[NOTE: While I’m going to try to keep details as vague as possible, there’s the off-chance of SPOILER-Y stuff being present for some of the games mentioned below. Those game include INSIDE and ABZÛ.]
Hello there! It’s quite surprising to see just how quickly time’s flown by since the last time I made my past blog on this topic (1) (2). I initially had this series for 2016 games planned out into two halves…until realizing I was a month too soon with my first set of blogs. So instead I’m going to be dividing this ‘nifty bits (of 2016)’ into three specific timelines, with a new caveat here; that being an expansion of which games can be featured during this second timeline: June 1st to September 30th. Since there’s some older games (from either this year or last) that’ve gotten new releases on different platforms, I feel compelled to count them as well. Like before, this series is about examining some nifty bit—be it level, gameplay mechanic, DLC expansion, or whatever else detailed—found within certain games. While not all are of unparalleled quality, these games do range from either an unflinching (*Certified FresH*) or more reserved (*FresH*) recommendation from me.
1.) The Ending & Lead-up To The Ending—INSIDE
I must be upfront about Playdead’s new game: this is currently sitting as my Game of the Year frontrunner and I highly recommend you play it as soon as you can. And it’s a shame that what I list has to be shrouded in vague allusion to later events lest I spoil the big payoff for you. Suffice to say, the final fifteen minutes elicited the rarest of sensations I’ve had playing a videogame. It wasn’t simply some “oh my!” shock, but more in line with “They did it! These people actually went and did it!” It was the type of astonishment I’ve rarely experienced in a game’s denouement before. But…there is one particular instance that I’d like to closely examine during this timeline that I can go into detail over; I can because the first trailer actually ends with the scene I’m talking about (3).
The moody lingering of our protagonist peering through the glass is a thought-provoking shot. What’s inside? The player can’t see it from there since it’s too far right for the camera to pick up. What did the boy see that demands the game must go on? These types of questions lend the game an enigmatic gravitas that’s lead to thorough examinations of the game’s story and themes (4). This isn’t a game about controlling an avatar. You’ll never occupy the headspace of the protagonist. In essence, you’re left to the same kind of role as the other onlookers next to the boy: someone from the outside looking in; only able to peer at what events that unfold without knowing the motivation. This wasn’t by accident. Developer Playdead’s player-as-spectator principle reaches the apex of that potential with this moment.
While there are dozens of memorable scenes within this game, this primer to INSIDE’s climax may stick with me the most. Not just for its atmosphere or effective storytelling use with 2D lead space, but for that convergence between the story’s enigmatic nature and the meta-narrative qualities about the player’s role.
2.) Rumble Mode—Rocket League
Moving on from me waxing pretentious over an art game, we have a new update for another type of indie darling. While disparate in kind, Rocket League holds a similar level of adoration as I have for something like INSIDE. It’s simply one of the best sports videogames to be crafted this decade. I could go into detail about that but I think Danny O’ Dwyer on The Point captured the essence of Rocket League quite well (5). Since release, Psyonix’s been coming up with fun ways of incorporating the core mechanics into sports outside of soccer/football: 3v3 ice hockey in ‘Snow Day’ and 2v2 basketball in ‘Hoops.’
While still successes in their own right, going back to the traditional framework with the addition of power-ups already has me guaranteed to sink even more hours into the game. I’ll leave a link to the trailer so you can get a taste of what power-ups are on offer (6). What makes the added complexity of randomized power-ups so enjoyable isn’t just on what power you get but when it’s to be utilized. Rather than trying to demolish a pesky goalie with inconsistent success, drag ‘em out when you have Teleport! Have a habit of poor dribbling? Use the spike power-up to latch onto the ball and run it straight in! The beauty of these new interlocking parts is in how more chaotic some matches can feel than a standard 4v4 match.
It also changes the conversation around successful goals too; namely, the greater amount of excitement in simply watching the goal replay cameras. Rather than seeing some bad or good touches by the enemy and friendly team respectively, there can be these mini-stories of both teams correctly or incorrectly using their power-ups which led to that goal.
[Aside from this new mode, I’m compelled to air my frustrations with the bad that also came from this recent update: micro-transactions tied with randomized rewards. After each match, there’s a chance of winning a chest instead of a spiffy flag, decal, or antenna. These chests contain randomized loot that’ll remain locked away in your inventory until you pony up the cash for chest keys. Could these keys also be given after matches? Perhaps there’s a chance but I haven’t gotten lucky yet. It’s an upsetting situation either way. I mean…why throw in this whole other monetary system when you had a good line of auxiliary DLC already coming through the pipelines? The skins felt a bit pricey but I, and probably many others, took the dive for the Batmobile skin. They had a good thing going with some purchasable cosmetics for free maps and modes, I thought. And considering the YUGE amount of dough acquired since Rocket League’s launch, it’s not like they’re running out of cash anytime soon (7). It’s annoying to see especially when considering all the other means Psynoix has of making money: physical Collector’s Edition (with special cars), standard digital, purchasable cosmetic items for two bucks a pop, and now micro-transactions that could cause you to pay more for keys than the base game.]
3.) Breaching through the ocean—ABZÛ
I’ve touched on this before in my recent review of ABZÛ (8), but I wanted to expand on my thoughts here. Here’s how I described it:
“While all of these interactions seem limited, there’s one nifty example of game design here I must’ve done dozens of times that never got old. Akin to Mario’s triple jump, players have to carefully time hitting the X button in a rhythm to get a transient speed boost. Winding up this boost temporarily attracts all nearby aquatic life. When timed right, you can go fast enough for you and a plethora of fish, dolphins, etc. to breach out of the ocean in choreographed unison. It can be such a euphoric rush. The feeling of having temporary command of all marine life in close proximity—a la Aquaman—and shooting through that translucent ceiling with dozens of companions by your side is one of the most unique displays of empowerment from any game released this year.”
This description seems like, in it of itself, a succinct description (hooray for self-adulation!) of what makes this bit of design so enjoyable. But I think an integral key to this feeds back into how the developer, Giant Squid, was able to capture that design balance between lithely and realistic character animations. The heavy reliance on the lower part of one’s body when diving is clearly translated while playing, along with buoyancy control; yet, it never goes so far as to feel like some true-to-life simulation either. And once the climax to ABZÛ’s Hero’s Journey arrives, the heightened powers acquired make the sensation of breaching the ocean feel new again.
Links:
1. http://n4g.com/user/blogpos...
2. http://n4g.com/user/blogpos...
3. https://www.youtube.com/wat...
4. https://www.youtube.com/wat...
5. https://www.youtube.com/wat...
6. https://www.youtube.com/wat...
7. http://www.vg247.com/2016/0...
8. http://n4g.com/channel/abz-...
The magnificent Prey was once again abandoned as Microsoft disregarded Arkane Austin's achievements and crucified it just for Redfall.
well, not entirely ... the main Arkane studio i.e Arkane Lyon's still there ...
Its only that, the sequel will take more time now ... after Blade & Dishonored 3
Not even this Prey
Still longing for a sequel to the original Prey with Tommy
The studio didn't even want to call this Prey, it was just Bethesda being dicks to them for some reason.
Keep dreaming then as Prey and Dishonored 2 did not sell well enough to get sequels.
Hence we got Deathloop and Redfall instead.
PS5 Pro might be revealed this month during the reported PlayStation Showcase, speculates Jeff Grubb, a prominent game journalist.
I've always been a huge PlayStation fan, but I must ask, what for? The PS5 doesn't need to punch graphical fidelity further at this point, we need games.
There's no need for me to trade my OG PS5 with an SSD 1tb SSD in it for a "PS5 pro".
Grubbs credibility is shaky in the past 3 years now. He came from being fairly credible to just meh not so much lately.
Probably be announced at their showcase.
The rumor is the latter half of the month Sony will have their showcase. I'll guess May 24.
Sorry off topic Apparently a new a new Sly Cooper might be in development also according to Grubb. Again Grubbs credibility is iffy.
That would be a bomb being dropped I've been waiting forever if true.
Well the PS5 Pro is supposed to be released near the end of the year according to rumors so if that's true I'm surprised Sony still haven't made any announcement yet. Its the Middle of 2024 and the PS5 Pro is supposed to be released at the end of the year so how come there isn't any official announcement from Sony? There isn't much time left in the year to build hype around a console that's going to be released within 7 months. I might be wrong but I think Jeff Grubb is correct with this rumor
The Legend of Zelda: Tears of the Kingdom has already cemented its legacy through its sprawling open world and commitment to player freedom.
Yesterday I was playing and there was a puzzle with two gears, (one moving and one stationary) and I couldn’t figure out how to get the stationary gear moving .
I took my spear and stuck it against moving gear and it transferred the motion to the stationary gear and that solved the puzzle.
I was so shocked I went online to see what was the intended way to solve this and I didn’t see anyone solve it quite the way I did (from the few videos I watched).
I definitely believe that this “intuitive” gameplay is the future of game design.
Nice article.. inside is also my GOTY with uc4 as runner up