Does Pokémon need to be more Challenging?

Pokémon Legends: Arceus represents the first major shake-up of the Pokémon franchise since its inception. Fans have been calling for an open world Pokémon game for years, but Game Freak has been careful to point out that Legends: Arceus is not a mainline game in order to curb expectations. Experimentation is great to offer innovation from older franchises, but is open world really the design element that Pokémon needs to appease fans?

All of the Pre-Order Bonuses for 'Pokémon Legends: Arceus'

While the sales numbers of Pokémon games reveal that Gamefreak and The Pokémon Company have absolutely nothing to fear, dissent has been growing among fans, increasing with every generation. A commonly cited issue is with the easy difficulty of the games, how much they hold players’ hands, and the constant introduction and abandonment of gimmicks. Pokémon Sword and Shield bore the brunt of these criticisms when it was announced that not every Pokémon would be available within the game, and when graphics and animations did not meet what fans expected from a Switch game. 

Continue reading

The Issue of Realism in Red Dead Redemption 2

Rockstar’s sequel to the 2010 game, Red Dead Redemption, was possibly 2018’s biggest release and had fans hyped to dive back into the wild western world. The first game made a huge impact on me personally, so I was excited to jump into number two. On release, the game seemed to divide fan opinion, and like many people, I found myself unable to really connect with it, but I couldn’t quite put my finger on why that was.

Red Dead Redemption 2 is a huge, beautiful world filled with diverse characters. It follows the story of lifelong outlaw Arthur Morgan as he gradually begins to rethink his life and attempt to leave behind a positive impact on the world when faced with his own mortality.  It is a narrative game with a stunning ope world to explore. On paper, it ticks all of the boxes that I want in a game, but in practice something was missing. After a lot of thought, I think I now understand what.

It’s a common thing that players need to suspend their disbelief when playing games. It is also a common occurrence for certain games to suffer from ludo-narrative dissonance, the idea that the narrative tries to present one thing while the gameplay mechanics show the opposite. The current aim of many AAA games is realism. Realistic graphics and characters that players can relate to. Games want to be movies even though movies already exist as a separate medium, and will often do everything they can to distance themselves from the interactivity and potentials of the gaming medium to chase Hollywood trends. But where games such as Naughty Dog properties such as Uncharted and The Last of Us try to achieve this by being linear experiences with a heavy focus on cutscenes, Red Dead Redemption 2 attempts it by the hyper-realisation of its gameplay. Continue reading

When is an Assassin not an Assassin?

When is an assassin not an assassin? When it’s Assassin’s Creed Odyssey.

Image result for assassin's creed odyssey

Ubisoft’s flagship franchise has enchanted fans for years with its rich historical settings and exploratory freedom. We have wantonly butchered guards across several continents and have dived from sickening heights into miraculous hay bales and bushes. And after the successful revival of the franchise with Origin, this is set to continue this October with the newly announced Odyssey.

But is Odyssey an Assassin’s Creed game other than in name? While the series has always had a ‘stealth is optional’ approach, the games have always been about a lone assassin taking on the world in an eternal war. The hoods and the hidden blades are truly iconic and the pseudo philosophy that the games try to cloak themselves in is interesting. From watching the E3 reveal trailer, none of this is really present. Continue reading

Inclusion in games – More work is needed

Some of my earliest memories are of playing on the Sega Megadrive back in my old, tiny bedroom at the tender age of three or four. Games have always been a dominant part of my life, but they have been a core part of my being that I was never able to share with my parents.

My Dad was a lost cause. He is part of the old guard. A former miner with a love of gardening, he never really gave games the time of day. The few times I got him to sit down and play anything usually only enforced this division of our opinions.

On the other hand, my Mum has always been willing to watch me and my younger sister play, or take part when she can. And that is the trouble: She can’t play 99% of the time. You see, when she was born she suffered a stoke and lost much of the use of her right hand side. She can still walk and move her right arm but it is clumsy and she has no real control over its grip or independent finger movements.

As you can imagine, this is a problem for playing games because she can’t hold a controller. She certainly can’t manoeuvre her fingers to quickly and accurately press buttons. As such, she was never able to join in with our hobby no matter how much she may have wanted to. Continue reading

The Loot box Controversy: Dismantling the Defenders.

With Belgium’s announcement that it has found loot boxes in several games to be legally gambling, a large step has been taken in the loot box battle. Something that amazed me though when I read through several articles were the amount of people defending loot boxes in the comments.

Overwatch-LootBox

Why would people go out of their way to defend an exploitative and predatory practice? Do they genuinely enjoy the addiction and dopamine rushes that come with it? Do they feel that the poor publishers will have to stop releasing big budget games without the extra money loot boxes bring in? Do they truly believe they are just add-ons that don’t effect the fundamental design decisions of the game? I really don’t know. Continue reading

How Games Should Reward Us.

Rewards for consuming entertainment is a novel invention that is unique to the medium of games. By investing time into them and achieving certain goals players are given various gifts within the games to encourage further investment.

In more narrative games, the rewards are the experience the player gains in itself. Like in movies or books, we are rewarded with sentimental attachments to characters, resolving plot arcs and witnessing great events. Where games differ though is in the rewards tied to mechanics and gameplay. Continue reading

The continental split in gaming.

2017 was an interesting year in gaming. We had a strong first half that tapered off into a weaker second half. Mostly though, it highlighted a growing rift in the industry that I’ve been observing for a few years now: The commercial vs the creative.

As AAA game have dived further down the path of maximum monetization we are seeing a pushback. These games are, without a doubt, still massive sellers that dominate the charts, but gamer frustration at the poor business practices, lack of consumer empathy and drought of originality is beginning to show.

Look at any top games of the year for 2017 and you will see that the ‘top dogs’ are starkly lacking. Titanic games like Call of Duty, Destiny 2, Shadow of War and Star Wars Battlefront 2 had the budgets and talent to succeed but only achieved anger from the public, Battlefront 2 potentially having inadvertently drawing the battle-lines in the microtransaction war for the year to come as governments are now stepping in. Continue reading

Elder Scrolls in the new age of RPGs

Bethesda is the king of RPG games. The Elder Scrolls series was seen by many as the peak of the genre, with Skyrim becoming massively popular and rising to become the 11th highest selling game of all time. Anybody who has been to this site before knows my opinions on the game. It is enjoyable enough but lacks the depth that many RPG players look for in their games. Despite this, the figures speak for themselves.

yjepjke

It has been over six years now since Skyrim’s release without any word on the next entry in the series. We know that it will be made, just not when. Can Bethesda retain their crown though when Elder Scrolls VI is released?
Continue reading

A study of microtransactions in games

The business practice of selling small in-game content to players has become a reluctant norm of the modern gaming industry. The audience reaction to this varies widely between utter disgust to complete indifference. There are arguments for and against them but I am here to try and layout the argument for why they represent a very real threat to the medium that we all love.

The key argument I most often see in favour of microtransactions is that game developers and publishers are businesses that need to make money. The more impassive take the stance that if you don’t want them then nobody is forcing players to buy them. Both of these facts are true but don’t accurately reflect reality.

Image result for microtransactions

Below is my evidence on why all players should take a stand against this business practice. Continue reading

Death in Games – Narrative/Mechanical Synergy

Image result for game over

Video games hold a unique position in media by being directly driven by the actions of its audience. Chose your own adventure type books and interactive movies have tried to achieve this to varying success but are held back by being limited to set outcomes.

Character death has been traditionally a big deal. When the protagonist dies, it is a monumental moment that often marks the end of the narrative. It is emotional and it has meaning. Games are the first medium where death just happens. Sure, narrative death in games holds true to its movie and book counterparts, but mechanical death is treated in a very different way.

In early games, death was there as a fail state. The player lost and couldn’t experience the full game. Since each attempt meant another coin into the arcade machine, failure and death were a very common thing. Continue reading