Multiplayer is…fun?

Not much time for an update, but I wanted to share some recent game experiences.

Online multiplayer is a world from which I’ve generally kept my distance. It involves a time investment that I’m not willing to make due to the low reward in the end and potentially obnoxious players that make the game altogether unpleasant. Every now and then I’ll dabble in something offered for free or for cheap, like some League of Legends-style Lord of the Rings that released on PS3 nearly a decade ago and Fat Princess, a game that I’m surprised did not receive a sequel. I even gave Warframe an hour. Nothing was a must-play.

This past week saw the launch of Mobile Suit Gundam Battle Operation 2 in English-speaking territories and the beta of Project REsistance, the new Resident Evil game. I played and had fun. Gundam was a no-brainer because I’m taken by the mecha designs and the, “Whoa! I’m a pilot!” of it all. Project REsistance was something else. You can look up full reviews of the beta to read about the asymmetric game play in this 4-vs-1 game, so I’ll spare you those details. What I can tell you is that it’s a unique experience to play a clustered action horror game and not be able to expect anything due to the random element of the player on the other end.

And that helped me to realize what games like these do well. The randomness of other players is chaos. And the chaos is a unique story that you experienced and can tell. It’s like Shadow of Mordor but on a larger scale. I can tell the story about how the Tyrant emerged out of nowhere in Project REsistance and I kicked it with Tyrone before running away. I can tell a story about how disabled a bomb in my own base and then blasted an enemy pilot with a bazooka not once but twice in the same session of Battle Operation 2. And those are fun stories because they were not expected, and someone else playing the game may not have a story quite like that.

Maybe it’s not what everyone gets out of those games, but those are my takeaways.

About Spider-Man, Sony, and Disney

There is notably quite a bit of disappointment about a publicly shared business decision over the current generation of Spider-Man films. Sony and Disney could not come to an agreement about shared production of the films, resulting in Tom Holland’s Spider-Man series henceforth no longer being included in the Marvel Cinematic Universe. Not only does this mean that Spidey will no longer be rubbing elbows with the collective of characters officially considered Avengers in the last two major MCU films, it also means that Spider-Man’s cast of foes will not be incorporated into the greater Cinematic Universe as well. And to be completely honest, it’s disappointing that Norman Osborne — the Green Goblin — may not get to move in and become an incredible Earth-based enemy for the world’s mightiest heroes.

At the same time, so what? Continue reading “About Spider-Man, Sony, and Disney”

What I’m currently watching/playing

This blog was not created so that I could write for writing’s sake. It’s true that it is in part a regular exercise just to keep me writing regulary, but I want to provide some sort of content. Unfortunately, since I’m largely a consumer of series, games, and books, I’m not always ready to say something. So let me share with you what I’m currently working my way through Continue reading “What I’m currently watching/playing”

In the face of optimism flies Now and Then, Here and There

Now and Then, Here and There is a late 90’s anime classic that viewers are quick to forget. It is not forgotten due to forgettable content but rather due to the impact of the content itself. NaTHaT predates the isekai fad while predicting the shortcomings of the fad. In modern isekai, it appears that the protagonist is uniquely adept in some way at surviving the world in which he (usually a male protagonist) has found himself. This series sees that possibility and walks the other way. This is the world of the apocalypse, and there is no telling who will survive. Continue reading “In the face of optimism flies Now and Then, Here and There”

The Impact of One Scene in Snowpiercer


If I could just have a brief moment of your time, I would like to discuss how it’s possible to have one simple but significant scene that ties a whole movie together. I recently — finally — watched the film Snowpiercer. Coming from the director of the Korean film The Host, I had no doubt that it would be an entertaining film. It was! It is a story about a post-apocalyptic ice age in which the survivors live on a train that endlessly loops on a track, with the areas of the train essentially broken down by class. The film follows a group of people living in squalor in the tail end who have had enough, especially after the kidnapping of some children, and fight their way to the front of the train. Continue reading “The Impact of One Scene in Snowpiercer”

Perfection from Another World

It’s a big claim to state that a game is perfect or nearly perfect. Another World is, though. After avoiding this game for over two decades, I finally understand why it is a marvel. I understand its influence. After all, it is said that this game influenced Hideo Kojima and Suda51. That’s for better or for worse. Those two are behind some incredible games. They are also games with massive missteps, too. Don’t get me wrong. Metal Gear Solid 3 and No More Heroes are two of my favorite games. That doesn’t absolve them their shortcomings. Another World isn’t above its own.

What makes Another World so close to perfect is its combination of simplicity and scope. From the beginning, the game presents very little direction. The player receives instruction, then is thrown into a world that is supposed to be explored. After the opening cinematic, the player is teleported into a lake without any indication that control has been handed over or that players can even swim. From there, the player likely drowns if it’s the first time playing the game. Then the player realizes that it is literally sink or swim in this game’s world. No one explains that running to the left from the big beast will take the player to a vine that let’s them swing around the beast. No one explains that hitting the attack button after an alien has grabbed you will kick it in the junk. No one explains that, in another situation, going to the left will take the character into the background. Yet at no point does it feel unfair. Except in terms of shootouts.

The only point in the game where controls appear on the screen is after picking up a gun. Guns have three modes: shoot, shield, and charged blast. Knowing how and when to switch between the modes is the key to continuing in a couple of spots in the game, with the problem being that bad guys may walk up to the shield, stick their guns on the other side to shoot your character in the face. It’s not even a matter of skill to avoid it. It’s a matter of luck with the actions they take. There are mitigation strategies, but nothing seems to work consistently.

Despite that, the game successfully takes the player on an adventure with little context. Aside from the shootouts, there are no unnecessary moments in the game. That makes it brief, which is not a bad thing. A fun game that is brief can be played over and over again without feeling like a chore. And for my money – and this is literally the money that I spent on the game – that is exactly what I want. I want games that make me want to come back again and again, to go on that adventure and re-explore the world. Some people want a game that makes them lose themselves in a world. I think getting lost is a trap, and a game that makes you willing to come back is so much more powerful.

What were they thinking with Godzilla: King of the Monsters?!

The inspiration behind the original 1954 Godzilla film should be fairly well known at this point. The nuclear fallout of the atomic bomb as well as the tragedy of the Daigo Fukuryu Maru fishing boat were on the minds of the screen writers who crafted the tale of the horrors of nuclear powers on the Japanese citizens. It’s a tale of tragedy upon tragedy. Even in the more lighthearted films featuring Godzilla as the hero there still remains tragedy. After all, Godzilla, like the Japanese citizens, was also a victim of the bomb. This is so obvious that the recent American Godzilla films should be considered offensive. Oh yeah, spoilers ahead. Continue reading “What were they thinking with Godzilla: King of the Monsters?!”

Avengers: Endgame – Another Selfish Iron Man Story

For many, it seems the emotional climax of Avengers: Endgame was the sacrifice of Tony Stark when he snaps his fingers to send away the time-displaced Thanos and crew. This was his sendoff as the big damn hero of the Marvel films. While fans still get weepy about their moneyed power fantasy benevolent rich white guy character, I look back on it and realize that he absolutely needed to go. His selfishness caused the whole mess and allows for further problems to come. Continue reading “Avengers: Endgame – Another Selfish Iron Man Story”

Badass mech fights and the horrors of war? Gundam and its poor messaging

 

Credit to u/Rodrigs99

It’s the 40th anniversary of the original Mobile Suit Gundam series. A user on Reddit celebrated by posting the above image that he created. It sparked a realization in me: the messaging in the majority of Gundam series is ineffective. The stories are generally fine and each series is enjoyable in its own, but the yarn it tries to spin about the horrors of war just doesn’t work.

Reddit user Rodrigs99 unintentionally makes the point in the sentence on the bottom by so easily mentioning both the “badass mech fights” and “horrors of war” at the same time. The explicit message the story tries to tell is that war is hell, ruining everything that it touches. On the other hand, it glorifies the violence. There are good and bad people on both sides of the war, but our heroes are big damn heroes engaging in big damn violence that is entertaining as all hell. If war is hell, it’s also a hell of a war. Continue reading “Badass mech fights and the horrors of war? Gundam and its poor messaging”

Gundam NT leans – and falls over

It’s funny how I’ve written about how Dragon Ball Super: Broly has managed to succeed by leaning into, essentially, the Dragon Ballness of Dragon Ball but now find myself criticizing Gundam NT for attempting to tap into the Gundamness of the Gundam franchise. It’s about understanding what works and what doesn’t. It’s about understanding what fans actually enjoy and what doesn’t – despite the fact that some writers might want to go in that direction.
Continue reading “Gundam NT leans – and falls over”