On Goodwill, And Why I Can’t Go Back To Sword Coast Legends Yet.

Oh yay, we get to see more of this guy rather than a DM mode. The joy on my face is comparable to his.

Oh yay, we get to see more of this guy rather than a DM mode. The joy on my face is comparable to his.

So, back when I reviewed Sword Coast Legends, I said that, to give it a fair shake, I would return to it when DM Mode was updated, as was promised 10 days after release. I’ve already said that this was bad communication and planning, but I was willing to give it a chance. Indeed, many people who bought it, bought it because hey, it promised a DM mode. But development is fluid, and fluid, as we all know, has a nasty habit of getting on your nicest shirts if you’re not careful. Such is the case with Sword Coast Legends.

Community Pack 3 was meant to fix DM mode, or rather, add some basic functionality into it that was going to make it less restrictive and boring than it is now (You can put monsters down, and make basic quests, but that’s pretty much it. No dungeon modelling. No script, as such. No AI fuckery, beyond the absolute basics.) But, for whatever reason, a free expansion has instead been planned as the priority. And, again, it took until after the time had passed to state this.

So, let’s talk goodwill. Let’s talk about how it’s a finite resource, and how this is another fine example of companies failing to, or being pushed into (It is not yet clear.) making moves that drain that goodwill.

Firstly, this was not communicated until yesterday. Communication is important, and I can understand why the devs and publishers might sit on this news. After all, it’s happened many a time before. There would be an outcry. Unfortunately… Delaying an important communication like this gives a bad impression of everyone involved. It implies folks aren’t on top of things, or that All Is Not Well. This drains goodwill faster than “Whups, we fucked up, we are fixing it”, but some folks seem to believe that game fans, and indeed purchasers, have a short memory. Unfortunately, the opposite is true. In RPG and Strategy circles especially, folks remember the fuckups for a lot longer than you might think. I still remember how Dark Sun had a game breaking story bug, for example. Or how people reacted to Master of Orion 3. And I can look it up any time. This isn’t the first time I’ve said “Communicate better” either… See above.

Secondly, even with the mollification that it’s a free expansion, precisely because development is fluid… There is no guarantee CP3 will materialise. It relies upon the studio making sales. It relies upon the studio keeping up with the goodwill, and it relies, basically, upon more factors than just “We decided we wanted to focus elsewhere.” I invite the publishers and devs of Sword Coast Legends to remember Arkham Origins, which also decided to focus on DLC over fixing a core feature. That DLC was not free, it’s true. But already, people are reacting in a way that’s all too familiar to me. It’s been played out before, with many a game. It doesn’t help that the Rage of the Demons DLC will involve… Drizzt Do’Fucking’Urden. This is a goodwill draining move in and of itself, because… Drizzt being in anything more than a cameo role usually involves him dominating the plot, to the detriment of pretty much the rest of the story. Of course, I’ve had a few months to potentially bitch about that being a thing, but honestly, if the DM mode actually came first? I wouldn’t care about Drizzt.

I’d like to continue saying “The developers continue to support this game”, because, technically? Sure, an expansion is support, in that the game is being added to. But goodwill, and its companion, trust, are important. Games, as much as some folks like to pretend otherwise, are a popularity game: You can’t get a game sold unless people know about it, and you can’t keep selling or making games when nobody trusts you to deliver. Moves like this erode trust, so, for any other developers or publishers who read this?

Don’t do this. You can look up what happened to other games that did this, and the answer is never “They did well despite these decisions and lack of communication.” The My Alibi Glitch in Arkham Origins is alive and well. Blur never got a sequel. There’s an entire graveyard of games out there, whose epitaph reads “They squandered trust.” And there’s also a few allegorical hospital beds waiting for some bigger publishers who just keep squandering trust like this.

Don’t. Do this. You can be better than this, games industry.

You can read the CP3/Expansion post in question here , and the original announcement of the development plan here.

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Going Back: Antichamber

Regardless of your position on the worth, correctness, or validity of Art Games, Antichamber is a game I would defend as “An Art Game” to the death. It is, in its sense, art. It is most definitely a game, with challenges, obstacles, and mechanics. And it is a utopian game.

Wait, what the hell is a utopian game when it’s at home? Read on, and I’ll try to explain.

There's a lady who knows... All these puzzles are gold... And she's sung in the title of the puzzle.

There’s a lady who knows… All these puzzles are gold… And she’s sung in the title of the puzzle.

Antichamber is a game without a fail state beyond you giving up. Now before you think that’s boring, let me point out that that doesn’t mean you’re not going to fail to solve a puzzle. But you’re not only always going to be able to have another go, you’ll be able to travel between most puzzles without a care in the world. Nothing is going to kill you. Nothing is telling you you’re shit at the game. In fact, quite the opposite: The game’s signposts are basically life advice, generally quite chill life advice at that. And it’s often pertinent. For example, there’s a bridge of sorts, and the signpost for both crossing it successfully, and falling off it reference a tightrope. The game shows you what happens if you take that bridge too quickly beforehand, and what doesn’t happen if you take it slowly (It won’t disappear from under you unless you deliberately step off it or speed up at the wrong time), so… It’s basically an analogy for tightrope walking, which is generally best done at a relatively sedentary pace. Another has a sheep leaping off a cliff, after you followed an instruction to, er… Jump off a cliff. Something something cliff something something everyone else something? I’m sure, if you’ve even encountered fictional parents, you can fill in the something somethings there. It’s a thing parents like to say.

Antichamber owes a lot to… Well, a lot of things. Life is what the game is an analogy for, but it owes bits and bobs to Portal (As it uses a sort of non-violent, puzzle solving “weapon” with multiple functions unlocked as the game goes by), to M C Escher (As it plays with perspective, direction, and space being a bit bendier than usual), and to logic puzzles (As everything has internally consistent rules, and so you can deduce, reasonably, how doing thing A will affect problem B with at least good accuracy most of the time.) You are… Well, you, really. And you’re in a maze. A maze that is life. You start with no tools, no knowledge, and a fleeting sense that you don’t have enough time (Because, at first, it appears you are on a timer, and it’s not a long one for a sprawling puzzle game.) As the game goes on, you accrue knowledge (Certain walls go away when you do one thing, this part of the maze acts like this), tools (One of four cube guns, each one adding an ability to your arsenal, from the ability to take individual cubes and put them somewhere else, to the ability to make nigh infinite cubes, to the ability to make walls of cubes, moving them around), and, along the way, you discover… That actually, you can take the game at your own pace. Just like life, Antichamber is not a race to the end. Stop. Enjoy the flowers. Or, in this case, a picture of a man with his trousers off, and the associated life lesson.

You may be mistaken for thinking this is an easy puzzle. It still has challenge. Because everything except those crates is lava. To that brick.

You may be mistaken for thinking this is an easy puzzle. It still has challenge. Because everything except those crates is lava. To that brick.

The thing being, of course, that you are, in this game, trying to get to the end. The game tells you what a bad idea it is to try and race there. It shows you little easter eggs, misdirects you, tries to slow you down with increasingly more skill intensive puzzles… But you’re curious. There is something that eats light. Something to which doors are no obstacle. Something which seemingly eludes you at every turn. And… When you catch it… It’s all over. That’s right… The game ends, and oblivion results. That something, that nebulous, slightly ominous thing you’ve been chasing for no reason you can determine beyond the goal… Is death.

It’s rather clever. But it doesn’t stop there. Everywhere you look, there aren’t only puzzles involving perspective, there’s the overriding message that hey, maybe… Just maybe… If you look at things from a different viewpoint than the one you’re used to, think sideways? Things will go better for you. You’ll expand your mind. You won’t only get better at the game, you’ll get better at being you. It’s a positive message. In fact, the only negative messages in the game are that you shouldn’t really hurry (The antithesis of many games), and that you won’t get through things consistently by just bulling your way through (And you won’t.) Like I said, utopian. No danger unless you actively seek it out. No challenge that you have to accept (There’s often another way until near the end, when your choices narrow due to… Well, having solved everything else!), and you can always, always go somewhere else… Maybe play with an old puzzle just for the heck of it. You just have to remember how to get there.

It's kind of clever, really. Normally, this room is actually quite well lit.

It’s kind of clever, really. Normally, this room is actually quite well lit.

Finally, it’s tightly designed. There is no HUD. The options, as well as the map and your collection of signposts are all in a single, easy to return to location, and whenever a new mechanic is to be introduced, you can guarantee something’s going to either be nearby to show you how it works, or you’re going to come across something that teaches you sooner or later. Good example, Eye Walls. Eye Walls are terrible at staring contests, fall asleep, and vanish when you stare at them for a time (The time being dependent on the door.) There’s a crossroads at one point early in the game, a door that won’t open if you look at it, and directly opposite that door? An Eye Wall. Walking slowly backwards, you’re guaranteed to see it close. Or, another, sharper example happens when you enter a room with a tantalising hole in the ceiling. Inside the hole? “Don’t Look Down.”

Well… Whyever no- AAAA EYE AAAAAAA FALLING AAA WHERE DID THE FLOOR GO?

And then you land harmlessly somewhere new. Because the game’s cool like that. And you’ve learned a new thing.

So, Antichamber is tightly designed around a theme. Good. It imitates life (Via analogy). Good. It is, indisputably, a game. Cool.

So it’s an art game. And it’s well worth checking out.

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Pony Island (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Lucifer, it appears, is a game developer. Through the receptacle of Daniel Mullins Games, they have created something devilishly amusing, and somewhat fourth wall breaking. There’s just one problem with reviewing it… If I tell you pretty much anything that happens, it’s going to spoil the damn game. So let’s talk in generalities, and in mood.

PonyIsland.JPG

PonyIsland.JPG

Your mood when you begin (Or, indeed, look at the Steam page) can be summed up as something like “Oh christ, ponies. Fucking ponies.” Followed quickly by “Oh christ, Creepypasta… Bloody creepypasta.” It is my recommendation that you ignore these first two instincts. After all, the store page pretty much told you that the game was (in-game, at least) written by the Devil themselves, so you only have yourself to blame if you think these things after it’s outright told you.

Indeed, once you ignore these two beginning urges, you get to the puzzle elements of the game. And they’re clever. At first, they’re simple, switching symbols to get code to work. That much, I can mention. But it gets cleverer, and requires timing, and both the puzzles and the game begin to escalate. Kill things as soon as you’re able. But don’t kill other things. Beat the devil at his own game, or rather through the code of his own game (While playing his own game), and eventually, you will come to an awesome, hectic, and somewhat odd finale. Then, if you’re a good person, you will uninstall the game. All the while, you will be encouraged to give your soul to the developer of the game within the game. But screw that! (At least partly because it is “common wisdom” that we reviewers don’t have one. Pfeh, common wisdom. We just don’t like giving them away.)

ALSO PonyIsland.JPG

ALSO PonyIsland.JPG

Of course, I am a moustache twirler, not a nice person. So I reinstalled, and went back in. And not everything fits as well as it could. The overall narrative? Yes. It twists, it turns, it has some clever moments that are only implied through showing, never outright shown, never outright told. But it has moments of “BUT THOU MUST” that you’ll probably only notice on a second playthrough. I can’t deliberately fail certain moments, though I know I want to fail them, no matter how innocent (or not) they appear.

But the simple sound, the lo-fi aesthetic, the implications within the story (Despite having all the time in the universe, the Devil, it seems, is an insecure and passive-aggressive game developer) draw me back in for another go, to see the rest of my life story (Such as it is, and slightly cliched though it may be), and to experience that finale one more time. For £4 , I won’t say it’s for everyone. Not everyone’s going to appreciate the puzzles, or the switches between a simple arcade style using the mouse, and the not so simple segments. But if you’re okay with games that switch between simple (And I do mean simple) arcade games, a boss fight or two (More complex), some logic and timing puzzles in between (Forming around half of the game), and humour that I’m guessing is aimed at “Oldschool Gamedev”… Y’know, the kind of folks who think a game isn’t fun without a death pit, or one-hit kills, then this might be worth a shot.

If you guessed this was also PonyIsland.JPG , you can now give me your soul as a reward.

If you guessed this was also PonyIsland.JPG , you can now give me your soul as a reward.

There’s a lot I could say about it. About how the dutch angles are a nice touch, nice and subtle. About how the developer has nailed “Sickeningly cutesy” in places, and “OhGodWhy” in others. Little touches, little things. But all I will say is: It’s worth a go if you like something moderately amusing that will take you about 3 or 4 hours to finish the first time, then go back to see if you can get all the tickets, or remember a password, or maybe learn the full story of… Well, something.

Things it is not too much like: Undertale. Things it is somewhat like: Frog Fractions. Things it is exactly like: Not a bleeding one, it’s its own thing.

The Mad Welshman also wants your soul. Well, actually, all he really wants is to pay his bills. He has enough trouble with one soul, ta muchly!

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