games you played today: winning eleven

Heaven’s Vault: extremely good, but I wanted it to be great, and it doesn’t quite get there. The first fifteen minutes feel like scraping your nails against painted drywall as you fight with the weird interface; then you learn to let it recede into the background; then you start to abuse it in an unsatisfyingly gamey way. The art isn’t quite there, the things that should be beautiful aren’t quite, the 2d-on-3d work with moving characters is just a bit too choppy and bland. As an archaeologist you spend all this time digging up artifacts but they’re almost never depicted, which seems a huge missed opportunity to reinforce art styles across the different eras you’re learning about. The music is nice but repetitive. The sailing minigame, as the only kinesthetic element of the game, is woefully underrealized and has no stakes (afaict you can’t crash or anything).

BUT. By halfway through, I was prepared to give Heaven’s Vault that most elusive of critical evaluations: more than the sum of its parts. It is explicitly a game of ARCHAEOLOGY, which is just about my favorite thing to do in games, from Riven to Outer Wilds. Figuring out how the past is layered on itself, creating a cultural prism through which you see history kaleidoscopically, trying to reverse-engineer it to bring each of its frames of color into focus… The writing is very good; people are complex and well-characterized with just a few words. In order to convince people to do what you want, you have to imagine their motivations 3-dimensionally and appeal to them correctly. And sometimes it just won’t work. People aren’t infinitely malleable. The main mechanic, which is finding scraps of ancient script and comparing them against each other to figure out translations, is incredibly solid. It always feels so satisfying to find a new inscription and puzzle out a new word. It feels deeply satisfying to start to decode the grammar on a symbological level and be able to understand new words immediately just by looking at them.

Eventually my conversation-with-the-designer neared completion and I started to really understand how the game wanted to be played on its own terms. Though it boasts a seemingly robust choices-and-consequences style of constant autosaving and dialogue and decisions you can’t take back, you can almost always get at whatever you want by alternative means. Deciding how to manage each of the “quests” (not demarcated as such in-game, but that’s what they are) with the main characters is more a matter of taste (or accident) than of affecting the endgame or your ability to progress. There’s this system of “optional” dialogue where you can respond to events with a Question or a Reply if you want, but don’t have to; but you quickly realize that it is almost always (except in a couple specific signposted instances which I enjoyed and appreciated) in your best interest to stand around and keep clicking on this optional dialogue until it is exhausted, because it almost always reveals a bit of additional detail or context that will become useful to your investigations. So it’s not really that optional, if you want to do what the game is designed for you to do, which is figure things out.

So in the midgame I was really feeling it but by the end my opinion had soured again a little bit down to that Very Good level. I was able to get “good ends” with most of the characters, and neutral ends with a couple others that I was fine with. The interface for dealing with new inscriptions (grabbing candidate words and using the left stick to drag them around and plop them in likely spots) got frustrating once the inscriptions got longer, and VERY frustrating once I knew the language better and could already tell how to separate out the words but had to put the wrong ones in on purpose so that the interface could mark out the wrong possibilities one at a time. Sometimes this meant plopping the same words five or six times in a row before it would finally let me proceed with translation.

There’s a seemingly big choice just before the endgame that I thought would lead to very interesting consequences but it turned out there was only one thing that you were required to do and its import was more or less immediately washed away by the ending. The ending itself was an extremely disappointing Deus Ex style “make 1 of 3 choices at the very end” thing that paid no regard to whatever work and decisions you had done in the entire game building up to it. That’s funny in a stupid game about Superman like Mass Effect but much less funny in this much more sophisticated and better written game. Plus the walls of the penultimate room, which is like the most amazing find of this archaeologist’s life, are COVERED in ancient script, and you have no prompt to read or translate it?? Baffling decisions here.

I checked a couple of guides afterward just to confirm that I did indeed find every dig site and deduce all of the broad historical currents in the game. There’s a new game+ option that apparently gives you longer inscriptions (oh joy) so that you confirm more vocabulary, but what for? I discovered everything I wanted and adequately resolved all the mysteries.

So yeah, 8/10, and if you doubled the art budget it’d be a 9; it’d take a lot more work and a sort of tectonic shift to move the deeper issues I have with the game over to something I thought was truly impeccable. But still, wonderful and a game basically everyone should play, or at least anyone with any interest in adventure games.

12 Likes

did you discover six’s true identity/personality

that was a tectonic shift in my understanding of the game and I only had this occur on NG+ because there are large parts of the game that are completely optional

similarly, I only just started to decipher the spoken variant of the language towards the end of my ng+ playthrough and I’m convinced there’s more there than even the guides say because the game is truly staggering in size

ng+ is really worth it because even if you think you’ve seen everything, you haven’t come close. It’s not possible to see everything even in two playthroughs.

2 Likes

Yep. And after finding it amazing in its implications for the setting, I started to find it annoying that only a minority of dialogue was rewritten and it was mostly obviously reskinned, often with a nonsensical tonal mismatch (mostly it’s just Six’s lines with “mistress” replaced by a small list of imperious insulting terms. Which is funny the first 30 times but eventually…).

Here’s the thing: I think the game more or less actively discourages you from “seeing everything” in a completionist way. I know for sure that there’s tons of event flags left for me to trip - at a minimum I never started messing with the spoken language and of course your relationship with all the main characters can go down several different paths - but I already roleplayed my Aliya the way I wanted and am satisfied with her outcomes. There’s lots of detail left to fill in but would that detail be illuminating? Or just checkbox ticking? I don’t think it’s worth another 16 hours to find out.

Ironically there’s actually too many flags to really be completionist about it… it would be excruciating to actually exhaustively catalog every single little bit of alternate dialogue and little consequence of your invisible relationship meters going up and down. I mean I get that one NG+ might let you make a broadly alternative set of choices, which might be worthwhile depending on how you went through the game the first time, but like I said, I at least found every environment and my Aliya did things the way I wanted her to without compromise. I’m good with that.

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This by itself might be enough to kill the game for me.

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Hmmm

I was trying to think of an example besides the spoken form of the language and what I could come up with is… My roleplaying choices would have been different had I known that the people of this sci fi society don’t believe in history and see time as purely cyclical

Which isn’t something I knew for most of my first playthrough though it is something my character knew

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Don’t let it scare you off. It only started to happen real bad at the very end, and by then you are hooked. You, specifically, would really enjoy this game I think.

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One of the things I really love about this game is the way it teases you with and then slowly illuminates the philosophy of the Loop, and the way it eventually shows you that there is kind of a metaphorical truth to it, but that it’s been crudely and incorrectly rendered literal by contemporary believers. Very tasty comparison, almost seemingly deliberate, with this game’s closest companion, Outer Wilds.

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i started Metal Slug Tactics even though i still need to finish ReFantazio. i guess i just need a break from big rpgs and DQ3 was big but actually not.

anyway, MST is cool, but i’m getting the feeling the game is relying on some kind of mechanic where they expect you to die? i started a mission that was, seemingly, totally impossible for me to complete, and then i died and the game is like “now you can upgrade your weapons!”

idk - feels sort of arbitrary, makes me feel kind of icky. there’s also a lot of dialogue that isn’t interesting to read. like i can tell they are real Metal Slug lore heads, but it’s still not particularly worth reading.

game looks beautiful and the actual combat seems fun, though.

7 Likes

it’s just like real life!

hum.




Summary

alt text:

IMAGE # 1

screenshot from street fighter 6 battle hub;

azurelore stands by a cabinet, while the avatar of another player who goes by “ladythicc,” a shorter and curvier femme-coded representation, has stepped way into azure’s personal space

this second avatar has a chin-length straight black bob, opaque black lipstick and eye makeup, and is wearing a black leather choker, pink-and-black cat ears, a black bikini bottom or bootie shorts (it’s hard to tell), and a black t-shirt printed with key art for the recurring “capcom vs osamu tezuka characters” japanese art exhibit

to the lower-right of the screen is the main hub channel chat log, where a double-chevron indicates a direct personal message:

ladythicc >> hi
[random hub announcements]
ladythicc >> sexy azu

IMAGE # 2

screenshot from street fighter 6 battle hub;

azurelore remains a few steps from the previously-indicated cabinet; the other avatar, representing the player “ladythicc” who had messaged azure, has wandered out-of-view

chat log continued, where the double-chevron before a player’s name indicates an outgoing personal message to them, much as placing it afterward indicates an incoming message from them:

[random hub announcements]
ladythicc >> sexy azu
[random hub announcements and chatter]

ladythicc : do i know you?

IMAGE # 3

screenshot from street fighter 6 battle hub;

similar to the previous shot, except the camera is swung around ~180°, and “ladythicc” has rematerialized face-on about five inches in front of azurelore, her face at roughly the level of azure’s chest

IMAGE # 4

screenshot from street fighter 6 battle hub;

similar to the previous shot, minus “ladythicc,” who has wandered off again

chat log continued:

[random hub announcements and chatter]

ladythicc : do i know you?
ladythicc >> no but you [sic] avatar are [sic] too sexy
[random hub announcements and chatter]
: ah. well thank you, but this is a weird interaction.

5 Likes

What makes this game powerful is that your main actions are all about meaning-making. The conversations, arguments, and translations all fold in to this idea that you’re agency is tied to the work of interpreting the world.

3 Likes

decided to keep playing Tunic

was randomly looking through my Steam wishlist and saw it on there, so I read some of the reviews. lots of comparisons to Outer Wilds and talk of “ya gotta go in blind”… which i can’t really parse at this point in the game. so i decided maybe there was some kind of worthy payoff after all. at any rate, i also remembered i can switch to some kinda “story mode” thing where i am invincible… might be the plan for me, i don’t think i appreciate the combat in this game at all despite enjoying the music

i have a game with like 8-10 hours in Outer Wilds but i got to a point in that game where new discoveries are very few and far between and i just don’t really know how to move forward anymore. and it’s been long enough that i suspect i might just have to restart the whole thing so i can figure out what’s even going on. to be clear, i like Outer Wilds quite a bit, but i still haven’t seen how it all comes together… the stuff that seems to get people actually up and raving about it - i might be too stupid to get that experience lol. we’ll see when i get back to pawing at it

3 Likes

idiocy seems to be common with me and these sorts of obfuscatory games. i remember digging into Starseed Pilgrim, expecting to have a magical, grand old time figuring things out… then after brief, halting progress, i got entirely stuck for hours and then got bored and turned it off and haven’t played it since

6 Likes

Scorn: Brilliant. No notes. Does everything you want with this premise (gross exploration of HR Gigerworld) exactly right. Primarily an adventure game about intuiting the functions of strange biomachines to make your way forward. When combat is introduced about halfway through it is laborious and dangerous and incentivizes you to puzzle out ways not to fight, if you can. Analyzing the environmental design and taking cues from the enemy behavior to determine when you don’t have to fight and when you do is itself another puzzle - small but efficient survival horror influence. Despite the entire thing being a Giger ripoff catalog there’s surprising variations in the environments. Very monumental in its architectural design - the outdoor spaces give a massive sense of scale, while the interior spaces often constrict to be claustrophobic, even intestinal. Entirely wordless, never succumbs to the pernicious desire to explain. A fable about domination, exploitation, infestation. Introduces new mechanics, exploits them, and discards them with confidence and speed. One slowly determines that the player’s avatar has knowledge and goals that the player does not, adding a layer of psychological alienation on top of the raw physical alienation of the regular doses of body horror. I finished it in 4 hours flat. Really just spectacular.

17 Likes

Oh this is that game. I alway pass it on the store because the banner is terrible.

3 Likes

Hell yes. Love to see appreciation for Scorn. I rarely saw anyone online speaking to its survival horror qualities when it came out, and I immediately honed in on that stuff when I played it and felt really lonely whenever I praised it.

2 Likes

Now that I’m hooked, Nine Sols added a second, equally important but much harder to use, parry. The nerve

10 Likes

You’ve described my 1st Attempt but it really comes down to a character synergy that is determined through what skill upgrades are offered up early through leveling naturally (while also with weapon loadouts you unlock)

Example: Fio can heal, give defense, transport allies/enemies for free sync combos and teleport swap position with any unit on the map but the chances of having all of these abilities at once, or leveled to the point of them being OP by the endgame, is seemingly nonexistent after my post-launch daily grind

The easy tiers (1/2) are worth running just to maximize the unlockables but it really teaches you the fundamentals after a few tries. Perhaps there is a few too many status affects to consider (which can be overlooked without much penalty) but the character overviews found in the barracks give a decent idea of how each character can be utilised effectively

I loved it but now I’m all for Pikmin 4’s cutesy collectathon that really doesn’t do many things all that special beyond the original, with far too much dialogue/cutscenes where even skipping them brings all momentum to a halt

EDIT: Unlock Ralph and Trevor FTW

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Finished Gravity Rush - I would describe the game as “Breezy”, not too challenging but really satisfying to learn how to do movement and combat. I really liked the setting and worldbuilding it does. Every part of the game is pretty good. I miss when games were like this

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now you can play Gravity Rush 2 and see their further commitment to worldbuilding by putting how Kat ended up where she is a 25 minute anime that premiered on YouTube

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By the studio that made Evangelion

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