November 27, 2016

Even the Ocean Review - Unbalanced Energies


I expected November to be a rather busy month for me new games-wise. Between Owlboy, the new Call of Duty, Dishonored 2 and Watch Dogs 2, it looked like I'd have my plate full for a while. But Owlboy bored me, Infinite Warfare looks underwhelming, and I'm still waiting for Dishonored 2 and WD2 to have functional PC versions, because modern gaming.

It is under these circumstances that I happened across Even the Ocean, an indie game that apparently had some hype behind it, but whose unfortunate release date made capturing the attention of the wider gaming public nigh impossible. Indeed, the game seems to have sold poorly, not least due to the fact that as far as I can tell, there have been no professional reviews of it. Even consumer reviews have not been that plentiful, with only 2 reviews on GOG and only 21 on Steam at the time of writing.

That's a shame, because for all of its flaws, Even the Ocean deserves to be played. In these days of Trump getting enthusiastically Sieg-Heiled into power, a game that not only has a cast overwhelmingly made up of people of ethnicities, sexual orientations and body types that we rarely see in video games, but which also effectively tackles some of the regressive social attitudes these people face, is a beautiful thing to see. 

No less importantly, Even the Ocean innovates in a field so few games experiment with anymore - gameplay. Though it can be a bit on the nose, and despite losing steam considerably by the last few levels, Even the Ocean deserves far more attention than it has been getting.


Even the Ocean's protagonist is Aliph, a power plant technician on her first field mission. Power plants have been malfunctioning all over, and Aliph and her supervisor Cassidy have been sent to see what's up. But when things go awry, Aliph is left to fend for herself, and must work her way through her first job all on her own. 

It is at this point that players will get to experience Even the Ocean's unique gameplay mechanics firsthand, but only if they want to: Even the Ocean's developers made efforts to accommodate gamers of all ability levels, allowing players to do away with specific mechanics or even do away with the pure gameplay sections altogether. Playing the game the standard way is recommended, but lack of dexterity should not deter anyone from giving it a chance. 


Having said that, thought has clearly been put into these mechanics, and it is highly recommended that players at least give them a chance. The world of EtO is ruled by two types of energy, light and dark, and the need to maintain the balance between them as well as their supply to the main city of Whiteforge is what much of both the setting and gameplay revolve around. Interestingly, Aliph has no health bar that indicates death upon emptying. Instead, on missions, an energy bar appears on the bottom part of the screen, showing a proportion between green Light energy and purple Dark energy. If the bar fills up completely with either type of energy, it is, as the game eloquently put it, "curtains for Aliph". Thus, the need to avoid damage altogether is replaced with the need to essentially balance out two different types of damage.

Like all great gameplay mechanics, it's a simple idea that opens up tons of possibilities. Sometimes soaking up energy of one kind is unavoidable, forcing players to plan ahead and soak up the opposite energy before such a phase. Sometimes objects giving either type of energy will be spread around abundantly through a narrow passageway, forcing players to make sure they hit a similar number of objects of either type to make it through. Sometimes you have to activate a switch requiring energy of one kind while being chased by an enemy giving you energy of the opposite kind, putting you at increased risk.


But you won't always want your energy levels to be balanced. Each type of energy is also associated with an axis of movement: light energy with vertical movement and dark energy with horizontal movement. If your energy bar is almost completely green, you'll be able to make very high jumps, and if it's almost completely purple, you'll be able to clear larger distances when jumping. This allows greater movement versatility, while also requiring caution, as bumping into an object which gives you energy of the same color as that which you've already soaked up so much of could lead to Aliph's demise.

The final basic piece of gameplay is Aliph's shield. As in many games, it can be held in any direction to block incoming projectiles. However, it also functions as another way to control your movement, both boosting and moderating environmental effects: for example, holding it upwards as you are being elevated by a geyser will cause you to be propelled higher in the air, while keeping it perpendicular to the direction of the wind will cause it to have less of an effect, making it easier to get past. Combined with charging up on one kind of energy, this makes for very clever puzzles in the latter parts of the game.


With these tools in her arsenal, Aliph makes her way through the plant and eventually returns triumphant to Whiteforge. Having done so well despite her lack of experience, Aliph becomes something of a hero to the people of the city, and has to contend with both the expectations this creates as well as resentment towards her success, not least from those who ascribe it to "political correctness". While not wholly original, the way Even the Ocean deals with these themes is subtle and effective, not to mention brave. Aliph's relationship with Yara, Cassidy's girlfriend, is handled especially well, as their increasing closeness is threatened by Aliph's growing need for affirmation and a resulting lack of empathy.

If this sounds complicated compared to the sort of character development we usually see in video games, it is, and it's pretty admirable how much EtO manages to cover during its fairly short runtime (6-8 hours). However, the attempt to stuff what is a rather complicated and nuanced story into such a short duration is one of the game's major problems. Character development is given, but is never fully explored. One can extrapolate a lot from the dialogue and interactions with different characters, but very little of it is fleshed out, resulting in a lot of potential plot threads that ultimately go nowhere. Worst of all, the game ends with a rather silly twist, involving a predictable and yet confounding Deus Ex Machina that renders everything accomplished by Aliph over the course of the game meaningless. 


If the writing has the problem of trying to do much with too little time, the gameplay has the opposite problem. Hardly any new mechanics are introduced after the first level of the game, and evolution is substituted by a very mild increase in difficulty over time, meaning that only the very late parts of the game present any sort of challenge. Even the few interesting ideas introduced early on are employed sparingly: for example, overcharging Aliph with one type of energy is really only crucial in one or two instances. In fact, platformer veterans could probably bypass the intended route of entire rooms with some skill and clever timing. The attempt to make a game anyone can enjoy is admirable, but those who chose to take on the mechanics in full should be given more to do with their time.

It's not uncommon for games to feel too long or too short, but this is the first time I've played one that felt like both at the same time. It almost feels like there could have been two separate games here, one a deep and thoughtful interactive story, the other a smart, short, mechanics-focused platformer, without detracting anything from the experience. The ability to completely ignore either aspect of the game only serves to strengthen that impression. Indeed, Even the Ocean's biggest problem is probably that it couldn't decide which of those two games it wanted to be, and decided it has to be both because that's just the way games are.

It's a shame, and it's a trap a lot of games fall into. Our medium will never truly evolve until it realizes that plot should be inseparable from mechanics, and if the two are indeed so easily separated, they probably don't belong together. 


That's not to say that the time spent with the game isn't worth it. If nothing else, the variation in settings, the fantastic art design and friendly interface all make for a very pleasant gaming experience. It just might be more enjoyable in smaller portions, with enough breaks to help one forget that you are essentially doing the same puzzle for the sixth time or so. As of now, despite the game offering a quasi-New Game Plus mode, I doubt I'll ever put the time into it. 

And I take no joy in saying that. In fact, I think I know why so many people have been loathe to review this game. It's a labor of love with many great things about it, and having to be so critical of it makes me feel like I kicked a puppy that just wanted to play with me.

Except playing with a puppy doesn't get old that fast.

Even when the puppy does.

I like playing with dogs of all ages, is what I'm saying.


Score: 7/10

Final Verdict; Still a hell of a lot better than Owlboy.

November 19, 2016

New Song - Evolution With Courage

Ah, what's that smell? It's some metal to put into your ears and shred away your brain!

I uh, guess that doesn't sound too tantalizing. Maybe I should just quote the SoundCloud description:

"My first ever instrumental track, a warmup routine that developed into a full-fledged track. Especially proud of this one, as it's the first track I recorded after taking a course in sound engineering and found out that I came a long way on my own, but benefited immensely by learning for others.

Nothing to be ashamed of, of course. After all, evolution without courage will be the ruin of our race."


Enjoy!

September 18, 2016

New Song - Heading Out to the Highway (Judas Priest acoustic cover)

Got a live one for ya. This is a cover of Heading Out to the Highway, a song I absolutely love for both the lyrics and the absolutely beastly vocal performance by Rob Halford. At least, that's true for the live version - I've only recently listened to the studio version and I think the vocal lines are done much better in the live one.

Anyway, obviously I couldn't play the exact solo from the electric version, but I believe I've preserved the spirit of it, and that beautiful harmony at the end is still in there. All in all, I think the Metal Tyrant would approve.

Enjoy.

September 3, 2016

Robbing a bank, Adam Jensen-style

As we all know, banks are important, respectable institutions that perform an important function in our modern capitalist economy, and do not at all parasitically suck on the livelihoods of working people and the middle class alike. As such, robbing them is morally wrong, certainly a worse offense than rape or killing innocent Black people / children according to most courts.

However, had we lived in a different world - say, the world of Deus Ex - where banks are cruel, greedy institutions whose main function is to facilitate the transfer of money and property from the poor to the rich, you could think that robbing them would not be such a terrible thing, and might even be an entirely legitimate way of rebelling against the vile plutocracy to which the world has descended.

I cannot stress this enough, especially if you're with the US State Department and might reconsider that Visa you gave me: you should never rob a bank in real life. It is wrong, and you will get caught, and you'll blame me, and I don't need that in my life. But if you wanted to rob a bank in Deus Ex: Mankind Divided, you've come to the right place.


So you're at the bank you wanted to rob and what do you know, there's a security camera, a guard and a receptionist. This isn't going to be as simple as you thought! What should you do next? You might think you should go ahead and do this:


But you see, shooting up the place is a bad idea, because then this will happen:


Instead, opt for the silent approach - break into some offices!


Problem: some civilians are hanging around and will alert a guard if they see you trying to hack the keypad. What to do, what to do? Eh, I'll go get a drink and think about it.


What to do, what to do...

Wait.


I've got an idea.


Get those vending machines and place them between the civilians and the pad...


And get to work!


Of course, try not to accidentally hit bystanders with the vending machine, or they might realize something's not quite right.


When you're done, just move the machines to the next spot until you find an access card to the vaults, and voila! Everything in the bank is yours, and you didn't even have to fire a single bullet.

Keep digging, though, for a bank's true treasure lies not in its vaults, but in the finite wisdom of its management, often shared during meetings. Stick around, and you lower-class slobs might just learn something.


Yeah, I wouldn't cross that security breach off the wall just yet.

Please don't take away my Visa.

August 27, 2016

Adam Jensen's apartment proves he's a vain dick

The Deus Ex series is often lauded for its conspiracy-laden plot and the wealth of options to approach its gameplay, and rightfully so, but it also deserves praise for an oft-overlooked aspect: its fantastic world-design. Some of the best moments in any of the DX games, including the unjustly-maligned Invisible War, happen while idly exploring their various hub locations, finding secrets and stumbling on side-missions.

Most of the things you'll find during exploration are helpful, but not terribly important - an extra item here, a conversation fleshing out the setting there. Every now and then, though, something truly brilliant will happen. The first game is probably still the best in this regard: a thorough exploration of the New York City sewers nets some mind-blowing foreshadowing, and arriving at a well-traversed location from a new direction in a way that makes perfect sense while still being completely unexpected provides the sort of mind-blowing "aha!" moment that the Soulsborne games have become famous for.

Having put around 10 hours into Mankind Divided, I feel like it has built incredibly well on this proud tradition, with areas larger than ever before and spaces that feel even more detailed and lived-in than those of Human Revolution. Of course, it doesn't hurt that the game is freaking beautiful, with some furnishings detailed to the point of photo-realism.


However, none of these locations and spaces are more important than the apartment of beefy protagonist Adam Jensen, not because of the amount of time players will spend in it, but because of what it reveals about our hero: namely, that he is a shallow, vain man, obsessed with his image and with proving his significance to everyone around him.


Our journey into the self-important mind of Adam Jensen begins inauspiciously enough. Like all of us, Adam keeps something to read in bed, as well as a box of tissues for when you gotta have that morning wank. Or night-time wank. Or mid-day wank. Everybody wanks, is what I'm saying, even dour hunks like our man Jensen.

Actually, how does Jensen wank? I know it's gauche to ask about the intimate habits of oppressed people, but I really gotta wonder. Even us naturals have all bruised our intimate parts at some point just by rubbing it too hard, and I've seen Jensen punch through concrete walls like they were made out of cardboard. Even if you get around the problem of bruising your johnson by getting it caught between your mechanical hand's moving parts, you still have to contend with the fact that climaxing could see you popping your ding dong's head right off like it was one of those squeeze toys. Choking the bishop, indeed.

But this is where it all goes off the rails.



Oh, you're reading Let It Go: A Book About Learning, are ya, Jensen? Oh, you're so intellectual! Look at Adam Jensen, everybody! Look how smart he is, learning to learn as he does! And are those... are those fucking candles and letters in 2029? Trying to look like a big romantic, are you, Adam my boy? Oh, we're all so impressed. We're all so impressed with the candles and letters that you definitely use.


And yes, of course Adam Jensen has a mirror in his room. He couldn't go a moment without looking at his own abs, reaffirming to himself how attractive he is. Joke's on you, though, Adam - Eidos forgot to program a reflection for you to look at! Have fun flexing in your bedroom now, you dick.


This is another great example of the attention to detail in this game. Not only does the table look great, the CPU here is so detailed and realistic that I could mistake it for a picture of an actual card. I have no idea why Jensen is tinkering with it, but he's probably just trying to make us think he's so smart and good with his hands that he just leaves stuff like this lying around.


What? Don't you write down Maxwell's equations on post-it notes and hang them around your room? Well, you're clearly not as smart as Adam Jensen! And yes, Adam, I know this is one of Maxwell's equations, but at least I'm not being an arrogant cock about it. Jeez.


I take some comfort in knowing that even a badass android cop needs to make meaningless, stupid graphs that'll just end up in a trash can as part of his job. This is the real Adam Jensen here, folks: a boring guy who makes boring graphs. What a stooge.


Hey, I'm Adam Jensen! Look at all my books! I've read "Life and Regrets" and "Orpheus Slain"! I'm so complicated! But I'm also fun - just look at this one book I've read called "General Tao: the Man Behind the Chicken"! That's not a serious book! Ha ha ha! HA HA HA! HA HA HA!

Well tell me this, Jensen. If you're really such an avid reader -


If you really care so much about books, tell me -



WHY THE FUCK DO YOU HAVE TWO COPIES OF SO MANY BOOKS?



Here I can sympathize with Adam. I dig the hell out of Absinthe, and any fellow member of the wormwood fan club will have experienced that moment where you've had a bit too much and found yourself hugging the kitchen trash can.


Thing is, Adam, you don't need to be so pretentious to get people interested. Just show us some of DAT ASS, man!

Oh boy, I bet we're going to see his bits and pieces!


Ah, you fucking tease.

So as you can see, I was very cross with Adam. Unlike most people, I actually really like both the character of Adam Jensen as well as Elias Toufexis' portrayal of him. For all the criticism of his growly, monotone voice, I find the gruff and terse delivery to fit the character perfectly, and it makes the occasional moment of wit or genuine humanity that much more effective. Serious as he is, Adam Jensen has made me laugh quite a bit - a lot more than characters in other games that were supposed to be funny or charming.

No one is as cruel as a lover scorned, and looking at his apartment, I felt personally - PERSONALLY - singled out and scorned by Jensen. Until I saw this:


Yes, Adam Jensen had a doggie dog, and no dog owner can be that bad a guy. Maybe he can be redeemed. Maybe I can still fix him. So, Adam, if your'e reading this, here's some tips on what you can do to make sure your apartment does not reflect poorly on you.


For example, how about a singing fish? They're cute. They're fun. They say, "hey, look at me, I can be a fun guy. I don't just walk around punching people doing an impression of Christian Bale all the time". (This particular singing fish, sadly, does not actually sing.)


Also, how about folding towels into swans? It sends the message that you're a clean boy, but also good with your hands and possessed of a softer side.


Finally, I know I said I like Absinthe, but having it out in the open does make you come off like a bit of a junkie. How about some Amaretto instead? It's tasty, sophisticated, and if you mix it equal parts with coke, you get an alcoholic Dr Pepper. For real!

Of course, there are some things to avoid.



First of all, elaborate modern art with a name trying to sound poignant just makes you look pompous. No thanks.


Also, avoid using these outdated internet memes. Portal came out 22 years ago, for fuck's sake. And no, it's not funny to say you used to be something until you took an arrow to the knee, either.

Well, that's it for now. We took quite an emotional journey, from loving Mankind Divided, to thinking Adam Jensen is a dick, to thinking maybe we could change him. Only time will tell if opening our hearts and taking a chance will pay off. In the mean time, we can all enjoy playing the game, which is what I could have been doing instead of writing this stupid post.

Hold on, though, is that...


... is that on Xbox?


Yep, definitely an Xbox.

August 19, 2016

ספיישל ט"ו באב: 5 המשחקים הרומנטיים ביותר לגיימרים אמיתיים

היי, אוהבות ואוהבים!

כולנו מכירים את הסיטואציה הזאת: הדייט הולך נפלא, יש ביניכם קליק מהרגע הראשון, אתם צוחקים, אתם נפתחים, אתם מתרגשים. אחרי כמה דרינקים, אתם עולים אליו לדירה, והוא סוף-סוף שואל את השאלה שחיכית לשמוע כל הערב:

"מה את רוצה לשחק בפלייסטיישן?"

בשלב הזה את לפחות רגועה שלא בזבזת את הזמן שלך על שחקן אקס-בוקס, אבל עכשיו מגיע רגע האמת: באיזה משחק תבחרי? אם תגידי שאת רוצה לשחק במריו, זה עלול לשלוח את המסר שאת לא מעוניינת בקשר רציני (וגם אין מריו לפלייסטיישן, אז תיסגרי על עצמך בבקשה). אם תגידי שאת רוצה לשחק ב-Call of Duty, חס וחלילה, הוא עלול לחשוב שאת קז'ואלית מטונפת ולאבד עניין. 

אך אל דאגה! כמומחה גם במשחקי וידאו וגם בענייני הלב, אני כאן כדי להמליץ לכם על 5 משחקים שיבטיחו שהוא לא ילך לחפש את הנסיכה שלו בטירה אחרת.


5) על המשמר


על המשמר הוא משחק של שיתוף-פעולה, שיאפשר לכם לבחון את חוזק היחסים ביניכם. בין אם המיי שֵׁלְךָ תחסום את כל האולטים של המקרי שֵׁלָךְ, או אם האנה שֵׁלְךָ תפספס את הטרייסר שֵׁלָךְ בכל פעם שצריך לרפא אותה, אתם תגלו עד סוף הערב אם הקשר שלכם חזק מספיק בשביל להזיז את המטע"ד ולהגן על הנקודה.

4) פסאז'


פסאז' הוא משחק מהפכני בו על הגיבור לעבור מרחק גדול ככל האפשר מצד שמאל לצד ימין לפני מותו בסופה של ספירה לאחור. בדרך הוא יכול לאסוף חפצים, ואף לפגוש בבת-זוג שתעזור לו לאסוף עוד יותר חפצים, אך תגרום לצעידה ימינה להיות איטית יותר. זה הלקח שאנחנו יכולים ללמוד מפסאז': הזוגיות גורמת לנו למות מוקדם יותר, אבל עם יותר רכוש. אהבה - אין כמוה!

3) זיז מתכת מוצק


זיז מתכת מוצק מספר את סיפורו של נחש מוצק (אז כבר סקסי), חייל עשוי ללא חת שצריך להציל את העולם ממתקפה גרעינית. לנחש אין זמן לשטויות כמו אהבה, אך כל זה משתנה כשהוא פוגש את מרי-אל, טירונית נחושה שרוצה להוכיח את עצמה בשדה הקרב, אותה נחש מזהה לפי תנועות הישבן שלה (אני רציני לגמרי). גלו אם יש לכם את הכוח להציל את נפשכם התאומה על-ידי זה שתלחצו על איקס ממש מהר, אם אהבה יכולה לפרוח בשדה הקרב, ואם יש אסטרטגיה אמיתית בשביל לנצח את וולקן רייבן החרא שימות אלף פעם בייסורים אמן.

2) הלך הבית


הלך הבית הוא משחק שבו לא ממש עושים משהו, או אפילו רואים משהו. יש "עלילה" שאפשר לגלות לקרוא, אבל סיפור האהבה האמיתי כאן הוא האהבה שלנו - קהילת הגיימינג - לעצמנו. הנה משחק שמדבר על דמויות להט"ב, ובכל זאת אנחנו ממש, ממש אוהבים אותו. זה לא משנה אם הוא באמת מהווה דוגמה טובה לסוג הייצוג שקהילת הלהט"ב ראויה לקבל - מה שחשוב הוא שאנחנו מרוצים מהייצוג הזה. וזה בדיוק המסר שהמבקרים שהיללו את המשחק שלחו לקהילת הלהט"ב: זה הכי טוב שמגיע לכם. כל הכבוד לנו!

1) גבעת הַס 2


גבעת הס 2 הוא סיפורו של דונלד סאת'רלנד, אדם שקיבל מכתב מאשתו המתה המפציר בו להגיע לעיירה גבעת הס, בה בילו את ירח הדבש שלהם. במהלך הביקור בעיירה, הוא פוגש באישה בשם מרים שנראית בדיוק כמו אשתו, אבל עם יותר איפור, ועליו להחליט אם להתעלם ממנה לגמרי ולהשאיר אותה למות או לשכוח את אשתו לגמרי ולהביע עניין רק במרים, בלי שום אפשרות באמצע כי משחקי וידאו לא יודעים מה זה מתינות. בין לבין, עליו להתמודד גם עם ראש משולש, החתיך שמשיג את כל הבנות ולא מפסיק להציק לו. גבעס הס 2 ילמד אתכם על יחסים שבינו ובינה, על יחסי הורים וילדים, על מיניות, ומעל הכל - על עצמכם. 

מקווה שזה עזר! עכשיו אם תסלחו, אני הולך לבלות את שאר הערב עם הגבר שאני אוהב.

הנה, Dark Souls חושב שאני בחור טוב.