October Thoughts
Streets of Rage 4
It felt a little stiffer than I would have liked, but
ultimately the intuitive comboability of the game won me over, at least
compared to my experience with TMNT: Shredder’s Revenge. Where bosses in
that game felt like they were just rolling through their movesets and phases,
with little regard for what I was doing, the ability to interrupt (some, not
all) moves and pick them up with OTGs meant that the game never really ground
to a halt on my first playthrough. Only one boss – the one with a shield which
uses ranged attacks – really frustrated me at first encounter (frustrated in
the emotional sense, not the difficulty sense). I did find it painfully tricky
to avoid enemy attack patterns, but part of that was poor positioning and
restraint on my part. Hopefully as I keep dipping into it, I’ll overcome my
sillier instincts. Streets of Rage 4’s concessions to the casual
audience are also more comfortable than Shredder’s, in terms of both my
own preferences and the arcade conventions of the genre. Although the stages
are similarly sectioned into more comfortable “levels”, there aren’t any
further betrayals like levelling or moveset expansions. Instead, you slowly
unlock new characters, and if you do fail during a stage you’re given the
opportunity to retry with bonus lives. I liked it. It’s a good way to get
through the game on your first run. Shredder’s Revenge wore me out
before its 16 stages were up. Here, I ripped through all 12 comfortably. There
are some grindier elements, including the unlocking of alternate movesets in
the DLC survival mode (DLC I committed to buying before even finishing my first
run). But these look like cool bonus features to me, not ridiculous prolonging
of the meat of the experience. The artstyle is lovely. The number of playable characters
was surprising. I’m looking forward to spending more time with the game in days
to come.
The Unhewn Throne
Ultimately, the ending didn’t satisfy as much as I might
have hoped, but endings rarely do. Despite that feeling, I’d still say it came
together alright. I was always more interested in the world than the
characters, although I was fond of more than a few of them by the end. Whereas
when I read The Black Company I dreamt of an adaptation, of that story
retold, here I wanted more of the world. That might be in part due to the
fleeting nature of so many of my favourites, so many teases of exciting peoples
and places and people. Characters and strands of the world move in and out of
the spotlight in sometimes surprising rhythms. At points I’d expected one, for
example Talal, to take more of a spotlight. But Talal sort of faded into the
background, somehow more sidelined by the concentration of characters around
him. My instinctive criticism of leaches as the too-common source of magic was
a little harsh, in retrospect. The world is dense enough, and the limited
presence of the fantastical outside these powered outcasts works excellently. So
yeah – an engaging tapestry of narratives woven around a powerful beating
heart, a thematic core of emotions and being and what one must do, of how one
rises to the challenge. I loved this.
The
Lincoln Highway: Across America on the First Transcontinental Motor Route
I’m not the biggest fan of Noah Caldwell-Gervais’s “video
essays” on video games. I find I often disagree on too many little things. He
approaches the medium in a fundamentally different way than I do. At times he
seems frustrated by the nature of games as games, sometimes in ways I can
relate to but often in ways I can’t, in ways I reject. Somewhat surprisingly, I
find his “casual” approach to video games more offensive than his casual
approach to history, found in his travelogue content. Perhaps it’s because
these videos can be taken more as tourism than as history. Perhaps I’m more
open to light treatment of the historical endeavour than I might pretend to be.
Perhaps it’s because of the way I love video games. Who can say? Whatever the
reasons, I find his rambling, poetic, musing style more suited to his meandering
through real American roads than the digital landscapes of Baldur’s Gate, Sera,
Racoon City, or Thedas. For some of the same reasons, I find his cultural
critique more compelling in this realm too. Much better, I think, for societies
to attempt to address the sins of their past than the supposed transgressions
in their art.
As for who I prefer when it comes to video games?
Matthewmatosis, Joseph Anderson, Nerrel, Power Pak, Super Bunnyhop, Turbo
Button, TheGamingBrit, Leon Massey, Raycevick. Nothing too exciting. There are
more, but these are the channels that are appointment viewing for me.
Weird West
The Dishonored series always left me slightly…
disappointed? There’s a lot going for it that should appeal to me – the
philosophy of the immersive sim subgenre (aesthetic?), a linear but flexible
campaign, diverse player character toolset, the gorgeous artsyle and grim world
it depicts (whalepunk my beloved)… I should love it, I really should, but it
never quite came together for me. Part of that is me not goving it enough time,
of not replaying and replaying as I should. But despite all the improvements made
from the original, I never quite got around to finishing Dishonored 2,
and I only made it through the relatively short Death of the Outsider through
gritted attrition. I think part of the problem is that for all the appeal, the
open design of the games means I both push through them with ease and
constantly feel unsatisfied with the way that I’ve done so. They just don’t
seem to hit that sweet spot of completion and resistance, somehow.
And with Weird West, Raphaƫl Colantonio and new
developer Wolfeye Studios have done it again. Supernatural westerns are a genre
I love, moreso than alternate colonial struggles, and yet it’s still not quite
coming together. I see the systems are there but they resist engagement. I
captured one or two bounties alive, slowly whittling down their protectors
through stealth. I placed and kicked and shot a few barrels. I lay down a
couple of traps. But ultimately, the path of least resistance was to walk in
and start blasting, so inevitably each encounter turned from a series of
quicksaves and attempted stealth takedowns to blasting, blasting, blasting. Not
that that’s the worst way for a western to go. The fairly flimsy story doesn’t
drive much engagement either, although I’d say a flexible story is a good
choice for a style of game where loading screen tips advise that you can kill
pretty much any character you choose. So by the end of the first character’s
journey, I was just a bit… unsatisfied. I’ll probably being going on the Pigman
Journey soon enough, and hoping that it clicks more there.
One aspect that’s weaker than Dishonored are the
progression mechanics, something that you should know will be doubly
disappointing for me. There’s multiple ways to build power – Nimp Relics,
Golden Ace of Spades, amulets. Nimp Relics are a rough analogue to runes in
Dishonored, increasing the powers of the character, while amulets add minor
little stat buffs the way that bone charms do. Unfortunately, there’s only a
couple of amulet slots, whereas the Dishonored games allowed up to 10. The
buffs from these were mostly never too impactful, but having so many meant you
could satisfy that itch of character development and differentiation without
getting into the full stat/level/resource grind that characterises so much of
the present zeitgeist. You could also meaningfully adapt your bonuses to you
preferred playstyle and include situational bone charms, since you had so many
slots. I never really felt like I was missing out by adding a “fun one” to my
loadout. When you only have two slots, you have to be a little more selective
though. Since I had a high reputation and I was struggling with damage output,
I had no reason not to use it. The Golden Aces of Spades could have rounded
things out, but instead they’re just stat boosts. Increase crouch speed by
10/20/30%, increase health by 10/25/50%, increase gold found yada yada. It’s
boring.
Green Lantern: Far Sector
Well this whole thing was just a bit of a mess, in an
endearing way. It was perhaps the most perfect way I could return to superhero
comics (which are, by the way, a genre consisting of little more than a swarm
of generic blights on the beautiful medium with which they are synonymous in
public consciousness). Despite rejecting the stale conventions of Big Two
production, unburdened by returning characters and recycled legacy and repeated
conflicts, it felt like the quintessential contemporary comic. The pacing, the
tone, the dialogue, the nature of the storytelling were so familiar given by
concentration of reading in the DC Universe post-2011. It even repeats the
follies of so much contemporary media, seemingly deliberately. The boomeristic
references to memes (including doge) and cryptocurrency, to the point of plot
relevance – oddly enough – were an odd choice. One that does work is the final
line, in which Jo “finally” recites the Green Lantern oath. But it’s not a
triumphant culmination. She’s been a Green Lantern through the whole book,
different in an interesting way and thus not lesser, and it feels like a smart
pastiche intended to spear “originism” (as I’m choosing to call it) through the
chest. You get a whole 12 issues of a Green Lantern story, not 12 issues of
“oooh she’s gonna be a GL one day”. You get what I mean. Not everything comes
across this way, even amongst the more appealing elements. Occasional flashes
of something better could not bely the usual feelings. At my harshest I judged
it as sloppy, careless, uninspired. Far Sector, better than most, at
least has moments that might be described as highs. Most comics in this vein
only gesture towards moments that could be better, stories that might actually
entertain, enthuse and enthral, rather than just suggest at such. This work, at
least, threatened to be good. Unfortunately, the threat was unrealised. Despite
the relatively slow pace, we get neither a complex narrative nor a
well-realised understanding of character. Not that art is a dichotomy between
these two, but I sort of expected on or the other. What other draw is there to
this? What are you here for?
Jemisin’s handling of emotion as a thematic bind pales in
comparison to the less overt, more impactful use of the same by Staveley in his
Unhewn Throne trilogy, partly out of length, but seemingly also out of
interest and depth. Take the most frequently discussed form from each story –
absence. The imposed suppression of the Emotion Exploit is relatively
unexplored compared to the disciplined emptiness of the vaniate. By the
end of Far Sector I didn’t really quite get how the Emotion Exploit
affected people, for all the characters willing to expound on how it affected
the world. Perhaps that was the point, that even the characters who
wholeheartedly believed in it were not so detached from their emotions as they
might seem. But I suspect not. In the meantime, by the time three novels were
done, I understood the changing place of the vaniate in Kaden’s life on
a range of levels, as well as a comparison to the different methods of the
Csestriim, Ishien, and the converse found in the experience of the gods. Part
of this is the nature of the medium Far Sector has far fewer pages, and
each can only do so much in the linguistic space. But it also failed as an
evocative exercise. The big consolation for me here is that I have started
reading and enjoying prose again, that I can move beyond her dabble in capeshit
and enjoy the more acclaimed of Jemisin’s works, The Inheritance Trilogy and
Broken Earth. I’m looking forward to trying those one day, and its no great
loss that a bit of work for hire is an uncohesive flop.
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