Monday, January 9, 2012

The Best Beast of 2011: Origins

While I think there's some fun to be had in ranking a year's best games, the practice does feels both too definitive (these are really the best?) and amorphous (how do you even begin evaluating "best" anyway?). So in a total cop out, I'm just going to write about some games I really, really enjoyed that I played in the last year.  And they'll be delivered roughly in chronological order.

A couple caveats: 1) I'm only considering games I played and finished in 2011. I suppose this precludes the persistent games that can't be finished, but I didn't play any of those in 2011 that I hadn't played in years previous as well (e.g. TF2, L4D2). If there was something of that ilk, I'm sure I'd just consider "finished" to mean "I played a lot of this, to the point of solid understanding." 2) I'm counting games I played in 2011, not necessarily those that were released in 2011. Granted, most of these are still recent, but some were technically released in 2009 or 2010 and I just didn't get to them until 2011. There are ten games in total, five here and five more in the near future.

Without further ado:

Best Protagonists for Hugs - ilomilo



Seriously, just look at those guys. Just listen to that music. It's almost impossible to imagine something more heartwarming and adorable. In a continual parade of games seeking to be more gruesome, dark, gritty, visceral, insert-"over-the-top"-adjective-here, it's wonderful to play something that's trying to be, well, cute. But ilomilo does so without becoming saccharine or mawkish. The story is actually a bit sad if you really think about it. And despite its cute exterior, the puzzles become truly fiendish later in the game. If you're curious, the demo can be downloaded here.



Best Gravelly Russians - Metro 2033

It's important to note that being dark and gritty isn't necessarily a bad thing. I was actually turned onto Metro 2033 almost a year ago exactly, when it started showing up in a number of year-end conversations. A convenient Steam sale later and Metro 2033 became one of my favourite FPSs in quite some time. As I noted here, it manifests an almost "Natural Law" design aesthetic that a number of Eastern European developers seem to possess (see S.T.A.L.K.E.R., The Void, etc.). It's not that the game is crushingly difficult in a Super Meat Boy way. Rather the game world's rules are enacted almost without any regard for the player and if you want to survive, well, it's on you to do so. In an era where at times I worry some games are walking dangerously close to instilling serious learned helplessness in the audience, games like Metro 2033 are absolutely refreshing. I hope that in this year's sequel, Metro: Last Light, 4A and THQ don't lose sight of what so many people loved about Metro 2033. At $20, the game is a steal. Oh, and make sure to play it with subtitles and Russian dialog.

Best Funny Robots - Portal 2

Lots of good words have been etched about Portal 2, with it ending up on many erudite's folks year-end lists/conversations. Rather than replicate their sentiments (yeah, everything about Portal 2 is pretty bloody great), there's one observation I'd like to make: the way humour manifests in the two different modes of the game. As someone who's helped make a couple funny games and might just like to make more some day, Portal 2 proves an interesting case. In the single-player, the comedy is delivered through the game's authored content. The writing is as sharp, if not sharper, than Portal and both Stephen Merchant and J.K. Simmons are brilliant additions to the cast (not to mention the ubiquitous Nolan North's cameos).

But what's interesting is the way humour tends to manifest itself in the co-op portion of the game. Pretty much across the board, I felt the writing in the co-op was weaker. The "playing the partners against each other angle" became one-note pretty quickly. Additionally, I'd be talking to my partner while the jokes were playing out, so we'd either have to stop talking or miss the lines. However, I'd say the co-op is still as funny, if not funnier than the single player simply because of all the situations you and your partner can end up in. Accidentally switching the wrong portal and sending them tumbling to their death never failed to produce a laugh. Waiting just a few extra seconds to drop that portal, while their head is smashed again the ceiling again and again by a jump pad. Accidentally (or purposefully) hitting the switch that crushes them, rather than moves their path. And that's not even to mention the havoc one can wreak with the laser cubes. The humour in co-op comes largely from the players' interaction with the content, rather than the content itself.

Dan Cook of Spry Fox wrote a bit about authored vs. procedural humour in games, and I added my two cents on there. It's an interesting conversation and definitely something I'd like to think/talk more about in the future. If you some reason you don't own Portal 2, I have a couple Steam coupons that make the game only $15. They expire at the end of January, so if you want one, contact me soon!

Best Acoustic Frontier Trip-Hop - Bastion

Like Portal 2, there's been a lot of year-end talk about Bastion. And frankly, it's all well-deserved. The game is gorgeous, plays great and sounds even better than that. The look, story and sound of Bastion are fantastic, but in some ways, it's the gameplay that I actually appreciate the most. Having made a couple actions RPGs, I promise you, striking the right balance between meaningful choices and depth is not easy. The Diablo/Torchlight style of action RPG is the number crunching, spreadsheet-y way to do it, but I'm very interested in other ways of providing meaningful ARPG decisions without turning it into columns of figures and procedurally generated loot. Bastion beautifully demonstrates how to do that. Greg, Amir and everyone else wholly deserve all the recognition they are receiving. I want more small games that are still rich and interesting and if they're even half the game Bastion was, I'll be happy. You can get Bastion on Steam, XBLA or even in your Chrome browser.

Best Indigo Trading & Carpet Weaving - Dawn of Discovery (Anno 1404)

The oldest game on this list, Dawn of Discovery (known as Anno 1404 in Europe) technically came out in the summer of 2009, but I didn't play it until the middle of last year. And I cannot believe I waited that long. A real-time town building simulation, Dawn of Discovery is everything I loved about old city building sims like Caeser. Mine this, harvest that, grow this and trade it here; you can set up freaking automated trade routes to take your wine here and pick up indigo there. It's a particular game for a particular type of person, but if you're that type of person, dear god, it's so, so good. And the game is also absolutely gorgeous. The sequel Anno 2070 was released just a few months ago and I've got it on the docket for after I finish a few more games. I strongly suspect it will show up on a similar list to this a year from now. Due to some nonsense with Ubisoft patching (or rather, not patching) the game, it is not currently available on Steam. But one can still get it on Direct2Drive and other sites.

That's it for the first half, the next shall follow before too long. Until then, what games did you play last year that shined with special brilliance?

Monday, January 2, 2012

Now With Video!





If I haven't mentioned it here before, one of the best things that happened to the Vancouver game dev scene (at least in my realm) was the Full Indie developer meetup really gathering steam. And at the last meetup of the year, I was asked to pull out a small section of my MIGS talk and deliver it to the assembled indie masses. And one of the organizers was kind enough to tape and upload it.

I ended up expanding the section where I talked the development of TV as a medium for creative expression. Basically, TV used to be awful. Really, fundamentally awful. Now we've got things like The Wire, Madmen, Battlestar Galactica, Arrested Development, etc. and they're really good (I think I actually prefer a good serial TV show to most new movies at this point). What changed? Well, watch the video and find out!

A lot of this is drawn from Steven Johnson's book Everything Bad is Good for You. If you haven't read it, I heartily recommend it.

Also, I'm finally going to stop blogging (exclusively, anyway) about this talk now. I've got a year-end games post I'm going to pull together this week. I won't be anything as definitive as a "Best Of 2011." It's more just things I played that I really enjoyed, found surprising, etc. So stay tuned! (Get it??)

Monday, December 5, 2011

Flappin' Mah Gums



Once again, Scott and Jorge were kind enough to have me on the Experience Points podcast (which still remains the consistent gaming podcast on all the internet), talking vaguely about the things I covered at MIGS. It included a lot of good insight from them and some things I cut from my talk for length, so it's actually kind of a director's commentary or something.

I highly recommend checking out their site in general, tons of great writing on a suspiciously regular basis (I suspect their both at least cyborgs, if not full-on androids. Perhaps even Cylons).

Tuesday, November 29, 2011

MIGS + Kill Screen


I realize all I've been writing about for months here is MIGS, but it's hard to not mention an excellent recap of the event over at Kill Screen. It includes a few quips from yours truly and a bunch of other folks. Great perspective from Lana, who was a very interesting person to meet and talk with general. Kill Screen sure does know how to pick 'em.

I'd like to get back to writing more regularly here, but I'm currently swamped with work, judging for the IGF and a dozen other things. Soon ... I hope.

Tuesday, November 8, 2011

MIGS Slides and Talk Text


I'm back from MIGS! It was actually a really fantastic trip. Montréal is an awesome city and MIGS is a great conference. Small, but small in a good way. Got to hang with some awesome folks, hear some awesome talks and eat some awesome poutine. The insane photo above is me playing some weird exercise biking through bloody veins game at The Prince of Arcade, which was put on by the Mount Royal Game Society.

I also gave my talk about 2D platformers, indie darlings and meaningful games. I thought it went well, although I think I burned through it at a pace even more horrifying than when I rehearsed. I believe the audio for the talk will be available soon (heh, if you don't mind your ears catching on fire at the rate of my delivery) but in the mean time, I thought I'd post my slides and the text I used to prepare the talk. I cannot guarantee that the text is the same as the words that came out of my mouth on the day of (in fact I promise it's not), but it's close enough to be well representative. Heh, it's actually probably more thoughtful and composed that whatever I burned through that day.

You can download a zip of both here: http://bit.ly/nelsmigs

There's a Word .doc and a .ppt. There are bolded words in the .doc and those are the "advance the presentation" markers. If you had any thoughts, feedback, whatever, I'd be delighted to hear it!

Thanks to everyone that came and to the organizers for setting up a wicked conference. Hopefully I'll be able to enjoy some more MontrĂ©al in the future.

Wednesday, September 14, 2011

PAX, Paste and Mad Scribblings


The piece about PAX that I wrote for Paste is now online! It ended up being about the connections that are formed and rejuvenated by the event, both between fellow gamers and between players and creators. It ended up being a bit more upbeat and feel-good that I was anticipating, but it felt like it couldn't help but end up that way. Maybe that means it accurate captures how the show feels. PAX is by no means perfect, but I find it really hard to deny the atmosphere conjured by the event.

On a meta-level, seeing PAX from the media angle was absolutely fascinating and it definitely increases my empathy for anyone who writes about games for a living (seriously, you all endure a lot). No question the experience altered how I'll interact with media going forward, hopefully to the benefit of everyone.

As I mentioned before, major thanks to Kirk Hamilton for setting this up and Garrett Martin for editing/running it.

I'm quite curious to hear your thoughts and if you like the piece, please share it with any like-minded individuals!

Wednesday, August 31, 2011

L'annonce



That announcement I mentioned a few weeks ago, well, it's announced!

On November 2nd, I'll be speaking at the Montreal International Game Summit! My talk is about the iconic indie 2D platformer, systems literacy and how those indie darlings are actually pointing the way toward creating more meaningful games. It's building upon some things I wrote about previously.

It's my first hour-long talk to my peers, so that's definitely a bit nerve-wracking. And given that I've got to fill almost an hour of talk with something other people actually want to hear, well, I need all the preparation time I can get. Hopefully the hiatus makes sense now.

While unlikely, should any of you happen to be attending MIGS, I'd love to meet up. And should be interesting in hearing my flap my gob about some things, well, I'd be quite grateful. For those that can't, I'll post my slides and notes after that talk and maybe MIGS will even make a video available. Until then, it's heads down in preparation (and, you know, making a game at work every day).

Vive le jeu!

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