Roger Ebert was Right About Video Games and We Have Failed Him

Disclaimer: I know I’m dredging up a long dismissed argument from 10 years ago, and discussing it in all the same tone as people did back then, despite everyone having moved on. My core thesis is that the settlement to the argument was based on a miscommunication which solidified into apathy, without a real understanding of the form of the argument, and I think the topic deserves more consideration, because games are art, but the people arguing that ten years ago were right for the wrong reasons.

Over 10 years ago in the late 2000s, it was fiercely debated over whether or not games were art. Famous film critic Roger Ebert threw his hat into the ring by declaring that games are not art, and never will be art. Before he died in 2013, he half-heartedly recanted and admitted that some games were probably art, but more than anything, it feels like he kind of rolled over in response to a massive amount of backlash, rather than actually having a point made. Especially since a year before he died, he sent out this tweet:

The game that critic was talking about was DARK SOULS by the way. And you can read the article, it’s an incredibly uncharitable take on the game, but it’s also looking from the wrong perspective. Ebert, and everyone who argued against Ebert, were all looking from the wrong perspective. They weren’t arguing over whether or not games (interactive systems of play) were art, they were arguing over whether the software products we call games happened to have art packaged alongside the interactive systems of play. They were arguing over whether these interactive systems were art-adjacent, not whether they themselves were art. In other words, “Yeah, the game isn’t art, but look at all this art we included alongside it!”

Continue reading

Yellow Paint is Fine, Actually

Recently footage of Final Fantasy VII: Rebirth was released, and it contained a shot of The Yellow Paint that we keep seeing to denote objects in the environment that can be climbed or otherwise interacted with. Kayin wrote an article on this, and it inspired me to write my own take.

What’s wrong with Yellow Paint?

So, why do people kneejerk hate the yellow paint? People hate the yellow paint because it “breaks their immersion”, since there’s no diegetic reason why every single ladder, cliff face, or vaultable cover would be splattered in the same yellow or white paint and because it makes them feel like they’re being treated like a child, needing to have the interactable part of the environment highlighted so they can progress.

Continue reading

Celia’s Tips for Clear Writing

A lot of what I’ve ended up critiquing video essayists and other games writers about is the clarity of their writing. I feel like many people are trying to create “Good Writing” rather than communicate effectively. Many video essays are written more like political speeches than they are trying to be direct and informative. It feels like they are informed by what makes good fictional writing more than good technical writing, and try to carry a vibe to the detriment of their message.

Here are the principles I follow to make my writing direct and effective:

Continue reading

Tiers are for Queers

And the queers always pick a top tier.

Tier lists have been controversial since the dawn of fighting games, and have slowly seeped into every other competitive game featuring pre-game or mid-game loadout choices.

From a casual perspective, it can be easy to be skeptical of tier lists, especially in modern times. Casual players typically don’t play the game consistently enough to be able to execute the counters that can shut a low tier character down.

Alex in 3rd Strike might be scary to someone who can barely block crossups, but a higher level player can simply parry option-select Alex’s crossup stomp, tapping exactly as it connects, and either getting a parry if it’s same-side, or a block if it’s crossup. Urien might seem mediocre, since he doesn’t have incredible frame data, his specials are slow or unsafe, and have crappy hitboxes on top of being mostly charge moves, but when his moves are mastered, he has ridiculous combo damage and setups into unblockables.

A higher level player can play Chun Li, Ken, or Dudley, and simply tank Alex’s slash elbow, or block the EX slash elbow, and punish it with a super. Chun Li can get roundhouse kicked in the face by Q, and then punish him with super art 2 for more damage than the roundhouse.

These types of weaknesses aren’t as obvious at low level, so it can be hard for lower level players to understand the true shape of the game.

The fact that characters are different from one another means that some will be better against others. They’ll counter each other. If a character counters a lot of other characters, especially if it’s by a wide margin, then that’s a top tier.

Continue reading

You don’t know what Game Feel is, read the damn book please!

FoxitReader_60DGUvMluH

This article is going to be me apologetically shilling for Steve Swink, because Game Feel is Rocket Science Quantum Computing Laser Surgery handed to Cave Men who decided that nomadic pastoralism is a better pursuit than being agriculturalists or hunter gatherers, dooming future civilization forever.

GAME FEEL! It’s the way a game feels to play! It’s incredibly intuitive as a concept, people talk about it CONSTANTLY! Yet, if you look up GDC talks on the topic, or youtube videos, it becomes obvious that no one has read the fucking book, despite it going into WAY more detail than any of those talks do.

FoxitReader_oxgNi1aVHY

There was a whole talk on “juicy” that prescribes a specific type of game feel by pointing out some specific polish effects that these two dudes like to add to their games by adding them to pong, ignoring that 2 parts of game feel are real-time control and spatial simulation. Jan Willem Nijman of Vlambeer followed this up with another talk that did the same exact thing for a platformer game (calling Game Feel a terrible term in the process as if it were vague or unclear, despite clearly not having read the book, where it’s laid out extremely discretely) and showing off a ton of changes that aren’t actually anything to do with game feel (hp, rate of fire, number of enemies, bigger bullets, etc) and basically spends the whole talk saying, “do what I do and game feel is good now”, rather than building an integrated understanding of all the things that go into game feel, like Steve Swink’s book does.

Even youtube videos made on the specific topic of game feel omit terms from the book and have clearly not read the book. There are 3 components: Real-Time Control, Spatial Simulation, and Polish Effects. None of these videos mention these things, placed at the start of the damn book.

FoxitReader_1tlTBUTo4U

At this point I’m begging you. PLEASE just read the damn book. It came out over a decade ago now. 2008. There is literally no better resource on the topic since. If you want a demo of what’s in the book, here’s a Gamasutra article by Steve Swink.

Hell, Steve Swink even coded INTERACTIVE DEMOS and put them on his site. Just read the damn book please.

FoxitReader_KtlqWMn1AE

FoxitReader_s2OkXnh6KsFoxitReader_WkMGOsRdm7

Play Western Games on the 2nd Hardest Difficulty

2_u2yx

This is a rule I usually abide by for western games. There are exceptions, such as Doom 2016, Doom Eternal, Halo (except 2), Quake 1, STALKER (hardest difficulty reduces the health of all humans), or Starcraft. For the rule to apply, there need to be at least 2 harder difficulties above normal (Normal/Hard/Hardest applies, Easy/Normal/Hard does not), and the hardest difficulty needs to not be unlockable, or playable through some type of NG+. This rule can apply to some Japanese games too (such as Nier, which has some enemies on hard that regenerate health faster than you can deal damage).

For some examples of games where this is true, we have: Old Doom (Nightmare is a joke difficulty, adding respawning enemies into a game about ammo attrition), Call of Duty (Veteran is bullshit), Titanfall 2, Bioshock Infinite (1999 mode, though honestly hard is still a big annoying jump from normal, and 1999 mode isn’t much harder), God of War (hardest difficulty has enemies engage Devil Trigger for insanely high health, and they can’t be launched anymore), Diablo 3 (Inferno, on release), Torchlight 2, Mass Effect 2 (here is a forum post outright mentioning the rule), Gears of War, Batman Arkham Series (turning off counter indicators is fine, but damage is way too high and enemies have way too much health), Uncharted, Spec Ops: The Line, Serious Sam, System Shock 2, Far Cry, FEAR, and Metro 2033. Continue reading

A Critique of Doom Eternal’s Story

Doom Eternal - Doomguy Confronts Khan Maykr Scene - YouTube
There have been some complaints about the story of Doom Eternal in comparison to Doom 2016, and I’ve gotta say, I agree. Doom Eternal’s story is disappointing, largely because it doesn’t build on the premise of 2016 and introduces a bunch of characters that we don’t get any time to become attached to as villains. That said, this has absolutely no bearing on Doom Eternal’s quality as a game. It’s a vastly better game than its predecessor, and is one of the best FPS games ever released, very possibly the most tightly tuned FPS game ever released, in a way reminiscent of fighting games, in a way stylish action games should be envious of.

I know I have a bit of a reputation for being “fuck story”, but it’s not that I don’t enjoy stories or enjoy analysis of them. I’m willing to put up with an actively bad and obtrusive story in the name of a good game and likewise I can appreciate good stories from bad games (Legacy of Kain Soul Reaver is my go-to example for this). I don’t want to build a platform where I’m expected to have a nonsense hardline position where it doesn’t make sense.

Some people have been complaining about the story of Doom Eternal, and I think their complaints have merits. Anyone saying the lame story makes the game bad can shove it.

I enjoyed Doom 2016’s dismissal of story elements by the main character. I thought the core concept of 2016 was good, corporation leverages hell to power energy crisis earth, devolving into intracompany demon cults going rogue and fucking everything up. Hayden is like, “but energy tho” and Doomguy does not give a single fuck. We have a neat sequel hook of Hayden betraying us at the end, and Eternal just does absolutely nothing with that. Continue reading

Learning a New Combo

So lately I’ve been playing Under Night In-Birth EXE: Late [st]. I decided for this game I wanted to play a more challenging character than I usually pick, and I heard Vatista was on the more challenging side, being a charge character that lets you charge in ALL FOUR DIRECTIONS and with button holds on 3 different buttons. Oh yeah, this article will include a lot of fighting game notation, so be sure to brush up: http://wiki.shoryuken.com/Notation

Vatista’s toolset is pretty standard for UNIST, she launches by sweeping with 2C, then hitting them with 5C to launch, then does an air chain into a divekick that carries her opponent down, then hits them off the ground into a finisher. The trouble is fitting her charges into the combo, especially the button charges. When Vatista holds a button for 1 second, she can release it, canceling any normal move, producing a crystal that will explode for a lot of damage when struck. So Vatista’s optimal combos involve getting a launcher, doing an air chain, then in the process of OTGing them, creating crystals and detonating them as the ender. Since the crystals require buttons to be held, you need to hold the buttons used in earlier attacks to release crystals later.

The other parts of Vatista’s moveset are a lot like Guile’s. [4]6 is a fireball, [2]8 is a flash kick. [8]2 is a divekick, which involves holding up for slightly longer than a regular jump.

This is made harder because I play on pad, so if I were to hold a button, I’d need to then fat-finger my thumb onto other buttons to press them to continue the combo. Alternatives are holding the pad with my left hand so my right hand can be turned so I use my index finger to manipulate the buttons, but that isn’t comfortable for me. Luckily, I own a Hori Fighting Commander 4. This contoller has R1 and R2 both on the face, and the shoulder. Fighting games don’t normally let you double bind buttons, but this controller gave me an exception. By binding B and C to R1 and R2, I now had them on the face and shoulder at the same time. This means I can hold a shoulder button while pressing the face buttons freely, and if I ever wanted to hold A, I can use the shoulder buttons to attack instead.

So I started the game out by learning an extremely basic combo, 2C 5C j.B j.C [8]2A 2C [2]8B. In this combo, 2C 5C launches, j.B and j.C buy time for me in the air so I can charge [8] for the divekick, which otherwise would take longer to charge than a whole jump. The divekick knocks them down, then I can OTG with 2C, and cancel that into a flashkick to end the combo.

Not so tough, I picked it up in a few training sessions, then eventually moved up to 2C 5C j.A j.B j.C land j.A j.B [8]2A 2C 2B [2]8B, which is basically the same combo, except you use the leftover hitstun from j.C to give you enough time to land and jump again to connect another j.A.

Then I moved up to using crystals, which meant finally using the shoulder buttons I had double bound. So the combo now looks closer to 2C 5C (delay) j.[B] j.C land j.A [8]2A 2C ]B[. This doesn’t have a real ender, but it sets up a crystal at the end. My first attempt at this, I decided to press j.B on the face, then immediately transfer my hold to the shoulder button, which worked, but eventually I realized it would be easier just to press the shoulder button directly. Another pain point was that I’d do 2C at the end, and release B, but no crystal would come out. I was releasing too quickly. I had to delay my release slightly to actually get the crystal out. That wasn’t so hard though. Easily enough, I had a crystal setup. It dealt less damage than my normal combo, but it was the first step, now I needed to learn the real combo.

2C 5C (delay) j.[B] j.C land j.A [8]2A 2[C] 2]B[ 2A 2B 5]c[
This is the combo I’m still working on. First thing to note is that I can skip the delay at the start if I’m willing to do j.A after launching (scales the combo, making it deal less damage), but that’s not really important. If I don’t delay properly, or use j.A, then the land into j.A later on won’t connect, they’ll be able to tech out after my j.C. The delay makes it so j.C happens later in the jump arc, as I’m landing. The next problem is the ender. It’s hard. So hard I decided to practice the ender by itself before integrating it into the combo. First I’d do this by holding down B for a second, then doing 2C 2]B[.

The first problem I had was doing 2A after the crystal release. I’d miss the link, then do a 2B that wouldn’t combo. Or I’d mash and get 2A 2A which wouldn’t combo. Eventually I fixed this by watching vatista’s crystal release animation for when she would retract her hand, instead of watching the opponent’s character (which I normally do during the juggle).

the next issue I had was releasing C to get the second crystal out. The second crystal needs to be released before the first one is done exploding. This means it needs to be released on the first hit of B and no later. My technique at the time for getting the C hold was pressing the C face button, then releasing the B shoulder button, then holding the C shoulder with the same finger, and then doing A and B with my thumb on the face buttons. But this technique had a problem, I was releasing C when I was transfering my hold from B to C on the shoulder buttons. So I’d do the pickup correctly from the first crystal release, and oddly find I could not release the second crystal off the first hit of 2B. I needed to wait a little, and waiting at all meant the second crystal would not be released soon enough to detonate.

Eventually I realized that I needed to continuously hold C from when it was first pressed, but this has another problem, I can’t hold down the C face button because that means I can’t press A to do the OTG. And I can’t just press the C shoulder button, because that would mean releasing B shoulder, so I couldn’t release the first crystal (I could use 2 fingers, but I don’t want to). So my solution was to hold face C a bit longer while I transferred my hold from shoulder B to shoulder C, before I needed to press 2A for the OTG. With a bit of experimentation, I found this worked and I could now do the entire ender! Now that I could do that consistently, I just had to put it together, but that’s where I ran into another problem.

I’d do the entire air chain successfully into the knockdown, then 2C and the crystal release, but couldn’t do the 2A to follow up. It wouldn’t combo! This seemed similar to my issue of timing from earlier, but that wasn’t it. I could do the link fine when practiced by itself, but I can’t do it in the middle of the combo, because I was canceling 2C into crystal release too late. Why’s that? because when I practice just the ender, 2C is my first input, and I only press it once. When I was doing it in the middle of the combo, I was mashing 2C to make sure it came out, but this meant I didn’t know when it was actually coming out, and I couldn’t cancel into crystal release at the correct timing on reaction. So I needed to reduce my mashing to one single press at the right moment in order to do the whole ender.

And that’s about where I am. I can do every part of the combo individually, and I have landed the whole thing in a match once before, but I still need to practice to actually get consistent at it. The hard part is, there’s so many little parts that make this difficult, it’s hard to keep consistent at all of them simultaneously. Also obviously playing on Pad makes this a lot harder than it normally should be, but I’m having fun with it, and nothing is impossible to pull off, even with my ridiculous limitations, which fits the bill for trying out a higher execution character. Plus Vatista is insanely fun, she’s the charge queen with a crazy amount of footsies play too.

Overall, I think there’s something really special in coming up against hurdles, experimenting to figure out the nature of the system, including the actual game, my controller of choice, and my own physical and mental processes of execution.

Speedgames Ruined by the Patch

What speed games got ruined the most by update “fixes”?

I’d say either Dark Souls 2 or Bloodborne.

Bloodborne had the forbidden woods skip right at the beginning of the game, which involved a boost jump off a coffin, which I fucking love performing. This broke the game in half, and resulted in me hard locking the game, making my file impossible to complete, by fighting amelia out of order, but I got to fight her and eileen the crow at the end of her questline simultaneously, and after dying a lot, took them both out in the same go. This skip added a lot of nonlinearity to an otherwise rather linear game, and I dislike that they removed the ability to throw gascoigne out of bounds too. It was really tricky to set up and is a really unique quick kill method. Continue reading