BONUS CONTENT: Copyright in Video Games: Protecting Property or Owning Creativity?

My idea for this segments stems from Warner Bros Studio’s successful patent of their ‘Nemesis System’ used in both the Middle Earth: Shadow of Mordor & Middle Earth: Shadow of War games (link). Along with my last discussion piece(link) where I discussed Namco’s patent of the load screen mini game, they’ve got me thinking about copyrights effect on the video game industry and what it means to creative expression.

Copyright is defined as “the exclusive and assignable legal right, given to the originator for a fixed number of years, to print, publish, perform, film, or record literary, artistic, or musical material.”. In layman’s terms this means that the creator has the legal right over their own creation. This also means that any use of that material without permission of the owner is considered illegal. If the creator can prove enough similarities between their creation and the creation of another later in time then if the original creation is copyrighted then there is a case of infingement. Copyrightable content can vary from a small part of something like a character, a catchphrase or a melody to a whole creation like a song, video game or book.

From a moral perspective their is a fine line between what is copyrightable and what should be copyrightable. I believe that a creator should hold rights over that they create but my problem lies when these copyrights are so vague that they can hamper the creativity. For example, up until 2018 Sega held the patent for the compass pointing arrow from Crazy Taxi that pointed in the direction of your goal. This and systems similar to it have become quite common place in video games, the likes of Skyrim & Death Stranding come to mind. Imagine if they wern’t allowed to us them? Or even yet when Ubisoft were challenged by Monster Energy drinks because their upcoming game “Gods & Monsters” because the name “Monster” was Trademarked, Ubisoft eventually changed the name to “Immortals: Fenyx Rising”.

I get that people should be able to protect their creations against people stealing and rebranding their own ideas and intelectual property but when it gets to the point people arn’t allowed to build on and improve on what came before them we get to a point of stagnation. Imagine if we did that in the scientific community? “No, you are not allowed to work on relativity because that was Einstein’s thing and he has complete rights over it for X number of year”. We’d still be living in the dark let alone playing video games. Now that would be a real tragidy.

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Doors of Insanity (PC, PS4, PS5, SWITCH, XBOXONE, XBOX X/S)

“You’re Dead Bud.”

Doors of Insanity

A thank you once again goes out to Another Indie for sending me out a copy of the first 2021 release I get to review.

There isn’t much a story to Doors of Insanity and if their is it’s not told particularly well but the game can be forgiven for this as story is not really what the game is about. It’s a rogue-like card battler where you progress through a number of dungeons building your deck and equipment in order to beat the next bad guy/s around the next door. Then when you die (which you will do at some point) you start from the beginning with additional perks which can be bought by using gems or level ups collected from your last run.

I enjoyed Doors of Insanity. It is a system that is easy to pick up and gain a sense of competency in, you have a deck of cards with various effects, be them do damage, absorb damage or various buffs/debuffs and a set amount of mana which determines how many cards you can play in your round. Once the enemies are defeted you gain more cards and head to the next set of doors, then repeat. The art style is both cutesy and slightly un-nerving at the same time, reminding me a lot of very early Disney animation (such as Steamboat Willy) and more recently Cuphead.

I did find the character creation to be a bit limited with little choice but sex, hair and skin colour and a handful of different faces to pick from. Although if I did have control over what changes I would make to the game the first thing I would do would be to look at porting the game over to a more portable device. Doors of Insanity to me plays more like a casual game. I’ve sat down and played it a few times but never playing it for more than an hour or two each time before wanting to move onto something else. I feel the game would be strengthened it I were able to play it on my phone if I had a spare 15-20mins be it waiting for an appointment or on my lunch break at work.

So to recap, the game is very easy to get into and easy to play but has a tendency to start feeling a little repetative after a while, which is why I would prefer the games to be available on a more portable medium. Another strong outing from Another Indie and I wait in antisipation for what comes next.

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Announcement

Announcement:

From the 22nd March will be going on hiatus for a while. At this moment I don’t have a date I tend to return.

I’ve decided to do this as when I started, I loved sharing my thoughts and lending my wisdom to those who were willing to spare me their time but in recent weeks writing and posting articles has felt more of a chore than an act of indulgence. Therefore, I’ve taken the decision to step away in order to rediscover my passion for writing.

Thank you to everyone who has shared this incredible experience with me and have been supporting what I have been doing. I hope to speak to you all again soon.

Indi

BONUS CONTENT: Looking Back at Fallout 3 (PC, PS3, XBOX 360)

“War, War Never Changes”

Fallout

War may never change but the Fallout series sure does. Fallout 3 was the game that revolutionised the series and set up the archetype for the series to follow. The first of many Fallout game to be developed by Bethesda, by taking their formula that made The Elder Scrolls games a success and incorporating it into the Fallout series really modernised the series. This was done in order to streamline the gameplay to bring the game to consoles. Bethesda however kept concepts from the original series such as a focus on non-linear gameplay, black comedy and depravity such as cannibalism & slavery. Although they decided to not include moments that break the 4th wall in order to not shatter the illusion that the game world was real.

Although it does matter how good the story was, how streamline the gameplay was, how immersive the environment was. Reality come crashing down on you as soon as the game freezes and requires you to restart the console. This was my experience with the game. It was a fantastic game but was ruined by having so many bugs that even it’s bugs had bugs. One of the most memorable was one that made everyone’s heads disappear leaving only their hair, eyes and teeth. The image haunts me to this day.

I never played any of the previous Fallout games before Fallout 3, I have since but 3 still as my favourite of the series. I find that without the nostalgia effect the first 2 Fallout’s and Tactics haven’t aged well and feel dated. This really hampered my ability to really loose myself in the games. Fallout 3 & New Vegas on the other hand is one that I still go back and play. I originally bought it on PS3 at release and later bought the Game of the Year edition on Steam so that I could go back to it without needing to find & break out my PS3.

If you like what you read and would like to support further pieces then feel free to subscribe to my Patreon or Buy me a Coffee. Your continued support will be most appreciated. Also for regular updates please like and follow me on Facebook & Twitter.

Resident Evil VII: Biohazard (PC, PS4, SWITCH, XBOX ONE)

“Welcome to the family, son.”

Resident Evil VII: Biohazard

Now, I am a big fan of the original Resident Evil series (games 1,2 & 3) and to some extent number 4, less so 5 & defiantly did not enjoy no. 6. This downward spiral of quality was why I was reluctant to pick up Resident Evil 7 at it’s initial release, but in fairness the more I heard about it the more praise I heard about it. So once I found the game on sale I picked it up and finally gave it a go, here’s what I thought of it.

Resident Evil 7 takes place in Dulvey, Louisiana. It’s here that Ethan Winters finds himself after he received an email from his wife Mia who went missing 3 years ago. His search leads him to an old, abandoned plantation. It’s here that Ethan finds Mia who at first is glad to see her. She then suddenly attacks Ethan taking a chainsaw to the hand, losing it in the process. Ethan must now figure out what is going on, how cure Mia and how to survive the Baker family.

First thing’s first, the game does not feel like a Resident Evil game of the past. A lot of moments, especially at the beginning of the game feel less survival horror and more just plain horror. Also compared to a lot of other more modern horror games, the games does it really well. For the first half of the game I was absolutely bricking it in fear of what my be lurking around the corner. The game oozes atmosphere and coupled in with the new 1st person camera you get a real sense of immersion. There was even a couple of times I had to stop and mentally prepare myself before heading around a corner. After about an hour though the feeling of dread did subside as enemy appearances became more predictable and I became better equipped to deal with said enemies.

There wasn’t a lot I didn’t like about Resident Evil 7. My main gripe with the game was movement of the player. There was a lot of times where I felt Ethan wasn’t moving with much urgency, especially when I’m wanting him to turn around a corner. I understand that Ethan is just an ordinary guy and as such hasn’t received any kind of special training, but still in a house of super mutant murder hillbillies I’d expect him to move like his life depends on it rather than like he’s having a lovely stroll through the woods.

Speaking of lovely strolls through the woods, The scene at the very beginning of the game bared both a lot of similarities and contradictions to the start of What Remains of Edith Finch. Both start out as walking simulators where the player is walking through the woods, however where as in Edith Finch there’s a sense of adventure, wonderment and tranquility RE7 fills the player with tension, suspense and anxiety as to what the player might suspect. I think it’s quite interesting how two games of very similar mechanics can distill opposing feelings.

Back to the topic at hand, I would recommend Resident Evil 7 to those who enjoyed the Silent Hill games or in fact any kind of horror game. Although I wouldn’t to those who are die hard fans of the Resident Evil series. In that respect it reminds me of Silent Hill 4: The Room, they are both great games but they also both feel very disjointed from it’s series lore, both feeling very off cannon. I just hope that Resident Evil doesn’t fuck it up the series again by trying to bring the cannon back in newer games… What? Chris Redfield is in Resident Evil Village? I guess some people just don’t learn.

If you like what you read and would like to support further pieces then feel free to subscribe to my Patreon or Buy me a Coffee. Your continued support will be most appreciated. Also for regular updates please like and follow me on Facebook & Twitter.

BONUS CONTENT: Loading Screens: Making waiting fun

Lets face it, nobody likes a loading screen but they are a necessary evil, especially as game environment becomes more detailed and more items are in need of loading. Now with that I’m sure a lot of you are thinking “Actually, now that you mention it. I’m noticing loading screens less and less these days. So how is it that with more stuff needing to be loaded I’m seeing less loading screens?”. Well, I can tell you that is true, you are “seeing” less loading screens. Developers have started to get creative in the way they are incorporating them into the game, especially since having to wait and set everything up behind the curtain can break both a games immersion and pacing. So here is a few things that are/have being done to keep a players concentration while the stage is being set.

Cinematics

This is an old favorite and quite an easy one to pull off. Once the player gets to the end of the stage a cut scene or cinematic will start usually with the aim of driving the plot forward. While this is going on the game will be loading in the background that way once the cinematic finishes the play can get back into the game with little to no waiting required.

Grid and partial rendering

One used a lot by open world games such as GTA, & The Elder Scrolls series. This involves breaking the map down into a grid and fully loading the grid around the player as well as partially loading grid squares round them. That way as the game loads as the player moves around the map, eliminating the need for loading screens so long as the game can be loaded quicker than the player can travel.

Informal loading screens

Sometimes you just can’t get away with not having a loading screen, usually when a player dies or is fat traveling to a location elsewhere on the map. In this example information for the players is shared with the player that can either expand their knowledge of the games lore (for example, with the Dark Souls series) or can inform the player of tips and tricks they can do to improve their gaming abilities (e.g. the Uncharted series)

Loading Screen Mini Games

This is one that is brought to up by Namco back in the early days of the Playstation. At the beginning of Ridge Racer as the game loads you have the opportunity to play Glaxian while the games loads, also as an added bonus if you win and shoot down all the alien ships before the time runs out you unlock another 8 cars to race with. Namco loved this concept so much that they patented the use of mini-games in loading screens, hence why it wasn’t widely adopted.

This list is by no means exhausted, there are many cleaver ways developers hide what’s going on behind the curtain, sometimes even convincing us their is no curtain at all. If anyone has any other stand out ways games load while keeping the player invested please tell us in the comments. It’s not a loading screen but I remember when I originally bought Heavy Rain for the PS3 it came with a piece of craft paper and while the game was installing it gave the player the instructions as to how to fold an origami pajarita (endemic with the game itself). It was such a simple thing but it was something that kept me occupied as well as gave me a collectible to go with the game.

If you like what you read and would like to support further pieces then feel free to subscribe to my Patreon or Buy me a Coffee. Your continued support will be most appreciated. Also for regular updates please like and follow me on Facebook & Twitter.

Kingdom Hearts 3 (PS4, XBOX ONE)

“Prepare to face Keyblade Hero 3!”

Kingdom hearts 3

Continuing with the backlog, this was a game I played at the tail end of 2019 but never wrote about it because at the time I was playing Marvel’s Spider-man, God of War & Resident Evil 2 and all 3 of them were much better games with so much more to talk about. This was also back when I was a little less serious about my blogging and a lot less routine. So with the amount of time available for me to write increasing but the amount of time I have to play games staying the same, I’ve taken the decision to write about some of the games I’ve already played and not yet had a chance to talk about. Hence why I’m digging up Kingdom Hearts 3.

Kingdom Hearts 3 takes place after Dream Drop Distance, in which Sora has lost most of his powers due to the events of the previous game (as to what they are I don’t know) Sora must travel with Donald & Goofy through several Disney & Pixar movies in order to find “The Power of Waking”. Meanwhile, Mickey & Riku are in the realm of darkness looking for Aqua one of the past keyblade wielders while Kairi and Lea (the original persona of Axel) are training to become keyblade wielders.

If you got to the end of the previous paragraph and still have no idea what the hell’s going on then, don’t worry because you’re in the majority. The plot at this point in the series is so convoluted and disjointed I’d be surprised even if the writers knew what was going on any more. It’s something Hideo Kojima would have written had he been locked in a room with a Disney box-set, a bottle of tequila and a space hopper. Not to mention the plot kept jumping between consoles just to keep you on your toes. The OG Kingdom Hearts was on PS2, then Chain of Memories was on the GameBoy Advanced, then Kingdom Hearts II was back on the PS2, then Coded was on Mobile, then 358/2 Days was on DS, then Birth by Sleep was on the PSP, then Dream Drop Distance was on the 3DS, then Kingdom Hearts χ was a browser game, finally we have Kingdom Hearts 3 on the PS4. So unless you were rich enough to have all the aforementioned consoles and handhelds you found it difficult to follow the plot consistently from start to finish. True, they did release all the games in sets on the PS3 and later the PS4 but by this point I had abandoned the series because I was so far behind in the plot.

So enough about the series as a whole and lets look specifically at Kingdom Hearts 3. Graphically, the game is much improved from the rest of the series. Then again KH3 is running on a much more powerful system then the rest of the series too so that’s kind of a given, still everything is crisp and detailed. However there is a smoothness about it all that makes me feel the characters are made of modeling clay, I’d assume this is so Sora and the gang fit to the aesthetics of the CGI Disney worlds they are visiting this time around. Speaking of the new worlds, the story behind the majority of the worlds you visit are just rehashes of the films and how they would play out if Sora was contracted to have a significant part in every single one. Your usual Disney B-List TV voice actors have amassed to replace some of the bigger stars who just couldn’t be bothered, didn’t care enough or wouldn’t get paid enough to reprise their roles (I didn’t expect Tom Hanks, Tim Allen, John Goodman or Johnny Depp to make an appearance) and it shows, although most of the original Frozen & Big Hero 6 voice actors showed up which made those worlds feel a bit more authentic.

As far as game-play is concerned it’s the same as Kingdom Hearts 1 and 2 but with a few tweaks and additions. The main one that got right under my skin was the special attack moves based off of attractions at Disney’s theme parks. They were overly available, needlessly long and arbitrary. They are nothing more than needless advertising and gave me nothing but disdain for the game.

Kingdom Hearts is a series I like the idea of, Square-Enix RPG with Disney characters? A marketing departments wet dream and works great on paper. Sadly, paper is a flimsy thing and doesn’t tend to last very long when played with. You needn’t look any further than my D&D character sheets for proof of that. It’s a series that has been ruined by baggage and lack of direction. As a final word if you enjoyed any of the series then this is just more of the same, if you’re coming fresh into the series don’t both with it. It’ll either confuse you, annoy you or both.

If you like what you read and would like to support further pieces then feel free to subscribe to my Patreon or Buy me a Coffee. Your continued support will be most appreciated. Also for regular updates please like and follow me on Facebook & Twitter.

BONUS CONTENT: Review Scores: What does a “7” mean?

I personally don’t believe in using review scores when reviewing video games. One reason is because it forces people to actually read what I write rather than skipping to the score at the end and assume everything between that and the beginning. Although the main reason I don’t use them is that it would open me up to a world of scrutiny if I did.

Take the following scenario. 2 games for me to review, Game 1 is good there are a number of points which I cannot overlook so I give it a score of 7/10. Game 2 isn’t as good but still enjoyable, however it’s consistent in it’s enjoyment so I also score it a 7/10. The amount of flack I would open myself up to to Game 1 fans who can overlook the points I couldn’t over giving their precious Prodigal Son game the same score as the dirty plebe that is Game 2.

In attaching a score to a review it also gives readers a tangible number that can be compared to other numbers assigned to reviews of other games that couldn’t be compared any other way. Going back to my previous Game of the Year winners. The experience I got from playing What Remains of Edith Finch is totally different from that I got from playing God of War. As such I wouldn’t be able to say for definite that one is better than the other. Though as soon as you assign a score to them suddenly there is an avenue of comparison. My reviews are based on complex opinions (shut up, they are!!!) and in rounding such complexities down to a single number isn’t doing any justice to the review, to the reader or to myself.

It’s also true that opinions change over time, however a review scores despite being a product of the age we lived in, will stand the test of time meaning that review scores can span across generation gaps. For example on the Metacritic’s Best Video Games of All Time list both Tony Hawk’s Pro Skater 2 and Red Dead Redemption have the same score, does that mean they are both as good as each other despite them being released 18 years apart? No it doesn’t.

So why do mainstream reviewers such as IGN or Gamespot use scores if they are so unreliable? This is because the scores are not for the consumer but for the developers and publishers. A lot of AAA developers issue employee bonuses depending on review scores. Publishers are also known to have clauses in contracts with developers getting bonus payments if game achieves a minimum review score. This is why a lot of studios are known to “butter up” larger video game reviews with events, swag and even parties for journalists. Reddit User u/cronedog took all 208 games from 2016 that had at least 20 reviews and found that the average score was 7.8 out of 10. That tells me that statistically 104 games from 2016 scored between 100% & 78%. This leads me to conclude that either 1) 2016 was one hell of a year for video games or 2) Review scores are heavily inflated to please Developers and Publishers. Honesty, I believe the latter is the more likely.

Shadow of the Tomb Raider (PC, PS4, XBOX ONE)

“That’s right! Run you bastards! I’m coming for you all!”

Tomb raider

Yes, the only reason I am review this is because it was free for PSPlus users back in January. I thought I would just get that out there. Since I am still without anything new to play and still without a PS5 to elevate my gaming into the next generation (not that there are many PS5 exclusives available). I’m still going through my backlog of games of at least minor relevance still. So to that end here is the 3rd installment of the rebooted Tomb Raider franchise. Shadow of the Tomb Raider.

Shadow of the Tomb Raider still follows Lara Croft, still saving the world from the bad guys at Trinity who are still trying to use the worlds ancients doomsday devices to be up to no good because otherwise there would be no plot device. This time around for a change it’s Lara who accidentally starts the Mayan apocalypse before Trinity can do so, Lara must then take it upon herself to undo her fuck up and stop Trinity from capitalizing on it.

My relationship with the new Tomb Raider games have changed with each installment. If anyone would care to remember my original review of the Tomb Raider Reboot despite my gripes about it I did enjoy it. 5 years later we’ve seen some marginal tweaks, a few scenery changes and very little else. With the 3rd installment what felt like a breath of fresh air originally is now starting to feel a bit stuffy.

In the first game a lot of my problems with it were due to me feeling like I was mis-sold the experience. Going into the game I felt like it was going to be a lot grittier than the game ended up being. I was expecting a greater fight for survival, having to scavenge and hunt for food, find shelter from the elements and in essence do what was needed to survive. In the end all we got was some scavenging and hunting for resources for the arbitrary crafting system all games seem to require these days. Fast forward to the third installment and I kind knew what I was expecting. I went in expecting more of the same and that’s sadly what I got.

My main problem especially in this and the previous games is that of Lara herself. She has absolutely no growth as a character, she’s just as vanilla at the start of the game as she is at the end. At least in the original reboot she showed glimpses of evolution even if it did come with a truckload of Ludo-Narrative Dissonance (for more information on Ludo-Narrative Dissonance see link). At least in the original series Lara was a seasoned archaeologist and that’s exactly how she acted, the new series tries to make her relatable by making her more “girl next door doing what she needs to do to survive” but she’s scaling impossible cliff faces, shooting like a seasoned professional and absorbing mental trauma with absolutely no signs of PTSD. Therefore I must conclude that Lara Croft is either a sociopath or a psychopath.

I’ve noticed myself I’ve not really done much talking about Shadow of the Tomb Raider specifically. This is probably because there’s nothing about this game that is particularly good or bad, it’s all very safe. Crystal Dynamics seem to have a formula for the Tomb Raider series, it’s not a winning formula by all means but it’s one that’ll get anything they make across the finish line. In doing this they have made the series boring and generic. It’s OK, if you enjoyed the previous games you’ll also enjoy this one but you won’t gain anything from it. You won’t leave the game with a lasting experience, just something to kill some time between now and the grave.

As I’ve said previously and I really can’t say it enough, the series could have been so much more. It was there in my minds eye when I saw the trailer for the reboot. I saw a darker, grittier, more realistic Lara Croft where she would be fighting for survival and barely holding her head above the water, not just against her enemies, but against the elements and the very environment itself. Have her need to find food and fresh water and if she doesn’t make it so she can’t run as fast or climb as high, have her need to suture bad gashes, create splints for broken bones or find different medicinal herbs with different properties (e.g. pain killers, antibiotics, ointments etc.), have her need to find shelter and warmth to prevent hypothermia. These things would have improved Lara’s story immensely and as such build her as a character because you’d be able to really see her struggle and watch her come out the other side a changed person. Make her a true survivor like the games advertise her to be.

If you like what you read and would like to support further pieces then feel free to subscribe to my Patreon or Buy me a Coffee. Your continued support will be most appreciated. Also for regular updates please like and follow me on Facebook & Twitter.

BONUS CONTENT: Looking Back at The Sims (PC)

“Uhh shamoo ralla poo”

The sims

Can you believe The Sims has now existed for 21 years now? I surely can. The Sims was a game that I put in a fair amount of my teenage years being the somewhat of a social outcast I was. I thought with the original game now old enough to drink in the US it would be a good time to look back and reminisce about a simpler time.

The Sims was brought to us by Will Wright and his crew at Maxis & published by EA (before they became evil personified). For those who aren’t aware of the original PC meth addiction (pre World of Warcraft) The Sims allowed you to create and live your own little slice of suburban SimCity. You send your Sims to work or school, feed them pizza, put them to bed, bathe them, set them on fire and drown them. A typical Thursday. As your Sims worked, got promoted and made money you could improve their living conditions give them better shinier gadgets before they shuffle off to the grave.

When The Sims was released in 2001 it was an instant hit with a lot of different gaming demographics. From casual gamers to hard-core gamers, it seemed everyone was playing The Sims. I think it’s popularity lied with it’s simplicity to play. Anyone could sit down in front of a computer and pick up the game quite easily because of it’s simple aesthetics and ease of use. I too was drawn in by the simple charm of The Sims. My enjoyment continued into The Sims 2 as well, although by the time that The Sims 3 came around both me and the series had grown apart, becoming different from the people we once were.

It was about this time that EA’s corporate greed and contempt for humanity started to show. It seemed where most series would expand and incorporate new features. The Sims in contrast did the opposite, narrowed it’s field of household objects and creation tools. All in the name of packaging it up into DLC packs and charge the same price as the core game EACH!!! I wouldn’t mind it so much if there was 4-5 DLC packs but the sheer number of DLC packs is mind boggling. The Sims had 7 DLC’s, The Sims 2 had 18 (8 Expansions & 10 Stuff Packs), The Sims 3 had 20 (11 Expansions & 9 Stuff Packs). The Sims 4 currently has 37 (10 Expansions, 9 Game Packs & 18 Stuff Packs) with more still being released. So I’ve done the maths (so you don’t have to) and to buy The Sims 4 and all of it’s DLC’s at full price it would cost you over £600 for the privilege.

The Sims and to some extent The Sims 2 are a reminder of a time when EA actually wanted to market games that entertain and spread enjoyment. Although I can’t help but think that The Sims as a series is a victim of it’s own success. Maybe if the The Sims & The Sims 2 weren’t as popular as they were and made as much money as they did in DLC’s then EA wouldn’t try and ring as much money out of their clientele as humanly possible without resorting to muggings.

I’m sorry if you read this expecting a nostalgic return to a game that was much loved and was well deserving of that love and instead got a hate speech on the evils of EA. Although I do have a lot more to say about EA I’ll wait and dedicate a whole piece to them.

If you like what you read and would like to support further pieces then feel free to subscribe to my Patreon or Buy me a Coffee. Your continued support will be most appreciated. Also for regular updates please like and follow me on Facebook & Twitter.

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