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#the fact that most of the biggest lore stuff has been communicated through the range
wednesdayoceans · 2 years
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Valorant's "not like other girls" approach to how they communicate in-universe lore to their players is going to bite them in the ass eventually
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blessuswithblogs · 7 years
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Thoughts on Hollow Knight: I gazed into the void and it was full of cute buggies
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(very minor spoilers for Hollow Knight ahead)
It occurred to me when I was writing up my thoughts on The Surge that Hollow Knight probably deserved the same treatment, as it is another recent Dark Souls inspired offering that I played quite a bit of. I think the reason I haven't really put my thoughts together about Hollow Knight yet is that I haven't really needed to. The game is simply very good in a straightforward, easy to understand way. Hollow Knight is a metroidvania made by the indie studio Team Cherry with charming hand-drawn graphics. Mechanically, it draws much more from modern Castlevania titles than Souls. The only thing that really even qualifies it as a Dark Souls inspired game is the fact you lose your money on death and have to recover it again. It's a rather unnecessary addition, but at least in Hollow Knight, this mechanic has some (vague) diegetic reason for being.
I don't feel quite as inclined to explain the systems of Hollow Knight in such excruciating detail as I did for The Surge, mostly because they are simpler, better implemented, and easier to understand. You swing your sword (or Nail, in the parlance of Hallownest, the ancient bug city where the game takes place), it does damage to enemies, enemies drop money (or Geo, as it is called) you can use to buy things, and you explore a huge 2D interconnected world. Character progression is done entirely by finding upgrades in the game world, or finding NPCs in the game world to buy things from, so Hollow Knight is quite light on RPG aspects. The main character customization aspect comes from charms, your only real gear analogue, which you can equip at benches, your rest and respawn points, for various helpful effects like increased swing range, extra health, and a passive magnetic field that draws Geo into you so it doesn't go flying off into the abyss all the time.
What I would say is the most unique mechanic in the game is the Soul system, which sounds ridiculous, but it's not what it sounds like i swear don't close the window. Instead of currency, Soul is basically your MP equivalent, which you use to cast spells and heal yourself. You regain soul by striking enemies with your nail, creating a rewarding rhythm of using basic attacks to power up your big moves or keep yourself alive. It encourages using spells instead of hoarding them because your Soul is effectively unlimited as long as you have things to smack. The game can get pretty hard towards the end because bosses and tougher enemies tend to go berserk the moment you step back to take a moment to heal, but otherwise it's a well realized system that gives you a lot of variety and flexibility in how you approach the game's various challenges.
Where the game really gets its self-proclaimed Dark Souls inspiration is in its world design and preferred method of storytelling. You play as the nameless Knight, a cute little bug child with some interesting powers and no sense of smell or verbal communication skills. The Knight is explicitly and importantly genderless. You start the game making your way to Dirtmouth, small town of friendly bugs situated on top of Hallownest, a huge bug metropolis built beneath the ground. Unfortunately, Hallownest has been visited by a Terrible Calamity and most bugs brave enough to venture into the depths eventually lose their sense of self and wander the tunnels aimlessly, attacking anything that moves. The comparison with Lordran is quite self-evident, and the general structure of the narrative mirrors the original Dark Souls quite faithfully. The world is designed similarly, exploring the nooks and crannies of a once great civilization, marveling at its grand archtiecture, and gradually uncovering the unseemly secrets it was built upon.
Unlike The Surge, which was so much of a narrative mess I felt like I had to go into it in detail just to sort my thoughts out and sort of confirm to the world at large that I wasn't having some sort of fever dream, I have enough respect for the tale of Hollow Knight that I don't really want to spoil it. It's worth seeing and exploring for yourself, and at a very affordable price point, I would really recommend giving it a try. A lot of love and care went into Hollow Knight. One area where the game shines is in its characters, a motley collection of bugs from all walks of life with many different perspectives and goals. They are both memorable in personality and in design, each one drawn in an expressive and unique way that emphasizes their own little idiosyncracies. Quirrel, a happy go lucky adventurer explores Hallownest for its secrets much like you do and you get to be friends with him as you go through the game. Zote the Mighty, a supremely overconfident and haughty warrior, becomes your rival of sorts after you get him out of a sticky situation. Cornifer, a jolly and helpful cartographer, can be found in each area selling a map for a reasonable fee and offering insight about the locale. You need to buy these to have a map to begin with, so you tend to be extremely grateful whenever you hear his trademark hummning and find the paper trail he leaves behind. There are a lot of characters in Hollow Knight, and most of them have their own stories and surprises. They're also "voice acted" in a sing-song fake bug language sort of reminiscent of older Legend of Zelda titles that's quite charming and evocative.
The game's various bosses (of which there are more than 5, I might add) are quite similar to the characters. They've got their own stories and goals and take on a variety of forms, some cute, some terrifying, some a little bit of both. I've been fairly effusive in my praise of the game so far, and while I do think that the bosses are very good for the most part, it is worth noting that a lot of later fights in the game, especially some optional ones, are huge difficulty spikes that can kind of take you out of the game. Being optional, of course, means that this is never a huge problem, but Hollow Knight can get pretty brutal later on even on the critical path. It has a much more traditional difficulty curve than the average Souls style game, which usually start very difficult and become easier as you master the mechanics. Instead, the game starts off quite leisurely but gradually (and sometimes not so gradually) ramps up into a very difficult fight for survival. Bosses, and regular enemies, also have their own bits of lore courtesy of the game's bestiary system, the Hunter's Journal. The Hunter is an NPC you meet fairly early on in the game who, impressed either by your courage or simple disregard for your own safety, bequeaths to you his journal and exhorts you to hunt and grow strong. By killing a certain number of each enemy type, you get both basic information and the Hunter's own thoughts and feelings, which can be quite edifying -- or at least amusing. I will criticize that the prose used in some of these entries is a bit amateurish, but, glass houses and all that.
Speaking of optional bosses, Hollow Knight has a lot of them. It has a lot of optional stuff period. It's a legitimately pretty huge game, especially your first time through. You go through a large variety of environments, from crystalline mines to verdant gardens to horrifying spider-infested tunnels. Hollow Knight can, on rare occasions, go right for the jugular with that primal fear of things that skitter and bite, and given how cute and pleasant most of the game world looks, these occasional forays into nightmare made manifest are extremely jarring and if you are particularly afraid of phylum Euarthropoda, you may want to give this game a pass. Or at least maybe have somebody hold your hand while you go through Deepnest. Spider hell aside, the game rewards exploration with all sorts of hidden goodies, vendors, and even entire areas that somebody only going through the critical path might never even see. It is in this aspect that the Souls lineage really shines through, at least by my estimation. The game is so big and multilayered that not having a map available from the start can be kind of difficult, since 2D space tends to be more difficult to make a mental map of. There's plenty of options for fast travel and shortcuts to take from place to place, but without some sort of anchor, getting lost is an inevitability.
My biggest singular complaint comes at the very end of the game, on the way to get the Best Ending, so it is once again optional content so I can't count it against the overall package too harshly. Even so, it's pretty bad. Leaving out on the specifics for spoiler's sake, you find yourself in a sawblade and spike infested deathrap straight out of Super Meatboy. The platforming in Hollow Knight is Perfectly Fine, but not quite precise enough to really shine in situations where I Wanna Be the Guy style jumping puzzles are presented as obstacles. It's a very out of place segment with no enemies to fight whatsoever (and thus, no really reliable way to refill soul and heal yourself from the inevitable damage you're going to take from whirling death) and while the payoff is good, I still came out of it feeling more annoyed than anything. The checkpointing in some of the game's later segments can be obnoxiously unforgiving, most of all in this particular part. Eventually I had to entirely reconfigure my charm layout to go for maximum survivability, and I would not envy the player who made it there without finding some of the special HP regen charms or enough mask fragments to upgrade their health bar. Also I keep almost calling charms badges because I am a huge Paper Mario girl until the end of time so sorry if that ever slips through.
I mentioned earlier that the story of Hollow Knight was worth seeing and experiencing for yourself, and I stand by that. I think that there are some criticisms to be had with the execution and perhaps the derivative nature of it all, but an indepth analysis of Bug Lore will have to be its own post, should I feel like making it. For now, I will simply say that the characters are brilliant and lovable, and piecing together the mystery of Hollownest is quite rewarding, even if it is frustratingly vague at times. I think a lot of people forget that in Dark Souls, most of the digging had to be done for the finer details about the various historical figures and places. The main thrust of the narrative, the curse of the undead and the Dark Sign and all that, was actually kind of just Out There from minute one. It gave you a foundation to work with. Hollow Knight goes for Maximum Enigma and obfuscates even the foundation until a pretty good chunk of the way in, which is maybe a little bit excessive. Ultimately, I think it's a valid stylistic choice, but one I'm not a huge fan of.
Hollow Knight is good. Hollow Knight is great! Aforementioned considerations of arachnophobia aside, I would recommend it to anyone who ever enjoyed a Metroidvania or similarly styled game, or any Souls fan. There's lots to see and do, most of it gorgeous and haunting in equal measure. I have a few fairly minor complaints, and people without much patience for Hard Games might want to consider just sticking to the critical path and looking up the rest on Youtube, but overall it's a fantastic package made with a lot of love and heart. There's an earnestness and sincerity to Hollow Knight that's very precious and should be nurtured as much as possible. It's this extremely high-concept bug adventure that is nevertheless very affecting and memorable. The eventual payoff for seeing and doing everything is very impressive and quite a spectacle, with some evocative visuals that will stay with you for a long time. Definitely a game of the year contender as we approach the conclusion of 2017.
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transgamerthoughts · 7 years
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Final Fantasy XV: Thoughts and Ramblings
I’ve just finished a more detailed playthrough of Final Fantasy XV. There’s plenty to talk about but today is strange and my mind is scattered so I thought it best to keep things loose. It worked for Infinite Warfare. My general takeaway is that I like Final Fantasy XV more than I should. It is a broken, shattered game but one that managed to win me over in spite of itself.
THERE ARE SPOILERS IN THIS POST
1. Let’s start positive here. FFXV has one of my favorite game worlds and settings in a long time. This is impressive given how surprisingly little of it we really explore in detail. There’s essentially two major cities in this game, with a handful of minor locations. Whereas other Final Fantasy games are globe trotting affairs, FFXV remains relatively local until the latter end of the game. 
By this point, you’re no longer dealing with an open world design however. For all intents and purposes, FFXV’s largest gameplay chuck takes place within the nation of Lucis and its various regions. The map isn’t dense with things to do but strong art direction and environment design gives ever location an air of believability that most games do not manage. It isn’t on the same level as The Witcher 3 but FF XV is chasing after the great Western open worlds and does so admirably. The world is fun to be in and feels steeped in a larger history and lore that feels suitably epic and magical.
2. The core cast of characters are enjoyable and memorable as well. The four party members banter and have clearly developing relationships. It adds a lot to the experience. There are weak links in the chain; Gladio tends to be far less personable than we are meant to believe and Ignis’ traits remain fairly static until a major bit of action in the plot physically handicaps him. These are minor complaints considering how well the group dynamics flow. By the end of the game, the four protagonists feel like true brothers.
The secondary cast is pretty fun as well. Iris is a charming and likable character who honestly should have accompanied the party longer than she did. Aranea makes for a memorable rival turned frenemy, and while we don’t get to spend too much time with Cor Leonis, his gravitas served the initial parts of the game very well. 
On top of this, we have one of the most memorable antagonists in the series history. Ardyn is charismatic, intelligent, watchable, and when the times demand it, he can become truly sinister. There are the subtle hints of true depth for this character; he feels complicated and worn. The plot fails to investigate his highly interesting history but he still manages to make an impression. I’ve not had this fun with a Final Fantasy villain in a long time.
3. A lot of these characters draw strength from strong vocal performances and animations. Ray Chase gives a shockingly good turn as Noctis, a character who starts petty and fairly unlikable grows into a commanding presence. Darin De Paul gives an outstanding turn as Ardyn, oozing charm while slipping into more sinister vocal ranges when needed. 
One of the best performances in the game actually comes from Robbie Daymond as Prompto. He brings a wonderful energy to the chipper gunslinger but also imbues him with a raw sense of vulnerability. The voce work merges well with quality animations. In particular, there’s a moment where Luna tells Ardyn that redemption is in his reach if he were to choose it and the facial animation manages to communicate an astounding range of thoughts and emotions within around five seconds. It’s great and shows how important the interplay between multiple disciplines are when creating digital performances.
4. Combat can be frustrating but I found that there’s a nice sense of push and pull to the entire affair. It’s not as technique heavy as Episode Duscae implied. Instead, the challenge is finding times to maintain your offensive actions and your defensive dodging stance. With larger groups of enemies, you will get tossed around from time to time and it can be frustrating. But after a while, you’ll find yourself slipping through guards to deliver big hits, performing strong combination attacks with your bros, and warping around the battlefield to perform deadly, magical acrobatics.
5. The game starts with an amazingly interesting core conceit that I think gets squandered. The road trip angle is given a new weight when Cor makes it clear that for Noctis to succeed against the empire, he needs to reclaim the power of the past kings of Lucis. Awesome. That sounds like a neat quest set up. But the game only has Noctis recover a few of these relics during the plot, sometimes without intending to. This then gives way to communion with the various gods around the world.
It would have been a perfectly acceptable and desirable plot to have Noctis seek out the power of kings and gods with the Empire hounding him along the way only for Ardyn to betray everyone near the latter half. In fact, that structure seems fundamentally etched into the structure of the game as an open world experience. And yet, the game abandons the quest for the king’s power, makes it unclear why Noctis is even seeking the gods (or rather, if they are seeking him), and the game totally abandons the Empire. 
The best example of this is Ravus. He’s the commander of Imperial forces, a skill swordsman, Luna’s brother, someone with a personal (if misplaced) grudge on the kingdom of Lucis, and all around bad dude. He was even in Kingsglaive. In FF XV, you encounter him once before he is blamed for the disastrous events in Altissia, turned into a daemon offscreen by Ardyn, and killed in one of the game’s most lack luster bossfights. This is frankly unacceptable from a series that managed to make me give a shit about villains as minor Scarlet and fuckin’ Heidegger but Ravus is basically Beatrix by way of Char Aznable and he’s completely misused. It’s downright sinful.
Similarly, the Emperor has a single scene. If the game took time to build him up, we might have had a betrayal as memorable as Kefka’s when Ardyn usurps power and tosses the realms into chaos. No such luck here. We also only see Minister Verstael for a single cutscene but this is the dude who runs the empire’s weapons program and manufactures MTs using knowledge gained from Ardyn. He’s also, technically, Prompto’s father. There’s loads of potential here that is also wasted because the game hits ludicrous speed after Altissia and never slows the fuck down. As the result, I feel like I’m missing a significant portion of the game.
6. In keeping with the botched story elements, we have the biggest missed opportunity when Ardyn basically creates and eternal night that lasts ten whole years. The world is plunged into chaos, daemons reign supreme, humanity is hiding in a few final bastions of resistance against the hordes. And yet, when we awake into the World of Ruin, we’re not given a new variation of the game map to explore. Instead, we get an expositional dump by Talcott before easily reuniting with out companions.
Yet, in the intervening ten years, a lot of stuff has happened. Ignis has become a badass blind warrior, Aranea has gone from Imperial mercenary to champion of the people with an entire army at her command, Iris, working alongside Cor, has become so awesome that she’s known as “Iris the Demonslayer,” and Talcott, the young boy we knew from years before, has become a veteran hunter in his own right.
Why do I not see the characters again? Imagine if I woke in the World of Ruin with only Gladio to greet me, ever faithful for years as guardian of the Crystal. Talcott joins us as a temporary guest character as we journey from settlement to settlement, helping restore order while also reuniting with our friends. We could help Cindy in a brief story sequence that reunites us with Prompto, we could encounter Aranea and Ignis as they search ancient ruins for information of how to defeat Ardyn, we could reinforce Cor and Iris at Gladio’s request in a battle against daemons attacking Lestallum.
 The set up is right there in the background but instead, we get an exposition dump, no satisfying reunion scene with the gang, and we’re able to immediately head to Insomnia to fight Ardyn. If the first half of the game is missing the Empire, the latter half of the game is missing basically everything.
8. In spite of these obvious oversights and missteps, the ending made me cry. It’s well done. I even think it could have been more dramatic. As it stands, Noctis gives up his life for the people of the world and the fates of his best bros feel ambiguous. I think they should have doubled down even harder on the heartbreak here and showed their last stand. If this is a game about gradually assuming responsibility, that needs to extend to the other protagonists in order to be thematically complete. 
I also think that while Ardyn should have died, there was no need to have the strange moment with him in the spirit realm. If we had someone gotten to understand Arydn’s past in more detail, perhaps during the time Noctis spends in the crystal, it would have been enough to land the final blow on him and wish him peace in the next life. The ending is good but I can’t help thinking it ought to have been great.
9. I can’t believe I’m saying this but I think this game needed a codex. The world is full of amazingly interesting history that I’d gladly read about. Imagine walking into a dungeon and walking away with ancient lore you discovered on old tablets or spending time in Altissia with some type of tour guide and getting a beefier codex for it. As stated, the world is amazingly interesting. Lestallum is a city run by women, Titan is holding up a perpetually falling comet in the middle of Duscae, the Empire and Lucis had major wars, the tombs of old kings litter the land. This is interesting stuff I want to know more about
Say what you will about how FF XIII made the codex necessary to understanding I actually know the religion in that world and the cosmology. In FF XV, I still don’t quite understand what an Oracle is and that’s literally the profession of one of the (ostensibly) most important characters in the game.
10. Speaking of Luna, she suffers from the same issue as her brother; we don’t get to spend time with her. Occasionally, we see flashes to her life and her side journey but this is a powerful character. Instead, she is relegated largely to the sidelines until Altissia, where we reunite with her just long enough for Ardyn to kill her.  
Luna is a  prophet, mage, and priestess who can stare down literal gods and heal magical blight. FF XV could have easily given us moments where we play as here or structured itself such that we actually get worthwhile perspective cuts to what she was doing for much of the story. It would have made her death actually mean something.
11. This game has one of the best soundtracks of the series. It is a powerhouse and Yoko Shimomura nails just about every track. Shimomura has always done very well with strings and piano. Here, that strength aptly bridges the gap between the more realistic aspects of the setting with the fantasy. I don’t have an in depth analysis here. It’s just very good. 
In general, the biggest issue with FFXV is that is is fractured. The open world is great, if lacking in variety. But I forgive that because of how enrapturing it is. The characters are wonderful but the plot misuses them or ignores them constantly. I genuinely like this game but I know that a better scenario designer could have gotten something much more coherent. That’s the biggest problem; this game just falls apart by the end and even if it manages to hit a strong emotional climax, you’re let with the overwhelming feeling that while it was a good time, it could have been genuinely great. 
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