Monthly Archives: February 2017

The Witness (PC, PS4, XBox one)

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There’s an island covered in puzzles, you solve them. It’s very pretty and and quite breathtaking. There are people statues and tape recorders with recordings of people talking about god — or something. Um… the puzzles get pretty complex. That’s the game.

History

The Witness is the second major release from gaming giant Jonathan Blow, known most however, for his work at the Games Developers Conference. The whole point of the game was to showcase game and storytelling. Not simply delivering a narrative via dialogue but delivering the story and gameplay in a way that only a game can. Allowing game’s talents for exploration and player agency to guide the player naturally through the story and the adventure.

It was released on January 26th, 2016. It’s competition was Pony Island (PC, Mac, and Linux), Darkest Dungeon (PC and Mac), and FNaF World (PC).

Gameplay

The Witness is a game in which the player solves a series of puzzles made like geometric grid mazes. Each one begetting more puzzles and more rules that combine to transform routine puzzles into mind bending affairs often incorporating elements of the natural environment to present meaning. Recordings of the islands, presumed, previous occupants can be found hidden among the puzzles.

The issue with talking about the gameplay of puzzle games is that I cannot speak more about them without spoiling the solution, undoing the point of the game. So I’m instead going to speak at length about my response to those puzzles.

Experiences

I cannot recall the last time a game had me from moment one and then lost me at moment 4. The opening puzzles were a gentle guiding hand, showing the bare basics. As were those outside the first section these served to introduce that some grids had rules and paths that had to be crossed. Then came the symmetry puzzles, which introduced restrictions that complimented the path crossing rules nicely. The troubles started in the Desert Ruins. I could not manage to solve the first puzzle in the sequence.

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This image technically has all the information someone needs to solve the puzzle on this screen. But I could not see it then and can barely recognize it now.

I wasn’t sure if I didn’t know the rule or trick of the puzzle and therefore should wander until I found something different and new that would lead back to this. Or if I didn’t know that I was supposed to understand what was going on. This lead to ten minutes of guessing, checking, and brute forcing in the hopes that finding the solution would reveal what the method to it was. It did not. I solved the first, but when I approached the second I realized I had no idea how I had completed the first and therefore was still unsure whether I had or had not figured things out. It became apparent that my success had been the product of blind luck and that I had learned nothing about the puzzle’s intended solution or method.

I elected to leave, running into more and more areas with more and more puzzles. I was unsure whether or not I did or did not have the tools I needed to solve them. Some I did manage to solve but it felt like dumb luck again rather than the application of concerted thought or effort. I managed to figure out what to do, not by any deductive reasoning, but more like a prehistoric man banging rocks together until one of them gains an edge. Yes, it’s sharp but it also grows dull easily. Thankfully there are always more rocks around but unfortunately the process of chippings rocks takes a fuck-load of time. I found rules that I had previously encountered and thought I had mastered but with new twists that I couldn’t manage to wrap my head around or presented in new ways unlike their previous iterations.

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When I found this I don’t know if I was supposed to understand the little orange squares or if this was the puzzle that was supposed to teach me what they do.

Which would then prompt me to run further, trying desperately to find a group of puzzles that had a thematic link, something that would help me complete them. This was my understanding of puzzle games. Each zone has the basic mechanics of the game but plays with them in interesting and different ways. Thankfully I was able to stumble upon an Orchard and a Zen Garden that offered such things but they too offered seemingly insurmountable walls of difficulty. Somehow this felt worse than bouncing off a series of puzzles wholesale like I had at the temple. Now I knew what I was supposed to be doing, at least I thought I understood the rules and logic, but now I could not manage to apply them.

 Overcome with despair and doubt I committed the great sin of looking up a guide. Particularly for the Desert Temple. It was my understanding that that’s where my confusion began. I figured that if I could complete the puzzles in that area then I would learn more about the rules and logic of other puzzles I had found. Upon seeing the solution and seeing how I was supposed to come to it my immediate response was to wonder in dumbfounded confusion how the hell I was supposed to figure it out. But the response was obvious, “fuck around with it until you figure it out.” Maybe it’s just me, but I don’t like fucking around with things for too long. If I don’t apprehend something quickly — I give it 10 minutes of messing around tops — I get the distinct impression that I’m missing something, not that I just need to keep experimenting more.

I continued through the temple hoping that now that I understood the basic logic of what I was meant to do would guide me through the rest. I was wrong, so incredibly wrong. So incredibly guide guzzling wrong. I eventually opened my laptop, with the guide open on it, only glancing at it when I was confused, which was almost constantly. Deeper in the Desert Temple I could not even recognize the method for finding the solution, I only copied them knowing that I would need this logic later, having not learned it and therefore ruining the rest of the game if I didn’t stop using the guide as a crutch. But… I was at a standstill. I could not manage to derive the logic with the guide. Nor could I solve the puzzle without it.

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This is the screen that broke me. Dark, oppressive, probably a little moist but not totally wet, not enjoyably wet. It’s like that feeling of sweat all over the body on a humid day level of uncomfortable. I thought it would be a great place to take a long rest and just sink into the mire of my failure.

And so I quit. I admitted defeat. I wasn’t having anything that could remotely be called fun. I wasn’t experiencing that feeling of discovery I had heard about and read about. Every success only prompted me to consider my past failures or the puzzles that I had found and still had no clue how to even begin to solve. And if I couldn’t understand this logic here, then what hope did I have of understanding the parts I found later?

But I can’t bring myself to give up, I can’t bring myself to leave it behind completely. I know I won’t enjoy it, unless something changes dramatically — either in myself or in the game. But I can’t let it beat me. I was able to finish Bubsy, goddamit and that game’s only got nine lives and two continues. I could certainly finish, but certainly not complete — who knows how many hidden puzzles Blow’s tucked away — the game. But… I dread going back.

The Gush

The world is incredibly pretty, but I often spent too much time looking at it with a critical eye. I was unable to simple smell the fresh air. I was too busy scouring rock outcroppings, trees, and piece of geography in a manic and paranoid frenzy, desperate for direction or meaning. No longer was a derelict ship simply something to look at and explore. It was now, perhaps, some place I would find meaning or more puzzles to solve, perhaps not. Soon I began to suspect that there was no decoration, that every object or surface was some sort of clue that I was unsure whether I could or could not decipher the meaning of. But, at least, it was all very pretty.

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So Idyllic. Wait, are those marks a puzzle? Is there a puzzle there? Is this puzzles?!

The sound design is spot on, the sounds of beginning and completing a puzzle are chipper and encouraging. The sounds generated by failure are not discouraging for the first 20 times or so but after that they get quite grating. Most liberating of all were definitely discovering the sources of the larger puzzles, as the light on the grid gives way to some sort of fire that burns across the lines.

The Kvetch

I think the lack of music is supposed to leave no distractions in the way of figuring these puzzles out but I ended up feeling alone — and not the good sort of ‘company of myself’ alone. I’m talking the ‘looking inward at oneself and no longer recognizing the individual whose eyes I am currently staring from or at’ level of alone. In constant conflict between playing my own music or playing the game as it was meant to be — or something. An Oddworldesque leitmotif ambiance could have been a welcome to distraction to my near constant frustration in the latter portions and maybe helped me understand when I was entering a new zone with new rules.

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Just a little musical change from the paths to the field could make all the difference in teaching me that I’m someplace new. Someplace that is not, ‘new derelict place with puzzles in it.’

God, I wish I could jump. Not huge Mario jumps or something, just little hops. Perhaps the ability to climb chest high walls. I cannot relay the number of times I’ve come to a small cliff I, my literal self, could climb up or down but instead have to find a path around. Sometimes it leads me to lose my way to an area I really wanted to go. But I don’t want to leave this new area behind. I mean, it was put there for a reason right? Was that vista meant to lure me to this point? Is this puzzles?!

The Verdict

The Witness is a game I’ve only played for four hours but has felt like far more and I mean that in the worst way. Every setback, every puzzle I found but did not have the knowledge to solve — but also did not have the knowledge that I didn’t have the knowledge –, every puzzle I could solve but could not apprehend the ruling logic created an incredibly frustrating experience. I feel that searching for a puzzle that I might be able to solve was meant to be an opportunity for a scenic tour of the beautiful landscape. But it instead transformed into a desperate affair. Hoping, often in vain, that I would find something I could call forward progress. Or at least something that would release me of the stubborn feeling of total stupidity that lingered in my success and festered in my failures.

I know that the point of the game is to stump the player until they un-stump themselves but I found the experience of being stumped so distasteful that it was not nearly balanced by those rare moments of brilliance. Any pretense I had to intelligence or discovery was doused in thoughts that someone had been able to solve this puzzle with incredible ease. That even when I had cracked the code it was not impressive or interesting because someone else had. Relating the experience of having cracked it rendered as pointless as going in detail about a dream I had. The Witness invited me into a grand maze, I wandered, and was lost. But I keep coming back in the gloomy hope that I might somehow find my way. Or at least show it couldn’t defeat me.

Next Week: Space Pirates and Zombies

Super Meat Boy (Xbox 360, PC, Mac, Linux, PS 4, PS Vita, Wii U, Android, and there’s probably some sort of conversion for the Gameboy Advance or some shit, seriously, this game is everywhere.)

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Alright, here’s what you need to know about Super Meat Boy. The Super Meat Boy is a terrific athlete, everyone loves the him. He loves Bandage Girl and they got a good thing going on. Dr. Fetus is fetus in a jar in control of a person suit and a jerk, so he…

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…beats the tar out of Bandage Girl…

…and whisks her away to the improbably large number of properties that he owns. Meat Boy gives chase, but whenever he’s about to rescue her, Dr. Fetus takes her to another location. Locations such as, the nearby woods, a salt factory, and literal hell. Meat Boy is fast and made out of meat so he can jump and run, using his parkour powers to navigate increasingly bizarre and treacherous terrain.

History

Super Meat Boy and it’s development team, Team Meat, spearheaded by Edmund McMillen have a colorful history. McMillen often drew monsters and strange things as a boy and started publishing Flash Games on sites like Newgrounds in 2001. Games such as Dead Baby Dressup, 12 Dead Baby Uses, WWF Baby Dressup, and Clubby the Seal. McMillen’s first commercial release was Gish, in which the player controls a sentient ball of tar trying to rescue his girflriend. Meat Boy was released in 2008 made in Flash and it was quite popular, netting millions of views across the sites hosting it.

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McMillen here sporting his meatiest Garb.

Microsoft and Nintendo approached him about making an expanded game for XBLA and WiiWare. McMillen formed Team Meat with Tommy Refenes to code stuff, Danny Baranowsky to do the music, and Jordan Fehr to make the various metallic and meaty noises. Development started in January of 2009 and in August of 2010 McMillen got word from Microsoft that they wanted the game released in two months for a promotion they wanted to start — even though they would fail to promote the game at pivotal moments. Which prompted McMillen and Refenes to design and code as if their game depended on it — because it did. But the game did get released on schedule to plumb and great fanfare.

Super Meat Boy was released on October 20th, 2010. It’s competition was Fallout: New Vegas (PC, XBox 360, and PS3), Dragon Age Origins: Ultimate Edition (PC, PS3, XBox 360), and Fable III (XBox 360).

Fun Fact: PETA protested the game with the release of Super Tofu Boy. Edmund decided to include an easter egg based on this. If the player types ‘petaphyle’ at the title screen they will unlock Super Tofu Boy, a character so slow and with a jump so low it’s literally impossible for him to complete most stages.

Experiences

I’m not sure how long the leaderboards stay up or if they ever get cleared. Point being I completed a stage so fast that I held the fastest time. It’s an early stage, so it’s not like I’m  master of the game or anything, but I still felt really stoked. The leaderboards are also split between different characters so it’s possible to be the best at your favorite character if Meat Boy isn’t your bag.

Gameplay

Super Meat Boy is a platformer with the sensibilities of Hotline Miami. You’re gonna die a LOT. Pits, sawblades, other meat, cannons, salt, and syringes will all cause Meat Boy to explode in gore and death but he’ll be back in a literal second ready for more. Each world and each level slowly ramps up the difficulty and adds new gimmicks and mechanical elements until it’s a giant mass of fans, conveyor belts, salt streams, cannons, and other things that the player will come to master.

Completing the level is one thing but what’s more important is doing everything in the game — right? Super Meat Boy comes with unlockable characters, collectible bandages, warp zones to alternate stages, dark world counterparts — for those who find the regular levels too easy — , and A+ing every stage by doing it fast. The unlockable characters aren’t just skins, most of them have special and unique abilities which change the way they play, such as Commander Video’s glide or Josef’s propeller head spin. Certain characters are even more effective on certain maps so if you get stuck it might just mean changing up the character you’re playing.

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Characters are unlocked in warp zones and by collecting bandages.

The Gush

The game’s fucking hard to complete 100% and I think all the things necessary to do so actually do a better job at dissuading the player from that sort of behavior rather than encouraging it. I got to chapter four, liked the story, had a blast with the game, and played with all the characters I had unlocked but put it away for a few months when it started to get too tough for me. Now I’m back on the horse and I’m having just as much fun as I did in my first run through. The whole while I don’t feel the pressure I usually do to 100% the game because christ, that would just take too much effort.

When you do finish a level the game runs a replay with every failed attempt running at once. This is one of the most cathartic things on the entire planet. Seeing all of your failures in motion as they fall into pits, get chopped up by saws, or fall into piles of needles while the one who matters gets to the goal really made me feel like I had done good.

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It’s a Thing of Beauty

If you just couldn’t get enough then have no fear, there’s no such thing as enough. The game has a well constructed level editor and those levels can be found in the bonus world, Teh Internets. It might be possible to literally play this game forever.

The Kvetch

Oh no, ooooooh no, the Social Justice Warrior hat is going onto my head. Curse my love of hats, I can’t bring myself to be rid of a single one. Well, the SJW hat is on so I might as well talk about something that I think is ‘problematic’. The game is a send up the platformers and games of McMillen’s childhood so Bandage Girl is gonna get kidnapped — it was an inevitability in design meeting #1. That’s not so clearly the problem because there’s a game mode where you can play as Bandage Girl rescuing Meat Boy instead, so that’s cool. The problem comes in the sheer number of times Dr. Fetus beats the piss out of her. Whenever Meat Boy completes a stage he gets dragged along to the next as Dr. Fetus pummels her mercilessly and poofs them away. It’s just a framing device but maybe not every animation had to be a ‘comedic’ beating. The problem is that the beatings are all game references that seem like their meant to be played for laughs.

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Look away Meat Boy! Look away from the horrid violence against (presumable) females.

Some of the warp zone levels are just leagues more difficult than the world their in. I understand that they’re sort of bonus content but sometimes a warp zone is just too hot for me to handle. It’s a difficulty spike so large that it’s more dissuading than anything. It’s probably just because games of the past have hard-wired that bonus levels are cool fun things.

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This cool thing should not inspire dread like it does for me.

The boss fights are a little meh. It’s tricky business making a boss fight out of a platformer, especially when Meat Boy has no attack. They’re all basically all forced platforming challenges and they’re all pretty good. But they don’t scratch that boss itch like an enemy from another game might.

I’m quite the prude and this game has got a lot of toilet humor. Literally, one of the bosses is a pile of Dr. Fetus’ fecal matter that Dr. Fetus has somehow given sentience. Needless to say I’m not a big fan of it.

The Verdict

Do I gotta say it? This game is seven years old and its’ a fucking masterpiece… if you like platforming. If the allure of jumping and not getting hit by things never appealed to you then this ‘un is not gonna light that flame. But if you ever longed for the days of Bubsy, hard Mario levels, or the madness induced fury of a Ghouls and Ghosts game then this was made for you. For the slick price of $15 it’s cheap to boot, especially considering all of the content therein.

Next Week: The Witness