLC whenever it happens... (promised for Q2!







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