Category: Video Games

  • Square Enix’s Letter From The Chairman – A Spicy Hot Take

    I’m not sure how to start this brief writeup, but that’s okay. Anyway, now that we have a starting sentence, have you read the investor letter from Square Enix’s president? Here’s a link to the actual letter.

    This letter has a lot of people hot and bothered, because it has terms in it like “NFT” and “Blockchain.” A large number of people are acting like he announced that the Square Enix servers will be powered by harvesting life energy from the Earth and that he’s renaming the company Shinra.

    This interpretation is incredibly stupid for a variety of reasons, but it makes me think that people, perhaps understandably, don’t quite know how to read this sort of letter.

    Brief diatribe. I think NFTs in their current implementation are fairly stupid. The idea of exchangeable digital property? Kind of neat. Everything about how they currently work, including the lack of oversight/controls, massive wastes of power, use for money laundering, and general pointlessness? Miserable, awful, needs to die in a fire.

    Anyway, we’re talking about this specific type of letter. See, the purpose of a letter to investors is more or less to just buoy investor confidence. It’s not directed at consumers. If you do not care about SQENIX’s stock price, there is no reason to care about the content of this letter. Buy their games, products, and services based on what they actually release, at release. As a result, these letters tend to be filled with the appropriate buzzwords and terminology to signal to investors that the company leadership has their finger on the pulse of the industry.

    As an example of this, I want to bring up the 2017 letter from the Chairman. In this letter, you’ll see extensive reference to virtual reality, augmented/alternate reality, and the key importance of smartphones. Why are they talking about Augmented Reality even though they haven’t ever made a augmented reality game? Simple. Because Pokémon Go came out in 2016 and made a godscrillion dollars while being a worldwide fucking phenomenon for several months.

    So, with that as the context, let’s go back and dissect the actual letter with the framing, and the offending paragraphs that have people so annoyed.

    Paragraphs 1 & 2 are primarily fluff about the concept of the “Metaverse.” They end with the following line.

    As this abstract concept begins to take concrete shape in the form of product and service offerings, I am hoping that it will bring about changes that have a more substantial impact on our business as well.

    Yosuke Matsuda, 2022 Letter from the Chairman

    No promises. No commitment or statement of investment. Just 2 paragraphs of fluff that if these concepts transition into actual products and services instead of a pipe dream, they may impact the gaming and entertainment industry.

    Paragraph 3 is the spicy one that actually talks about NFT’s.

     However, we do observe examples here and there of overheated trading in NFT-based digital goods with somewhat speculative overtones, regardless of the observed value of the content provided

    Yosuke Matsuda, 2022 Letter from the Chairman

    In case anyone is wondering how you say “Right now the value of any of this is massively fucking inflated, and the things being sold are pretty much worthless” in this sort of letter, here you go.

    Paragraphs 4 & 5 touch on AI technology and cloud services. Of these, only paragraph 4 includes any actual statement of action, noting that the company has established SQUARE ENIX AI & ARTS Alchemy Co., Ltd. with a stated goal of R&D on AI.

    5, 6 & 7 are all about token economies/crypto. They’re the second set of paragraphs that have people annoyed, and so I’m going to break them down a little bit here. I don’t actually agree with some of the concepts espoused here, but I’m gonna put my thoughts at the end.

    Paragraph 5 is mostly a definition of the concept of “Play to Earn”, Blockchain-based games, and their theoretical differences from standard game development.

    Paragraph 6 is, interestingly enough, the most consumer focused paragraph of the whole thing. I think this paragraph is attempting to make the case that there is value in the technical space that has been opened by Crypto. I think this paragraph is trying to win over people like myself who don’t like Crypto.

    Paragraph 7 is the densest section of the letter, and has multiple concepts. Again, I encourage you to read the letter yourself, first from your own perspective, and then from the perspective of someone who is financially invested in Square Enix. I will likely not cover all aspects of it.

    Loosely, I would summarize it as follows:

    1. People play games for multiple reasons, which in some cases include modding, creative expression, and gold farming. Traditionally, gaming structures do not have built-in methods for rewarding those types of players.
    2. The technology around Blockchain-based design, and social acceptance is currently mature enough to support creating games that do reward those types of players.
    3. Square Enix will continue to observe these changes, and will move to expand their portfolio of entertainment products to include what they define here as “Decentralized Games” if they think they can make money off it, which could include systems that financially reward those types of players.

    8 is a generic wrap-up, and acknowledges the worldwide pandemic. Nothing too special here.

    So, that’s the letter. It contains some overviews and definitions of some trendy topics in the video game sphere of business. It has a single concrete statement of action about AI for something they already did in march of 2020.

    PS: I really do not agree with the definition of Decentralized Gaming presented in this letter. If the fundamental technology stack that is needed to actually run and play a video game from a technical standpoint is not actually freely available and modifiable, you have not created a decentralized game. You have simply created a game that uses Blockchain/a decentralized database as a repository for user game objects. But hey, that’s just my opinion. It remains to be seen if it ages like wine, or like my high school quote about how “The iPad will be a failure because it doesn’t support Flash”.

    That’s a real thing I said.

  • Princess and Conquest

    Princess and Conquest is “unique.” That’s not the same thing as good. I cannot come up with a single simple way to describe it, so I’m choosing to go with Pornographic Action RPG with Political Simulation elements. From what I’ve played so far, I would not recommend it.

    I don’t really consider this blog to be “Family Friendly,” but I also don’t currently provide a way to easily opt out of seeing 18+ content. For that reason, I’m not going to provide any in-depth level of analysis of the game’s sexual content. That’s not to say I won’t talk about it, but there should be nothing in this blog post that will make anyone upset or hot and bothered.

    General Concept

    So, what is Princess and Conquest? Well, at the base, it’s an open-ish world RPG. After a brief tutorial that explains a few of the general mechanics, you’re tossed out into a large open world map. From here, you can whatever you want, as long as whatever you want consists of wandering around, exploring areas, having casual sex, and taking quests to complete for Swirlies, the game’s currency and XP. Combat is done in a sort of real time action RPG thing, where you can switch between members of your current party on the fly. Each member has their own equipment, stats, and abilities. Some have access to magic and projectile attacks, while others don’t.

    This isn’t a static open world. There’s a day/night cycle, and time is constantly passing, during which the various kingdoms will declare war on each other, send armies at each other, and generally cause the world to slip into absolute chaos. You can choose to intervene in these fights for one side or another, in order to push the balance of power a given direction. Doing this also gains you affinity with the Princesses you aid, allowing you to convince them to stop trying to murder their neighbors and whatnot.

    If you’re reading all of this, and thinking “Okay, that actually sounds kind of neat, and I’m horny and want to play this” pause that thought for a moment. Because Princess and Conquest is, as far as I can tell, made in RPG Maker.

    I do not know why anyone would ever choose to make a game with real time combat and open world mechanics in RPG Maker. In another post on this site, I wrote about No Delivery, and noted how the game was impressive for utilizing the engine in interesting ways, and taking advantage of some of its quirks for neat effects.

    Princess and Conquest does not do that. Instead, it takes an engine that was primarily built for single player traditional semi-linear turn based RPG’s and uses it for a game that relies primarily on simulation and real time action combat. While it’s impressive that they were able to get it to do this at all, a large number of the mechanics just feel terrible.

    The worst one by far is combat. Switching between characters on the fly is incredibly floaty and feels laggy. The hitboxes for the player weapons can feel absolutely miserable, compounded by the fact that many enemies can deal damage on contact. One of the bosses can’t be damaged, even with projectile weapons, unless it is faced directly head on; otherwise projectiles just phase through. Another boss is be able to land hits while in its theoretically “Vulnerable” phase, in addition to not actually taking damage when attacked. In another instance, because of how projectiles were handled, I attacked, missed, and then couldn’t use the projectile again because it was still traveling and hadn’t been cleaned up.

    I’m not sure where this part of the article will go, but I’m just gonna write it anyways. I also want to apologize for the relatively lower level of quality in this portion of the article. Sex, and by extension, porn, is complicated topic for a variety of reasons. Frankly, I don’t have desire to do a deep dive analysis and criticism of a $12 Steam game’s portrayal of fantasy sex. Just like I don’t feel like reviewing random videos on Pornhub. If that was what I wanted to do, this blog would have a different name, and likely a higher readership.

    Sexual Content High Level View

    For a brief bit of context: I’m a straight man. I’ve done some stuff. I would not consider myself particularly “Vanilla.” I’ve seen a fair amount of weird porn, and weird porn art. I’ve had sexual relations with both genders. Okay, context and perspective set? Good. Back to the game.

    My primary issue with Princess and Conquest is that it doesn’t offer adequate ability to opt in or opt of the sex/sexual activities. In the time I’ve played so far, I’ve seen content and situations that I suspect would make some players highly uncomfortable. However, there is only one form of controllable interaction, and it’s not broad enough to cover what the game offers.

    My secondary issue has to do with the nature of sex in Princess and Conquest. While I consider the above topic to be more of a general statement regarding sexual content, this next one is more of a personal opinion. Sex within Princess and Conquest is almost universally encouraged, as is getting characters that the player has sex with pregnant, through two mechanical benefits. First, having sex has a chance to get an egg which grants more party members, potentially a party member of a hard to find “race” or with better stats. Second, having sex with an NPC will increase the affinity the player has with the Princess character of the same race as the NPC. One of the player goals is to try to avoid massive chaos and breakdown, and affinity points are used to convince people to stop waging war. Since affinity points can otherwise be difficult to get without pissing someone else off, in order to prevent a world war you kinda have to fuck everyone you come across who is interested.

    Okay, so enough of that. Again, please don’t take this as some form of full analysis of the game’s sexual content, or my views of sex. The above are merely my two major problems with how the game handles its pornographic content and mechanics.

    Okay, so, back to the rest of the game. I have a bunch of smaller problems outside of sex and combat. Here’s a short list:
    1. The game is buggy. Most of the time, these bugs don’t do too much. Sometimes, as I discovered to my incredible annoyance, they crash the game. And because of how the save system works, have fun going back to your last save.
    Author Note: I actually went back and played some more of the game to get screenshots/see if I was being overly harsh. Then the game crashed.
    2. Obtuse systems. The game wants to have a level of political strategy and simulation, but good luck understanding how population growth, eloping, or any other system works without the Wiki, because the game will not tell you. Or Tea Parties! Because I read the wiki, and I still don’t understand how Tea Parties work, or are supposed to work.
    3. Frustrating map design. This wouldn’t be as bad if it wasn’t somewhat accentuated by the game engine, but the map design. Dear God, the map design. I want to make something clear. If you have game with a zone-based map, and you leave or enter zones by pressing in a given direction, DO NOT FUCKING MAKE IT SO THAT YOUR MAPS SPAWN THE PLAYER IN A LOCATION WHERE IF THEY PRESS THE BUTTON THEY USED TO LEAVE THE AREA A SECOND TIME, IT BRINGS THEM BACK INTO THE ZONE THEY JUST FUCKING LEFT.
    4. Quest system weirdness. I do not like that I cannot have more than one active quest from the adventurers guild at once. I do not like that quest descriptions can be weirdly vague about what you need to do to complete them. And I absolutely hate the quests where the descriptions don’t actually give information about what you need to do to progress the quest.

    So that’s Princess and Conquest. A unique concept and set of game mechanics using a game engine absolutely not intended for them, with not great, but functional results. For what it counts for, the writing and porn (from my mildly kinky straight male perspective) is decent, but does not mesh comfortably with the game’s mechanics. Currently, I do not recommend the game, and short of them rebuilding the entire thing in a game engine that can gracefully handle their design decisions, I likely will not ever recommend the game.

    Content on these links is NSFW. If for some reason, you still want to play the game after all of this, you can find it on itch.io here or on Steam here. You’ll have to sign in though, as again, this is an adult only game.

  • Operation: Tango

    Author Note: Images in this article are from the Operation: Tango Press kit. It turns out getting nice images off a two player game on an ultra wide monitor is kind of a pain. I’d say they accurately reflect the look of the game.

    Operation: Tango is a really cool asymmetric co-op puzzle game, where you play as one of two secret agents. And when I say “Co-Op,” I mean Co-Op. There is no single player option here. Good news is that you only need to own one copy of the game to play it with someone else on Steam, since they can just download the demo, and play the full game through that.

    In Operation Tango, you and your friend take the role of two spies. One player is the Hacker, and one player is the Agent. The world has a “Futurist 80’s spy” vibe which is generally executed exceedingly well with bright colors, flashy outfits and locales, and clean UI for the puzzles.

    Working together with your partner in anti-crime, you’ll need to make your way through a series of missions, each with a varied set of objectives and goals. While the game does require coordination and timing to be successful, not all puzzles are on timers, and even those that are tend to be generous, giving an illusion of intensity while offering far more time than might otherwise be obvious.

    Because of its whole thing, most of the puzzles in Operation Tango that I saw don’t really fall into any single consistent pattern that can be used to describe them, outside of the idea of relying on asymmetric information. So I’m just going to go through a few that I remember and liked, to give a general sense of the vibe.

    One mission has one player effectively playing an infinite runner while the other player feeds them information and call outs, while moving obstacles out of their way, healing them, and managing the rest of the interface. Others involve disabling security drones and cameras so that the other player can get by. There are a few re-used elements, such as lock picking, but those tend to amp up in difficulty as you progress.

    My one big criticism would be that the game does suffer from a bit of a breakdown near the end. The last mission in the game is by far the weakest one in my opinion, and feels like the designers took 2 half finished missions and smashed them together to make a single level. To quote the person I played with, the finale felt like a worse version of Keep Talking and Nobody Explodes, and there’s a section in the previous level that is more or less just Spaceteam. With that said, the rest of the game is much stronger, and much more fun.

    The game also doesn’t necessarily lend itself well to replayability once you’ve done a level as both roles. While the game does its best to randomize various elements of any given puzzle, once you understand the rules in play for a given puzzle, they’re mostly solved. Looking around to search for clues or ideas was the most enjoyable part of the game, and when you know what you’re looking for, it’s a lot less of a “Secret Agent” infiltrating a building, and more “Puzzle Speedrunning.”

    Still though, Operation: Tango was one of my favorite demos from PAX East for a reason, and the full game feels like it delivers on the promise of the demo. Because of what the game offers, and because of the fact that only one person has to buy the game, I feel comfortable recommending it. If this article hasn’t persuaded you, I suggest you grab a friend, pull down the demo, and see what you think.

    Good luck out there agent.

  • Halo: Infinite – Multiplayer

    When actually playing the Halo: Infinite multiplayer, it’s fantastic and an incredibly enjoyable experience. Everything that isn’t actually playing the game, though, kind of sucks.

    Halo: Infinite is the 6th mainline entry in the Halo series. Or something like that. I guess we also have Halo: Reach, and Halo: MCC? But Halo: MCC is a remake, sorta, and Halo 5 should never have been released. So with a bit of creative math, we can pretend that Halo: Infinite is the 6th game. Whatever, I’ll probably edit this bit out later, so it doesn’t matter. The point is, Halo has been around a long time.

    If you’ve somehow never heard of or played Halo, this next bit is for you. For everyone else, please skip ahead.

    Halo Crash Course

    Halo is a first person shooter, developed originally by Bungie, but the series is owned by Microsoft at this point. Currently the series is developed by 343 Industries. It has both multiplayer and single player components. For the purpose of today’s review, we’re just looking at the multiplayer portion. As far as first person shooters go, there are three main things that differentiate Halo from other FPS games: the health system, the guns/gunplay itself, and the generally higher time to kill. All three of these are somewhat present, so we’ll cover their presence and implementation in Halo:Infinite. We’ll cover them quickly here.

    1. Health System – Players in Infinite have two types of “Health:” these are Health and Shields. While a player has shields, all damage dealt is equivalent, regardless of where the shot lands. Bodyshot vs headshot makes no difference while a player still has shields, but the second the shields go down, headshots are meaningful again. Both health and shields start to regenerate after several seconds out of combat.
    2. Guns/Gunplay – All guns are not made equal. When a player spawns in, they either get an assault rifle and pistol in unranked modes, or the DMR in ranked modes, and 2 grenades. There are no loadouts or secondary options in Infinite. Instead, there are weapons spawns scattered around the map. The length of time it takes for a weapon to respawn ranges from fairly short, to a sizable portion of time for the game’s Power Weapons. Power Weapons have fairly low amounts of ammo, in exchange for being incredibly destructive and often being able to one-shot other players. They include the classic rocket launcher, and the sniper rifle, along with new additions such as the skewer, and cindershot. You can only carry two weapons at once.
    3. Time to Kill – Generally speaking, it takes far longer to shoot someone to death in Halo then it does in other similar games. Unlike games like Valorant or Call of Duty, where getting the drop means you just win the fight, engagements in Halo tend to be more prolonged events where you actually get a chance to respond.

    Okay, so these are the main things that differentiate Halo in terms of gameplay feel from other entries in the FPS genre. Crash course complete. So now let’s actually talk about Infinite.

    The Good Stuff About Halo Infinite

    Price – The Halo: Infinite multiplayer is free.
    Not having to pay any money for something is almost always good. Of course, it also means that the game is going to try to get it back from you somehow, but at time of writing their are no in-game advantages that can be gained by spending money.
    Guns – They’re good, and they feel good.
    It’s that simple. With the exception of the shotgun (which feels bad), and the plasma pistol (which has always been garbage), everything here feels good to use. The assault rifle isn’t trash for once. The pistol is solid as a secondary, and the new weapons like the Hydra have some cool alternate fire modes. The skewer is a rocket propelled crossbow. The cindershot fires big blasts of plasma. The ravager needs its shots charged, but has some really cool area denial options.
    Maps – They’re all fairly solid, and feel good. They do get re-used a decent amount, but they all feel good to play on, regardless of game mode. There’s no map that feels unbalanced or completely broken.

    The Bad Stuff About Halo Infinite

    Maps – Not enough of them.
    Wait, maps was just up above in the “Good Stuff Category.” Why is it here? Easy. There are currently only 10 of them. Three 12v12 maps, and seven 4v4 maps.

    A friend said that Halo 2 shipped with like 20 or so. So why is this shipping with 10?

    Performance – Long loading times are too god damn long.
    Exactly what it says on the tin. It takes me just about 2 minutes to go from clicking the “Play Button” to the point where I can actually move around and fight someone. I have no idea why these load times are so long, and this is on a 1080, but it’s still annoying.

    Playlists – There are only 3 of them.
    Probably the biggest issue on this list, honestly. Right now, the only playlists that you can choose from are 4v4, 12v12, and ranked. And that’s it. No team slayer, no CTF. The only thing you choose is how many people are in a given match you queue into. Look, I don’t want to play Total Control. It’s a shit game mode. Let me opt out of it. Let me make custom playlists. Let fiesta be an actual normal game type instead of a special mode.

    Cosmetics/Microtransactions – Price is high, grind is too.
    This is the thing that’s gotten the most media attention and player frustration. Frankly, I think it’s the lowest priority item on this list. Yes, 15 dollars for a skin is stupid. Yes, 20 games per level in the battlepass was dumb. But these are all additional little flexes/addons. They aren’t where I would be focusing my efforts if I wanted to make Infinite more enjoyable right now.

    Conclusion: I’m not quite sure yet.
    Halo: Infinite being free is nice, but I found myself asking “How much would I pay for this right now?” and the answer is “Not fucking $60.” What currently exists really feels like a networking test, or a bit half-baked at the moment. Right now my advice would be something like this:

    If you like Halo, download and play Infinite until you stop having fun with it, and maybe come back in a few months to see if the content and performance issues have been fixed. If you don’t like Halo, but want to play a Halo game/FPS, buy the Master Chief Collection instead. Yes, MCC is $40 for the full package, or $10 per game if you want to buy them bit by bit, but they’ve got the full single player campaigns, forge, and all the other good stuff that makes Halo… well, Halo.

  • Bloodborne

    Note: The images in this article are from the press kit for Bloodborne, and the game’s concept art. Capturing screenshots from Bloodborne is annoying, and I’m not sure that a bunch more images would do too much for this writeup.

    I like Bloodborne. I think it’s very much worth playing. With that said, writing about Bloodborne is hard because there is so much that I could write about. Almost every aspect, from the technology, to the multiplayer, to the art, to the story, to the lore, to just the design and mechanics could have more than its own article.

    This article will not be digging into any of those topics to the level they might deserve. My end goal for anything I write for Gametrodon is to convince you, the reader, that a game has something interesting about it that makes it worth playing and engaging with.

    In the case of Bloodborne, the game is 6 years old, and exclusive to the last console generation on PS4. I don’t think it really needs someone to advocate that it’s a unique experience, or a good game. The world already knows that it’s both those things. So instead, I’m going to advocate playing the game for folks who might have thought about playing it, but were put off by the game’s somewhat notorious pedigree and difficulty curve. It’s an article directed at… well… me. Me from 70 hours of Bloodborne ago.

    First, a little bit of history for those who might not be familiar with Bloodborne, or why the game has the reputation it does. Bloodborne is made by From Software. If you look them up on Wikipedia, you will see the following quote.

    FromSoftware, Inc. is a Japanese video game development company founded in November 1986 and a subsidiary of Kadokawa Corporation. The company is best known for their Armored Core and Souls series, including the related games Bloodborne, Sekiro, and the upcoming Elden Ring, known for their high levels of difficulty.

    Wikipedia

    “Known for their high levels of difficulty” is the key phrase here. FromSoftware’s Dark Souls series is responsible for naming an entire genre, the “Soulslike” game, in the same way that we get phrases like “Metroidvania.” The “You Died” screen is infamous.

    At least in my case, this reputation meant that I had almost no interest in any of their games, despite the fact that they are almost universally praised on every level. This is because I think I misinterpreted “Hard” as “Unfair.”

    It is not very difficult to make a game that is very hard to beat. Two examples I can think of would be Kaizo mods/levels for Super Mario Games, and the “I Want To Be The Guy” series. In the case of Kaizo, the difficulty often comes from requiring both near perfect inputs and an absolutely massive chain of them, all while having an almost perfect knowledge of its game. On the other hand, “I Want To Be The Guy” simply puts the player into situations where without knowledge about what is going to happen, the player simply cannot succeed, such as platforms that move when you try to jump on top of them.

    Bloodborne’s difficulty doesn’t come from anything like that. Bloodborne doesn’t rely on cheap shots or perfect mechanics to make things difficult. Instead, the difficulty comes punishing you heavily for mistakes or misplays. But almost every time I died, much like with Spelunky 2, I understood why I died. Bloodborne wants you win. It’s just not going to give it to you for free.

    Here’s an example: in an area that feels about mid-way through the game, there’s a large rolling log trap that if it hits you, will pretty much just instantly kill you. While this might seem like bullshit, there’re a few important elements about the area that make me view it as incredibly smart game design instead. The first element is that the trap is located incredibly close to one of the game’s respawn points (lanterns), and after only two enemies, making it incredibly easy to get back to your corpse after the trap kills you. The second is that when you look at the area, you’ll see that the trap is actually only triggered when you run across a large button directly in the middle of the road.

    This means that after you spot the trap, it’s very easy to avoid it, travel deeper into the marsh, and then get killed by a second trap that’s almost identical.

    So why is this first trap important? Well, because to my mind, it’s actually very generous. While deaths in Bloodborne can be punishing, this one isn’t. The purpose of the log trap near the respawn point isn’t to unfairly kill the player, it’s to introduce the concept of the trap to the player, to show the player what it looks like, what happens when they trigger it, and to warn the player that this is an element that might still be encountered farther on. In essence, it’s actually functioning as a tutorial.

    The same is true of many of the enemies. Some of the enemies that can combo you to death are first encountered in areas that are either actively detrimental to the enemy, or very near respawn points. And for almost all enemies in the game, choosing to run away and simply not fight them is an entirely valid option.

    Bloodborne is not unfair. It asks you to think, and to actively work to defeat it, but it’s rooting for you the whole time. If the pedigree and rumors have made you skip it, or some of the other games made by FromSoftware, I urge you to reconsider. Bloodborne is incredibly satisfying, and worth playing, and if you persevere, you can and will beat it.

    And the sun will rise.

    Author Note: A brief story for those that aren’t convinced. After beating Bloodborne, I found myself wondering if I’d actually gotten better at the game, or if the game’s small incremental stat buffs, weapon improvements, and other systems had made it so that I eventually made progress without improving. So I made a brand new character with the lowest stats, didn’t take any of the free weapons offered, and replayed the first portion of the game.

    A section that took me about 8 hours initially only took me 2 hours with the new character. Two bosses that initially took me over 10-15 tries each took only 3 tries each with this incredibly weak character, and I was using a garbage weapon that I found on the ground and I’d never used prior to this run.