videogame things you think about a lot

on my most recent playthrough of Jak 2 i came to realise that the game more or less exhausts all of its verb combinations leaving the design with nowhere to really go in further sequels. for example there’s exactly one point in the game where you are required to do the crouch-highjump under time pressure, one point where you have to jetboard-jump onto a moving platform then off again into a rail, one level with darkened rooms and light switches, one level exploring what you can do with conveyor belts, etc. i think if you continue iterating sequences of actions past a certain point it begins to lose its intuitive appeal and enters masocore territory, so rather than repeating themselves they made probably the right call and shifted the series’ focus laterally, making Jak 3 half into a vehicle sim, before going out with a straight up kart racer

what i found myself appreciating most was the amount of non-setpieces or “inverted” setpieces present in 2, which outside of its cutscene fetishism you’d never think came from the same people as Uncharted. unique one-time environment interactions would be casually thrown into the flow of level design, so effortlessly you might not even stop to notice.

i.e. during a level that alternates between platforming and turret segments you inadvertently shoot down a crane forming a bridge to the next platform. in another one, you shatter the glass of a massive window so that you can proceed by grinding along the sill. the game never coddles you with help tips or even so much as nudges the camera to bring something like this to your attention (unfortunately, Jak 3 is rife with this kind of crap); the path just ends there and you’re trusted to be trigger happy enough to figure things out.

around a third of the way into the game you’re given a mission to sneak into the big central palace towering over the hub city, by traversing one of its support cables which you can see hanging above you at all times (they light up at night which is a nice touch). in any modern game i feel this sort of build-up would be a cue to enter epic interactive cutscene mode, play some dramatic music and at most let you mash some buttons to stop the protagonist from slipping to their death. but you get there and it’s a fully fleshed out, tightly-paced level unto itself, with twists and turns, electrified surfaces, spinning blades and waves of turret fire. what was a piece of pretty window dressing is brought under the magnifying glass and elaborated into a coherent passage of design language. it’s so wonderfully videogamey and you can just sense how much fun the developers were having with their own project

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Fleshy antennae

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increasingly feeling like the reason AAA videogames are so boneheaded about subtext is because when a single character in a game now requires entire teams of people to create, it’s way easier to form an attachment to that character regardless of its place in your game

mind you I am thinking this because I saw a picture of reagan in a call of duty game

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I know Ale×is Kenπedy was pretty involved with Failbetter especially during the Fallen London/Echo Bazaar period and has since been ostracized for good reasons. No idea if he was involved in writing that text in particular, but Failbetter as an institution handled the situation as well as I could hope.

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thinking about where they dug up the extremely listless sounding british man who introduces all the radio tracks in roommania 203

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Haunted Castle strut

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Having just watched Kong: Skull Island recently I admit I would’ve seen it sooner had it been for anyone pointing-out after MHW Iceborne’s release that it featured Banboros

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smt tim cook

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my videogame thing i think about a lot is how every consecutive person in the world drank mind-control potion and decided that Celeste was a great game when it is in fact a mediocre platformer and i have nowhere to even bitch about it because the developer is non-binary and the game has soft aesthetics, and it’s about depression and it has good accessibility options (which is supposed to make a mediocre platformer less mediocre) which means i can never be mean about it in any public way without being accused of hurting their feelings which i’m supposed to care about because i’m supposed to have a collective stake in the success of other random indie scene people i’ve never met. that is all.

p.s. Journey is also terrible and is something i actually don’t feel comfortable talking about in public because i actually know devs from it, but i know a lot more people who agree with me on that one.

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definitely the worst thing from maddy’s entire career lol

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i have never felt more like i’m existing on another planet from other humans who must be experiencing some vastly different version of reality than i am and i am stuck in this alternate dimension forever than when i see people talk about that game. i questioned my own impressions of the game over and over, and even purchased it and played it for a couple hours and my impression never changed. like holy lord. the only thing that approaches that feeling for me is how much people love Shovel Knight… and even i sort of understand the appeal of that game.

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smdh that they named their studio “yacht club” and didn’t even force vampire weekend to write chiptunes under penalty of ball tickling

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i don’t even have anything against the dev! it’s not like someone like Jenova Chen, who i think is actively a harmful force in videogames. i’m sure they’re a fine person. i don’t know much of anything about them and i kinda like TowerFall. just think it’s a mediocre platformer and its massive acclaim when so many pretty good platformers get totally ignored is just… mystifying to me.

Celeste? More like “sell less” of this game… To me… (BC even one is too much)

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lmao. for me it’s much more “please stop putting it on your ‘best platformers of all-time’ list and actually play some more platformers” lol.

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I mean…coming from another direction… thought celeste was pretty great personally. I think it’s making more interesting statements about depression than most depression games do and the tough platforming matched really well with what it was trying to say. It creates a friction that supports the narrative.

The combination with the intense trans feelings permeating throughout it ends up adding a nuance to the depression narrative that feels more personal and specific than most, and the music and aesthetics are top notch.

Usually all the stuff it does annoys me in other contexts but I was really surprised how effective it was for me. The accessibility meant that when I got legit stuck late in the game I could still work around it.

I wouldn’t necessarily call if the best platformer of all time, but it has a focus and purpose that most similar games don’t. Like, I didn’t stick with super meat boy or N to the end for example. I did with Celeste.

I kinda get it is what I’m saying? Part of me thinks I should hate it but it’s so much more functional an artistic statement than a lot of similar games I’ve played, and genuinely feels less cynical to me too that I forgave it for a lot,

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Shovel Knight though, I hated that one. One of the most unbelievably overrated games I’ve ever played. I don’t know how a game can have so many good ideas on paper and just be so completely…lifeless and dead in practice.

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