It’s been an incredibly long time since I wrote anything at all to do with the healthy side of this blog, so I thought it was about time to revisit it. I’ve been cooking, but nothing super fun or inspired or that felt worth sharing at all, so I’m not going to give you a healthy recipe today. Nope, today I talk about yet another app that gamifies one of life’s little miseries – exercising. More specifically, running.
I apologize for not posting last week and being a day late this week! It’s been a crazy couple of weeks, to say the least. However, I posted a game impression to make up for last week, so check that out! I finally got with the times and played Journey!
Dragon*Con was a blast! Other than getting overheated the first day and having to return to the hotel early so I could be sick and sleep forever. But, ya know, I wound up seeing the panel I really wanted to see that day, so all’s well that ends well, I guess. My Yang cosplay was a hit!
Didn’t wind up doing Tifa on Sunday because reasons, but still had fun!
Been keeping busy. Trying to cook more. Played lots of awesome games that I can’t wait to talk about! Have time to play a lot more off the wall things since the big releases have been postponed. Currently playing Gravity Rush. It’s weird, but fun! Except for the occasional feelings of motion sickness.
No post next week, as I will yet again be out of town, so I’ll see you guys in two weeks!
I have plenty of new games I could be reviewing, but instead I want to take a moment to talk about Journey. Mostly, I want to talk about Journey because it segues into the next review I want to do, but also because I’d never played it before, and it was just so stinkin’ good!
I’ve been getting burned by indie titles a lot recently, which sucks. Sucks even more so because normally I’d say I’m all about artsy, indie titles. However, I’ve been playing so many flops that I’ve gotten a little trigger-shy. All that is to say, I kind of wanted to play Abzu, but I was also terrified of buying it only to find out I didn’t like it. Sure, it’s come pretty highly recommended, but so were the other games I’ve been playing. Basically, word-of-mouth and reviews have failed me! Which is just so rude. But I digress.
So yeah, I wanted to play Abzu, but I was also terrified to commit to that idea. At which point I remembered, “Hey, I own Journey! I’ve never played Journey, but Abzu is supposed to be similar. I’ll play Journey, and if I like it, I’ll continue on to play Abzu.”
That deal made with myself, I loaded up Journey, full of trepidation and a readiness for disappointment. I’d heard so many good things, what if I’d built it up in my head? It couldn’t possibly live up to expectations, right? Also, what if, disappointingly enough, I’d just changed? What if something in me had snapped, and I didn’t like artsy, indie titles anymore? I didn’t think I could stomach that thought. I didn’t want to be that person!
So, spoiler alert, but crisis avoided! Turns out the other games I’d been playing really had just been over-hyped and under-performing. Journey blew my socks off, you guys! Or it would have if I made a habit of wearing socks when the weather is like ninety degrees outside. It blew my metaphorical socks off. So, with all that said, onward to actual impressions of the game!
I’m not going to go on about the look of it. It looks nice, there’s no denying that, but at the end of the day, that wasn’t the important part. Though definitely the settings are gorgeous and help in building the narrative. So while I don’t personally care about the graphics, the settings blew me away more and more as the game progressed.
When it comes to multi-player, I’m usually not a fan. I don’t know what has happened in adulthood to turn me off of online multi-player considering I used love MMO’s as a teenager, but at some point the idea of randomly encountering another player who could judge my skill level became a recipe for anxiety for me. All that is to say, I was super nervous about the multi-player aspect of Journey. However, I think they got the formula down perfectly! My first time encountering another player, I was a little nervous, then kind of excited, then kind of sad when they were gone. It only lasted a second though, so I moved on fairly quickly. The next time, though, I spent much longer with the person (at least I assume it was the same person, though I guess there’s really no way to actually know). We helped each other, encouraged each other (as much as voiceless, little sprites can). Somehow, without ever actually speaking to each other, I felt a kinship with this person. Then they were gone, and I was very sad. From that point on, running into people was an emotional roller-coaster comprised of excitement over a new friend and the inevitable disappointment of losing them. Honestly, while playing alone in no way detracts from the game, the implementation of the multi-player adds to the experience exponentially.
There’s not a whole lot I can actually say about the story mostly just because I’m not 100% sure just what exactly it was about. That’s not a bad thing, at all. With the lack of any dialogue, it’s honestly meant for interpretation to some extent. Of course, I have theories, but I don’t want to go into that here. Spoiler-free is really the way to be when going into these games. What I will say is that despite the silence, this is a story that truly touched me. I cried and I cheered, and honestly I just felt like this was one of the realest emotional journeys I’d ever gone on with… well, with any media. At no time does the story feel incomplete or lacking for it’s non-use of dialogue.
Adding to that feel is a soundtrack that seamlessly blends into the game. None of the music ever stood out in my mind simply because it integrates so well with the game-play and story. Never once did the music over-power anything or seem at odds with a scene. It was simply there to offer support to the emotional resonance.
Basically, all-in-all, Journey to me seems to be a game that stands the test of time. It’s been four years since its initial release, and yet even still remains a game that simply blew me away despite even my jaded attitude going in. I also really don’t think I’d mind giving it another play-through, which says something considering a lack of replayability tends to be a problem I often feel many artsy, indie titles (and even plenty of AAA games) suffer from. I’m sure not much would change, but I feel like there would definitely be more to discover in the world. Plus it’s just an amazing journey (I do not apologize for the pun). If you haven’t played it, I cannot recommend this game enough. It’s only a few hours long, and now is definitely the time to pick it up, even if just for a rainy day, since it is currently one of the free games on PlayStation Plus this month!
Developer: Hello Games | Publisher: Hello Games | Available On: PC, PlayStation 4 (reviewed) | Release Date: August 9, 2016 (PS4); August 12, 2016 (PC)
No Man’s Sky has been out for just around a month now, and if you haven’t heard of it, I honestly would love to know what space rock you’ve been living under. Considering the hype surrounding the game pre-launch and the amount of controversy it has been seeped in since it came out, I think by now basically anyone who games knows about this game. However, I’m not here to talk hype or controversy. No, I’m here to review the game. That said, I want to go ahead and get any and all disclaimers out of the way. First, this has proven to be a divisive game, so it’s a pretty fair assessment that plenty of people will have an opinion differing from my own. I’m all about discussing all angles. My only stipulation is we do it like adults. Secondly, I started in the camp of not liking it and have since decided I really enjoy it, so this is going to be a slightly positively skewed review. Thirdly, I realize this isn’t the game for everyone, and that is perfectly fine and will be discussed. Finally, I’m not here to talk about any direction the game may take in the future, as I simply don’t know. As such, this review approaches the game for what it currently is, and not what it may potentially become.
Now that I’ve officially been boring and perhaps overly P.C., let’s talk No Man’s Sky! So if you’ve been living under aforementioned rock, No Man’s Sky promised a journey through the cosmos where you could encounter somewhere around eight quintillion procedurally generated planets. Was that the number? Either way, for those of you keeping track at home who can’t even begin to imagine that number, that converts to about five-to-seven metric fuck tons. That’s a wide margin, I know, but look, conversions were never my strong suit and it’s been a long time since I took a math class.
So what do you do with these planets? Well, I think the nitty-gritty of that part was largely up for debate, and I won’t claim to have been an avid follower of the game pre-release to verify, but the main goal was to find your way to the center of the galaxy. Now you’re up to speed on what I knew going in. I wasn’t super sure what to expect from this game before release, as I’m sure many weren’t, so I’m going to try and shed a little light on just what to expect from the game if you somehow haven’t already bought into the kool-aide.
Visuals & Gameplay
I want to say the game looks good. I mean, it doesn’t look bad, per say. Actually, once things are rendered, it does look very nice. Ya know, assuming you aren’t on a hideous planet. However, because the whole thing is procedurally generated, everything loads up super grainy, which is quite honestly nothing but a pain when you first come to a planet and are trying to decide just where to land. After all, you don’t want to land in the middle of nowhere where there is absolutely nothing around, because then you need to try and fly somewhere else, which then just becomes a waste of the fuel in your launch thrusters. Wasting your fuel means hunting down plutonium to refill them, which basically is what the gameplay experience boils down to – resource mining so that you can use those resources to mine more resources. That’s basically the main thing you’ll spend your time doing.
There are a few other gameplay aspects, things such as combat and sort-of socialization. The combat doesn’t feel great, however, whether you are on the surface of a planet or in space, and the “socialization” kind of feels really arbitrary? I mean, come on, I’ve learned way more Vy’Keen words than just “interloper,” yet somehow that’s all I ever seem to understand. Never mind the approval system which gives you know indication of just what any one standing means, especially when it’s different every time I talk to different aliens of the same race. In one space station I’ll have one Vy’Keen decide I’m a “special partner” while the other seems to think I’m something else. Though the Korvax at least all seem to be in agreeance that I’m simply a Traveler of the Atlus.
On the technical side of gameplay, the game gives almost no instructions. It will let you know how to fly your ship early on, but when it comes to everything else, it’s pretty much up to the player to figure it out. There were a lot of things I didn’t even know I could do for the first hour or two of the game. There is a control scheme you can reach through the menu, but even that didn’t seem super intuitive to get to.
Finally, the only “multi-player” concept I’ve come across is discovering systems and planets that have already been discovered by other players. It’s a neat concept, but one that I unfortunately find more annoying than enjoyable, if only because discovery is tied to monetary reward. If you’re the first to discover something, you can upload it and earn units (No Man’s Sky‘s currency). The couple of times I’ve come across something that someone else has already discovered, I’ve very much felt like what was the point and quickly flown off to the next system.
So everything I’ve said so far seems pretty sour grapes, but like I said at the beginning, I actually really like the game. The planets, once actually rendered, are fairly breath-taking, and I’m always excited to land on a a planet and see what I’ll get. There are so many times I’ve had what I can only describe as “tourist moments” where all I want to do is run around the planet and take pictures of the terraine. And while combat doesn’t feel great, especially at first (where it feels downright awful), there’s something the feels highly rewarding and addicting each time I win in a dog fight out in space or take down a sentinal. Now that I finally have some good multi-tool upgrades and understand how it all works, sometimes I get it in me to just go take something down for the fun of it. Also, even if I do spend like 98% of my time resource mining, I still get stupid excited each time I find a rare resource. All that is to say that while the things you can do are limited, that doesn’t necessarily make them any less fun if you can take the time to appreciate what the game currently is instead of what you wish it was.
Characters, Story, & Atmosphere
Basically what this section boils down to is that there are a couple of different ways to play the game. You can just freely explore, following no specific path, which is the way to get you absolutley no where except to maybe find cool stuff. You can follow the path of the Atlus, which gets you different tech (I think?), and is also how you learn more langauges and lore (sort of?). Or, you can just go straight to the center of the galaxy.
I’ve been following the path of the Atlus. I thought I wanted to go straight to the center, which is why I had some aliens point me in the diection of the nearest blackhole, but the more I’ve played, the more I don’t want it to be over.
Ultimately, the path you take depends largely on what you get enjoyment from. I’m a lore and story kind of girl, so following the path of the Atlus is what seems super interesting to me. But maybe you just want to know what’s at the center. Or maybe you want to just see as much as you can (to that, I wish you good luck!). No matter what, it seems to me that they have a path to appeal to anyone who has figured out how to play the game in a way that is entertaining to them.
Ultimately, as things stand, this is a hard game to recommend. After all, despite the fact that I have now said goodbye to my life in deference to exploring the stars, I started out really not liking it. While I have every intention now of continuing my journey through space, I think if you’re feeling uncertain about No Man’s Sky, wait it out, watch some gameplay footage, and see what they do or don’t add in the time to come.
While I would love to say buy it if you like lore or collecting or exploration, ultimately this game has had such a varied reception between each individual regardless of what they do or do not typically enjoy. It has things that I think can definitely be improved upon even without adding brand new features as Hello Games has already discussed. No matter what though, I urge you to remember that at the end of the day, this is a game with fantastical scale that despite Sony’s backing was in all actuality developed by a small indie team. Whether or not you feel the game in its current state is worth the $60 price tag falls to you. However, I do think it may be worth checking in periodically to see if that valuation changes at all based on what they add or change as time passes.
In the meantime, I shall continue to explore star systems of No Man’s Sky between other gameplay experiences.
I don’t believe I did a check-in last month, so… this is way overdue? Basically though, going to try and leave this mostly short and sweet.
I have been terrible about keeping regular updates. As such, I plan to try and nail down a posting schedule. The plan from here on out is going to be updates every Saturday, with the occasional exceptions. The first of those being next Saturday, as I will be out of town for DragonCon. Which, by the way, if you’re there, hit me up! Current plan is cosplay Yang Xiao Long on Saturday and Tifa Lockhart on Sunday. This is pretty solid, so probably no deviations from that unless something serious/unavoidable comes up.
But back on track! I have a whole lot of game reviews pending, but I also know I’ve kind of been neglecting the health side of this blog. Also, the two aren’t quite married together. Probably plan to try and refocus some energy on those things, as well.
So that’s where we stand going into September! Over all trying to refocus energy and make this blog something better and shinier.
If there’s anything else you guys would like to see from me, let me know! I’m open to suggestions!
Developer: Chris Chung | Publiser: N/A | Available On: PC, OS X, Linux, OUYA, Razer Forge TV, PlayStation 4 (reviewed), HTC Vive | Release Date: May 27, 2015 (PC, OS X, Linux); June 11, 2015 (OUYA); February 18, 2016 (Razer Forge TV); March 22, 2016 (PS4); May 27, 2016 (Vive)
Catlateral Damage is a simulation game that lets you play as a cat whose sole purpose in life is knock shit over and fuck things up. Which, let’s be honest, is that not the sole purpose of every cat? In theory, it seems like a blast. A super simple yet fun concept that I can’t believe didn’t come up sooner. When I first found out about this game before its PS4 release, I was freaking pumped about it, consumate cat lady that I am. However, it wasn’t until recently that I justified the purchase to myself, and I almost wish I hadn’t. This is one of those things that just seems to be good in concept but rather poor in execution.
Visuals & Gameplay
Visually, I don’t have much to complain about. It looks cartoon-y and cute, and that seems fitting for this kind of game. The layout of the levels remind me a quite a bit of Katamari, which is definitely not a bad thing.
Gameplay wise, that’s where it starts to fall apart. There are different game modes, but they all equate to the same idea – create chaos. Which fine, good! That’s what I signed up for! However, I couldn’t play for more than an hour without getting incredibly motion sick. Basically the kind of sick that incapacitates a person for hours. I honestly don’t think anything has made me that sick in years, especially not a game. Sickness aside, between wild swinging of the camera and the lack of responsiveness for button pushes and objects in the environment, there’s literally nothing about this play experience that feels good. As a matter of fact, I don’t even want to begin to try and comprehend what this plays like on the Vive. I can’t imagine the level of sick I would be with that when it was already so bad on just a console experience.
To add to the already less than pleasant play experience, the play sessions are interrupted by timed events that get you bonuses for completing them. This would be fine and actually pretty fun if not for the aforementioned misery that is the game’s mechanics. Completing the events becomes a chore that makes it almost impossible to complete the actual objectives of the level.
Characters, Story, & Atmosphere
There really isn’t very much to say here, which is fine, that’s the nature of this game and in no way is that a complaint. All there really is to talk about is atmosphere, which that’s fairly good! It’s vibrant and fun looking and reminds me a little bit of the Katamari series in its delivery. Which, hey! I love Katamari!
It doesn’t make me happy to give this game this kind of review. I was excited. I really wanted to play it and love it and use it as a palate cleanser between more in-depth games. Unfortunately, I found next to nothing honestly enjoyable about my experience with this game, and have no want to even give it a seond shot due solely to how sick it made me. When I first started the game up, I felt like it would have been a great VR experience, but after how sick I got, it kind of makes me cringe that it’s on the Vive.
This should have been a fun review full of cat puns. Instead, all I’m left with is the memory of laying face down on my couch and groaning in misery. If you have a spotless record of no motion sickness ever in your life, maybe try it if you’re that determined? But I just can’t recommend this game at all. And that makes me sad.
Developer: The Chinese Room & SCE Santa Monica Studio | Publisher: Sony Computer Entertainment (PS4); Playstation Mobile (PC) | Available On: PlayStation 4 (reviewed); PC | Release Date: August 11, 2015 (PS4); April 14, 2016 (PC)
Everybody’s Gone to the Rapture, for the uninformed, is supposed to be an interactive drama about discovering what happened to the mysteriously missing denizens of Yaughton. What it actually is is a wonderful example of a good premise suffering from horrible execution. It’s also an example of the internet lying to me because they said this was a good game!
Visuals & Gameplay
Visually, this is a fairly gorgeous game. The landscapes are incredibly realistic, the lighting is dynamic, and the story moments are shiny and lovely. Very, very pretty experience.
Gameplay, though? That’s pretty much a thing that doesn’t exist. I’m usually fine and dandy with stretching the definition of “game” a little. There are some really wonderful things that come out of that idea. However, Everybody’s Gone to the Rapture suffers from basically just being a movie you were dropped down in. There are some phones you can answer and some radios you can listen to, but basically you’re just walking around the world encountering memories of the Yaughton residents made up of shimmery balls of light.
Also, when I say walking, I mean it. There is no obvious way to run. Apparently you can, but it takes holding down a button for an extended period of time before it kicks in, making it an incredible unlikelihoodA that many would discover this on their own. The walking you can do is incredibly, painfully slow, making it a nightmare to explore the world of the game. So those pretty landscapes I mentioned? Yeah, I was totally terrified to properly explore them lest I get off track. Which I did towards the end, and what a nightmare that was. Had I not already invested so much time, I would have totally just rage quit.
Characters, Story, & Atmosphere
When I started up the game, I was intrigued. The options menu gives the impression that this will be some sort of post-apocalyptic experience, which I guess it is, technically. However, it took a hard left turn from what I expected, and while sometimes that’s great, not so much in this case. At the onset, the game does a good job of creating an eerie survival game feel which left me intrigued. I wanted to know what happened. Where did these people go? Why was there this lone woman on the radio?
Unfortunately, my interest quickly gave way to exasperation. For the first few hours of the game, I slogged through the desolate town where nothing of interest happened, listening to the memories of characters I was given no reason to care anything about. That may be one of the game’s biggest flaws. In a game such as this, relating to and caring about the characters is so important, but Everybody’s Gone to the Rapture does nothing to connect me to the characters I encounter early on. They are all faceless entities with names that blend together. I have no history, no connection, nothing. There were eventually a handful of characters I cared about, but I never encountered them in any meaningful way until several hours in.
As for the story itself, it gets a little convoluted. It’s an interesting premise, and I held on so tightly to the hope that it would play out in an interesting way. Unfortunately, I feel that it never really paid off. It wasn’t a bad plot, at all. Actually, had the mechanics been different or the writing tweaked on way or another, I think it could have been amazing. However, due to the difficulty in caring for the characters, it is near impossible to care for the story itself.
Other than being pretty, the only other thing really going for this game is the soundtrack. The score is beautiful and helped lend more gravitas to situations than was actually there in the writing or presentation.
I feel like Everybody’s Gone to the Rapture suffers from an identity crisis. It’s interface outside of gameplay tries to present it as a post-apocalyptic survival mystery, while the actual game tries so hard to be an art piece that it’s almost painful to watch. It seems to have taken itself a little to seriously, which made it suffer all around. Without characters to care about, a defined protagonist, or any sort of twist at the end, it falls completely flat beyond being something pretty to look at and listen to. Never mind that it’s agonizing to play.
Maybe had I watched it on YouTube or Steam, I could have stomached it far better. Alternatively, had this come out as a VR experience, it could have shined a lot more. However, as it stands, I, quite sadly, really think they missed the mark.