Games You Played Today IV: Quest of the Avatar

played some games by Valdram, who i found out about because an unreleased work of theirs was featured in a screenshot saturday article by rockpapershotgun. the system works!! sometimes! apparently some longer titles are still in the pipes but i greatly enjoyed the two shorter jam entries of theirs i played. really casually mystifying aesthetic and gameplay decisions, in a good way.

sordid teeth memories felt like the more comparatively conventional, in the sense that i managed to finish it at had to collect some keys, but was a cool area you navigate in a weird way by transferring your viewpoint to a variety of rooted-fast living teeth in some kind of gum landscape. greatly enjoyed the sense of a mystifying tableau that you only figure out how to read gradually by clicking around in it. just gamer things.

pipe & 3 legs is more obscure and has the enjoyably crazed decision to tie movement to “action points” which you then replenish by rightclicking the mouse to roll a set of die represented onscreen, all to slowly grind across an inscrutable landscape. after a while i fell in a hole and got returned to the title… there IS a “health” bar and a screenshot on the game page implies it can be deplete somehow but if so i never found out. very truncated feeling possibly due to game jam constraints, but still good.

i was surprised to see their larger game actually looks much more straightforward on first glance but it does have you passively control some kind of hovering insect claw that appears to harvest pollen. good!

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It was on sale on the JP Switch store and the original title was a ridiculous pun between the Japanese words for “haunted ruins” and “livestream”, so I tried this thing yesterday

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Absolute lowest time-to-slasher I have ever seen. These (formerly porn visual novel) devs don’t have time to waste on nonsense like “suspense-building” and “opportunity to learn the controls before the pig starts hunting you down”, they simply deliver the goods

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Didnt think I’d enjoy a game ever again after Sekiro Shadows Die Twice blew my mind and set a new standard for the games I play but Yakuza: Like A Dragon is so charming and pleasant that I am compelled to like it.

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Needed to knock out my GBA game for the year so I figured Mario Kart: Super Circuit would be as good a game of any (out of the 4 or so GBA games I own have have never seen through to the end). Booted it up for the first time since near release and it turns out I stopped playing it as soon as I unlocked the special cup, which basically means I was enjoying things so much that when the game went “here, have more!” my immediate response was to say no and put the game away for the next twenty years.

Anyways I finished the special cup (2nd, 2nd, 1st, and 3rd was enough for gold somehow) and got to see the end credits. Turns out there are an additional 5 cups I can unlock and… maybe in 2043.

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The punchline in this cryptic Dark Souls-Ripoff is the Maiden-lady asks you to drink Cryptic Tea. Which leads you to a screen that says in big text FIND YOUR NAME. Which sounds like a command. In the bottom left in tiny font it says A Button Upgrade. Which of course you have to hold to activate barely viewable white circle.

The hilarious about this is the first screen upon turning on yhe game is the option to disable needing to hold to close menus and prompts. But not for the reverse.

Dark Souls really does a magix trick that I never got bored or tired of fighting the trash mobs or anything over and over. They do an incredible job of making memorable/exciting combinations of enemies. Mortal Shell has you fight 3 mooks and a big guy to run 15 feet to fight 3 mooks and a big guy to run along and fight…oh 1 mook and 2 big guys that mindlessly march towards you to do one of 3 canned attacks when you get invisiblly close.

Gonna try Hades tonight because I have a problem.

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Anodyne 2 is quickly becoming one of my favourites and I feel the itch to get it down in longform some day. I’m nearly at end game and the middle act has been a real trip.

The game works to establish a paradigm for diving off of early on which I think is why it felt unclear where the accolades come from. This paradigm becomes a strangely secondary thing after a while even though it’s the core of the game’s rhythm. The paradigm is that you, Nova, are the chosen cleaner, you dive into the bodies of people (sometimes objects) with intense personal problems and vacuum up evil dust. The overworld is 3D and mostly serves as a hub to connect things, whereas the shrunk world is 2D – both being somewhat Zelda-like in their respective subtypes of Zelda except the 2D areas are where the dungeons happen. The first third is really just building this paradigm up alongside a compelling framework of helping with their relatable insecurities and mental health issues. I guess you could say Undertale/Omori/Lisa/Hylics does a similar thing with Earthbound but this feels reductive.

The middle third is all about playing with the paradigm so far.

At one point you lose your mother, but not before she sends you to get a fruit that is then stolen from you and eaten by a weird cat. Shrinking into the cat you discover a whole community of people you’ve basically been told to hate by your society’s worldview. Although they are framed as opposition, they’re the first people to teach your character they can talk, or even eat. You then become trapped in this village for a much longer time than you usually spend in 2D mode. You work for a living and discover a new hobby. Your character even develops a crush, and it feels like the rest of the story could just play out here. Inside this weird cat who stole your momfruit. You could just live a happy life.

Inevitably ideological dogma takes your character over and although they feel indebted to the community, they find that their new life and friends but are made tense by culture clash and blasphemy. Intensely depressing that Nova can’t fully express all the emotions and stuff here.
After leaving this community you encounter a bunch of weird stuff to reflect the shaken worldview: people who don’t really need your help but lure you inside them on false pretenses, keys try to kill you rather than just unlock shit, you shrink even smaller and enter a ZX parody of the world. Your mother is replaced by some weird prophecy executive. There’s an NPC that’s ‘glitched out’ in the overworld that again messes with the paradigm. You wake up (with a completely different artstyle and camera) as some part-timer on Earth who just wants to be with her girlfriend. Her mother issues and the persistent noise of a vacuum cleaner lead to a surreal encounter with the gargoyle of the apartment building chasing you until you wake up. It’s unclear who you’re really helping anymore.

Later, you learn how the game’s title ties into all this as you are told to bring about ‘The Anodyne’. As a sinister solution to the end of all misery and suffering is pretty great as a concept – given the paradox of trying to ease people’s suffering leads to the ultimate question about the implication of negating suffering altogether. I’ve felt that pull. Of just making sure that if everything is OK, bland and fine then nothing bad will ever happen. It’s something I fell for in the first third and I like how the writing is using the relatability of suffering to make you question dogma and prophecy.

Spoilery Screenshots


Nova has a hard life

Although you can control the camera by turning, vertical camera movements are toggled via a button press. I’m starting to realise the fixed camera angles may be a solution to the approachability concern of 3D camera control for novice players. It also provides a neat gameplay limitation to work in and makes platforming a bit slower and more deliberate given it’s probably the hardest thing to do in the overworld so it’s nice that it encourages deliberate babysteps. If I were to push their metaphor - and it is a push - it’s like the controls are mothering the player, which I don’t mean in a negative way.

Like I said, this is turning out to be my favourite game I’ve played this year and am curious to see how far it goes.

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yeah i think people underestimate how difficult independent character movement and camera controls are for nongamers… thats why i really doubt for example that the “problem” with fighting games is that special motions are too hard for ppl to learn bc… fundamentally even controlling a character in any current 3d game is at least as complicated probably!! you just get more opportunities to become acclimated to 3d camera movement than you do inputting raging storm etc.

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Cleared up all the DLC in Nioh 2 (I had 2 left) which includes getting all the kodama. I don’t know why “negligible drop rate increase collectible” translates into “mandatory for enjoying the game” for me, but whatever. I don’t know if it’s just me being out of practice with the game but that last DLC especially had some really meanly tuned stuff in it. I die in 2-3 hits to everything no matter if it’s a boss or one of the many filler enemies, while enemies take either 5 minutes or 5 seconds depending on how well I luck into chaining my abilities well.

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I started playing Hades then stopped.

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yeah seeing my partner, who had never played anything with more than a d-pad before, try to just walk and look around a town in dragon quest xi really drove home how my ability to let’s say jump forward turn around and shoot something slightly below me before i land in destiny with a controller, which i completely take for granted, is actually a skill set of almost deranged specificity, real sicko shit

i had been playing some other stuff with her before but i didn’t know what a sharp change two sticks and a camera was, it feels like almost a language barrier for some things

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I tried teaching a friend of mine how to play Roblox on her phone so she could play with her niece and when I started using twin stick controls to move around, she said “I thought you said you never played this before”

I had to tell her that’s just how games have controlled for the last 20 years while dismissing two dozen Buy Robux dialogs per minute

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it’s less that they’re too hard to learn, it’s that there’s a wide variance of capacity to perform them, especially consistently. a 3D action game might have one pass/fail input at a time vs a hadouken with a sequence of four.

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Especially at a complete entry level I imagine building a quick tower in fortnite feels a lot easier than a hadouken because only one of those comes out if you do all the inputs across a minute or longer.

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earthbound: it’s good

i think the main difference between the last time i tried this game and bounced off it, and now, is that last time i played alone and this time i played w @digs … some games i cant really play by myself, others i cant really play with people

after this probably mother 3

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Even stepping apart from the commons aspect of shared 3d movement and camera control next to specifically-unique ability strings in fighting games, they’re very different types of skills and illustrative of what makes a game or mechanic complex.

Character movement and camera control have a high skill ceiling and are operated continuously, with a wide gradient of success. They don’t fall into a fail state and, absent pressure from scenario design, will wait for the player to get the angle they desire. A novice player can usually get to the state they want but through applying much more time. And because they’re operated continuously games can support teaching and training them by creating non-contested areas or gentler areas. And they offer a ton of information on how a player can improve. Improvement clearly means becoming faster and more precise at translating intent to output and it mirrors body movement and learning, achieving greater control through repetition. (I think this is why these movements are also best at forming a pseudo-proprioception sense)

Fighting game combos are specific pass-fail tests with obscured information about the fail state. As noted, they need to be performed under duress or in modes outside of normal player goals (it’s very hard to convince a new player to enter the bare TUTORIAL ROOM; much better to pace it as part of fulfilling their normal goals/fantasy). The strings are a loose metaphor for the actions and the output (special move) isn’t a combination of the actions leading into it, but a different branched output. In that way, they’re closer to learning a language or alphabet; the meaning is not instrinsic to the instructions but requires a certain amount of brute-forcing to map to outputs. I think that’s why it took almost a decade of fighting games before someone invented combos: they go against the natural lessons of player inputs and are a direct complication; they’re useful despite the complexity cost because they enable much higher-skill and more interesting play.

Broadening it to fighting games in general, I’ve always thought a lot of the problem is in how most games bypass their natural learning curve. The core strong and weak punches and kicks have very deliberate roles and are intended to be the base vocabulary of the player. They also map close to the carried metaphors a player will bring with them: spacing, timing, hurtiness of different moves. But most of the people who’ll play with the player, most of the single-player modes, and even most of the tutorials will focus on the special move strings and roles. It’s too much, too fast.

I think about the teaching failures of Sekiro. A few small rules tweaks, a drastically simplified player combat move list. The core combat relies on a very simple interaction between blocking and retaliating and a subtle change in understanding the dynamics of the block. And knowing how simple it is, they designed it with explicit complicating factors; the unblockables and undodgeables. But they couldn’t quite pace how those were introduced and the complicating factors seemed most pertinent to most people, who thought they understood the core loop but didn’t.

Complicating factors are dangerous mechanics to play with, especially in an action context (or in other words, a time-limited context). What’s interesting about action games, which are designed as simple puzzles that must be solved in a short amount of time, is that people aren’t one-fifth as smart given one-fifth the time, but that they need to shift to a different mode of thought with different capabilities, and need to engage in the transfer of cognitive thought to reactive skill. And it’s really cool to play with how some things are much harder to transfer than others. And really dangerous.

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This is a higher-level ramification of a lot of these details combined, but in my experience seriously learning a fighting game for the first time last year, the most fundamental challenge was deciding what I was trying to achieve in each given play session and why.

Typical ingame motivational structures like tutorials, quests and achievements are wildly inadequate to the complexity of learning fighting game systems and meta. You need to figure out for yourself the aspect most primarily holding you back from the slightly higher skill level that’s currently within reach, the game cannot automatically analyze your play for you.

I ended up maintaining a notebook of observations, ideas and plans. If I had “just played the game” I would’ve rapidly gotten stuck on a skill plateau and the game would’ve felt too meaningless to keep playing for very long.

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I think that’s a lot of their appeal, too. A very direct and challenging application of the tools of learning, rather than the easy natural learning of many game types. And that’s worth recognizing for its own value.

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Right, the sense of autonomy I experienced was a breath of fresh air. A lot of games make me feel like a rat in a cage, compulsively returning over and over to the dopamine drip. In a fighting game, I am in charge of my decisions and feelings. The feeling is similar to non-videogame hobbies like learning a musical instrument.

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By the way, the only game Ebert thought was good, Cosmology of Kyoto, has this same lack of clarity about what you should do or where you should go. So I sometimes think there is paradoxical affinity between no-skill-required experimental art and extremely high-skill, e-sports/speedrunning oriented games.

The anxiety of “what should I do today (= what should I do for the rest of my life)” is something that often troubles me. If I play videogames, above all, it’s because it’s the medium that directly engages with that question.

Most games create a sandbox where the anxiety is soothed because it’s always already answered, or if not answered then at least there is a clear limited menu to choose from. Some games, the best ones, do not try to bury this anxiety, or at least not thoroughly. They likewise put you in a limited box rather than reflecting modern life’s terrifying freedom, as that is the fundamental nature of videogames. But, the box instead challenges the player to process this anxiety in a new way, coming back out into real life having learned something about themselves. “A miniature garden of destinies”, to use a phrase from the creator of Baroque.

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I’ve still yet to see a fighting game try and instruct the player on why they might mess with any of the huge amount of options in the training mode. In other words a labbing tutorial. Has this ever been done?

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