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:



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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.

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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

Sunday, January 8, 2017

MY 2016 GAME OF THE YEAR - OVERWATCH

2016 was a pretty good year for games. Some of my person favorites included Oxenfree, Pokemon Sun and Moon (and Pokemon GO), and Inside. But for me personally, none of them had as much of an impact as Blizzard's Overwatch. It is not only one of the games that I have put the most time into, but it is also one of the games that I have thought about the most. What Blizzard managed to take what is a simple concept and turn it into something extraordinary, an actual phenomenon.

By this point, I'm sure most (if not all) of you know what Overwatch is about. If you don't here's a quick run-down. It's an online multiplayer shooter, pitting two teams of six against each other to complete a specific objective. But it's so much more than that. There are four different classes of characters(called "heroes"), with each of the currently 23 available heroes spread out among them. This helps ensue that everyone can have a play style that suits them, and allows those who may not be a regular shooter player (like myself) to have an enjoyable time. The classes are offense characters, who go out right in the middle of the fight, defense, whose main objective is to stop the enemies from advancing and guarding their objectives, tank, who can take heavy damage without difficulty, and support, who, naturally, aren't aggressive, but rather offer (for lack of a better term) support for their teammates.

Even with that basic diversification, even characters within the same class are completely different from each other. For example, while Junkrat and Hanzo may both be defense characters, they couldn't be farther apart gameplay-wise. While Hanzo is a sniper in every sense of the word, hiding with his bow drawn, ready to strike, Junkrat specializes in setting up traps to stop the enimies from moving forward. This deep diversification allows there to be countless ways to play.

This more than makes up for what some may see as a lack of game modes. Each character is distinct enough that playing each one seems like a new game mode. While Widowmaker, Hanzo, and Ana are all sniper characters, they're all incredibly different. Widowmaker is more of a classic sniper character, while Hanzo uses a bow and arrow, and Ana is a support character, so combat is not even her main play style, instead using various abilities like setting opponents to sleep. Overwatch has developed an incredible community (which I'll get to soon), and the fact that the characters are so diverse is most definitely a factor in it. It's almost a credit to the game that the character most similar to what you'd see in most shooters, Soldier: 76, feels somewhat out of place here.

Another big success of Overwatch is the world Blizzard created. These characters should not fit together, but like how Nintendo manages to bring all of it's diverse franchises together in Super Smash Bros., Blizzard manages to do the same. Cherry time-warper Tracer, robot ninja Genji, and the literally cold-blooded assassin Widowmaker seem like they all come from separate worlds, yet they also manage to fit together seamlessly. And that also brings me to the game's lore. It's there, but it's not in your face, and if you really want to get a sense of what this universe is like, you need to do your research, mostly in works outside of the game. But there is enough placed within the game itself to get a sense of what this world is like, if you pay close enough attention. Everything from details within the map, to dialogue of the characters helps flesh out this world.

Let me talk about the game's world for a bit here. In a world where many (though definitely not as much as years past) games have muted, realistic styles, it's so refreshing to see a game that is built on optimism. It is a game about unity, bringing together characters of differing genders, ethnicities, sexualities, and even species together fighting towards a common goal. It's not the best looking game, but the games blocky, cartoonish style works with the tone this game is trying to accomplish. Overwatch is like the vision of a hopeful future that we all want, one that is still attainable, and that for sure helps it stand out.

Overwatch was (and still is, in some respects) a gaming phenomenon. Not Pokemon GO-level phenomenon (I wouldn't be surprised if nothing else reached that level), but it was still one of the most talked-about games this year. The Overwatch community has emerged as one of the most vibrant and active on the internet. Now, even eight months after it's release, it is still never difficult to find a match if you decide to jump in. I could go on about this game, but I don't want this to turn into rambling, so I'll end this here. Blizzard created something special with Overwatch, something that will most likely be in the minds of games for years.

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Did you love Overwatch as much as I did? Or do you aggressively disagree with me? Let me know! Also follow me on Twitter if you so please. 

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?

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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.

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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.




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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
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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.

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