Friday, February 8, 2013

Ni no Kuni is bringing the airship back

"I want an airship in my game. Not an airship where you just select where you want to go, but one you can actually move around the world in." This was my husband's one stipulation about what an RPG should have. After a bit of discussion, I wasn't sure if such a game existed this-gen (although I think Tales of the Abyss has one). I remember googling "airship JRPG" to try to find a JRPG with whole-world exploration, and not being able to find one (it's not the most searchable topic... so please comment with your favorite explorable JRPGs).

So you can imagine how we've been enjoying Ni no Kuni, the JRPG that incorporates some aspects of old-school design (including a way to explore the world aerially), while at the same time making the genre highly accessible.

And by "accessible," I mean, "a good introduction to JRPGs for this generation." Some JRPGs get difficult very quickly, and require strategies that a 10-year-old might not think of. I'm glad we have games that are difficult, but I still appreciate games that are made with children and adults in mind; Ni no Kuni does this excellently. The pun-filled "pieces of art" quests might go over a few kids' heads, but they made me chuckle. I don't mind that Drippy always tells me how to beat a boss, and I've enjoyed playing on easy to just enjoy the exploration and story.

Being able to explore a world is key to my enjoyment of an RPG. In some games the amount of possible exploration is overwhelming (like Oblivion), but I'd prefer that to a railroaded course like in FFXIII. Repeatable battles still strike me as a way to extend the "fun" content of exploring and story-reading, which makes me wonder if I'd like an RPG that completely got rid of combat (I probably would; I really enjoyed To the Moon).

Combat in Ni no Kuni is what has bothered me the most. In an effort to make the game easy for children to understand, the AI controls are very minimal (but exist!). It's very common for an ally to dump all their MP out on a battle they could have won using only one ability (the alternative is "no abilities"). It's probably a sign that I've matured in my RPG strategies; I doubt I would have cared about ally AI as a teenager.

The lack of AI control is completely forgivable given how well-written and gorgeous the art is. The creatures you fight have funny names like in Pokemon--one chick creature is a "Teeny Bopper" while a cat creature is a "Purrloiner." Yes, it's that kind of humor.




















Have you been enjoying Ni No Kuni? I-I think you would probably like it.

Monday, January 21, 2013

Crayon Physics at a science museum


Do you remember Crayon Physics Deluxe? While I was in Portland I spotted it at the science museum OMSI in a display in their physics lab, alongside World of Goo. It made me smile inside. 

Wednesday, January 9, 2013

An adorable adventure game you might not have played yet


I love how The Sea Will Claim Everything (TSWCE) looks homemade. It reminds me of the little mazes my older brother and I would draw during church. We drew little swords and shields to collect on your quest to the end to fight a static but scary boss. Other styles have their place, but Verena Kyratzes's illustration style is warm and inviting. The music makes me feel the same, like I've come home to something I can befriend.

TSWCE is a point-and-click adventure in a fantasy setting. Like in fantasy novels, circumstances mirror our own, like the financial ruin of governments and irresponsible leaders and stupid bureaucratic things. The home you start out in is a complex biological organism, and every mushroom and book is given a loving and humorous description that Terry Pratchett would be proud of.

We have so many games that are edgy and gritty and stupidly self-aware. This game provides the antidote to self-satisfied naval-gazing: a sincere story, warm, cute art, and characters who aren't either good or bad, but have opinions that you might agree or disagree with (unless they're the bad guys and well, yeah). Lana at Bit Creature wrote more eloquently than I of this game's loveableness.

I want you to play this game too. If you're not sure if you'd like it, try the free The Fabulous Screech, which has the same feel in a short-story game format. You can buy TSWCE for $10 and upvote it on Steam's Greenlight, if you like what you see. And if you do play it, let me know what you think! Part of the fun of playing games is discussing them.

Tuesday, December 4, 2012

Best of the past few months!

Hey reader! I've been writing stuff on other sites, and some of it is good reading.

Nightmare Mode:
I'm a contributing editor here. I wrote about how eating in videogames should mean more than just food; it can be a way for the game to introduce players to a unique fantasy culture (games should have that too). I also wrote an article on the ethics of killing people in videogames; my conclusion was that it depends on your intent. I'll be publishing on Nightmare Mode on the first Saturday of every month.

Kill Screen:
I finished up my internship! I wrote a butt-ton of headliners; 3-5 a day the six months I worked there. Now I'm trying to spend less time reading game news online and more time on actually playing games, editing, and being a good housewife. My favorite headliners were on psychology research related to videogames; how enjoying your leisure time is a sign of maturity, how kids who play games are more creative in writing and drawing, how playing a 3D first-person game can improve women's spatial reasoning, and how videogames relieved one girl's Tourette's symptoms. I also wrote a review for them on Gravity Rush, where I discussed the game's magical realism elements.

Wednesday, November 21, 2012

HEY ICE KING: Why'd you steal our garbage? Review

I've been anticipating this game with much excitement! I played through it yesterday and this morning and it is excellent (if a bit short)! The Adventure Time DS/3DS game is fun for any fan of the series. My husband who is not as big of a fan said it looked fun too. It's a 2D action/adventure game, and I think an old-school game deserves an old-school review. So here we go!

THE GAMEPLAY: People have been saying it's a lot like Zelda II. The enemy encounters and walking everywhere on the minimap are like Zelda II, but the difficulty is not. It was easy enough for me to beat, and I suck at Zelda games. For those who like more challenge, supposedly the New Game+ is a little more difficult. You hit enemies with one of several moves to do damage; if you can't avoid them you take a hit.

Food lying around gets you health back, as do the numerous save points. You can combine condiments with food to make it better, but only if you find the right combination (I put wildberry jam on a royal tart and it actually hurt me when I ate it). Oh, and I think apple pies are probably the best healing thing in the game.

There were lots and lots of items to give you temporary powers. I tended to save them up instead of using them... the only ones I was glad I saved was a bomb for a boss, and some wings to get to a certain area sooner. The others I think I should have used as soon as I got them so I could have had more room in my inventory for food.

I loved the save points in this game. They were always there when I needed one, and since they give you full health, they cut down on the need to constantly chomp down on hamburgers.
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THE STORY: You're running around on fetch quests trying to find the Ice King, who stole your garbage. You get to interact with many characters from the TV show, and it's hilarious. I laughed out loud several times.

A few times I was feeling stuck and almost stopped playing, but I thought "I'll just go back here or explore this next area" and that always worked. Like I said, the game wasn't very long, but I'm actually glad it didn't get much harder. It might have been cool to have one more area in outer space or something, but the arc of the game felt good, and I wasn't sick of playing when it ended.

THE MUSIC: I loved it. I think my favorite was the little remix of the theme song for the victory music. I didn't care for the song playing on the title (the theme only covered by a different band), but the rest matched my expectations for zelda and megaman-themed music. The final boss theme song was also hilarious and awesome.

THE GRAPHICS: Cute and perfect.

THE COLLECTOR'S EDITION: The map was the map from the game and... not all that cute, although I guess they were going for a retro feel, which I understand. The little monster guide booklet had some cute copy in it. The sword stylus is cool, but this game doesn't use the stylus that much, so I might have to use it for some other game. The Enchiridion case is awesome, and since I'm a big fan it was worth the extra $10 to get some goodies. Otherwise it's probably not worth it (like most collector's editions).

PERFECT FOR: Children with a 3DS who are old enough to read and understand information (it's all text), and fans of Adventure Time.

Saturday, November 17, 2012

Play Therapy and Asperger's Syndrome

A while back I wrote a post about "ludotherapy," or using videogames as a springboard for discussion in psychotherapy. Kevin Hull, who wrote the dissertation I discussed there, e-mailed me and mentioned he wrote a book related to his dissertation, and I asked him for a copy in exchange for writing about it. My bachelor's is in psychology, and I worked with children in high-conflict divorces for a brief time, which often included playing with them. This was my first time reading an entire book about play therapy, and it makes me want to read more.

The structure of Play Therapy and Asperger's Syndrome is highly organized with specific play therapies recommended for the problems children with Asperger's typically encounter. Hull's approach is anecdotal (with a few citations where needed), and he stresses the need to adapt techniques to each individual. There's no one chapter on videogames, but rather, the book is organized by problem type with videogames as a resource for addressing several different problems. I was struck by Hull's high level of respect for children and teens with Asperger's, which seems fitting of a child therapist. My own eye-rolling to the constant reference to "these remarkable young people," made me think I should stop being such a cynical reductionist about certain types of people.

So what is play therapy? It's more than a way for a child to feel comfortable talking with the strange adult who is their therapist. It's also a safe, nonverbal space for them to express their fears and insecurities. With videogames, it often becomes a way to teach children that they can transfer their skills of persistence and problem-solving to the real world.

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Reading about play therapy made me excited to see children and try out some of the techniques myself—things like telling a child what they're doing to let them know you're watching them, or with older children (and adults), talking about how the themes from a videogame can help us cope with our anxieties and other problems. With videogames specifically, the "game as metaphor" technique was the most common Hull mentioned. Here's an example:
The "clones" from Lego Star Wars that constantly try to attack the player and thwart progress can illustrate bullies. Challenges that have to be completed to get to the next level can be used as metaphors for conquering fears and getting through situations that the child diagnosed with AS views as unpleasant. When a metaphor presents itself, I push the pause button on the controller to stop the action to explain the metaphor.
Merely playing a videogame is usually not enough to be therapeutic. It's the discussion of the game and how it applies to real life that makes the experience meaningful to a child. Hitting the pause button and saying "there, right there, you were brave."

Hull has another technique where he has the child play Tetris on a very high level, with the intent of frustrating the child. The frustrating experience provides a setting to learn and apply principles of relaxation and controlling your emotions that is a real test of those skills! I find these examples of teaching and practicing coping skills to be an excellent example of what applied psychology/psychotherapy should do well. I wonder if teaching adolescents to think about game design (why a level was made the way it is) could help them think more about how other people think and feel.

As adults, we are in a similar situation with videogames. We can play them "just" for fun, though some games are positioned to teach specific lessons. But I would argue that for any game, discussing the experience will make it more meaningful and applicable to our daily lives. I think that's why I feel passionate about videogame criticism; it's not just that I love videogames, but that thinking about them makes my own life richer. It's a way for me to contemplate life while still focusing on an experience in itself (playing a game).

In short, play therapy sounds like an excellent way for children and teens (and I would argue, adults) to express themselves. If you are a parent, I would encourage you to take a little time to play with your children, even if it seems awkward or you don't have a lot of time (children are impressed when you play with them! Even once a week can make a difference). I highly recommend this book to any child psychologist who deals with clients with Asperger's, and also parents of children with Asperger's and anyone interested in play therapy. It's a little on the expensive side to read on a whim, but if you're in college you can probably get the book on ILL. Next time a child asks "can you play with me?" think of it as an opportunity to enter their imaginative world! :-)

Friday, October 19, 2012

Traditional Halloween means more ghosts















In true hipster fashion I have been ruminating on the true meaning of Halloween. I read up on some old
customs, and I was struck by what has changed and what hasn't.

Things that haven't changed:
-dressing up
-trick-or-treating
-bobbing for apples/eating donuts on a string
-drinking cider
-jack-o-lanterns (granted, some were made with huge turnips, but same idea)

Things we don't do anymore:
-we don't go door-to-door for flowers to put on the graves of our ancestors so they won't haunt us
-we don't make cakes with objects that indicate our future luck (one tradition baked a key, ring, and thimble into a cake. If you got one in your piece, they represented a journey, marriage, and spinsterhood respectively).
-we don't do weird stuff with mirrors/apples to find out the initials of the person we'll marry
-tell ghost stories

In short, I wish our Halloween traditions were more superstitious!

One tradition gamers have is playing horror games (because duh!). I generally dislike horror--it's full of surprising, gruesome, and inexplicable things. And sometimes they're really scary, although I have yet to play a game that has me scared like books or films I've seen. What I would really like to play during Halloween times are games that deal with the supernatural.

Ghosts figure prominently in Blackwell Deception (still available for cheap at the Fall Indie Royale bundle). It's startling to see a ghost, because it means that person has died, but they aren't out to get you, necessarily. The ghosts act like regular people who don't know they're dead yet, for the most part. I also love the rumors in Persona 2 (well, I would love them if I could get anywhere in that game) and how the devils have little personalities. Less scary, more weird!

(my information on Halloween traditions came from The Halloween Book, which you can download for free from Forgotten Books. Or you could buy it on Amazon. The image is from the concept art for Guild War 2's Halloween update coming up on the 23rd.)