Aesthetic Gachaism

Here’s a pretty cool post from indie game developer Keith Burgun. It’s about a concept he labels as “aesthetic gacha-ism”, which he describes as follows:

The core of my conception of aesthetic gacha-ism is the commodification of games: both in how they are produced, the rules, the experience, the way it’s talked about. At nearly every level, the experience of games gets put more and more onto an assembly line, alienated from human experience, connection and meaning.

He then goes on to list some of the core tenets of Aesthetic Gacha-ism:

  • Extrinsic-reward driven (AKA “the metagame is more important than the base game design”)
  • Elements feel copy-pasted a lot, and/or “subdivided” to increase length
  • Compulsion-driven design
  • The (dreaded) crafting system
  • Commodified quests
  • More and more things “level up” in some way

(The author elaborates on all of these bullet points within the actual piece, so I encourage you to read through it.)

I too have had a feeling in the back of my mind that there was something intrinsically different about the way modern games are designed, but as usual I’ve always found it hard to put my thoughts into words. →  Ask not what this post can do for you - ask what you can do for this post.

Review of Samus Returns for the 3DS

Samus Returns is a game that wants to be something, but can’t. After all, it is a remake of an existing game, Metroid 2: Return of Samus. On top of that, not only is the original game a beloved classic, but it’s also very old, and runs on a piece of hardware that was outdated even when it was brand new.

All of these factors work to dictate what a game like Samus Returns can and cannot do. By the rules of Modern Videogame Design, the following elements of 1991’s Return of Samus are unacceptable:

  • Its stark, mostly-black backgrounds.
  • It’s creepy chiptune music, despite the fact that it helps to create a certain mood that is absolutely perfect for the game’s setting.
  • The fact that the planet is mysteriously drained of deadly acid as you kill Metroids.
  • The relative lack of upgrades compared to other, more advanced Metroid games.
  • The general lack of story elements.

All of these things get “fixed” by Samus Returns, and the result is an experience that feels all too predictable:

  • The backgrounds are now filled with stuff: ancient ruins, (still working) mining equipment, robotic defense systems.
 →  U R Not lamE.

Out Run, I Mean Outrun Culture

A few months ago I found myself buying (and playing) the Sega Ages version of Out Run on Switch. It’s a great port with some interesting new features, and it made me appreciate the game all over again. Eventually I found myself doing some historical research on the game to learn more about its development and legacy.

Unfortunately, this was easier said than done. My search results were dominated not by Out Run, but by …. Outrun.

As far as I can tell, “Outrun” is the name of both a subgenre of synth music, and a surrounding subculture. According to the Outrun subreddit’s description, Outrun is:

Dedicated to the synthwave music scene, a revisionist 80s music style of synthesizers and pulsing beats, and the retrofuturist 80s aesthetic of fast cars, neon lights and chrome.

And the wikipedia entry says:

Synthwave (also called outrun, retrowave, or futuresynth) is an electronic music microgenre that is based predominantly on the music associated with action, science-fiction, and horror film soundtracks of the 1980s.

 →  Drakenread 2

Review – Ys IX: Monstrum Nox

So I just beat Ys IX. It was… better than I was expecting, but not as good as it could be. It takes nearly every feature and system from Ys VIII – features and systems, mind you, that were new and specifically built to work in that game’s very particular setting – and brings them whole hog into this new game, with a very different setting. Suffice to say that it doesn’t really work.

For example, in Ys VIII it made sense to earn rewards for mapping out the island, since it was literally uncharted. But it seems insane to be rewarded for mapping out a centuries old city (under the guise of “finding the places that tourists would be most interested in”).

Similarly, it made sense to have a crafting system on an island with no shops, and a bartering system that allows you to refine low grade crafting materials by essentially trading for them. But Ys IX has so many different shops – with so much good gear – that forging your own weapons usually isn’t worth it (meanwhile, you refine items by interacting with a magic lantern. →  One must imagine video games happy.

Deep Thoughts on the Hotline Miami Series

I played both Hotline Miami games sometime within the last year and a half (my memory’s a bit fuzzy on the specific date, and honestly, it doesn’t matter).

Before I begin, I want to make one thing clear. These games are even more violent and depraved than I ever imagined, even after reading lots of reviews and seeing lots of screenshots. Much like with the show Squid Game, there’s a general sense among Extremely Online People that you simply must partake in these experiences that go out of their way to traumatize their audience.

I think that’s a load of crap. If you look at a game like this and think “that’s not for me,” I think it is absolutely valid, understandable, acceptable, and in no way worthy of judgment. Indeed, I wouldn’t be mad if you, dear reader, feel that reading this post isn’t your cup of tea.

With that out of the way, let’s talk about Hotline Miami.

As tends to happen more often than not, my take here is basically the opposite of the general consensus (I swear this isn’t intentional). →  Videolamer does what IGNotDoes.

Some Favorite, Disappointing, and Interesting Games from 2017-2021

Resident Evil VII

There is so much to love about this game. I love that it is an unashamed homage to The Texas Chainsaw Massacre, and to a lesser extent The Blair Witch Project and other “found footage” films. I love the RE Engine, which looks gorgeous while running well on all modernish hardware.

I love how it feels both new and old at once. The first person perspective and overall tone are different, yet it repurposes classic Resident Evil gimmicks (ie. the villain who stalks you throughout the game), and it is still plenty goofy when it needs to be.

RE VII was a sharp way to revive the series, pushing it in a slightly different direction that doesn’t abandon the series’ roots.

Fallout 76

This is probably my favorite game from 2017-2021.

I’m not going to try and convince you that all the bad reviews were wrong. Rather, I’m going to try and convince you that only some of them were. →  Read Danger!

Timely Thoughts on Mega Man 8

This is one of two mainline Mega Man games that got away from me (the other being MM10). This is the first time I’ve ever played Mega Man 8 in any capacity. And I’m here to tell you that it’s not all that good.

This game is very much a product of its time. The 32-bit console era was a period of great transition, as the industry not-so-gradually pushed into 3d gaming. When it came to old, existing franchises from the 2d era, this led to a bit of a crisis. As in animation, gaming had to deal with the fact that a lot of its audience quickly came to the conclusion that 3d graphics were better than 2d as a matter of course.

You could make a gorgeous 2d game on the Playstation (or Saturn) hardware with huge levels and interesting mechanics, and there would be a significant contingent of players who would simply refuse to play it. Or you could just make a decent looking game that played like it’s predecessors from the 8 or 16-bit eras, and there would be a significant contingent of reviewers who would ding it for being old fashioned. →  Final Fantasy Mystic Post

Final Thoughts on Final Fantasy VIII

In Part 3 of this 3 Part series about Final Fantasy VIII (that I never intended to be a 3 Part series about Final Fantasy VIII – Part 1 here and Part 2 here), I want to go into a bit more detail about my personal history with this game. I fully admit that this is more for me than anyone else, a sort of final bit of therapy to help me put it in the past and move on.

Final Fantasy VIII is a game I first played at launch back in 1999. I didn’t get very far.

I tried playing it again a few years later. This time I was serious about beating it. But I didn’t.

I tried again a few years after that. And again a few years after that.

I tried it twice more after rebuying it on PSP.

Then I stopped for many, many years, until they remastered it for modern consoles, complete with “hacks” that allow you to do things like turn off random battles and play at 3x speed. →  Fine, but this article then no more.

Gran Turismo 7 is Why We Can’t Have Nice Things

I don’t play Gran Turismo, but if you spend even a little time reading video game news, you’ve probably seen something about the game’s many post-launch issues. Things like the in-game economy making it difficult to purchase vehicles without ponying up real world cash, the online requirement even for single player, and the fact that in-game car prices are partially linked to and based on real world prices, at a time where all car prices are insane (meaning prices for cars that are old, rare, and fast are even worse).

I’m not entirely sure how I feel about these developments. The game is clearly trying to position itself as a Live Service (even if Sony doesn’t want to admit it), and they clearly want even the Single Player audience to pony up for some good old “Recurrent User Spending.”

What I don’t know, however, is how much any of this was known ahead of release. I found one link that reveals that the online requirement was known in advance, but I (admittedly) haven’t looked into whether the same can be said of the high car prices or their plans for the in-game economy. →  Lords of the Read 2

Many More Thoughts on Final Fantasy VIII

I felt compelled to write a little bit more about Final Fantasy VIII. This is a collection of additional observations about its design, and some remarks on things I did like about it. I don’t have much of an overarching point for this piece, other than to perhaps reinforce my previous points.

How to get Magic

Let’s talk a little more about how to obtain stocks of your magic spells. As previously stated, there are four main ways to do it:

  • Drawing from enemies
  • Refining crappy magic into better magic
  • Modding Triple Triad cards (or items) into spells
  • Using Draw Points

Drawing from enemies is the most obvious way, but it’s a pain. The number of spells you’ll draw on any given turn is partly random, and partly based on how high your Magic stat is. If it’s high, you’ll usually get five or more stocks in a single draw. If it is low, you will be lucky to get four (and if it is low enough, the Draw command may flat out fail). →  Tell me and I forget. Teach me and I remember. Bore me and I sleep.