Spoiled Milk

Generally speaking, games today try to be smooth, polished experiences.  Easing the player in, providing room to learn the ropes and get acquainted with key characters and mechanisms, and avoiding technical hiccups are all important features in making games as enjoyable as possible to the widest audience.  Certainly, I’ve been known to rain praise upon games that do these things well and criticism on those that don’t, because whether they succeed or fail, the fact of the matter is that most games are trying to do these things.  This makes it all the more jarring when a game seems diametrically opposed to such ideas, not out of incompetence or inexperience, but out of a deliberate desire to make something off-putting.  That’s the story with Milk Inside a Bag of Milk Inside a Bag of Milk (henceforth referred to as Milk Inside) and why it’s fascinated me to such an extent since playing it.

The Muddled Politics of Technotopia

Sometimes you play a game and can tell right away that it’s going to give you Thoughts™, but that wasn’t the case with Technotopia.  My time with it started out the same as any other game, doing my best to get absorbed into the world it crafted and gameplay mechanisms it implemented, all the while taking notes on the side to prepare for the inevitable review.  And then things changed.  The narrative beats slowly began to go off the rails and I went from raising an eyebrow occasionally to having one permanently cocked.  Futurist stories have the capacity to hold up a mirror to our current world or speculate on what tomorrow may bring, and yet Technotopia frequently feels like it gets so lost in critiquing what’s happening now that it forgets to provide that extra layer of futuristic abstraction.  This is less satire, and more someone stating their beliefs directly to the player.  And let me say, some of those beliefs are … questionable to say the least.

The Language of Food

I don’t like to cook.  It’s not that I’m unable to do it; my parents getting me to make weekly meals in high school made sure of that.  I just don’t get the same level of fulfillment from it that others seem to.  I understand the joy of creating something to be enjoyed by yourself and others, and cooking allows for so much experimentation and variation that the possibilities are seemingly limitless.  However, it hasn’t held any appeal for me.  I appreciate the time and effort that goes into creating delectable dishes, but I struggle to find the energy to do it myself, often preferring instead to use meal delivery services.  I think it’s kind of sad, though, because such services remove a lot of the personality of the food from the equation; I don’t know who made it, how they did it, or even whether or not they think it’s worth eating.  Food can be a language all on its own, and yet my brain constantly fights against my attempts to speak it.  I think that’s what made Venba so striking to me: it showed the range of possibilities when one engages with food.  Note: Full spoilers for Venba to follow.

A Drunken Rant on Niffelheim

Today’s article is going to be a bit different from the ordinary. For starters, it’s not going to be a review, or even an in-depth analysis. It’s merely a spirited rant about my time with Niffelheim’s PS4 release. I didn’t play the original PC edition, and I only played this version for 3 or 4 hours. However, that was more than enough time to determine that I didn’t care to spend anymore of my life with it. In recognition of the fact that I haven’t delved deep into Niffelheim as I would for a normal review, I will not be including a score at the end. Also, my views here will be a lot less balanced than they sometimes are; again, this is a rant, not a thoughtful op ed.

Replaying Journey

The first time I played through Journey, I cried.  It was – without a doubt – one of the most emotionally moving gaming experiences I had had up to that point, and it’s held a special place in my heart ever since.  However, when I mentioned to my friend Matt that it might find its way onto my “favourite games of all time” list, he made an interesting remark: “Have you replayed it?”

Killzone Shadow Fall – Well, It’s a Launch Title

Believe it or not, the PlayStation 4 celebrated its 4th birthday last year, which meant Killzone Shadow Fall – a launch title for the console – did as well.  The hype has come and gone.  Guerrilla Games went on to create Horizon: Zero Dawn: a game that is not only widely considered better than Shadow Fall, but was hailed as one of the best titles of 2017.  Yet here I am, writing about this practically ancient game as though anyone still cares what some pundit thinks about Shadow Fall at this point.  Then again, there are still people playing its multiplayer, so obviously there’s some interest in the title.  Plus, I just got a PS4, and this was one of the titles I traded my pack-in copy of Star Wars Battlefront II for.  Sue me for having an urge to talk about it.

The 2017 Olives

Every gaming site worth its salt needs an annual awards show, and since I actually played games that came out last year (for once), I would like to cordially welcome you to the first-ever Olive Awards!

Now, you may notice that there are some oddities.  First off, some of the traditional categories like “Best Exclusive” or “Best Action/Adventure Game” are missing.  The short reason?  My show, my rules.  The longer reason?  Some of the categories simply aren’t what I consider to be particularly interesting.  Plus, in a lot of cases, I only got a chance to play one or two games in a given genre this year; not much of a contest if there’s literally only one competitor, right?

Another difference is that many categories have multiple winners.  This is simply because I suck at making decisions, and I’d rather acknowledge a selection of outstanding examples in a particular category than try to choose an ultimate winner.  Besides, that sort of thing just tends to piss people off, so why bother?

Lastly, if the selection of games being discussed seems limited, it’s because I’m only talking about games that I played this year.  Many of them I covered, though there are some exceptions.  Regardless, let me just say that yes, Cuphead is bloody beautiful; yes, Super Mario Odyssey looks really freaking fun; and yes, Divinity Original Sin 2 seems like the kind of game that I could lose myself in for days.  Happy?  Let’s hope so, because the show starts now!

Terroir: A Lesson in Winemaking

Games can be great at teaching.  Titles like Influent attempt to game-ify the process of learning a new language, while games like Papers, Please opt for a more “immersive” approach, teaching the player not about real-world events specifically, but about the circumstances that no doubt surrounded the events it parallels.  What I find particularly interesting, though, is the games that don’t so much “teach” as they “encourage to learn”.  I’d argue that games like the Civilization series are a perfect example of this; while they don’t specifically mirror history (unless Gandhi was secretly a psychotic warmonger), I know of several friends who have started researching historical civilizations and figures simply because they got a taste of the available knowledge in a game of Civ.  It’s in this category of games that Terroir finds itself, both to its benefit and detriment.

Vaporum’s Little Puzzles Cause Big Accessibility Issues

If you’ve played Legend of Grimrock, sitting down with Vaporum will practically be second nature. It utilises a tile-based movement system with real-time combat, and focuses on exploration, puzzle solving, monster fighting, and loot collecting. Key differences include a streamlining of combat (spells can be cast with hotkeys instead of inputting specific ruin combinations), the removal of parties (you’re all on your own here), and a switch to a steampunk setting. The latter of those is what really makes Vaporum stand out, with its mechanical arachnids, steam-powered suits of armour, and decidedly old-school weaponry.

An Ode to Plague Road (GameSpew)

Come and sit down; I’ve a tale to tell,
Of a game whose mechanics were boring as hell.

It was quite the looker; the work put in showed,
Yet no joy was present while travelling Plague Road.

The menus seemed like those for mobile devices,
As though the game had an identity crisis.
It seemed to be built to be played on the go,
Where perhaps the repetitiveness wouldn’t show.

Instead, it was ported, so haphazardly,
To Vita, PlayStation 4, and also PC.
I found all too quick did monotony creep,
And before long, the game had me falling asleep.