Showing posts with label VIdeo Games. Show all posts
Showing posts with label VIdeo Games. Show all posts

Tuesday, June 13, 2017

HER STORY REVIEW

Wow.

That’s the first reaction I had when I ultimately saw the “ending” of Her Story, when I found out how the murder at the center of the story occurred. However, this was around the middle of my play through, and though for all intents and purposes I had “solved” the central mystery, there were still so many unanswered questions that I dove right back in.


Her Story is unlike any other game I have ever played before. I am probably going to use “game” in the loosest sense here. You’re not controlling a character, per se, but rather scavenging through a police database and viewing hundreds of video clips. In Her Story, you are investigating the murder of a man, and to do so you must watch footage of the same woman being interrogated at multiple points. The twist is, however, that the footage has been broken up into various clips of varying lengths, and these clips are not immediately available to you. Instead, you need to use the database’s search engine, using search terms to see if that gives you any sort of results.

The main mechanic of the game is searching through a police database.
That’s the beauty of Her Story. I guess the term “risk-and-reward” could be used here, but in the case of “risk”, the only “punishment” is being presented with zero clips. You start of with general terms, such as “kill”, or the name of the victim, to figure out the general details of the case. But then you hear something that piques your interest, and then you subsequently enter that term into the database, and hopefully, you will be rewarded with brand new clips, and with them, new details that had never previously crossed your mind. One issue, however, that I had with the game is how you can just throw any term into the search engine, and these out-of-nowhere terms can present you with previously unseen clips. It’s a minor complaint, sure, but it did take a bit of the fun out of using a small detail presented to you and using that further your investigation. 

Playing Her Story is what I would call going down a rabbit hole. Hearing one term can lead you to discovering other clips containing that term, and those clips may have another term that you look more into, and so on. By the end of my play through, I had entering specific terms, like objects and names of people, which I won’t list here due to them being spoilers. Believe me, you do not want to be spoiled about this game, as this is a game that lives on reveal upon reveal.

The story of Her Story is full of twists and turns that had me legitimately shocked, and I was completely engrossed the whole time. The non-linear story is what kept me engrossed the whole time, and the beauty of it is that while it is a narrative with a set ending, you craft the sequence of events, and one person playing may have a vital piece of information that another may not have even discovered yet.

Hannah (Viva Seifert) is the only face you'll see in the game.

I’ll say this now, Her Story is not a story about solving a murder. You’re not tasked with determining the guilt of the woman in question, that’s already happened. The goal of Her Story is to figure out why this murder occurred. This rests on the shoulders of Viva Seifert, who plays the woman in question, Hannah Smith, wife of the victim. Seifert is the only actor in this game, and as such, the game rests on her performance. And she absolutely nails it. The performance requires her to be both grounded and larger-than life, a performance that is both down-to-earth and larger-than-life. While the story is what kept me engaged, Seifert’s performance is what sold the story.


It’s been a few days since I finished Her Story, but I’m still thinking about it. It's been a long time since a game has gripped me so much. It's not a game that takes very long to play. In theory you could find the ending after a couple hours, but even then, really digging into the game's story took not much longer than that. Her Story is a special game, one that all gamers should play. Not only is it gripping, but it's also innovative. 



-----

I'm still thinking about Her Story, but thankfully I'm not tweeting about it, so you can go ahead and follow me on Twitter . Also don't forget to subscribe to my Youtube channel

Thursday, May 11, 2017

VIRGINIA REVIEW

An experience unlike anything I've ever played before.

Virginia is a special game. It's a game I thought about after finishing, a game I'm still thinking about. A game that I will most likely come back to soon. But I also use the term "game" very, very loosely. You have very little control in this game, and it funnels you through its story. Despite the limited control, Virginia is one of, if not the most cinematic game I've ever experienced. It's a brief experience, and one that may not be for everyone, but if you're a fan of games like Gone Home, Firewatch, and the like, I highly, highly recommend this game. 

Anne Tarver
Virginia puts you in the shoes of rookie FBI Agent Anne Tarver, a rookie who is put on the case of a missing boy in a small Virginia town. You are paired with veteran agent Maria Halperin. The fact that Halperin's office being down in a grungy basement, along with you being assigned by Internal Affairs to keep an eye on her, immediately makes you wonder what exactly Halperin did to become so suspicious in the eyes of her superiors. Halperin isn't exactly thrilled to be paired up with your young upstart, doing things such as leaving you with the bill after morning coffee, but the developing relationship between the two is one of the highlights of Virginia.

Both the missing person case and your relationships drive Virginia's story
I'm far from the first to make this comparison, but Virginia is very much in the vein of Twin Peaks. FBI agent investigates in a small town, only to discover a much larger conspiracy. One scene in particular almost directly harkens to Twin Peaks, featuring a torch singer. Now, Virginia doesn't go as in-depth into the psyche of the town and its people as Twin Peaks does, but instead it focuses on what lies behind the surface of the FBI and its agents. I loved learning the secrets our two main heroines hid beneath the surface. Why Anne is plagued with nightmares involving her graduation, and what is the deal with the mysterious woman on Maria's locket? These are answers that are slowly revealed in the course of Virginia's under two hour story. 

This is maybe a bit of a tired comparison, but of any game I played, Virginia very much felt like an interactive movie. This is mostly due to the sweeping score, performed by the Prague Philarhomic Orchestra. The score added another layer of emotion to this tale, and appropriately aligned with what was currently going on in the game. Virginia most definitely has one of the best scores in any game I've played. 

The fact that Virginia lets you connect so easily to its main characters, and makes you so invested in their backstories, is incredible considering that this is a game with no dialogue, written or spoken. This isn't even a case of environmental storytelling, either, this is a narrative-driven game with no words spoken. Surprisingly, the story and development excels, despite the "limitation". There were some parts where some parts were I was a bit confused about what was going on, but these weren't major issues, and I eventually figured out what was happening. I even think that these somewhat ambiguous parts were intentional, and the game seems to encourage repeat playthroughs. 

However, the game, to me at least, falls apart during its last act (the game is divided by days of the week). The combination of the lack of dialogue, plus many things happening at once, made it almost impossible for me to follow. Again, I figured out what happened, but it was just way too much going on for one to comprehend it fully. 

This game is one of the most surreal I've played
The bigger problem was the lack of interactivity. The goal of the game is to go through this concrete story. It's a brief experience, taking me just under two hours to complete. However, for a game about solving a mystery, there was very little exploration. There are some points where you are given a bigger areas to explore, but even then, you are given a specific location to go, and no other room to find other pathways. Other times you are driven down a specific path, and sometimes the location cuts while to another mid-walk. I'm not complaining about being guided through a story, as I adore The Last of Us, but in that game, you are still given large areas to explore despite the point of The Last of Us is to experience one specific narrative. It's a shame, because the painterly world of Virginia is gorgeous. 

 I really, really loved Virginia. To be fair, this is not a game for everyone. The absence of dialogue, in addition to the relative lack of control in the game, will probably be a turn-off for some. It's a game that encourages multiple playthroughs, from its brief playtime to being able to select chapters to play from the menu. Virginia is a special game, and if it even sparks your interest, play it.

Wednesday, March 8, 2017

(SOME OF) THE COOLEST FICTIONAL WOMEN

Women are pretty cool. But sadly, they tend to be underrepresented in the various forms of media, though strides are being made, there's still plenty of work to be done. And I know, I'm a white male, I'm probably the last person qualified to talk about representation, but I realize the value of having diversity in media. It not only better reflects the world we live in, but it just makes things more interesting. So, with that said, I compiled a list of some of my favorite fictional females out there. I tried to avoid obvious ones, and go with some that may be lesser-known, so these characters can get more exposure.

(Note: Mild Spoilers follow)

Terra Branford (Final Fantasy VI)


The SNES game Final Fantasy VI (or III, depending on when you played it first), technically has no main protagonist. It's true, with fourteen playable characters, the game is much more of an ensemble piece than others in the series. But, if a main character needed to be picked out from the bunch, it would be the teenaged, amnesiac Terra. I mean, her theme is the main theme of the game (and what a theme it is...)! Her story is one of tragedy, forced to work for the evil Gestahlian Empire against her will, Terra slowly comes to terms with the larger conflict she eventually finds herself entangled in, while also discovering more about her past. Now, I'm not going to spoil this game here (even though it did come out over 20 years ago at this point), but let me just say that she is obviously much more than she appears on the surface. 

What makes Terra stand out is her compassion. As a victim of torture herself, she is immediately able to sympathize with others who have been wronged by the Empire. This compassion is shown even more during the latter half of the game, where without saying much, everything goes to shit. Your party has been separated, and Terra finds herself on an island without her companions. All of the adults on the island die, and Terra takes it upon herself to take care of all of the remaining children. The love she has for these children is what ultimately allows her to rediscover her resolve, and she is an instrumental part of the final stand against main antagonist Kefka. She may not be the strongest physically, but she shows that compassion and love are vital tools in a world that is oftentimes sorely lacking in it.


Kamala Khan/Ms. Marvel 

One of Marvel's newest superheroes, Kamala Khan has also become one of its most popular. Seen as Peter Parker for a new generation, she is also notable for being one of the first (and one of few still) Muslim characters to lead a comic from a mainstream publisher. This isn't something that is taken lightly, either. Her religion is a big part of who she is, but it doesn't define her. Like Spider-Man before her, she is someone who is suddenly thrust with incredible abilities, and decides to use them for good. She also has to deal with being a teenager in high school on top of all of that. 

At her core, she really is just a teenage girl. She even obsesses over superheroes (including her namesake, Carol Danvers, the original Ms. Marvel)! Kamala is a fascinating look into how the younger generations view religion. She never rejects Islam, but she also knows that she does not want to be restricted by it either. In fact, it's a moment of rebellion that leads her to become the superhero she is today. She may still be a teenager, but she suddenly finds herself thrust into the world of superheroes, even becoming a member of the Avengers (although the events of Civil War II made some changes in her status quo). Balancing high school, religion along with a religious family, being a teenager on top of being a superhero is a lot of pressure, but Kamala Khan manages to handle it all, most of the time.

Betty and Veronica (Riverdale)

The most recent additions to this list, though ironically they are have also existed the longest. Betty Cooper and Veronica Lodge are pop culture mainstays, originating in the 1940's. In their original Archie Comics appearances, they were defined by their relationship to Archie Andrews. See, their biggest trait was that they were constantly fighting over him, while still being best friends...somehow. They were polar opposites, Betty being sweet and down-to-earth, while Veronica being rich and vain, yet they were both in love with Archie, and constantly competed for his affectio

ns. But the Betty and Veronica from the new CW series Riverdale are not that. They're so much better.
Betty and Veronica are friends. Like, best friends. They truly care and support each other, and there is no competition between them. The love triangle is still there, yes, but it's presented in a much more grounded way. Veronica knows Betty is in love with Archie, and does everything she can to help her new friend, despite her feelings for him as well. It's truly refreshing to see such a supportive female friendship showcased on screen, between two girls who are still polar opposites. Hell, the two of them would probably be better off without Archie in their lives, who at this point has really done nothing worthy of their affection. I fear that the show will eventually turn to the love triangle that has defined Archie comics for years, but for now, Riverdale is a prime example of how two strong women can have a healthy, loving friendship.

Clementine (The Walking Dead: The Game)

Trying to survive the zombie apocalypse is hard. It's even harder when you're just a kid, one whose parents are out of town as the outbreak happens. When we first find young Clementine, she's stuck up in her treehouse, no one else to depend on, her only source of communication a walkie talkie. Bringing her along with you, Clem slowly develops a strong father-daughter relationship with convicted murderer Lee Everett. But, as always happens in The Walking Dead universe, there must be tragedy, and Clem definitely goes through the ringer in her short life. But, she doesn't let that stop her or define her. She grows from it, learns from it, and uses it to push forward.

Over the course of three (as of now) seasons, we see Clementine grow, both physically and mentally. From the scared little girl we find in the treehouse, to her first time learning how to shoot a gun, Clem slowly evolves into a hardened survivor. Watching her growth is astonishing when you look at the whole picture, especially when people twice her age aren't as composed as she is. But the thing is, she's still just a kid. She may be a lone wolf who can more than survive on her own, but the oldest we see her thus far is still age thirteen. And the moments we see her truly be her age, however brief they may be, are all the more striking. Clem's been through hell and back, but she still carries on, and never gives up.

Mabel Pines (Gravity Falls)

Gravity Falls is one of the best shows to come out in recent years. One of the things that makes it so is its world-building, especially with it's characters. If you were to ask me who the best character was, I would no doubt say Mabel, the goofy
twin sister of Dipper. What makes Mabel so great is that she knows she's weird, and she owns it. Of all the characters, the one with the most self-confidence by far is Mabel. Which is so refreshing. Oftentimes when we see a character that's as self-assured as she is, they are someone who is at the top of the food chain, metaphorically speaking. No, she knows she's odd, and that she's never going to "fit in". But that's what makes her great.

She also has one of the best sibling relationships I've seen on TV. Her and Dipper are truly best friends, and while they may not always be a constant presence in each other's lives, they both know they can depend on each other. Especially for what is essentially a kids' show (it was on Disney Channel, after all), it's just nice to see a sibling relationship that isn't based on constant bickering, but rather based on love. Basically, Mabel doesn't care what anyone thinks, whether it's aggressively pursuing boys with love notes, having a squad of boyfriends that are clones, or just spending time with her pet pig Waddles, Mabel knows who she is, and isn't about to change it to please anyone. 

Also, this is the perfect excuse to post this:



----
What are some of your favorite fictional female characters? Lemme know by leaving a comment or on Twitter

Thursday, March 2, 2017

REVIEW - RESIDENT EVIL 7: BIOHAZARD

Can a change in perspective bring a return to from for one of gaming's longest-running franchises?





Resident Evil has become one of the most famous game franchises out there. Chances are, most people will have at least heard of it, whether it be from the games, the film series, or just from hearing about it. Resident Evil, the first game in the series, was released in 1996, and is largely credited with popularizing the survival horror genre. But, as time went on, and influenced by the success of the more action-oriented Resident Evil 4, and the shooter genre in general, developer Capcom took the series into an increasingly action-focused lane, while slowly decreasing the horror elements.
NOPE


Resident Evil 7: Biohazard was shown as a return to the series' horror roots, with one big change. For the first time, the series was presented in a first-person perspective, similar to indie horror hits Slender, Outlast, and Alien: Isolation. There was a general consensus that Resident Evil 7 was highly influenced by these titles, which put you in control of a virtually powerless protagonist, and all you could do in most situations was either run or hide from your enemy, with no option to fight back. People began to wonder if Resident Evil 7 would truly return the series to its roots, or if the series would be taken in yet another direction, albeit one closer to the first games in the series. Thankfully, the change in perspective aside, this a a true Resident Evil game, one that very much harkens back to the original entry.

Resident Evil 7 puts you in the shoes of Ethan Winters, who after receiving a message from his long-missing wife, Mia, decides to head out to an abandoned (or so they think) Louisiana mansion, and it goes about as well as you would think. Soon enough, Ethan finds himself hunted not only by a crazed family of cannibals, but also Mia (yeah, great plan, Ethan), and strange monsters known only as "Molded". Ethan now has to escape the Baker family property and find a way to cure his wife, who seems to be infected by something.

First off, a stealth game this isn't. Thankfully, the similarity to stealth-focused horror games was only given off by the game's marketing. There's only one truly stealth-focused moment in the game, and that is when you have no other items or weapons to aid you. Most of the time, you don't have to worry about hiding from enemies while they scout an area. There are points like that in the game, but the goal is more to progress to the next area without getting caught, instead of hiding and waiting for them to leave.
In case you haven't realized, the Baker family is completely deranged

This is classic Resident Evil in that it's very much like an adventure game. You've got an inventory to manage, obtuse puzzles that shouldn't make any sense, and the game is very much focused on exploration. But despite this, Resident Evil 7 is still a horror game, and there's always an underlying feeling of tension, not quite sure what's going to be around the corner. In a sense, the first-person perspective is the evolution of the fixed, close-up camera angles of the PlayStation games. The first-person perspective really limits what you see, which makes the tension ramp up even more.

This is also classic Resident Evil in the sense that you are constantly worrying about your inventory. You have very limited space at the beginning, and while you do acquire upgrades periodically that increase your space, you still will never have enough open space to feel comfortable. Add to that the fact that some items take up two slots, and items that can stack, like ammo and first aid meds, can only have a certain amount per slot, before taking up another one, inventory management is crucial. Item storage boxes are helpful, but those are only located in safe rooms, so if there's an item you know you'll need to solve a puzzle later, it's a better idea to bring it along with you, sacrificing an open item slot. Even by the end of the game, when I had countless ammo and some of the strongest weapons in the game, I never felt too powerful, as I had to leave some ammo in storage so I could have room to find more items.

When it comes to enemies, Resident Evil 7 is a mixed bag. The Bakers, the crazed, canibalistic, possibly inhuman Louisiana family that capture and continue to hunt you, are great. Each chapter of the game (until a certain point) is dominated by a certain member of the family, each with their own unique (and scary) abilities. When they try to find you by scouting an area, it would be wise not to try to attack them, as the worst you can do is temporarily knock them down, which means you would be wasting your bullets. Each crazed member of the family is bursting with personality, but the standout for me was son Lucas, an inventor type who you never directly confront, but uses various contraptions to torture you.

The other set of enemies are the Molded, who are decidedly less interesting than the Bakers. These are essentially 7's answer to the original games' zombies. They're literally just walking hunks of mold, that you can either run away from, or try to put down (headshots are the quickest way, but those still take three or four shots). The Molded aren't nearly as scary as the zombies of Resident Evil games of old. Most of the time you can tell when some are near, as you can not only hear them in the distance, but the room will be covered in a black mold as well. There were a few moments that I was caught off-guard, but for most of the time, the Molded were just simply a nuisance.

Which leads me to my next negative, the boss fights. Well, to be clear, most of the boss fights. With the exception of one, maybe two bosses in the game, they were just very underwhelming. Most of them simply involved unloading as much ammo as you can until the boss drops. Sometimes these fights involving traversing a wide area, but mostly the boss fights were just unexciting. This is especially apparent in the last boss, which was literally you shooting anything you have at the boss. This is made even easier considering that it is, well, the final boss, meaning that you don't have to worry about conserving ammo for later.

The whole last act is pretty much a mess, with the game going off the rails, and not in a good way. For some reason, the developers decided to save all story information for the final third of the game, and dump it all on you at once, instead of layering it throughout the game. Which is a shame, because it has some fascinating details, including why the Baker family act the way they do. But since it all hits you within a relatively short period of time, you never truly have time to take all of this information in.

All in all, I do have to say that Resident Evil 7 had me hooked. I kept thinking about the game during my time playing it, and I just wanted to get back into that world and keep progressing. The small, insular world that Capcom created is great, as the Dulvey plantation is as much of a character as the Baker's themselves. You get the real sense of humanity that has been lost, as among all the destruction that fills the Baker's home, you see things like family portraits and science trophies, giving these characters depth and allowing you to learn that these were once normal people. Not since the Spencer Mansion has a Resident Evil setting have so much personality. The puzzles, were pretty clever and kept me scratching my head until I figured out a solution, and not once did I feel comfortable while exploring the property. The lack of load screen definitely doesn't help, as you are not given any chance to collect yourself. Better start learning to close doors yourself, because safe rooms can only be so much help when you've got a killer family right outside.


Resident Evil 7 isn't perfect, but it's a damn fine return to form for the series. Hopefully future titles in the series (which are definitely teased here) will be similar to what 7 has done. Uninspiring boss battles and a third act that drops the ball are two notable missteps for this game, but 7 has so much else going for it. A great setting, villains that make you laugh and terrify you at the same time, and a similarity to great adventure games help make Resident Evil 7 one of the series' top entries.

-----
What did you think of Resident Evil 7? Let me know by leaving a comment, or follow me on Twitter @aidansimonds. https://twitter.com/aidansimonds

Tuesday, November 29, 2016

REVIEW - "POKEMON SUN AND MOON"

A reinvigorated adventure for the franchise's 20th anniversary. 


20 years is a long time. It's especially so for a media franchise that's still actively creating new installments. Few franchises in gaming are as enduring as Pokemon, and even fewer still have had the impact that Pokemon has. The problem is, when a franchise has been going on for as long as Pokemon has, it starts to fall into a bit of a formula. Even when the formula's as winning as Pokemon's is, it starts to feel a bit samey. Get your starter Pokemon, battle your rival, collect the eight Gym badges, battle your rival some more, face the Elite Four and ultimately the champion, and then ultimately become the champion yourself. It's not a bad formula (I mean it's been going on for 20 years), but a little refresh is what Pokemon desperately needed. Pokemon Sun and Moon aren't a complete overhaul of the franchise, nor should it have been, but it's made enough worthwhile changes that will attract newcomers and veterans alike.
There's a variety of new species for you to discover (and capture)

The most noteworthy change in Sun and Moon are the complete abandonment of the standard Pokemon gym challenge. In previous entries in the series, most towns would house a gym dedicated to a single type (Grass, Fire, Water, etc.) that houses a gym leader, whom you would fight for a badge. The Island Challenge doesn't necessarily deviate completely from this system, but it's certainly a big change for the series. There are seven trials scattered around the four islands of Alola, and each trial has a captain running it, still specializing in a single type, though you do not need to fight them as part of your journey. Each trial culminates in a battle with a so-called "Totem Pokemon" of the type corresponding with the captain. At the end of each island you will face the "Kahuna" in that island's "Grand Trial," who also specializes in a certain type. So while combat is still an integral part of the experience, it's not the focus of these trials, rather, the focus is on deepening your connection with the world.

The world is honestly what struck me the most about Sun and Moon. Unlike previous regions, which merely felt like settings for your journey, Alola feels like a lived-in world; a world that's alive, one with its own defined culture, which is no more apparent than in the Island Challenge. Each trial is different, and the fact that I didn't know exactly what it would be helped keep the excitement going. As the captains and kahunas are more than merely obstacles in your way to being champion, but rather supervisors of your journey, they feel more like fully-formed characters than gym leaders of yore. That's not to say all of them receive compelling development, but its certainly a step in the right direction. The fact that each trial ends with you receive a Z Crystal (more on those later), rather than just a shiny decoration helped build the world out even more.
The world has never felt more alive than in these games

 More than any game prior, the world is dynamic and living. The ground isn't flat; the elevation changes constantly, and paths are winding. X and Y definitely innovated in terms of the visuals of Pokemon, though they were really nothing more than the 2D games with added depth. Towns still had the same layout, the world was relatively flat, and despite being able to move diagonally, your movement was still stuck to a grid. Sun and Moon finally break free from the grid, allowing to move freely in this world, making it even more dynamic.

Sun and Moon also streamline the Pokemon experience in numerous ways, the biggest being the elimination of HMs. This has been a long time coming, and the new Poke-Ride system is a vast improvement. Instead of forcing you to fill up a moveslot with an unforgettable (literally) HM move, you now can call a specific Pokemon to help you traverse the various obstacles in the field. It's a great system, and one I'm sure (I hope) will become a mainstay. The other is that once you've faced a Pokemon, the UI will tell you how effective a specific move is on it. Now, some may find this to be "too easy", but with eighteen types now on the board, and all the matchups that come with it, that can be a lot for some. Hell, it even lead me to discover a weakness that I didn't even know existed!

Now, like I said, Z Crystals and Z moves are a thing. Basically, there is a Z Crystal for each type (and some for specific Pokemon as well), and if you know a move of that type (or specific move if it's for a specific Pokemon), and have that crystal equipped, you can unleash a super-powered move. It's not a game-changing feature in a way Mega Evolution may have been, but it can definitely help if you're in a pinch.

The culture of Alola is a central theme in this game
So while I'm heaping praise to these games, they aren't perfect, either. One minor complaint is that your character smiles, all of the time. Even when something potentially cataclysmic is happening, you're still smiling. Nothing game-breaking, sure, but it definitely took me out of the experience from time to time.

 But the bigger issue is the game's pacing. The first island is slow, and almost feels like a slog to get through, which is especially noteworthy compared to the previous generation, X and Y and Omega Ruby and Alpha Sapphire, which pretty much dropped you into the adventure and let you go. Sun and Moon have hours of tutorial for you to get through, but once you get off that first island, it picks up immediately. It's just a shame that those first few hours are so slow, because the story is the most compelling in any Pokemon game yet.

That's not to say the narrative is mind-blowing, but in terms of Pokemon games, only Black and White really have a claim to the best Pokemon story. Now, I know none of us play these games for the plot, but having a compelling plot definitely helps getting through the game that much more worthwhile. The story gets dark and pretty weird at times, though it can also be lighthearted as well. Not anything award-winning, but a step in the right direction for sure.

Sun and Moon aren't a complete reinvention of the series, but they were never supposed to be. What it is however, is enough a refresh that will not only attract newcomers and those who may have have fallen out of the series, but also those who have played every entry prior. Smart design choices make this the most streamlined Pokemon game yet, and it's story, setting, and character development is the best this series has seen. The game has some pacing issues, but outside of that, this is game anyone can pick up and enjoy. I can't think of a better way to celebrate the series' 20th anniversary, and dare I say, it's the best entry yet. Not a bad way to celebrate, is it?

-----
Are you as much of a Pokefanatic as me? Then follow me on Twitter! Even if you're not, still follow me on Twitter! And keep checking the blog out! Thanks!

Friday, November 18, 2016

REVIEW - "OXENFREE"

Of all the games I've played recently, Oxenfree has been one of the best when it comes to atmosphere. Wandering around Edwards Island was extremely engaging and unsettling. It also has some of the best character work and interactions I've seen in a game, which while not exactly realistic, worked for the world of the game. The biggest issue holding this game back is its pacing, but despite this, Oxenfree is something special.

The game is often very creepy and unssettling
Oxenfree casts you as Alex, a girl who is approaching a crossroads at her life. We've all been there; approaching graduation, unsure of what do to do with our lives. Alex has also recently had tragedy in her life, which has also had an impact on other people in her life. The game begins with Alex, her friend Ren, and new stepbrother Jonas going to Edwards Island, an abandoned island, where they plan to meet some others to have a party. Turns out the only other people there are fellow students Nona and Clarissa, who doesn't like Alex especially. You later find out why, and that adds another layer to the relationships between these characters.

Dialogue choices affect your relationships with the characters
The characters and their relationships are what help make this game stand out. As the game progresses, more and more layers of these characters are revealed, deepening your connection to them. The dialogue isn't the most fluid and realistic, but the voice performances are so good that it fit perfectly in this world. Early in the story, I found Ren to be quite irritating, and I tended to side with other characters during the game, and that came back to haunt me. The character I connected with the most was Jonas, who was my first companion during the game. Because of this, I decided to go on my whole journey with Jonas, and two people who were almost strangers slowly became siblings.

One of the best mechanics of the game is that there are no true cut scenes. Conversations and dialogue choices are made while walking from one location to another, which helped keep the game's flow going. And I'm glad I never lost control, as I was completely enthralled with the world of this game. The game slowly became more and more unsettling, and by the end of the game it became a full-on horror game. I just wish the pacing of the game were better.

Oxenfree involves a lot of walking
Now, I know I said that the lack of cut scenes helped keep the flow, but that doesn't mean it didn't mean the game's pacing was consistent. In fact, there were many points where the game started to drag. You see, the only form of transportation in this game is walking, and there are no quick-travel points. So that means you have to walk to every point in this game, and many times it involves walking through many locations before getting to your destination. Now, the conversations mentioned earlier do help, but many times these end before you get there, meaning it's just you walking in silence to your next location.

This criticism also applies to the game's mechanics, or rather, mechanic. There's only one real mechanic in this game, and that's the radio that Alex has on hand. The radio is used in everything, from unlocking doors to closing supernatural rifts. This becomes a bit monotonous, as all you do is reach a location, open your radio, and cycle through it until you reach the one station that happens to be the solution to that specific problem. This problem is amplified when you get an upgrade to your radio later in the game, which has even more stations to choose from. Now, this isn't something that ruins the game, but it is most glaring issue in what is otherwise an amazing game.

Oxenfree isn't perfect, but it's so far my favorite game of the year. The narrative, character development, performances, and environment all come together to create one of the most memorable experiences I've had in a long time. I was engaged and connected with the characters all throughout, and I cared so much that I thought carefully about which dialogue options I chose, lest I run the risk of ruining my relationships with the others. The mystery at the center of the story is something I actively wanted to get to the bottom of, and the atmosphere was effectively unsettling. The game's pacing issues unfortunately bring the game down, and it has the unfortunate problem of monotony, but at the center of it all it's an engaging and heartfelt story about growing up and dealing with all the problems that occurs along with it.

Thursday, November 10, 2016

TEN WORLDS THAT WOULD BE TOTALLY AWESOME IN KINGDOM HEARTS III

Kingdom Hearts III is coming. It's probably not coming for a very long time, but it's coming. One of the most exciting things about the release of a new Kingdom Hearts game is speculation on what worlds will be in it, and since the release of Kingdom Hearts II, the last major console game in the series, partner Disney has grown a lot. Since 2006, Disney has acquired Pixar, Marvel, and Lucasfilm. So, worlds based off of Star Wars, The Avengers, and Finding Nemo could all theoretically be in KH3. We've already got three confirmed worlds so far, returning standby Olympus Coliseum (based off of Hercules), and two new worlds based on some of Disney's newest animated features, Big Hero 6 and Tangled. Here I'm going to list ten worlds I would like to see in this coming game.

-----

Frozen

I'm gonna start with the obvious here. Frozen's gonna be in this game. You know it, I know it, everyone knows it. How could it not? Frozen is not only the ninth highest-grossing film, it's also the highest-grossing animated film. While the hype may have died somewhat, Frozen was a phenomenon. How kids of certain generation see The Lion King as their film, many will see Frozen as their's. It's just too obvious. But I also think it has the potentially to work gameplay-wise as well. Not only are the snowy environments something we haven't really seen in a Kingdom Hearts game, but Elsa would also make a great party member, with her awesome ice powers. Plus, since Rapunzel's going to be a party member in this game, it would be really awesome to be able to get more than one female companion this time!

Wall-E

No, I'm not talking about the garbage-filled world that Wall-E starts off in (though that would be a cool concept). What I want to see is the Axiom, the ship that most of Wall-E's narrative takes place on. It could be flying around the world map, as the world they had previously inhabited become inhabitable. I just think the Axiom would be a cool setting to explore, it's so vast and many areas are distinct from each other. Plus, it could all culminate in a boss battle with Auto, the rogue robot piloting the ship.

Indiana Jones

So this isn't the Lucasfilm property that everyone else is talking about wanting to see in this game. While I think including Star Wars in the Kingdom Hearts universe would be awesome, and while it wouldn't surprise me to see it show up, I just think introducing Star Wars presents its own set of problems. But something I think could work is Indiana Jones. Being able to explore the jungles, find treasures, and fight Nazis with Indy (young Indy, obviously) is just too good for me to pass up. Plus just imagine the weird shit you can fight as bosses.

The Rocketeer

This is kind of a weird choice, admittedly. The Rocketeer was not a box-office success, and would have faded into obscurity if not for the fact that it had developed a cult following. This has led Disney to begin plans for a sequel/reboot coming out sometime, so the film will definitely be back in people's heads soon. So why not get the ball rolling here, and have The Rocketeer show up in Kingdom Hearts III?  The period setting would be unlike anything we've seen in a Kingdom Hearts game before, and having the Rocketeer join your party could lead to some awesome aerial battles.

The Princess and the Frog

This is another film that I feel is likely to show up. If not, it would be a huge missed opportunity. The setting of the film, 1920's New Orleans and its surrounding bayou, would just be something that would be so awesome to explore. This would probably necessitate the party's transformation into frogs (because of course), and battles with Dr. Facilier (and his voodoo spirits) could be some of the coolest in the series. 

Brave

First off, this film is beautiful. Running through the Scotland woods and mountains would be breathtaking. Plus, Merida and her bow are badass. And you could fight a bear.  Also, now I'm picturing Sora fighting while on horseback and now I don't want anything else.

Wreck-It Ralph

Oh, come on. This one's obvious. It's a freakin movie about video games. Honestly, my idea would be for this level to be exclusively set in the Sugar Rush video game, since that's where the bulk of the film takes place. Plus, it would take potential licensing issues out of this, since it would only be inhabited by original characters. The bright, candy-colored (no pun intended) visuals would look incredible on current-gen hardware. And Vanellope's glitching ability would just be cool gameplay-wise.

Gravity Fals

So this is new. A television show, not a film. But if you've seen Gravity Falls, you know that it would be perfect in this game. Set in Oregon, this beloved (and now sadly over) Disney Channel show involves two twins, Dipper and Mabel, who spend the summer with their "Grunkle" in the town of Gravity Falls. To call this town weird would be an understatement, so much strange, supernatural shit happens in this town, and much of it borders on creepy, which is something that we really haven't seen in a Kingdom Hearts game. Plus, using this property could lead to some crazy boss battles.

Kim Possible

Look, another TV show! Who said these games could only have movies anyway?  I think Kim Possible (another dearly departed Disney Channel show) could work great as a world in KH3. Kim would be a great party member, and her rogues gallery could mean we could have a lot of really cool villains in this level. 

Cars???

Listen, I'm not really sure I want to see Sora & co. turned into cars. I just feel like this world would work well as a minigame-focused area, similar to 100 Acre Wood. I think Radiator Springs is a compelling enough setting on its own, and minigames involving racing different courses has the potential to be something really fun and different. That's honestly all I've got to say here.




-----
What worlds would you want to see in Kingdom Hearts III? Let me know! Also keep checking out the blog and follow me at @aidansimonds!



Wednesday, November 2, 2016

Single-Player Games Can Be Bonding Experiences, Too

Note: *Mild* spoilers for Until Dawn follow
-----

A few months ago, I acquired a PlayStation 4. Earlier this month, I decided to do a play through of Sony's horror game Until Dawn, developed by Supermassive Games. I figured since it's October, and I'm a huge fan of horror films, spending my time with what is essentially an interactive horror film would be perfect. What I ended up getting out of it was something more.

Video games are known to be something to bring people together, but most of the time people are playing multiplayer games. Some of our most fond gaming memories consist of playing with friends, from Goldeneye to Super Smash Bros., and from Wii Sports to League of Legends. But something that isn't talked about as much is the single-player bonding experience. Just because someone isn't actually playing a game, doesn't mean they can't get pulled into it as well. Narrative-focused games, especially those involved with choice, can provide a great social opportunity with friends.

Being Engrossed by the Experience

I was planning on putting a proper review here, but by the time I finished the game I realized I had more to write about than that. I went into the living room of my apartment, turned the lights off, and started my long night in the Canadian wilderness. As I progressed through the first chapter, some of my roommates entered the living room and noticed what was going on the TV screen. By the time the characters were being chased by an unseen force (later revealed to be a carnivorous Wendigo, a poor soul who resorted to cannibalism, which triggers the transformation into the dangerous creature), they were sitting on the couch, completely pulled in to the experience. Soon I decided to let them know when I wanted to play it again, and I realized this was no longer a game I was playing on my own, but instead something I was experiencing with my friends as well.
I always had others assist me in making decisions in instances like this

It was more than just watching me play, however. They were actively involved in the experience, helping me make decisions, assisting me in QTE's, and just overall commenting on the events occurring. It made the experience that much more engaging for everyone; it was more than a group-watching experience.

More Than Just One Instance

Despite Until Dawn being the spark for this piece, it's more than just that, though. In fact, a similar experience actually happened right after one of my Until Dawn playthroughs.

I played the first episode of Batman: The Telltale Series back in August, and only recently played the second one about a week ago, due to other commitments. When one of my roommates realized the game was by the same developer as The Wolf Among Us, he immediately sat down to watch along. Soon he was also helping me make decisions here as well, especially a case where I had to decide to visit Gotham City's mayor as either Batman or Bruce Wayne. He witnessed the birth of Two-Face, among other things.

It's possible to have multiple people be involved in decisions like this with Telltale's crowd play
Speaking of Telltale, this is even something they brought in as a feature, starting with Batman. Crowd play is a new feature that allows "audience members" (aka your friends) to give their input on what decisions should be made online, with the game either showing you what has been suggested, or the game outright choosing the most popular. The developers noted this was created because they noticed how popular it was for spectators to be actively involved in these story-driven games. This just shows you that even developers are realizing that single-player-designed games don't have to be exclusively single-player

Single-Player Doesn't Mean Others Can't Be Invovled

Sure, multiplayer games are an amazing time. Watching friendships deteriorate during a round of Mario Party, shooting your way through the zombie apocalypse in Left 4 Dead,  or laughing at your friend driving off Rainbow Road, only to find yourself in the same exact situation, are all memories I'm sure resonate with most people. But sometimes playing a game with someone else doesn't need to involve a second controller. Sometimes it's just seeing someone else play a game that's catching your eye. For me, it was watching one of my friends play Portal 2. What I was watching was just so compelling; next thing I knew, I was helping him figure out solutions for the puzzles.

So long story short, games created to be single-player don't have to exclusively have one person actively involved in the experience. Just because one person has the controller doesn't mean no one else can participate. Whether it's helping you make story decisions, advising you on which side quest to start, or just helping you find a solution to the puzzle to make it through that tomb/dungeon/temple/etc. Sometimes being a spectator means more than just watching the adventure, it's being a part of the adventure.

-----
I'd love to hear your feedback! And if you want to see more of my rambling, follow me at @aidansimonds on Twitter.  


Tuesday, October 25, 2016

REVIEW - "ABZU"

If you think about it, the ocean is pretty scary. I'm sure you already know that we've only discovered about 5% of the earth's waters. When you think about it, it's amazing that there have been so few games actually taking place underwater and capitalizing on it's mysteries. You've got Flow, Endless Ocean, everybody's favorite Echo the Dolphin (which is amazing just for the absurdity of its story, but I digress), and a few others, but nothing particularly noteworthy (and no, I'm not counting Bioshock here, because even though it does take place underwater, that's hardly the focal point of it). Enter Abzu.

Riding the sea life was one of my favorite features of Abzu
Abzu takes place underwater, but the focus of this game isn't how scary the ocean is, but how much of it is there to discover, and how awe-inspiring it can be. There's no combat, no supplies, and no sort of health or time limit to worry about. The emphasis is on exploring this unknown section of our planet, and the game encourages you to take the time to do so, and discover some hidden objects, like enabling a whole new species of fish to roam around. However, this is not an open world game. It is very much a linearly progressed story, though each level encourages extra exploration.
There are many instances where you'll find yourself surrounded by fish

The most striking thing about Abzu to me was its visuals. The cell-shaded visuals are vibrant and colorful, and immediately make this game stand out.  The only time I really experienced any framerate issues was instances when the screen was filled with fish. Besides that, the game always ran smoothly. The controls are also surprisingly fluid, especially in comparison to other underwater controls. I don't know if I would call them "natural", however, but navigating Abzu's underwater world was some of the best underwater movement I've ever felt.

I've never felted more relaxed while playing a game, at least in recent memory. With no enemies or health to speak of, the game just wants you to explore and appreciate its world, and the ocean truly does feel like its own world. Each section of the game feels distinct from the other, with not only each area looking different, but each area has its own set of life as well. One of the coolest, and most relaxing features of the game, was the meditation feature. Each area includes a shark statue, where you can sit and literally meditate for as long as you want. When you meditate, you follow a certain species as they do their thing in the water, and can switch between the available ones. I spent a good amount of time just sitting and scrolling through the different fish, and seeing what they were up to.
Abzu includes many awe-inspiring moments


My biggest problem with Abzu was its story, or lack thereof one. Now, that's not to say there isn't a story, but it's so abstract that I couldn't follow along with most of it. I'm all for abstract storytelling, though. Case in point: 2013's Journey, which Abzu is very clearly inspired by, (the main force behind this game, Matt Nava, worked on Journey, natch) featured quite the abstract story, but it was told in such a way that it was very easy to follow along with. Abzu does has its moments; I got legitimately emotional during one scene, and it does have some surprises in store, but for me, the story was one of the weakest aspects.

Abzu isn't a perfect game, but it's a damn memorable one. It's probably not for everyone, though, but for those who can appreciate a game with no real objective other than exploration, Abzu highly recommended. If you want a game to just relax with, look no further than here.

-----
I'm as terrified as the ocean as I am completely fascinated by it. If you are too, you should follow me on Twitter!



Monday, August 8, 2016

REVIEW - "LIMBO"

Limbo's a game that's been out for a while now, on virtually every system, and is one of the most critically-acclaimed games of the last few years. I just finished my first playthough recently, and somehow, have learned almost nothing about the game in the years following its release. Therefore, I decided it would be a perfect game to review, as I had no real pre-conceived notions of the game; just that it's supposed to be very good.

Note: The version played for this review was played on the Playstation 3.

Warning: Spoilers for a game released 6 years ago follow.
-----

Limbo is a deceptively simple game. If you just looked at screenshots and videos of it, it would appear that you would get everything the game has to offer; a platformer with a monochromatic color scheme. However, once you play the game, you realize it's so much more than that.

Limbo doesn't offer much in the story department. Once you start the game, you're just dropped in the middle of this world. You play as a young boy in the middle of the forest. You're not given any instructions or context, and therefore you just continue on. The world slowly becomes more and more hellish, with various obstacles in your path, may of whom are lethal. You have no one to help you in this world, and the brief glimmers of hope are sparse. You're all alone, and you have to rely on your wits to survive.
NOPE
While the game has many platforming elements, Limbo is much more of a puzzle game. This isn't a Mario platformer you'll be playing. Jumps are short and floaty, and most times when crossing a gap you'll just barely make the edge. You have no way of directly killing those that oppose you, so you have to be creative. And the game is creative. The puzzles in this game are all just great. They're quite inventive, and while many in a certain area share similar elements, no puzzles are quite the same. Take a puzzle from relatively early on in the game, for example. While running through the forest, you come across a giant spider, just waiting in the trees. Try to approach it, and it strikes with one of its legs, with the goal of impaling you. Before you reach the spider, you notice a bear trap sitting on a branch. Obviously the trap is necessary to get through, but how do you get the trap in the first place? The answer is quite brilliant, honestly. While avoiding getting struck, walk close enough to the spider to let it slam its leg onto the ground. Do this a few more times, and the trap will fall, where you will have to repeat the same process, this time with the bear trap positioned so the spider's leg will get caught in it.
This game is hauntingly beautiful
This puzzle is pretty indicative of the game as a whole. This ins't a very difficult game, but it's not an easy one, either. It requires a lot of thinking, and many puzzles take some time to get through. This game doesn't spell out how to solve the puzzles, but the elements to solve it will be laid out, and once you figure out how it all comes together, it's a real "a-ha!" moment. I may have gotten a little frustrated a few times while playing it, but it never caused me to quit, and I it consequently ended in a "duh!" from me. I don't know if I would necessarily use the term "trial-and-error" to describe the game, as that generally implicates a negative tone, but I did die a lot. So if you somehow haven't played this game before, be prepared to die a lot.

This game is gorgeous. While the graphics certainly look nice, it's the art direction for me that I remember most. The monochromatic look is just so striking, it is one of the most visually distinct games I've played. The game also makes an amazing use of depth of field. With things in the background and foreground having less focus than your protagonist and the world he interacts with. This game also uses light beautifully. With the (few) shines of light just standing out from everything else. It may not have the best graphics in a video game, but it's certainly one of the prettiest games I've played. And this is a game from 2010!

This game really makes you think
I do have one minor complaint, and though it's noted above, be warned that this paragraph will include mild spoilers. There's these slug-like things that periodically show up in the game, and land on your head. When they do, they control you body, forcing you to move in one direction without your input. The only things you can do is control the speed at which you're moving, and jump. The direction can only be changed only by touching a light source, and only a certain creature can remove them for you. I was alright when it first happened, but it started to irritate me a bit when it happened again, especially at a crucial point in the game. I can get why they included it when they did, but it just felt cheap to me, and a way to just prolong the game.

Besides that, I don't have much other complaints; some minor quibbles, but nothing major enough to note in this review. Limbo's a short game, taking me about a few hours to finish (note: I did not play in one sitting, due to time circumstances), but it's a rewarding one. I thought the ending was very powerful (even though the last puzzle of the game may have been the hardest for me to get through). The fact that this was developer Playdead's first game is mind-boggling. A studio's first outing being this polished is almost unheard of, but they just nailed this game. With only one game, Playdead has established themselves as a studio to watch, and if every game they make is as memorable as Limbo, that I can't wait to see what else they have in store.  

Sunday, June 26, 2016

MY TOP 10 GAMES (OF ALL TIME)


Video games are something that have been with me my entire life, and something that I don't think will ever leave. From playing my cousin's SNES that was at my grandparent's house, where my cousins and I spent hours playing games like Super Mario World and Donkey Kong Country 2, to the first ever system that was truly mine, a "glacier" Game Boy Advance that I still own today, which came with a crappy Shrek fighting game that I was too young to realize was awful. That turned into a GBA SP, a Nintendo DS, a second DS, (the first one was in a tragic accident), and finally a 3DS. That turned into a love of console gaming, starting with a used PlayStation my mom bought for my sister and I. We later upgraded to a PS2, which was used probably about 90% for Guitar Hero. Then came the two systems I bought with my own money, the Wii and the PlayStation 3 (I have an amazing story about the time I acquired my Wii, but that really warrants its own article). And before you ask, no, I currently do not have a PS4, though I'm getting closer and closer to finally getting one.

Note: I have never had an Xbox system of my own, not for any reason in particular, just that I only have so much money to spend, and as I've always had Playstation systems, I went with what I knew.

The point is, video games are some of the most important things in my life, and for some reason I'll never know I decided to narrow all of the games I've played & loved to ten. This was actually much, much easier than I would have ever thought, until I realized that I was listing off games that was adding up to be much, much more than ten. Simply put, I love too many games to narrow them down to only ten, but somehow I've managed to do it.

So without further ado, here are my top ten games of all time. Note: For the sake of my sanity, these are presented in no particular order. For multiplatform games I will list only the system I played them on.


-----

Mass Effect Trilogy (PS3)

Why not start off this list with a cheat, huh? Yes, I know these are three separate games, but to be fair I did get them in one collection so that counts, right? 

In all honesty, I tried to decide which one I wanted to have on its own, but each game is so essential to the bigger picture that I just could not pick one game to represent this series. Unlike most video game series, each entry is one part of a larger overall narrative, with choices in previous games affecting the current playthrough of the one you're currently playing. This was essentially unheard of when Mass Effect was announced, and no one knew for sure if it would pan out. But it did, and what a way it did. I refused to play any Mass Effect game until the first one was ever released on PlayStation (the first one was originally published by Microsoft and was an Xbox 360 exclusive), and I could not be happier with my decision. The first game is essential, it's where you are introduced to this vast universe Bioware created, the first time you meet characters that have become mainstays. 

What makes these games unique is that everyone can have vastly different playthroughs. Even the smallest choice can have a huge butterfly effect that's not seen until a different game. One person may make a choice that another may not even have the option to choose. What truly makes this series succeed is the amazing world-building Bioware did. I grew with the characters, I cared about this world, I felt like part of the Normandy crew. By the time I finished the Citadel DLC (the final piece of content released for Mass Effect 3), I was tearing up, knowing that my time in this world was almost done.

The series became progressively less RPG-focused as it went on (Property of EA/Bioware)


Now don't get me wrong, these games aren't perfect at all. ME1 is pretty rough to get through, and while I didn't outright hate ME3's ending like many, I totally felt disappointed by it. In addition, the gameplay weirdly shifts throughout the series, with ME1 being a full-on RPG with some action elements, and ME3 ending up as a third-person shooter with some RPG elements thrown in. It may not be perfect, but Bioware created an amazing universe I just wanted to get lost in, and I can't wait to return to it in 2017.

Everyone's favorite six-wheeled space exploration vehicle (Property of EA/Bioware)

Super Mario World 2: Yoshi's Island (SNES)

Remember when I mentioned that SNES at my grandparent's house at the top of this post? Well, this was one of the games we had, and this was the one that had the biggest impact on me. Right from the opening cutscene, the storybook look of this world is something that has stuck with me since then. I knew I loved it as a kid, but I grew to appreciate it even more as a young adult.

How can you say this isn't beautiful? (Property of Nintendo)

This game wasn't just charming as hell, it was just a flat-out great platformer. It took the basic concepts of the Super Mario series (run, jump, etc.) and added a whole new element. Yoshi, the loveable dinosaur-thing introduced in the absolute masterpiece that is Super Mario World, is the main character you control. After the stork carrying Babies Mario and Luigi is attacked, Luigi is taken to Baby Bowser's castle, while Mario falls right in the middle of Yoshi's Island, surrounded by a rainbow assortment of Yoshis. The Yoshis decide to band together to reunite the babies and save Luigi from Bowser. Each level involves a Yoshi carrying Mario on its back, and you need to protect him all the way through. If something gets to him, well, if it hasn't been ingrained in your head yet, let me show you:


As Yoshi, the game introduced concepts that are now mainstays of the Mario/Yoshi series. Egg shooting, ground pounds, and Yoshi's flutter jumps all originated in this game. The game looks beautiful even today, and while I won't give it away, the level Touch Fuzzy, Get Dizzy is an amazing feat of technology for a 16-bit machine. The graphics, gameplay, and soundtrack all come together to what may be (in my opinion at least) a perfect game.

Thomas Was Alone (PS3)

"Are video games art?" This question is asked multiple times, and this question has popped up even more in recent memory. To me, art is something that hits you emotionally, and makes you feel something. This is what video games do to me, and while others may object, this is why I consider video games to be art. To me, nothing exemplifies this more than than the indie puzzle-platformer, Thomas Was Alone. It is a game that makes you care about what are, essentially, rectangles. Now, they're much more than that, but what this game accomplishes is nothing sort of incredible. There is no spoken dialogue between the characters, and the narrative is told only by the narrator. The narrator speaks for the characters, gives them individual personalities, and ultimately is what makes you care for this ragtag group.

The colorful cast of heroes (Property of Mike Bithell)
As a puzzle-platformer, the gameplay is solid, and can be legitimately challenging sometimes, for me at least. Each character has it's own special ability along with it's unique personality. For example, one can swim, while no one else can, and so can be used as a sort of "boat" to carry the others across water. Another one can be used as a trampoline of sorts, and other characters can bounce off of her to reach even higher platforms. Each character is also a different size, with one being tall and narrow, and another being short and wide, adding another layer to the platforming.

Each character has their own unique ability, forcing you to become creative (Property of Thomas Bithell)
While the gameplay is engaging, it's really the narrative that makes this game so memorable. In addition to the wonderful narrator, the minimalistic soundtrack also adds another element to this game. When everything is thrown together, it makes for a gaming experience that I will never forget.

Pokemon HeartGold & SoulSilver Versions (Nintendo DS)

Pokemon was the first gaming series that I ever connected with, Emerald specifically. I had always watched the anime as a kid, and once I finally got that GBA, I knew I had to get my hands on a Pokemon game. Why did I connect with Pokemon? I think it's because it was the first game I played that was my adventure. The protagonist isn't necessarily a character and more of a vessel for yourself. You can name the character after yourself, catch whatever Pokemon you want, and ultimately play however you want. Add a simple, yet deep and engaging gameplay system, and you've got a winner on your hands.

So why these two games specifically? In all honesty, this was probably the hardest part of making this list. I knew a Pokemon game had to show up on this list, but which one? I've played every one so far, and while I could make a case for my first ever game (Emerald) for purely nostalgic reasons, or the originals (Red/Blue//Yellow) for their historical impact, but then I realized that the one I think about most is the remake of the Gen. II games. (Note: I myself had played SoulSilver, though the differences between versions are minimal.) I feel like the biggest reason for this is something that's shallow and superficial on the surface, but in the end adds a whole new layer to the game; walking Pokemon. Having any one of your Pokemon follow you throughout your entire journey, and the ability to interact with them, really drives home the fact that you truly aren't alone on this journey, you have (up to) six comrades along with you. By getting to spend quality time with your Pokemon, you realize that they aren't just your allies in battle, they truly are your family.

During most of the game, the Pokemon at the top of your party will follow you in the overworld (Property of Game Freak/Nintendo)
In addition, the game is just jam-packed with content. Not only is there the main campaign, plus completion of the campaign opens up a whole other region for your to explore, filled with its own objectives. There's also the Battle Frontier, which I've honestly never cared for all that much personally. I can't be certain, but this game may have the most meaningful post-game content (the Delta Episode in Omega Ruby/Alpha Sapphire is pretty darn great, though). Pokemon is one of the most important series in video games for me, and these remakes stand above the rest.

The game gives you a total of sixteen gym leaders to fight, the most in any main Pokemon campaign (Property of Game Freak/Nintendo)

Final Fantasy IX (PlayStation)

Final Fantasy IX is my favorite Final Fantasy, if it's placement on this list didn't make that obvious. This is another case where I had to do an internal ranking within a ranking. It was a close race between IX and the also-great VI and X (Note: I have not yet played FFXII, though it is one of the games in my backlog that I most want to play), but ultimately, this love-letter to the Final Fantasy games of yore came out on top. And I think the reason why is because of his heart.

The ATB system is, as usual, fantastic (Property of Square-Enix)
See, after Final Fantasy VII (which I like), VIII (which is actually fairly low on my ranking of the FF titles), and to an extent VI (which I love), which were all dark and brooding, with similarly brooding protagonists (VII and VIII in particular), it was just so refreshing to get a character like Zidane who just loves adventure. He doesn't want to be a hero, but he's not reluctant to be one either. He just ends up in a larger-than-life situation, and just decides to go along with it. In comparison to the dark steampunk settings of the previous three, IX goes all-in on the Fantasy in the title, being a lovely throwback to the original FF titles.

While I mentioned my love of Zidane, honestly I love all of the characters. They're all just so diverse, species- and personality-wise (QUINA QUEN!!!); and this is just a matter of taste, but I love when characters have specific roles within a party. Don't get me wrong, I really enjoyed both the Materia system of VII and the sphere grid of X, but I just love when each character has a defined role to play in battle, and strategizing around those roles. Add all of what I said above with the alway-great Active Time Battle system, and you've got what is (in my opinion of course) the best Final Fantasy, period.
The colorful cast of characters that will join you on your journey (Property of Square-Enix)

Paper Mario (Virtual Console (Originally on N64))

I remember exactly when I first played Paper Mario. It was the summer before I was going to enter high school, and I had recently had surgery on my arm. Because of that, I was unable to do much, so I was looking for more video games to play to occupy my time. I was on the Wii Shop channel, and discovered a quirky Nintendo 64 game which is the game I'm currently discussing. First off, this game is gorgeous, with a paper-based look (obviously), that mixes 2D character models with 3D backgrounds. The later games in the series expand upon this, and admittedly look superior, but there's a special charm about this game's look, and this game built the foundation for the rest of the series.


This game just oozes charm (Property of Nintendo)
As a spiritual successor to the also-wonderful Super Mario RPG: Legend of the Seven Stars (can you tell I like RPG's?), Paper Mario expands on the awesome battle system used in that SNES masterpiece. The battles are turn-based, but before you land an attack, you have an opportunity to give even more damage. If you time a button press or flick of the analog stick, your damage will double. It also works the other way too, with a well-timed button press can decrease some of the damage you take from enemies.

The companions in this game are top-notch (Property of Nintendo)
The game also has a great partner mechanic. Mario acquires eight partners throughout the course of the game, each based on a classic Mario baddie. In addition to distinct personalities, they all have special abilities that can be used in the overworld. One can turn Mario invisible, one allows Mario to swim across water, and so on. These abilities are not only needed to progress through the game, but also allows you to discover secrets throughout. While the story is an expansion of the classic "save the Princess" Mario story, it takes you to many diverse locations all throughout the Mushroom Kingdom, and is filled with humor and heart.

 Uncharted 2: Among Thieves (PS3)

Raiders of the Lost Ark is one of my favorite films. There's just something about the adventure genre that I love, all the globe-trotting, puzzle-solving, and exploration that I gravitate towards, and I always jump at the chance to experience these in a more interactive form. I love the original Tomb Raider,  though gameplay-wise it certainly hasn't aged well. I also love Uncharted: Drake's Fortune, which was my first PS3 game, probably more than most. As much as Drake's Fortune, Naughty Dog managed to take everything that worked in that game, and only expanded upon for Uncharted 2: Among Thieves.

First off, the scope of the game is just bigger. While the first one took place exclusively in South America, Among Thieves, while not as wide-reaching as the subsequent sequels, took place in more locations than the first, going from the jungles of Borneo to the Himalayas. The game is also beautiful, and the set pieces were just ramped up from the original.

Nathan Drake just doing what he does best (Property of Naughty Dog/Sony)
That's not even mentioning the characters. Their character work is what truly has made Naughty Dog the special studio it is today. The main trio, Nathan, Elena, and Sully, were given even deeper characterizations this time around, with the game taking a deep dive into the darker aspects of Nate's treasure hunting. Among Thieves is also responsible for introducing us to Chloe Frazer, one of my favorite characters in a video game (I still wish to this day she was utilized more in Drake's Deception). The gameplay is solid, with the platforming, puzzle-solving, and (mediocre in my opinion) gunfights; but let's be real here, when it comes to a Naughty Dog game, it's the story that truly makes it stand out.

Nathan Drake also doing what he does best (Property of Naughty Dog/Sony)

Kingdom Hearts (PS2)

Kingdom Hearts is the reason I got a PlayStation2. Well, not exactly. It was the reason I wanted a PlayStation 2. I am a huge Disney fan, and so when I discovered this weird game that mashes up a bunch of classic Disney films, I new I needed it. When our dad decided to buy a PS2 for our family my sister and I each got to pick a game out. I think you can guess which game I got. 

However, this story turns somewhat sad. I got a used copy of the game, which worked fine until I reached the second time you visit Traverse Town, the game's hub world. The game froze right before the boss battle, and did so every time I tried restarting it. So, I begged my parents to get me a new copy, which they did (love them!), and so I was finally able to continue my journey to stop the Heartless.

Donald and Goofy helping you fight while inside Monstro the Whale from Pinocchio, as usual (Property of Square-Enix/Disney)
This game just brings back so many memories for me. It was my first introduction to the world of Final Fantasy (I had no idea who all these strange characters were), which, as you can tell from this list, was a pretty big deal for me. Obviously the Disney of it all is a huge factor for me. Even to this day when I replay it I get a smile on my face when I see Donald and Goofy teaming up with Tarzan, Aladdin, and the like. And can we talk about that soundtrack? Yoko Shimomura is one of the all-time great composers in my eyes, and Kingdom Hearts is my favorite game soundtrack, ever. If you've managed to never have heard this before, you're ears are in for a treat.



The story is one of the best for me. When looking at the series as a whole (I still adore the entire series, by the way), it at least appears that Tetsuya Nomura is apparently coming up with this thing as he goes. I don't even want to go into detail about the overall plot of those games. This game is a prime example of why I think that. It is a perfectly self-contained story, but still leaves it open for sequels without the need for cliffhangers. The destruction of his home, and loss and subsequent search for his friends is so heartwarming. As Sora goes on his journey, going to different worlds and getting entangled in a plot involving the Heartless and the Princesses of Heart (those whose hearts are completely devoid of darkness), this is a prime example of a hero's journey. While not the most complex RPG, I still is very playable, and I encourage everyone to play this game, though the sequels/spin-offs (except II, which is great!) are totally up to you.

We don't talk about the Gummi Ship (Property of Square-Enix/Disney)

The Legend of Zelda: A Link to the Past (SNES)

I have just one word to describe A Link to the Past: magic. This is another of those games that we played with that SNES I mentioned earlier, though this game mysteriously disappeared. (Seriously, to this day no one still knows what happened to it). When I finally got to play the full game years later, I was enthralled. There's something special to me about 16-bit graphics, and this game perfectly exemplifies that. I was born after this game came out, and was two when Ocarina of Time came out, so I didn't get the chance to really experience this game as a child. By the time I seriously got into video games, the PlayStation 2 was well out, and I didn't play Ocarina of Time until the 3DS remake, so I just can't create the emotional attachmeant that so many have with that game. Don't get me wrong, that game's still a masterpiece, but I just don't associate it with the nostalgia of stepping out into Hyrule field.
One of my favorite video game memories (Property of Nintendo)
This game, however, created just that. It's said so many times, but 16-bit graphics truly are timeless, and this game is beautiful even today. I love weather effects in video games, so that famous rain even got to me. I love exploration, so getting to explore this Hyrule Field was a special experience for me. Zelda game nail the gameplay, so I don't really feel the need to go into too much detail about it here.

But let's talk about the Dark World. I somehow didn't know anything about this when I played, so stepping into this new world (as a rabbit no less), was a moment I will never forget. So many things about this game work, from the look, to the gameplay, to the story, that I could just ramble on about it. But that would be a waste of everyone's time, so just do me a favor, and play this game if you haven't already. It's playable on almost every post-SNES console (except N64 and Gamecube), so it's not a very hard game to find.

HE'S SO CUTE (Property of Nintendo)

Star Wars: Knights of the Old Republic (PC)

"A long time ago in a galaxy far, far away....". I still get chills every time I see this, and hearing that John Williams fanfare is something I'll never get over, and the first time seeing those words on the big screen, before The Force Awakens on opening night is one of those memories you cherish for a lifetime. Suffice to say, I'm a huge Star Wars fan, so getting to experience my own Star Wars adventure was a pretty surreal experience.

The game takes you to all-new Star Wars locations (Property of Lucasfilm/Bioware/EA)
Taking place 4,000 years before the films, Knights of the Old Republic has you play as a soldier (male or female) waking up to find out the ship your on, which is transporting Jedi Bastilla Shan, is attacked by by Darth Malark. You crash on the planet Taris, where you need to find Bastilla. What follows is an adventure that takes you all across the Star Wars galaxy, where you'll discover planets new and old, and meeting a variety of faces along the way, both friend and foe. You recruit all different characters to aid you on your mission, from a Twi'lek teenager and her Wookie companion, to an assassin droid. You even become a Jedi yourself, getting to fight with a lightsaber. 

The gameplay plays very much like an old-school RPG, where you can plan your moves ahead of time before watching your hero play them out. You can choose from three different classes, and then more subclasses after starting your Jedi training. Maybe it's because I haven't played any other Star Wars games, but fighting with a lightsaber was awesome. You can also customize your party even more, by giving them certain traits and upgrades, and equipping them with whatever gear or weaponry you feel fit.

As is usual for a Bioware joint, dialogue is a main component of the experience (Property of Lucasfilm/Bioware/EA)
As this is a Bioware game, the worldbuilding is top-notch. As this takes place well before the established canon, Bioware was free to do what they wanted within this pre-exisiting universe. The Star Wars universe is so wide that it can fit any number of stories in it, and I love exploring new corners. Getting to see all new planets was such a treat, and the story, of course, is great as well. This game also has one of the most famous twists in video games, though I won't spoil it here. I will say that you may either see it coming, or have it completely blow up in front of you (like it did for me), either way, I love this game (and its sequel), and I'm hoping the EA-Disney partnership will lead to a KoTR 3.

-----

Well, I did it. Hopefully you stuck around me rambling about things I love. To be honest, this was hard. There are so many games that I had to leave off this list that just kill me. Games like The Last of Us, Journey, Super Mario Galaxy, Lego Marvel Superheroes, Bioshock, Super Mario World, and so many other games are amazing in their own right, but the ten games I listed just stand above the rest in my eyes.

I also made a video of me talking about why I love these games. It's way less concise than this post, and is more me gushing about these games that hold a special place in my heart. I'll try to post more videos like this, so if you enjoy it, like the video and don't forget to subscribe!


Don't forget to follow me on Twitter and Instagram. I'll see you later with some more posts! Thanks for stopping by!