Name: Naomi Isabella Victoria vos Cruz Age: 17 Race/Nationality: Aistorian Human Height: 5’9 Occupation: Knight Cadet of the Holy Order of Saint Alistair
Offense: Strong Defense: Average Range: Average Speed: Average Mobility: Low
Now that Brave Earth: Prologue is getting closer to release I figured it’d be time to repost some old posts, only to update them to better represent the current state of the game and world.
Naomi vos Cruz is a young Aistorian noble woman, born the second and youngest child of the Duke of Leone. While outwardly a friendly, kind person, Naomi is both competitive and zealous, quick to give into impulsiveness and anger.
Tomboyish by nature and born a gifted athlete, Naomi soon followed in the footprints of her mother and joined the Sacred Order of Saint Alistair. While formerly a respected military force noted for it’s gifted women knights, time and attrition has left The Order a shadow of its former self, its remnants serving a more ceremonial role. While The Order’s few surviving veterans still dream of rebuilding it to its former glory, with most of the younger recruits being nobles sent there for safe yet prestigious military service, restoring The Order seems almost impossible.
Still, The Order was not without its serious recruits and pressure from them, as well as from their commander (and Naomi’s Aunt), Sabrina Brandt has lead to some concessions from The Church. Due to her family connection and natural skill, Naomi has been chosen as the first to go on a simple mission as one small test in evaluating The Order’s combat readiness. While the mission, the solo retrieval of an outpost report, is not much, it is an important first step.
Of course, once Naomi sees the Outpost burning in the distance, things quickly escalate.
Naomi’s weapons of choice is her mother’s bastard sword, a heirloom of the Brandt family, and a large kite shield. She is armored and durable, but is a bit lacking in mobility. Naomi moves at a steady, patient pace and has no directional control when in the air. She must move and attack cautiously.
Fortunately she has rather strong offensive abilities. Her basic attack is a relatively far reach slash with good damage and speed, but lacks any vertical coverage. While she can dish out high damage against a stationary foe, her basic attack leaves a lot to be desired. To compensate, Naomi has a special attack button which can be used to access 4 different attacks. By pressing the (C) button and a direction (Up, down, Left/Right or no direction). Naomi can unleash a variety of special moves, assuming she has enough energy.
Naomi can have a maximum of 20 units of energy, which she can gain by either killing enemies, or picking up energy gems. She may also find “Ex Orbs”. These orbs, which Naomi may only carry one of at a time, will power up one of her special moves, giving it new properties and allowing her to perform a special air attack. The nature of the orb can be determined by treating the individual symbol as an arrow (figure to the right), making sure you know which move is powered up.
Her attacks, in detail, can be found below.
Radiant Wave: Forward + (C)
Naomi’s Forward+C attack is a low powered, long range projectile While it does half the damage of her normal attack, it is relatively cheap and has a lot of range.
With the appropriate EX Orb, Naomi’s projectiles get cheaper, can be shot faster and can be charged up for large damage. She also possesses an air fireball that goes down at roughly a 45 degree angle. The attack’s recoil can be used to get Naomi to higher ledges.
Dust Striker: Down + (C)
Naomi’s Down+C attack is a ground slide. It is relatively slow, but has a large hitbox that stays out for the entire duration of the move, making it easy to time attacks with. It can also be used to slide under small gaps or under some projectiles.
With the appropriate EX Orb, Naomi’s Slide goes much farther, much faster and much lower. Her hittable area is greatly reduced and she can slide under many enemy attacks and through multiple enemies at once. Her air attack is a dive kick that does as much damage as her basic attack. When she hits an enemy, depending on the direction held she can either jump off and change direction. If she dives into the ground, her dive kick becomes a slide without costing additional energy.
Arc Divider: Up + (C)
Naomi’s Down+C Is an ‘uppercut’ style attack that hits a huge area above her. It’s slightly slow to come out, but hits an area that she could not normally attack otherwise.
With the appropriate EX Orb, Naomi’s Uppercut comes out near instantly. It also throws out a spinning projectile that flies in a parabolic arc as a secondary effect of the attack. In the air, Naomi somersaults rapidly with her sword out, dealing damage to anything that comes close to her, as well as giving her a slight boost in jump height.
Shield: Neutral + (C)
If Naomi presses the C button and no direction, she puts her shield up. Pulling the shield up costs energy, but it can be held out indefinitely. Absorbing projectiles with the shield causes fatigue though, with each shot slightly draining the energy gauge.
With the appropriate Ex Orb, Naomi’s shield becomes a parry. Instead of being able to hold her shield, Naomi must specifically time her parry. The benefit is that she can parry almost any damage source and is rewarded by recouping some energy as well as a long period of invulnerability. The parry might seem weak to the beginning player, but should be extremely powerful in the hands of an experienced player.
Overall, Naomi is Brave Earth: Prologue’s most balanced character. While she lacks the extreme strength the two other main characters have, she also lacks their extreme weakness and a very robust and flexible movelist.
So when I hang out with my friends, I usually waste time in between chatter playing old games. Often odd or old things I wouldn’t normally bother which but might be of some interest to me from a more… academic perspective. And this usually ends up with me finding new games to love too.
So when I loaded King’s Field up, I expected to be put off by it’s horrible combat and ugly aesthetics immediately. Instead I found myself immediately compelled. I find myself now, having worked all the way up to King’s Field: The Ancient City on the PS2, with a translated copy of Shadow Tower: Abyss waiting to be played after it. So here are my thoughts on these crazy games that I didn’t expect to enjoy as much as I did. RPGs aren’t really my thing anymore but the first person movement gave me just enough tactile feedback to get really into these games.
As usual with these kinds of reviews I do, I’m not going to summarize stuff like the basic plot or how the game works. You can use wikipedia or youtube for that. I’m mostly just gonna focus on the stuff I have thoughts about.
King’s field 2
I’m going to be using the Japanese numbering for this (basically KF2 is KF1 in US and thus 3 is 2 and so on and so forth), even though I didn’t bother to play King’s Field 1. A cursory reading about King’s Field 1 made it clear to me that King’s Field 2 was the best of the PS1 offerings and that it pretty much did everything the original did better.
King’s Field 2 is an ass ugly game. The biggest visual improvement from KF1 seems to be the use of different floor textures…. most of the time. Still, the game was immediately compelling. You start out shipwrecked on the island of Melanat and despite the game the crude graphics. The sharp outlines of everything tried their damnedest to convey the sense of A PLACE. Right from the start you have watery pits to fall in, a huge boss kraken thing you won’t fight for another boss or two, a waterfall and cave filled with skeletons, a lighthouse powered by fire magic, some creepy looking fisherman NPC, a pirate cove filled with traps and treasures and a more forgiving cave.
The combat is terrible but somehow works. You circle around things to avoid the attack and hit them with your slow moving first person sword swing. Positioning and enemy management matters a lot in this. The attacks FEEL awful but the amount of interaction makes it tolerable. Magic also helps a tad. MP starts out as an incredibly rare, precious resource to the backbone of your offense.
The enemies in this game look unbelievably stupid and crude, but somehow in a way that captures the awkward weird joy of later Souls games. By the end of King’s Field 2, I found my self in love with those stupid looking Watermelon Head Eater Things. It’s infectious. The whole game is infectious. While technically a dungeon crawler, I feel the need to reject the label. Far from the more abstract dungeons of most games like this, Melanat. It has personality. It’s internals wind together and intersect. The more you play the game the more you feel that you understand it. In game maps were useful for exploring new areas, while old areas were almost immediately committed to memory. In many ways, it’s stage design was mimicked by the original Dark Souls, constantly surprising you with how areas intersect and being navigable by memorable rooms. Given the rough nature of the graphics, memorable could be anything from “Cool castle entrance” to “There is a hole”. But it all works.
“It works” Describes a lot of the game and it’s aesthetic. Crude NPCs lend a creepy atmosphere to the game, their textureless heads turning slowly to speak with you. It’s unnerving but the mood of the game is unnerving. The music is… strangely offputting, but in a good way. Like Demon’s Souls, the game’s ugliness becomes part of its charm. This is a game that should be tedious and boring yet it dragged me through it’s entirety with excitement. While not a game I would recommend without warning, it became a game I unabashedly love. Beautifully thought out world design is my jam and this game has tons of it.
The game has some fascinating mechanics, many you see show up in later games. Crystal Flasks might as well be estus. You find them or construct them out of crystals and fill them up with wells. You eventually find wells that heal MP instead and eventually find both (which seems to be something that shows up in DS3 from what I’ve heard?). The warping mechanic is great. Instead of having fixed warp points, you can leave a ‘key’ at a save to use a corresponding ‘gate’ item to teleport to. You find up to 3 sets of these by the end of the game. The flexibility to set your own warp points allowed for just the right amount of backtracking to make me love and understand the world. You could balance convenience against repetition and by the time you have all 3 sets and understand the island, it becomes a non issue. The perfect flow. There are weird things in the game, like an NPC who magically pops up in random places from time to time who identifies your items. You can’t know when she’ll appear. Maybe not the best choice, but an interesting one. Many doors are textured like walls. They have frames to tell you they’re there but it makes it easy to miss stuff. This is something that fortunately goes away in King’s Field 3. Oh yeah there is also a minecart ride that kills you 90% of the time and rewards you with basically nothing if you survive. Which is… odd.
There seems to be a decent about of lore, but I couldn’t say much about it. The last boss, Guyra, a one eyed black dragon, is clearly the inspiration for Kalameet. Seath is treated like a holy figure in this. Granted, it’s not the same Seath, but it’s interesting to see these ideas revisited and adapted.
In the end, it’s hard to even say why King’s Field 2 is great. So much of it is crude as hell and really shows it’s age. But there is just a lot of brilliance in the game too. I’m left with a fondness for Melanat that mirrors my love of Lordran. By the end it kinda… feels like home?
King’s Field 3
King’s Field 3 is like the Dark Souls 2 of King’s Field. It improves the game in so many ways and is far FAR more ambitious. You start out with a giant field, filled with buildings and NPCs. The Headeaters are now venus fly traps. That made me sad! Fortunately the old ugly ones return later on. Anyways the game is now sprawling and its level design more literal and sensible. The game looks infinitely better. Screenshots might not truly capture it but the environments look so much more involved and the enemies look… Still ugly but much much less so. It’s also important to remember for this and KF2 — these are seamless games with no load times. So some ugliness is to still be expected.
The game gives you an automapper somewhat early on. While not necessary for KF2, this is much more necessary for the sprawling maze like levels of KF3. KF3 gets even closer to the dreaded “Dungeon Crawler” level design and dungeons play more like Legend of Zelda-esque areas than actual parts of the world. You go in, you clear the area, you leave. Compared to the interconnected nature of KF2, this was a huge let down to me. Verdite lacked the sense of “place” that Melanat had, despite having much better visuals. The music too is a lot more… on the nose. Not bad, but lacking the same personality.
Combat feels better. You know more clearly if you hit something and enemies at least TRY to counteract you spinning around them. You get magic faster too, which gives you much better options faster. Warping is greatly simplified, with 4 items to find for 4 preset gates before allowing you to warp everywhere by the end. Warping everywhere by the end is good but it was sad to see the system from KF2 leave, even if it would have been terrible in a map this big.
The game has a ton of lore and I couldn’t even begin to explore it. You get an mirror item that tells you about every area, every enemy and every NPC. All lines of dialog are saved for viewing in the menu. So you could comb through this game for tons of info if you wanted.
The game has some cool, crude visuals and works FMV cutscenes in it, sometime on top of gameplay (where you’re few will suddenly have compression artifacts because it switched to a video). You could tell with this game they were trying to go all out.
In the end the game is way way more playable than KF2 and has many clever ideas, but it just missed the same spark. It felt more… typical. Much like Dark Souls 2, it spreads itself out and tries to be grand but that grandness makes it ultimately more ordinary.
But hey at the end you get to fight Giant Gundam Seath and that’s pretty cool?
OH BOY SHADOW TOWER. This might be the most interesting game of the three. KF2 might still be my favorite Shadow tower is a fucking slog of a game, especially early on. It’s also d
eeply miserable without maps. And there are no in game maps. But with them, the game and it’s horrendous draw distance becomes playable. Because the game is dark. Darker than it even needs to be. But god damn does it look better. There is a color scheme to things. and the textures play nice and the enemies look great. And there are so many of them. This game has 160 monsters and they almost all have absolutely crazy designs. This is the true start of the Demon’s Souls aesthetic. Dark, grimy and depressing with awkward looking monsters that are so goofy they roll around to scary. Demons that hop on their tongues, weird wiggly glow in the dark tree plants, muscular monsters with heads that are like blooming meat flowers. They’re great.
The game has no music. Silence. It’s off putting. The visuals are often bleak. You start on ‘top’ of the shadow tower, a tower that has sunken into the ground. The areas of the game have ominous names. “Human World: The Forgotten Region” or “Death World: The Lingering Curse Layer” or “Beast World: THE SCREECHING AREA” (these are area names you do not want to see). The visuals area bleak. This clean, brind cylinder extending up and down seemingly into infinity. You see stairs and can make your way to a number of doors into areas around the tower that have sunken underground. But you keep coming back to the tower, lower and lower. The map design is at its weakest here overall, but the constant return to the Shadow Tower gives the game the hold it needs to give a sense of progression.
The survival aspect horrors of the game are strong. Weapons degrade, and fast. The items to repair them are rare. Smithys are also rare. The currency they use to repair? Your health. Health Potions? Also a finite resource. Fortunately you can trade broken or obsolete items for them. And thankfully they always grant full health. There is a very clear economic circle here and it is a tense one early in the game. Nothing is renewable until much later in the game so you constantly feel like you’re falling to pieces. There is another currency, cunes. Also a rare item — there are, as I understand, 99 in the whole game? And the shop is the same shop everywhere, so the items you see at the start are the items you see at the end. I saved up for a helmet that restored MP over time early on and it was game changing. “Infinite magic!” I thought, until I realized casting spells degraded my rings. Oh well, can’t have everything.
The NPC interactions feel very Demon’s Soulsy. A demon in a doll body asks you to kill a man who trapped her. a knight being crushed by a boulder begs you to sacrifice a sword to save his life (and remember, SWORDS ARE IMPORTANT AND LIMITED). Some gnome things curses you over and over and begs for his life like a coward when you corner him. Also there is a fat mole who is totally your bro.
As you go from the more human world to elemental planes the game starts feeling real surreal. There is just tons of atmosphere. It just suffers from the fact that the game is so initially impenetrable and the map design that doesn’t work with the super dark game. Getting around without a map is an almost impossible chore. I’m not sure even KF2’s map would have worked under these lighting conditions. The automapper from KF3 would have been a massive improvement, where you could know where you were going while not quite spoiling areas immediately by checking maps.
Funny thing is when you beat an area, it lightens up. So they could have gotten away with it. I assume the darkness was to mask enemies spawning in (which they do, unlike in the KF games). This looks weird in illuminated areas, but not so weird as to be a bad tradeoff. The enemy spawning is interesting though. There are a finite amount of enemies in the game. As you kill enemies in a room, replacement spawn elsewhere, often in the same room, but sometimes not. You’ll return to an area you thought you cleared out, sometimes to find a horrific surprise. Often this can lead to cool items being dropped though, so you have an incentive to clear things out. Killing enemies also I think… basically IV trains you, like pokemon? There is no leveling in the game. Beating stuff up and killing certain enemies raises your stats. It’s interesting and kinda works?
The game is linear in nature but it does some clever things to disguise it. There are sometimes multiple ways to get down the tower and sometimes you can even jump down to a set of stairs you can only barely see. You often still end up covering the same areas or coming back later, but it makes the tower feel more like a space you’re trying to conquer than a completely abstract area.
The game also has NG+ (I think? Or maybe you’re just back at the top of the tower to clear it out?) and a rather… Soulsy ending. A flawed gem that was only a few changes away from being truly great. and the game with the strongest aesthetic ties to the Souls series. It makes me more excited for Shadow Tower Abyss than King’s Field 4 and I hear KF4 is AWESOME.
While I can only recommend KF2 with some reservations, I can only recommend Shadow Tower with a LOT of reservations. But it’s interesting and if you want to play a game as a curiosity and see some of the evolution of the Souls series, Shadow Tower is AWESOME.
I hate that saying. Hate hate hate hate. Right up there with the very similar “Video Games should be FUN”. Not because I think games should be work or should be unfun. But because it makes some big assumption about leisure time.
There are people in this world, who work full time jobs, go home, go into their work room and build furniture -for fun-. They are being carpenters. Often amazing, meticulous carpenters doing something that is someone else’s full time job. This is their leisure time.
When I hear about people grinding in MMOs or in pokemon or whatever, I’ll be honest. That sounds like work to me. But for other people, it’s their chance to shut off and just relax. When I tell people getting into Fighting Games that they need to go into training mode, they complain that they don’t want a second job. They’re not wrong to feel like that, but for a lot of us, that IS fun. That’s super fun. It’s almost like the skill building version of grinding. Low stress repetition. Some people want hobbies, some people want their media to be consumable. Some get off on being in that ‘flow’ state and enjoy intense, skill building activities, some want relaxation. And some of these might sound more virtuous than others, but that’s a silly way to look at it too. Different people might need different things in their life. Someone working a rote, boring 9-5 might desperately want challenge and excitement in their life and a brain surgeon might just want to relax playing Candy Crush. They have enough stress in their life.
When you say “games shouldn’t be work” or “games should be fun”, what you’re actually doing is chastising people for how they choose to enjoy themselves. “Oh I don’t get it, so it’s wrong”. And it’s fine to joke about that with friends (“Oh yeah Kayin hates fun”), but often people say this stuff very seriously! I’ve been seeing this a ton with people arguing about difficulty in Dark Souls and whether an easy mode is appropriate. I don’t have an opinion on that, but it often feels like both sides don’t understand each other. The people who don’t play because of the difficulty assume other players want all the fun locked away behind arbitrary barriers and the people who are into Dark Souls assume, because of their preferences, that the challenge is essential to the fun and without it, everything else crumbles. Regardless of the truth (probably somewhere in between — something will be lost without the challenge but less than a lot of DS players assume), the clear gap in understanding is rather staggering and sadly a disservice to the different ways people choose to spend their free time.
It’s been awhile since I’ve posted anything let me talk about what I’ve been working on lately. Difficulties!
Brave Earth contains 4 different difficulty setting: Beginner, Easy, Standard and Advanced. The difficulties don’t simply change things like the amount of damage you deal or take, but also things like the amount of pushback you receive from being hit, enemy placement and even on Beginner, geometry. So the stated goals of each difficulty go like this.
Standard: To be a complete, fun but challenging experience for the average player with fun but fair enemy placements and a thought out difficulty curve. Intended to be the first difficulty, even for players familiar with the genre.
Easy: To provide a gentler game experience for gamers who are perhaps a bit lacking on platformer experience. Some hairy situations have changed or removed enemies. The goal is to make the game easier without insulting the player and to provide a gentler difficulty curve, with most changes being earlier in the game. Player takes slightly less damage and knockback.
Beginner: To give hope to those with very little experience in general. The goal is to still provide highpoints and difficult situations for the player, just on a much simpler scale. Damage is drastically reduced and the player receives no knockback from enemies. Filler blocks are used to fill in many difficult platforming segments.
Advanced: In advanced, the goal is to add elements to standard to make a more challenging and fresh experience. Difficulty curve is thrown out the window in favor of interesting enemy encounters. Player also receives additional damage and pushback.
Anyways I’ve set up some examples.
This is an easy segment from stage one for the player to get introduced to some jumping. There are pits, but the game assumes most people playing this will have some level of platforming experience and don’t need super introductory platforming early on (Their is also a tutorial stage for that).
But on Beginner, these holes get filled in to help new players through it. Not every hole is filled in Beginner, but the exposed pits are chosen much more carefully.
I also have an example of enemy placements for one segment…
This is from the middle of Stage 1 and is a difficult segment for new players. The Zweihander soldiers are real jerks and the bandit enemies come from both directions. The player can trick the second zweihander soldier (a doppelsoldner, for the record) into the pit to spare themselves a difficult encounter.
Easy has a small but significant change. The first Doppelsoldner is replaced with an archer, who still provides a challenge in this situation but is less overwhelming. With that and reduced damage, this section is slightly more managable.
Beginner has a significant reduction of enemies, removing bandits who ambush from the above and rear. The bottom encounter is completely changed — a mad bomber over flat terrain. Challenging, but with the player’s reduced damage, not a real threat, hopefully providing some fun. The hole has also been filled up.
Advanced is… tricky. Two archers have been added. Archers below you can fire up to hit you, so now the player has to dodge the lower archer while dealing with bandits above and both Dopplesoldners have firecover now. This segment is completely handleable by an experienced player and not so different from encounters found later in the game. In advanced though, it can happen in level 1 because that’s what advanced is for.
So hopefully with these difficulty options I’ll be able to both give a level of accessibility while at the same time providing a good, challenging harder mode for those looking for a challenge.
Finally achieved something I’ve been working on for awhile. I’ve been playing TGM clones on and off for a bunch of years now (from heboris, to texmaster2000 to nullpomino). Deciding between switching to TGM2 or trying to better my time.
So I just got a real domain name finally… kayin.moe(yes, really and yes, that kind of moe). So please try and tolerate any weird website wackiness while I try to set up stuff (or beg my sysadmin to do it ps ur da bes colin) and if something seems super wacky just let me know.
Well, Google+ and Youtube are force integrated and it’s pretty much a user interface nightmare. But hey, it’s fresh and new and even though I totally hate everything about the change, I have to be real and acknowledge it’s not going to stay this bad. So usually I’d just grumble a bit on twitter about this until the site eventually became usable again, but there is an idea I hear echoed by people that I really don’t think is true…
“If people had to post with their real name, people would be a lot nicer” is a sentiment I hear often. I hear it most often from people in the tech sector with reputations, but still, I hear it often enough. Yet by all accounts, the comments aren’t better, at least in that way. Bad comments are getting shuffled down, but that has nothing to do with exposed identities.
Why would we expect this to happen? It’s as if the social media managers of the tech sector think that if someone misbehaves, they can look them up, find their name, call whatever tech startup they work for and get them fired. This is an idea that seems to be forwarded from career white dudes with reputations.
You can argue it doesn’t work because it’s easy to make false Google+ accounts (Though most hilarious, I’ve heard people suggest that this would be a deterrent as one would have to switch frequently between their troll and ‘real’ account, as if the real account would ever really exist). While that is likely part of it, at the core, the whole idea is flaws, because.
Most people don’t have a reputation
Most of the time, they don’t care anyways (hi facebook trolls)
What are you really going to do now that you know their name?
People always bring up the Greater Internet Fuckwad Theory, but what does anonymity in this case even mean? It implies pure anonymity but in practice, it does not require it. It’s the same way people will be dicks while driving cars. You can follow them and confront them for shit they do — they’re even less anonymous than they are online, risk wise, yet people can still be huge dicks because the risk is still relatively negligible. For a person working shitty part time work, or for a teenager in highschool or whatever, what are you going to do to them? What does it matter if you know their name? Can you even find the name of the construction company they work off the books at? Maybe you’ll tag a few middle class office workers, but is it worth it? How many people are going to bother? Each troll is indistinguishable from the last and unless they said something really nasty or vile or racist, can you really even get them in trouble for the things they say?
Of course this isn’t even addressing the morality of forced ‘real identity’ shit and how it effects people in very inequal and unjust ways and is just as likely to hurt someone innocent (if not more so) than it is to punish people for being bad. But that’s a different soap box.
Honestly, I have not been a fan of Valve for quite some time, so I might be a bit bias here, but I am truly mystified by a lot of the Steambox stuff. I can’t say it won’t succeed — because people are crazy and love Valve unconditionally — but this doesn’t look like a gaming future I want. Though Valve is also the company that says the future of gaming is vast economies of user generated content. That’ll probably make em’ (and creators) a bunch of money, but look, I played Second Life. Thats a future of mediocrity, sustained only through microtransactions and I see no reason as a consumer to be excited for it. But I digress.
First, the controller. The only positive thing I can think about it is that Tommy Refenes saying it’s okay. Tommy is one of the few people picky enough for his opinions to matter to me, but I really need to hear more thoughts from people I can trust before I can totally be on board. Honestly the trackpad part seems clever and I can see it working well in a variety of ways, but the button situation still seems dubious. People keep saying you can map the right pad to be buttons and use magical haptics to make it work, but that still sounds less to idea. You have a controller that can play FPSs (Valve’s genre of choice) possibly better than a modern gamepad, but still in a player pool of people playing on Mouse and Keyboard. You can play mouse driven games like strategy games, but the faster the game is or the more keyboard commands it needs, the less likely it is to work. Maybe the screen-buttons thing will totally fix that? Tommy can play Super Meatboy on it but it still seems less than idea for platformers. Any 3rd person consoley game fails due to the lack of buttons (this case, not because of tactile reasons, but literally just from not having all the buttons necessary to do so). Dark Souls? Nope, not enough inputs. Hell, going back to FPSs, I was watching a cousin play Battlefield on the 360 and it too basically used every input possible down to the d-pad. You can offload that stuff to the screen or the side 4 buttons but that doesn’t make it ergonomic or enjoyable (not that using a shitty d-pad for stuff is great either, to be fair).
Atop that, with all the fancy haptic stuff and the touchscreen, the thing looks like it’s going to be hella expensive. You could maybe force this sort of interesting design choice with a real console. Bundled and with games designed for it, consoles can get away with a lot… but even if a non-bundled product is super successful (The Kinect, which made oodles of bills) designers are still loathe to design content for it. This is the whole reason the One is forcing you to have a Kinect — only by doing that will designers consider working with it seriously. But that isn’t the case at all for the steam controller. In fact it’s many times worse. It will be a weird, likely expensive controller in a market loaded with cheap controllers that are still pretty good and the 360 controller which (despite my personal taste) is a defacto standard. Even if a lot of things are as good as we can hope, this still seems like a niche product for people who wanna play 4Xs on their TV.
Then there is the OS. I got mixed feelings here. Valve is pushing for linux and there is a part of me that goes ‘that’s good’ (I like linux, even if i’m not a regular desktop user) but it seems like a push that’s not ‘necessary’. Windows 8 wasn’t nearly as closed as we feared and seems to be backing up a bit in 8.1. We also know old versions of windows can last an eternity out in the wild. 33% of windows computers run XP and while a lot of this is probably corporate, I’m sure we know many people who still run XP. That’s 12 years old. Then again, any push Valve takes for Linux will probably take a long time (not necessarily 12 years but.. years) so…. I dunno. It’s not like they have a choice though — if they’re going to do an OS it basically HAS to be linux or they’re only making their problems worse. That said, I’m still not sure where the appeal is going to be outside of curious enthusiasts, at least for now. Streaming from desktop is kinda neat, depending on how good it runs. I wonder if such a feature will remain SteamOS exclusive? It doesn’t seem like it’d need to be and Valve, to their credit, does tend to be the type of company that would try and deploy a feature everywhere. That said, it’s linux, so there isn’t much to say here outside of I find it a little scary as a developer, but I probably won’t have to worry about it for awhile.
The Steambox stuff doesn’t sound all that impressive. It’s commodity parts in a fancy case running their OS. Especially when people are going to be more likely to be streaming games from their PC than run native linux games (lol) the specs seem like overkill. The machine its self offers nothing special so unless they sell it at a loss to try and get SteamOS adoption up, it looks basically no different from anything else. You could probably just plug a laptop in through HDMI and get the same play experience. This also gets to the whole ‘play in your living room’ thing. I’m bias here again — I have no fondness for ‘the living room’. I haven’t gamed ‘in the living room on the couch on a saturday morning’ (thanks Phil Fish) since probably the NES. I got a TV in my room in time for the SNES and that was it. Still, we have a solution for gaming in the living room. We have consoles for that. They’re almost certainly cheaper than the steambox will be, and the games on them are designed for their controllers and are also designed to be viewed at a distance. The language of interfaces is different for ‘TV at a distance’ than monitor (I mean, why else would we need something like Big Picture?). So you would, in theory, pay more money to buy a library of games that don’t even necessarily support the controller your system came with to play games that are visually not designed to play that way. I know there are people who wish they could do that anyways, but in general, that does not seem like a particularly impressive value proposition when the other living room gaming options are more stronger experiences.
So I’m not really impressed or looking forward to anything they’re doing right now (besides SteamOS a little maybe? It’s good to have a big developer invested in linux) but hey, Valve is magic so everyone might buy whatever they sell regardless. :(
This is silly and not usually the type of thing I put on my blog, but of recent I’ve been trying to find the name (if one exists) for a visual phenomena I’ve had since I was a kid.
In the center of my vision, I can often see a ‘cluster of bubbles’, much like a 2d atomic nucleus. It seems to exist out in space rather than ‘on’ my eye and has the general color and feel of phosphene/closed eye hallucinations. It is eye independant and persists with my eyes closed. It seems to move and flicker when I’m noticing it, otherwise it’s often invisible. I can see it the most when it’s dark.
As a kid I thought it was like a ghost or something, and my little kid brain would make it seem bigger or make me think it was flying around (as my eyes moved around, steering it). For the most part as I got older I didn’t give it much thought and I could go months without thinking about it or noticing it but I’ve just recently gotten super interesting to find out if it’s a “thing” people have. I’ve talked to a few people who have described something similar but not many.
Things it’s probably not:
Floaters: I see floaters too and it’s definitely not floaters. Floaters don’t ‘animate’ or flicker and the illusion I see is eye independant.
Haidinger’s Brush: Though it might be related. I see more than 4 ‘points’ quite often and again, works best in the opposite conditions as the brush. That said, I might be seeing the same cause (blue/yellow describes the color well and like the Brush, exists center on the macula). When I first read about the brush I was like “THATS IT” but apparently not
Detached Retina Particles: Again, eye independant and exists in darkness.
Scintillating Scotoma: Illustrations seem crazy different and I’ve never had migraines.
Anyways, if any of you can see this, feel free to tell me! I’d find it very interesting! If you know if it’s a named phenomena with an explanation, I will be even more thrilled!
This game is beastly. My bro, Tyler Doak, has been working on this for like 5 years. Most of you probably have heard me talk about it, but nows your chance to buy it. it’s 10 bucks right now in the Humble Store. It’s an amazing 2d brawler with ridiculous air controller that feels something like a punchy Bayonetta or something. It’s a game practically made for people who like difficult action games and playing for score/rank and stuff. Everything about the game just feels good — the hitstop, the effects, the sense of impact, the control during combos — it’s all amazing.
I’ve helped Tyler here and there with this game over the last year or so and I really wanna see it get some of the attention it deserves. So if you feel up to it, purchase it here.