Showing posts with label 3ds. Show all posts
Showing posts with label 3ds. Show all posts

Tuesday, January 12, 2016

I'm not buying games on sale this year

I love shopping for videogame sales, and it's sort of fun to "hold out" on buying a game until the price drops. I have bought and played some cool games from bundles and oh-my-gosh-it's-only-$1-sales, but now I have a giant library of unplayed games, many of which I don't feel excited to play.

If I were more disciplined, I'd resolve not to buy any more games until I've played more of the ones I already own. But instead, I'm going to restrict myself to paying full price for any new videogames I want (and yeah, I'm trying to buy fewer games in general too). If I buy a game for full price, then I'll feel more invested in playing it and maybe writing about it (how would you feel if you never played a game you paid $1 for? $20? $40?). Of course, I have the luxury of being a rich woman who can afford to buy games at full price too. And if the "thrill" of getting a good deal is gone, my videogame shopping can be more purposeful.

I'm also sort-of trying to play certain games before buying certain other ones. So here are the games I'm most looking forward to playing more of this year:

The Talos Principle - I love looking at this game, I feel smart when I manage to solve its puzzles, and the story is enough assassin's-creed-y to be exciting, but not so much that I feel cheezed out... yet, anyway. 

Undertale - I love the soundtrack for this game. I'm just stuck on the final boss fight the first time through--I did a pacifist run not realizing that was a new game+ thing? So it's really hard :-(. I love how the choice to kill or interact with enemies was more meaningful in this game. I just really suck at dodging stuff. 

Dragon Age 2 - When I play this game I feel like I don't want to rush through it to be "done" with it. Sure, I wish I could just skip all the combat and cut to the conversations, but sometimes the combat is narratively interesting too--like when you do the companion quest for the dwarf guy and he goes it alone, slaying guards left and right with his crossbow, only to find his brother and have him grovel before him... but oh wait, that's now how it happened! I also want to finish this game before playing Inquisition because I'm methodical like that.

Professor Layton and the Miracle Mask - great for if I can only get intervals of a few minutes to play something between entertaining my daughter. After I beat this one I'll have played all the Professor Layton games for the DS and 3DS, which I consider some sort of achievement, I guess. 

Steins; Gate - I'm at least halfway through this visual novel, and I've been sticking it out because I've heard so many great things about it. The SF elements are very interesting, but the internet-bro characters are really annoying (but I'm hoping the main character has some cool explanation for his weird personality). After I play this one I'll let myself play either Norn 9 or Code:Realize. I played through Amnesia (an otome VN) which I liked pretty well, although some of the consequences of conversation choices were frustratingly opaque. 

Animal Crossing: Happy Home Designer - sometimes I just want a break from frenetic games where the world is ending. When that happens I design houses for adorable animals. I love the Animal Crossing community on Tumblr--I like posting designs there occasionally. Accessible, shareable pixel art! I don't really ever plan on "beating" this game, it's just always there for me. :-)

Thursday, July 30, 2015

Animal Crossing integrates features into its landscape

Animal Crossing: Happy Home Designer is coming out at the end of September and I've been getting excited about it, so I went back to my New Leaf town. I decided to make things how I want them! I admit that when I first started playing I was really into collecting furniture, bugs, fish, and bells. But now that I've done that I'm much more interested in the personalization aspect of the game. You can design cute little shirts and dresses! What's not to like? And I think Happy Home Designer will make it easier to make things "just so." 

The in-game integration of many play aspects is one of AC:NL's strongest design features. Instead of having a pop-up or extra window, there's a place or person you can go to in order to explore other game features. It makes it so the UI can be simpler; instead of having a special menu that you have to go to to enable a feature, there's a place within the game you go to instead. Here's some examples from the game:
  • Achievements: When you earn a medal, a special walrus shows up in your town. When you talk to him, he presents you with the medal you earned. It's much less invasive than a corner pop-up! 
  • To visit another player's town, you go to a train station (how cute is that?). You can also "open" your town for visitors.
  • To play multiplayer games you go to a special island. 
  • To visit another player's "dream town" (a snapshot of the town that anyone can visit/mess up at any time without any consequences), you go to a dream spa-like place. 
  • Making "pro" designs and their QR codes can only be done at the clothing shop. 
  • Moving furniture, adding patterns to the ground, digging holes, and other "editing" aspects are done with your avatar (like Minecraft), not an "editing" menu. Sometimes this is really frustrating. I suspect it makes it easier for children and people who don't play lots of other games to figure out how to manipulate things quickly.
  • Ordering furniture and managing your money are done through special kiosks. 
Nintendo games are really good at using in-game locations for game features; I know Fantasy Life and Pokemon Black/White have similar places you go to do multiplayer stuff. It only works with games that have persistent locations or towns where it makes sense for some building or feature to be standardized. Sometimes I think AC:NL goes a little too far with it, especially with the inventory management (you can only access your large inventory from lockers/shelves in your house, and there's no way to auto sort, and there aren't very many inventory slots). But it's an extreme example I think we can all learn from. 

Now I have some other thoughts and a bunch of screenshots from the game... view them here after the break!

Wednesday, November 26, 2014

some Professor Layton vs. Ace Attorney thoughts

I promised myself that I would actually take screenshots from a game I played and then make a blog post with them. I don't really feel like writing a coherent essay about it, but here are some screenshots and observations from Professor Layton vs. Ace Attorney

They used a historical fighting stance! (img)

this trial... inspires her to sell flowers? I had some insight about it that I forgot.
If you're depending on a human being or set of humans to judge a court, logic isn't always the most persuasive thing.
the plot was weird 
Luke demonstrates that the first time you remember something is probably the most accurate, and further remembering actually changes the memory. I was kind of impressed to see this concept in a game, but they didn't go anywhere with it.
We are so tired of self-awareness that we need to be reassured it is fun in a meta-meta moment.
I enjoyed the game but it was basically half of a Prof. Layton game and half of an Ace Attorney game stuck together to make one game. I was hoping for a bit more synthesis of style, like with puzzles you'd have to solve to solve the court cases? No such luck. But it was still fun/ridiculous.

Wednesday, July 23, 2014

Ace Attorney's resourcefulness as an advantage

The Ace Attorney series of games lets you play as a lawyer/detective to investigate and solve mysteries, usually murders. The series is well known for its over-the-top characters and ridiculous dramatic twists.

I recently finished playing the first three Ace Attorney games, and I was impressed with how much they did with what seemed like not very many art assets. The first Ace Attorney episode has 11 characters, only 3 of which are exclusive to that episode. Pheonix Wright himself has about 10 different poses (with variants in how his mouth moves and whether or not he's moving). Most characters you talk to/cross-examine have around 6 different poses. I guess looking at it now, that does seem like a lot of art, especially if one person had to make it all, but it's not an impossible amount. But for a whole team of artists, that's totally doable! The different poses really show the character's personality too. The bizarre personalities and artwork are half the fun!

I found it interesting how the different poses could be combined to create different impressions. While a character might only have 6 poses, different combinations (surprised/worried, confident/thinking) make it feel not as limited. And usually, the character has one or two poses they only use rarely, which also helps give an impression that they have a wide variety (i.e., you don't see a character's whole spectrum of poses in just one conversation). The pose animations are usually super simple too, like one arm moving back and forth. The paucity of poses actually make the characters stronger because they have a few readily recognizable poses, which are carefully tailored to reflect their personality. This contrasts a lot of 3D art where half the characters have the same body and gait. With 2D art it is easier to make a variety of body types, tics, postures, and mannerisms.

Thursday, February 13, 2014

Why does Bravely Default need freemium crap?

Bravely Default is the "old-school inspired" JRPG that everyone is playing on their 3DSs. The game has a very traditional storyline and a job system that harkens back to early Final Fantasy games. One of your characters has his village destroyed by the evil forces you need to stop. Unlike traditional JRPGs, Bravely Default has you rebuilding the village with freemium-type techniques.


How it works: Each day you can get more villagers from street/netpass (either passing by people in real life or online). You use these villagers to rebuild and upgrade buildings like an armor shop or accessory shop in a menu separate from the overworld. These shops can be accessed in-game in towns and before bosses. High-level upgrades take a lot longer, but if you put multiple villagers on one project it won't take as long. Oh, and time only passes if you are playing the game or have it suspended in sleep mode on your 3DS. This is basically due to the limitations of the 3DS system, which only allow one thing running in the background at a time, but I think this is the reason they have this here at all.

If you're playing Bravely Default and you want to rebuild the town, your best bet is to swear fidelity to the game and always have it in sleep mode. You could play a different game on your 3DS, but right afterwards, you'd want to switch to the game so the timers on your upgrades can keep clicking down. In other words, it gets you coming back to the game; it's "sticky."

But why does Bravely Default need to use these tactics? I've already given them my $40, why do they care whether or not I finish the game? The designers here are in it for the long haul. When you have a game in sleep mode, it shows up for people you streetpass as the game you're currently playing (free exposure). If you're constantly playing the game, you're more likely to talk about it (more free marketing) and maybe even finish it. Since it's the first in a series of games, it's in their best interest to get to you beat this really long game so in a year or two you'll want to buy the sequel.

Of course, that's just my armchair analysis. I'd love it if developers would talk about the data behind freemium techniques like city building and how it affects player attrition and marketing.

Tuesday, July 9, 2013

Animal Crossing: New Leaf. Explanation of what it is and its appeal.

I've given in and I started playing Animal Crossing: New Leaf. I hesitated for a long time because I had tried City Folk for the Wii and found it kind of boring. I guess I feel like if I'm going to go to the trouble of booting up the Wii, I should be able to play something and get a tangible amount of progress done towards winning a game. But for some reason on the 3DS I've stuck with it thus far (I suspect that its trendiness, and the non-demandingness of the 3DS contributed). I'm both impressed and overwhelmed by how this game expects me to play almost every day.

If you haven't played any Animal Crossing games, it's kind of like the Harvest Moon franchise, in that you harvest/gather/catch various things and sell them at a profit, except Animal Crossing occurs in real time. So there are certain things that only happen on Sundays, and holiday events for things like Christmas and Halloween. In New Leaf, you are the mayor of a little town, complete with animal neighbors who ask you to give them things and make up catch phrases for them.

typical AC
Aside from the ecological carnage you can inflict (uprooting flowers, catching endangered fish, and chopping down trees being foremost), the game is non-violent. The social features of New Leaf are probably the best I've seen for a 3DS game (okay, they're the only online features I've ever used in a Nintendo game, period). If you so choose, you can open your town up to having visitors from your list of 3DS friends, or you can go visit them. You can visit the villages of non-friends through the dream world, and you can play minigames internationally through the island.

Having friends who will let you visit their town is also strategically important, as your home village fruit sells for more in other towns, and if you get into turnips you stand a better chance of not losing all your money if your friend has a spike in turnip prices while yours are declining (it's called the stalk market). I love how the social features aren't vital but make certain aspects of the game easier.

The day-to-day play of New Leaf isn't very gripping. You can dig up fossils, talk to your neighbors, buy furniture/clothes, and donate new creatures to the museum. I think the real satisfaction from New Leaf comes from watching your town and collections grow. Of course, all the hours you put in increase your emotional attachment to the game too. It's not just about collecting things though. It's also about how you display your items and how you design your town.

dragon quest tileset


In some ways New Leaf is like a more contained version of Minecraft. If you're good at pixel art, you can make custom designs for floors, walls, furniture, and clothing right in the game. It's possible to make your own skin for your Minecraft character, but it's not as accessible. Sharing and stealing patterns is also really easy in New Leaf; just scan a QR code and you're done. None of this downloading a file, putting it in the right directory, and rebooting stuff. It's really fun to wear a dress designed by someone in Japan, or put down a tile set designed by a hardcore fan. I hope other games can incorporate these creative features, because they're really fun (it reminds me of Little Big Planet and Sound Shapes)! Now if only I could create a cool tileset...

PS Check out this horror village, Aika village, that someone made their animal crossing town into (start around 4 minutes in). Remarkable!

Monday, March 25, 2013

Best games for coping with pain

When people are sick, they usually want a familiar distraction. I read about various games people play when they're sick, and they come from all genres. Writer Coombs says he likes playing Super Mario Bros. when he's sick, since he's played the game so many times and his muscle memory can automatically get him through it. For me that would be crazy. I can barely get through the first few levels when I'm well. Coping with a sickness is a lot about waiting out your misery until you feel better.

Games that help me cope with pain are similar, but require a more specific type of game to be effective. SnowWorld, the VR game that helps burn victims cope with the pain of skin treatments, focuses on total immersion. The patients wear headsets and noise-cancelling headphones. When compared to a game like Mario Kart, SnowWorld is much better at distracting from pain. I know that games can be a powerful distraction, and I think a game's ability to distract depends on the genre of game and the player's experience with that game. 

For me, the best pain-distraction game is Lumines. It's a falling-block game where the difficulty waxes and wanes with the soundtrack, and I'm proficient enough to play for 30-40 minutes before losing. I loaned out my Vita and struggled to find a good replacement game.


Tetris and Dr. Mario got too difficult too quickly for me to "zone out" to them. It made me wish that either game had a fixed-difficulty "endless" mode. I also tried out a match-3 game Zoo Keeper, which had many of the qualities I sought: it requires continual attention, the task is not too difficult and game sessions last a long time. However, as you level up, you have less time to find a match; it made me panic (it's otherwise a fun and cute match-3 game). 

I tried out some other types of games to help with my pain. The DenpaMen,* a dungeon-crawler where you sit around watching your Denpa men automatically fight for you, was pretty good to zone out to, but it doesn't require enough of my attention to make me forget I'm in pain. RPGs are pretty good, but when the story gets going it's like I'm reading a book, which isn't as... interactive? So I've been trying to play more puzzle games in hopes of finding a good "zone out" game. Any recommendations?

*listen to parts of The DenpaMen soundtrack here... it's cute.

Monday, February 25, 2013

Virtue's Last Reward fixes all the annoying things about 999

Remember when I was whining that visual novels should learn a thing or two from sequential art/comics? I think a designer over at Chunsoft must have felt the same way, because Virtue's Last Reward (VLR) solved most of the problems I had with 999. VLR is the sequel to 999 and is in the same genre: visual novel with periodic escape puzzles.

The worst thing about the writing in 999 was that it was redundant to visual information. It was like they were expecting a blind person to play the game and describing physical attributes and degree of passion on comments when we had a picture of the person and their expression to learn that from. Thankfully, VLR cut back on this annoying literary technique. It made the dialogue go by faster and helped it feel like a game where characters are talking to each other and not a novel being read to you.

By far my favorite part of VLR, which I think other branching stories should adopt, was the story flow chart.
After you get one ending, instead of starting from the beginning and skipping through lots of text, you can go back to the last story-branching decision and choose the other option. Or you can go to some other branch and see how that part unfolds. You still end up skipping a lot of text, but compared to the alternative it is relatively painless.

The other nice part is that after you escape from a room once, you don't need to ever solve it again to escape. This feature isn't used very often though, because the designers made it so every single path has a different puzzle room to solve. So the writing is better and the branching story is easier to navigate.

Another aspect I liked was that the things you learn in some branches of the storyline unlock other parts. It made it feel more like you were building up to the "true" ending and less like you were just seeing all the possible endings. The fact that your character can sometimes remember things from other timelines makes this like... a modernist visual novel? Or you know, just ridiculous sci-fi. There are so many crazy reveals and it made me look forward to each ending. I can't believe I actually LIKED the ridiculousness of it all. I'm looking forward to the sequel.