Games You Played Today Part 007 Goldeneye

Yeah. I had occasion to do a lot of shower-thinking about this topic after the Talos debate, and while I like ella’s 1 Clever Mechanic designation I really can’t think of a better way to identify these games than Portal-likes. They have a whole series of common factors:

  • Yes, the clever mechanic. It’s important that this mechanic is about bending or manipulating space in a simple but non-intuitive way, as it achieves depth in later puzzle iterations by exploiting that gap in our intuition.
  • A diegetic setup that the player is, at first, running through a series of explicit test chambers or areas that are designed on purpose to be puzzles
  • The space-bending mechanic suggests ways to fray the edges of the bounded spaces of the test chambers, and eventually the player “breaks out” of the diegetically bounded area by exploiting the mechanic, now using it to traverse space not diegetically “intended”
  • Commenting one way or the other on this newfound “freedom” is always the thematic premise of the game
  • These games are always in first-person, to emphasize the player’s subjectivity and to underline the way in which the puzzle mechanic is perspective-based

I really can’t think of any game that fits this mold until Portal (but I would love to know of any!!), and there are tons that came after: The Witness, Talos Principle, Supraliminal, Viewfinder, Quantum Conundrum, Relicta, The Spectrum Retreat, and so on. I’d say even the Stanley Parable belongs here, barely.

I think third-person games that avoid all traditional writing and instead impart a purely mechanical narrative (meaning, instead of investigation of the mechanics imparting some weight to a traditionally written story, the investigation of the mechanics IS the story) are, even if they are profound, more traditional puzzle games. They have a different emotional weight and effect. Stephen’s Sausage Roll has more in common with like, Baba Is You and Toki Tori 2 than Portal.

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Returnal has a rough start, agreed completely. I really had to push myself to care enough to get past the first boss. It has a real snowball effect after that, though, and I one-shot all the rest of the normal bosses afterward.

One thing that you do unlock permanently are the weapon modifiers that you find on each of the guns. These are a lot more consequential than they probably seem at first. You also find metroidesque traversal/lock&key abilities that are permanent, which makes a fresh run more efficiently profitable as you are able to squeeze more juice out of each room & map.

The game has too many trap options imo, you learn after a while what stuff is good and what stuff sucks and should be abandoned.

It really does do interesting things with the groundhog day loop idea, but… it doesn’t quite pay off, in my opinion. Not to the extent that it’s not worth playing to completion; there is a twist midway that’s really the game’s climax and very worth experiencing, and the rest of the game after that is a very long denoument. There’s also sort of a post-game that gives a bit more information (I wouldn’t call it a “true end”, the game is agile and tasteful enough to always remain interpretable), but it’s very demanding and, once I understand the shape of what it was asking of me, I had no regrets youtubing the small bit of narrative it unlocks.

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Sorry, I was using the wrong term. Weapon proficiency is indeed reset on any death where you haven’t bought a respawn, but the weapon bonuses you get are permanent

The game is very generous progression-wise relative to e.g Spelunky and Binding of Isaac and Risk of Rain 2, and certainly more classical roguelikes. Compared to GotG it’s downright stingy. Just a matter of perspective, I suppose

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At it’s heart Sky Gunner is a score attack game, and the name of the game is to minimize the amount of ammo you use (which costs money) and not get hit (which costs mega-money) while maximizing the number of chains you get. There’s lots of mobs to farm which is satisfying. The airship designs are really good.

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I went and looked this up as I didn’t recall getting any permanent weapon modifiers but apparently those early “stub nose” and other things counted and while the weapons had the traits it wasn’t unlocked, but when I die I still don’t have access to them and have to wait for them to drop yet again? Given they all apparently are gained after 10-15 kills that basically saves me 2, maybe 3 rooms worth of work, although maybe there are later game ones that when unlocked show up on early game drops, except the game still makes that sound like it is tied to weapon proficiency so maybe not?

I mean I doubt I’m gonna play the game any more (I got a month of PS+ left and this is me testing a bunch of games to see if they are worth the $70 asking price, 2 hours is what they get) but I am at least curious as to what it was trying to do as in the experience of playing the game I at no point noticed them doing much of anything, so the talk of them being big consequential things that give one a sense of reward/progress each run feels very alien to what it was to actually experience?

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You unlock the weapon mods by having a weapon with the mod on it and killing a certain number of monsters with it. From then on whenever you find that gun with that mod the mod will be active. IIRC it saves your progress bar too, so if you kill like 30/50 mobs or whatever and find a better gun and switch, if you find a higher-level gun with the same mod later (or on another run if you die) you’ll still be at 30/50.

The pistol sucks. I never found a use case for it no matter the mods. Nearly anything else is better - I think in the first area you only find the assault rifle thing and the shotgun thing. Both are far preferable.

For my part I definitely didn’t feel like there was much mechanical progress until you start unlocking the traversal powers and other guns, which doesn’t start happening until after the first boss. That first boss is the big hill.

I could just straight up spoil the midgame twist if you want, which again is the best part, but if you have any inkling to continue playing you really should experience it for yourself.

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okay the system shock remake is great. Do Not play it on too high of difficulty. I loved it but it’s just got arbitrary balancing that is not at all even. And the puzzles are fucking horrible. No idea how they work even to this day. but yeah one of the best games I’ve played this year for sure.

the game ends with an awful, Nihilanth-tier boss. And, out of nowhere, a Public Image Limited song.

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Echo Update:

I was informed that there’s a pretty big alternate branch in Carl’s route and went back to touch it:

This takes the slightly ambiguous events of the route I played, makes them clear, adds a fucked up sex scene, goes really fucking dark places, and ends on a note of ambiguity and devastation. Knowing this was the other route actually made the seemingly happy ending of my first playthrough a little more earned because of just how bad shit got.
Knowing you get the sex scene because you let a predatory ghost possess your friend when it’s convenient and feels really gross is…definitely indicating this shit is as heavy as I was warned.

What I’m getting as I’m playing this is that it definitely has explicit sex scenes, but not as a reward for successfully picking the right choices.

This thing really feels like it wants to fuck with the usual western VN structure of ‘pick which person you want to hang out with and eventually bang’ because it’s more like…pick which person to find out what their traumatic history and fucked up deal is, and depending on the course of events sex may occur.

Also 1.3 routes into game and it has like…every content warning already more or less? The disclaimer wasn’t kidding. That said I know a lot of folks here like really fucked up shit? Just know what you’re getting into with this one if you give it a shot.

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still thinking about pentiment

but now cloud strife takes on an enemy far more dangerous than shinra or sephiroth…

…shader compilation stutter

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i’m with you on this btw

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thinking about this and it’s funny how the implicit character of “puzzle solving guy” in eg adventure games is usually that of smartass wastrel or semi-savant at best, someone whose ability to wrangle objects around is treated as a slightly embarrassing personal quirk and which is only shown helping anything in the narrative as sort of a vehicle for the picaresque workings of fate etc. i think you can trace it all the way back to adventure and zork, which maybe makes it a holdover from the hobbyist days of computing more generally: those older computer devs as people perpetually stymied by and having to find unglamorous workarounds to banal material obstacles.

both jblow and the ex-old man murray guys on portal took pains to publicly distance themselves from the adventure game genre in part because of that same clunky convoluted structure. and the new genre of puzzle game narrative they helped create pretty much ended up being instrumental reason as metaphor for programming as metaphor for some vaguely defined third-eye-opening moment of enlightenment (compare to the ending of monkey island 2, which is a deflating rather than “empowering” version of the behind-the-curtain narrative). burying the embarrassing hobbyist inheritance was what allowed these things to become more cosmic, but at the same time it made them narrower - all those test chambers and game designer surrogates, forever - and i think doomed them to narrative overwroughtness. part of the way they reframed puzzle solving as a cosmic activity is by waving away any of that obstructive materiality that got in the way of “puzzle design” itself, and as result they’re forever doomed to re-allegorize the one babyish fantasy of being god of an empty world.

maybe this is a problem with all attempts to re-romanticise instrumental reason in that the very desire to do so sort of points to a felt insufficiency in the world we end up with as a result, which is the hole all these guys seem to keep circling. compare to gabriel knight’s insoucient joie de vivre as he glues cat hair to his face to impersonate a guy who doesn’t have a moustache… which of the two is truly making their own reality…

(also myst is interesting is that it’s kind of an in between - it has the very 90s hypertext wars focus on authorship as world creation and the same emphasis on sad god-designers and artificial test worlds but also owes a lot more to the unglamorous USE PIPE ON MAN school of literal adventure game puzzles, which i guess is the reason the later school would try to “fix” myst by de-adventuregamifying it. and in the process i guess replace that sensibility with every computer guy’s favourite low-fat sensibility substitute, a curated list of ted talk videos.)

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THE WITNESS

more like the shitness. i can see why this was so popular, it really taps into that nostalgia of solving puzzles on mcdonalds placemats

i collected the usb drives because i needed to see how bad the “writing” was and also because i hate myself, and it all feels like shit posted on one of those grindset instagram accounts. also the voice acting is so grating… especially one of the women (are there multiple?), her voice is so cloying, every time she spoke i felt like my brain was going to implode. THE DUDE I HEARD SUCKED TOO, I’M NOT SEXIST!!

also, sound puzzles? in this day and age? i thought we all agreed we hated that shit after the rocket puzzle in myst. i guess jon blow thinks the hearing impaired can eat his ass. “the hearing impaired can eat my ass” - jon blow

also the whole game feels like channelwood from myst but without the feeling of being in a coherent world that was lived in, it just feels like an island with puzzles thrown all over the place for no real reason. there is no intrigue in the world to hook me in. also the ecology is absolute nonsense.

anyway i was actually enjoying myself for a while. i finished a few areas but already knew i wasn’t going to finish the game as a whole… some of the way the puzzles are expanded on feel lazy and boring. like, now do it on a glitched screen! or now do it on a droopy screen! or now do it… except now it’s bigger!! he liked that one a lot. i also found some of the mechanics much more interesting than others and wandered off when one wasn’t doing it for me

people here are all going on about how they loved the bits where you used the surrounding environment to solve puzzles. for me, this is where the game completely fell apart. when it was just messing with screens, it was so sleek and smooth. just solid puzzle solving. but when i had to use the environment, it felt so clunky trying to get myself in the right position to see the solution, and multiple times i thought i figured it out but my solution wasn’t accepted, then i changed one thing and it worked… and i still have no idea why. made it feel even more clunky.

also fuck that puzzle where you have to follow the branch instead of using it to make walls because a) that’s the exact opposite of all but one other puzzle in there so it felt like a cheat and 2) it was too dark so i couldnt actually see things lining up. i tried turning up my brightness, but there is no brightness setting in the game?? what the fuck?? i guess jon blow thinks the vision impaired (me) can eat his ass. “sykel can eat my ass” - jon blow. no i’m not going to fuck with my carefully calibrated monitor settings to solve your one fucking puzzle.

anyway after that i tried doing some more areas but just kept bouncing off. a lot of the puzzles interested me at first, but when they just got bigger instead of more interesting, i quickly got bored. just didnt find the game compelling enough as a whole, despite some very fun puzzles here and there

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If there’s one “accessibility in games” convo I would love to have, it would be how no one seemed to object to a hugely popular game featuring two entire classes of puzzle that can’t be solved by everyone, sound puzzles and color filter puzzles.

The excuse jon blow gives, that they’re all optional, is particularly unpersuasive to me.

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The sound puzzles could be designed to be visualised and the colour filter puzzles could be tweaked to include ranges that’d make them work or the option to skip/autocomplete them.

But it’s a lot easier to burden the disabled as the great wisdom of design wills it.

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Damn this is good.

You’ve helped bring into focus for me a trend in the point and click renaissance that postdates Portal as well. Whether it’s games I really enjoyed a lot like Primordia and Machinarium or ones I thought were more mediocre like the Blackwell series or Oxenfree, they all have some kind of like, world-altering Gleaming the Cube plot. The veil is thrown back and the true cosmic scope of your actions is revealed…

Meanwhile, my favorite classic pnc is about solving a murder and stopping a motorcycle company from making minivans. Just a much more human-level story featuring labor and society and modes of production, you know, normal people shit, like the plot of a 70’s movie.

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yeah this is 100% it, and it coincided with like the onset of the Ted Talk/entrepreneur industrial complex. the monkey cheese penis randomness of a lot of 80’s and 90’s games were definitely seen as embarrassing and a liability to those guys. i do think there’s also something to be said that adventure games had more notable women designers and were often marketed at women more than other genres from the beginning, and these types of puzzle games are definitely not. which, i know - shocking revelation that Jon Blow has some issues with gender.

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also true of night in the woods and immortality

even like gone home and firewatch have a supernatural pretense but they pull it back to tell human stories. kentucky route zero is properly magical realist and ultimately unconcerned with the mechanics of its peering beyond.

it’s a shame that in the valley of the gods died for half-life: alyx

tim schafer’s tragectory from full throttle and grim fandango as thoroughly adult-oriented games to broken age’s curdled infantilizing parable is sad. brutal legend and the psychonauts split the difference by hitting an “adult animation” tone but grim fandango feels like grounded black box theater in comparison despite having a high concept premise

i really want these sub-cosmic stories in my narrative games but they’re in life is strange games and ren py VNs

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Personally as a color blind puzzle afficionado, for games like this where figuring out color’s important should sometimes be a puzzle in itself and no filter seems to really fit my variant, the best solution I’ve ever come across is Rhem’s, which is a key that gives the name of the color of the pixel under the cursor. Technically it’s a closest match but it’s tuned so that it’ll always be accurate if it matters for a puzzle.

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god this whole thing was like the perfect progenitor to the wave shows/movies getting bought out and then killed. and i remember how them getting bought by Valve was seen as like the ideal circumstance for an indie studio at the time. the canning of the project also seemed rather quiet and unremarked upon. i talked to one of the people who had worked on Firewatch in 2019 for awhile at a party and they seemed… not particularly happy. but i guess they can’t say no to the salary.

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I hope we can get it some day. I was very excited by what we saw of it :frowning:

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