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- Hi, it's been a while huh? I haven't been writing because I've instead been
- reading essays and drafting concepts and dialogue for my crappy RPG maker
- game. It's been a lot of fun and almost as engaging. I haven't had as much to
- write about these past days anyway, as I've been spendgin a lot of time on YGO
- decks and games I've already written about, like Super Meat Boy, or haven't
- yet finished or played far enough to write on, like Hand of Fate 2. Today,
- I'll be breaking the silence for the first time in a while to talk about one
- game I didn't finish and one game I never actually played.
- First up is Rime. It's and Indie puzzle/exploration game and it is just like
- every other game of that type, meaning that it desperately wants to be
- Journey. There is no spoken dialogue or narration, and the storytelling is
- done through murals. The visuals are flatly colored and hihgly emphasized, and
- gameplay consists of walking around and occasionally pressing the interact
- button on some stuff. The "puzzles" are dead simple, most of them just involve
- pusing a box onto a marked spot on the floor.
- The biggest obstacle to your progression is just figuring out where the hell
- to go next. Often there is no clear goal or place to progress towards. On one
- occasion I had to look up a video walkthrough because the area I could explore
- was huge and I didn't want to waste half an hour combing it for the way
- forward. For most of the game, a magic fox-dog thing leads you through the
- game, jumping past any obstacle and then barking at you until you catch up.
- This is a fine idea to guide the player, and the fox stands out visually with
- his bright red color, but he's so small that it can be hard to find him after
- he's stopped, and the sound of his bark isn't easy to follow in the often
- small environments. The only way to know where the fox goes is to follow him
- there, which means running after him without ever stopping to take in the view
- or admire the setpieces until you reach the next roadblock. I shoudln't need
- to explain why this is terrible for a game like Rime. Oh, and if you follow a
- little too close and touch the fox, your character is sent sprawling as the
- fox runs away. I have no idea why this was done, and part of me thinks the
- devs just never programmed something specific for the fox, and any object
- moving that fast would cause this reaction.
- One of the earlier puzzles involves some wild boar-like creatures eating
- melons and blocking your path. TO get them out of the way you need to find a
- bush that bears melons, pick one, and use it to lure the boar to a different
- spot. A ok idea for a puzzle, but it wasn't executed well. The place blocked
- by the boar has no melon bushes nearby, since this would trivialize the
- puzzle, but if that's the case then how did the melon get over there in the
- first place? Can the boar get melons out of the bush and move them? Was them
- picking this particular spot just really bad luck? Why are the boar more
- interested in the melon you bring than the one they were already eating? It's
- not like they ran out, since they'll sit there eating forever until you bring
- a new melon. For some reason, they abandon the melon already on the ground
- which they can and have been eating to follow you around with a melon out of
- reach. They don't even prod you or try and get to the melon in any way, just
- patiently wait around for you to toss it on the ground. For creatures this
- docile, it hardly makes sense for them to block your path the way they do, by
- angrily squealing at you if you approach.
- This puzzle also illuminates a more obvious issue with the game. Your primary
- means of traversal besides walking is to jump and climb on objects, but you
- can only climb or stand on very specific objects. Even if something is cearly
- short enough to jump onto or climb onto, your character simply won't if the
- devs didn't specifically mark it as climable. For the baor puzzle, you could
- easily climb the tiny wall around the edge of the area you need to access and
- circumvent the puzzle, but since the devs don't want you to do that, your
- character will just jump around like a retard staring at the wall without ever
- even trying to climb it. There are so many obvious solutions here. The
- surfaces you aren't meant to climb could have been slick, and play an
- animation of the character's grip slipping off. They couldve put something
- that a person couldn't reasonably grab on top, like some pointed decorative
- stuff. The wall could've just been a bit taller. But none of that is the case.
- This issue ties in with not knowing where to go since often places that seem
- accessible are not at all since the objects are just mysetriously impossible
- to climb.
- Compounding both the issues of getting lost and not knowing what you can climb
- is the fact that this game has collectibles. These should encourage you to
- explore, but trying to explore will often get you lost. You'l lose track of
- the fox or where you were going before being sidetracked. Often an area that
- looks like it might be concealing a collectible is impossible to acces and
- purely there for visual purposes. The collectibles themselves aren't usually
- worth findin anyway. There's a whol lot of them, but most do literally nothing
- for the player. One type gives you a single still image to expand on the
- story, but there seems to be only six of them in the entire game based on the
- HUD, while the other type of collectible is four times as numerous and gives
- you nothing. There are six items split into for pieces each in this second
- category, but colecting them does literally nothing. Maybe getting all four
- of one provides some benefit, but if you miss even one piece of a set (which
- you are very likely to do) then the whole thing was a waste of time, so why
- bother? The game wants to incentivize exploration with collectibles but the
- design of the game otherwise pulls against this in all regards. The reward for
- exploration is minimal and you can even be punished for expoloring.
- Let's talk a bit about the world your exploring in Rime. You are exploring
- through the ruins of a civilization. Buildings are in disreapir and the beings
- you encounter are not doing anything productive, just standing around.
- However, in playing the game there is little to suggest that the world around
- you is in anything but perfect working order. The majority of tech you
- discover works perfectly, and the areas traversed feel distinctly like they
- were designed for someone like you to come through doing exactly what you are
- doing. On some occasions flooring break away bu there is always an immediately
- accesible path to the same destination, of you never revisit the area after
- this for it to matter. The whole thing feels like a farce, it's just all too
- "videogamey". It feels like being lead through a world rather than exploring
- one.
- Besides all the tech, there's straight up magic stuff everywhere. Huge chunks
- of wall appear and disappear into thin air. GLowing statues shoot beams of
- energy that fly through the air like spirits This conflicts oddly with all of
- the stone and metal mechanisms. If this sort of magic exists, and the can be
- controlled so well that it survives in perfect functioning condition through a
- complete societal collapse, what's the deal with all the mechanical stuff? It
- doesn't make a lot of sense.
- Most of the magical doodads are activated by shouting at them, and how your
- character is supposed to have figured this out is beyond me. If I woke up one
- the shore of some beach and randomly came across magical glowing contraptions,
- yelling at them is probably one of the last ways I would try to interact with
- them. The shouting mechanic is pretty strange in its execution. You can shout
- while moving, but if you shout while standing you're locked in place until the
- shout is done. Some puzzles require a number is objects to be shouted at in a
- limited amount of time, so this becomes a niusance. If you aren't in range of
- an object, your character just hums instead. I guess he can somehow detect the
- range of these magical devices and choose to shout or not based on that. One
- type of item you can interact with is a vase, which responds to your shout by
- breaking. Who in God's name thought this one up? In a society filled with
- technology that is operated by shouting, why would people create vases that
- break when someone shouts? How was all of their pottery not being constantly
- broken? Or was this maybe some sort of avant garde art project for them?
- Seriously, what the hell. This sort of thing just totally ruins the world
- building of the game. How is anyone supposed to believe that a real society
- would do something like this? It's already enough of a stretch to imagine that
- a simple on switch would require pushing around multiple boxes and performing
- actions with precise timing. The illusion that this world was the product of a
- real civilization is stretched thin from the get go, and it can't survive
- something like these stupid pots existing.
- After a point fairly early on in the game, you begin encountering strange
- shadowy beings. They don't appear malicious at all, and back away from the
- player in fear. They even poof out of existence if touched. For some reason,
- despite this, it seems you are expected to feel some sort of animosity towads
- them, as you destroy groups of them on multiple occasions to progress. This
- felt pretty weird and I wasn't a big fan.
- One thing I really disliked was the climbing. It's basically identical to the
- climbing in uncharted, which is to say all you do is hold the stick in one
- direction and ocassioannly press jump. You have to move along a single
- predetermined path, and it's agonizing. Climbing is so slow, there is no risk
- of failure, and nothing happens while climbing. You can already see where
- you're going so getting there is just a bore.
- Now for some nitpicks, oh boy! In on part of the game you find yourself in a
- large white landscape with a ship. You climb on and then transition to the
- city. Evenetually the game flashes and you're back at the ship (I guess it was
- a vision?) for a short cutscene. Then you just sit there and nothing happens.
- After a few seconds a prompt shows up for you to turn the camera, and some
- really ugly and poorly modeled clouds can be seen rolling in, and the game is
- back to a cutscene. Why put the player back in control for such a short period
- so they can turn a freaking camera? There's not even a clear signal that the
- game has transitioned out of the cutscene. It was just so pointless and
- stupid, especially knowing it would have likely been easier to keep it all as
- one cutscene. Another really anooying and dumb part comes in an area where you
- have to climb a block in the wall and slide through a little gap behind some
- wood. If you just hold to the side, like usual, the kid stops moving. I
- assumed this meant I couldn't progress and went back to look for a way to
- remove the piece of wood. After a while I returned to the video walkthrough,
- only to see that after the game stops you, you just need to let got of the
- stick and then press to the side again. What? Why is this a thing now? I know
- it wasn't a fluke because it happened to me when I tried both times and it
- happened in the video too. Talk about confusing the player. I can't see any
- reason for this either. I assume it was a glitch, and what an annoying glitch
- it was. There was an area that I guess was supposed to be a maze of sorts with
- like twelve doors and only one leads forward. THe only punishment for choosing
- the wrong door is wasting your time as you loop back to the maze area. I guess
- the game was padding for time here. Last nitpick, often when climbing your
- character will clip into the wall. There were also clipping issues with lots
- of the foliage in the fields.
- I didn't get all that far into Rime before I just wasn't enjoying anything
- about it. The only potentially interesting thing, that being the story, was so
- slow to develop and I was just lisetning to youtube videos on my phone as I
- boredly slogged through the game. I quit at this point, and I don't expect to
- pick Rime up again (I plan to refund the game if I still can). Rime
- exemplifies the worst elements of this type of indie game. I gameplay is
- rubbish and the devs expect a drip feed of visual storytelling to keep the
- player engaged in an otherwise worthless experience. How about making a short
- film instead? Oh, but I guess it'd be hard to pad as much time when something
- of interest needs to be happening at all times, and you can't just throw in
- """puzzles""" that anyone with two brain cells to rub together can solve, or
- climbing sequences that amount to QTEs with no time constraints to waste 5 or
- ten minute every so often. In the several hours I played Rime for, there was
- about 15 minutes of noteworth content. The game holds its audience in contempt
- and expects them to swallow a load of nonsense just so they can experience
- some artsy fartys pretentious story. Go play Journey or Abzu if you want a
- good visual storytelling experience in a game, and don't waste any of your
- time with a game like Rime.
- That got really negative at the end, huh? Well there's no breaks on the
- neagtivity train today because the next game I want to discuss will also have
- a lot of words devoted to the negative elements. This game would be Lisa: The
- Painful RPG. It's an rpg maker game and the sequel to Lisa the first, another
- RPG maker game, although the two have little in common. I watched a 100%
- playthrough on youtube, since I figured I would enjoy this more than playing
- myself (it also saved me 10 bucks). I simply don't enjoy JRPG style combat
- consisting only of picking moves from a menu and featuring no enemy health
- bars. I also hate random encounters, and I wouldn't want to need to look
- everything up or play the game through many times to find everything, so a
- youtube playthrough was clearly the way to go. I skipped past random
- encounters and through the boring parts of long fights which probably boosted
- my overall opinion of the game. Before I get into the negatives, I want to
- give the game some praise. There are some very nice elements. Most notable is
- the music, with several real standout tracks, like Dandy Boy and All Hail the
- Fishmen. There are a lot of clever and creative ideas for enemies and strange
- situations the player can get into. The art is not exceptional but servicable.
- While that's all I have to say on the positive side, I don't dislike the game
- per se. These elements go a long way. However, there are some problems, mostly
- with the story. The story is set in a post apocalypse where all women are
- dead, leaving humanity to slowly die out. Brad Armstrong, the main character,
- finds a baby girl left outside and decides to raise her in secret with his
- friends. One day, Brad leaves the house for a while and returns to find one of
- his friends dying, who tells him that someone kidnapped the girl (now called
- Buddy). The story for the rest of the game revolves around Brad trying to find
- and save Buddy. While a whole lot of stuff happens, there is no real through-
- line for the overwhelming majority of the plot. You simply wander from screen
- to screen, moving to the right until the nest thing happens, and most of these
- events have no direct bearing on the plot of searching for buddy. This
- certainly weakens the overall story, since it just feels like a parade or
- random events that happen to Brad, occasioanly interspersed with bits of the
- main plot, but even these bits are usually just "Brad finds Buddy, she acts
- hostile, Brad passes out or something and wakes up to find her missing". This
- exact thing happens about three or four times before the end of the game, and
- it gets a little old. I think the creator had a lot of cool ideas for stuff to
- have happen but no real way to connect everything, so a vague journey across
- the land become the main plot and everything else was just layered on top.
- The story is a tragedy, but not a well done one. I understand the desire to
- tell a tragic story. Tragedy is underexplored in the modern era, where most
- stories seem intent on making the audience happy because the creators fear
- their work won't be profitable otherwise. Even mostly sad stories tend to have
- happy endings. There is therfore a lot of untread territory with tragedy, but
- a good tragic story requires more than just a serious of unusually cruel and
- sadistic events befalling the protagonist. Lisa doesn't really achieve this.
- Much of the bad stuff that happens to Brad has no real reason to happen and
- doesn't play a larger part in the story. For example, you can have both of
- Brad's arms cut off and nobody in the story will even acknowledge that this
- has happened. Sure, I understand that Brad not mentioning it could just be
- part of his stoic character, but why wouldn't Buddy or any of his friends or
- party members make even the slightest aknowledgement of it? Last I checked,
- having both arms lopped off is kind of a big deal.
- By far the biggest issue in regards to the problem of tragedy for the sake of
- tragedy is with Buddy's role in the story. It turns out that she was not
- kidnapped, and instead ran away of her own volition (who killed Brad's frined
- then, and why did he lie and say she was kidnapped? I might have just missed
- this somehow but I don't recall there being any explanation for this). Brad
- was apparently too overprotective of her and she wanted to go out into the
- world. This is something that was already addressed earlier, where Brad
- catches her leaving the house and pulls her back in. She is seen crying, and
- Brad makes a mask for her so he can take her outside. Buddy gets mad and Brad
- every time they met during the main story and criticizes how he raised and
- treated her. When Brad says he didn't want anyone to hurt her, she even goes
- as far as saying that he hurt her the most. This is just downright ridiculous.
- Even if Brad was overbearing as an adoptive parent, his actions are easily
- justified. Of course it should be expected that a young girl in a
- postapocalypse wasteland with only men left would be under huge risk or being
- raped or otherwise sexually abused. These fears are not unfounded either, as
- almost every character Brad meets who mentions the girl says something about
- wanting to have sex with her, often fighting Brad to the death over this. One
- character is heavily implied to have molested her, another cuts off her nipple
- (although Brad can choose to scrifice thee party member's lives instead), and
- a third man scrathes her face deeply with metal claws. Buddy even stays with
- Marty Armstrong, Brad's father, for three days, and claims that he was a
- better father than Brad. However, Marty is already known to have been a
- horribly abusive parent to Brad, and sexually abused his own daughter Lisa to
- the point of driving her to suicide. Marty says that he's changed but the
- player is shown no evidence of this, and we can only assume Buddy stayed
- within the small cave Marty was living in those entire three days since her
- boat was wrecked and the cave is on an island with nothing else but the cave.
- How is this any less restrictive than living in the cave under Brad's house?
- Clearly the dangers of the world are very much real and a threat to Buddy. In
- the DLC for the game, we see some of Brad's more questionable parenting, but
- the base game should stand on its own, so I won't accomodate for the DLC here.
- This means that the worst thing Brad is seen to do is not let Buddy go outside
- without a mask. we also know Brad takes drugs and drinks, but we are never
- shown any negative consequences of this in regards to his parenting. How Buddy
- can interpret her situation the way she does is pretty unbelievable as well.
- She has lived with Brad and his friends for years, ever since she was an
- infant, and never suffered anything noteworthy enough for the game to mention
- besides being sad that she couldn't just walk around outside (this, of course,
- would be the case regardless of who her parent was if they had any intention
- of keeping her safe). Upon leaving Brad's place, virtually every man who hears
- of her existence decides that they want to rape her, she is physically hurt
- and scarred for virtually no reason, and has to constantly run and hide. Brad
- also subjects himself to a huge amount of pain and suffering while trying to
- rescue her with no ulterior motive. Given all this, only a complete idiot
- could say that Brad hurt her the most. Physically speaking, it is objectively
- untrue, and emotionally speaking, it makes no sense from almost any reasonable
- perspective. It really seems like the dev just wanted the story to be as a sad
- and tragic as possible, so Buddy acts in a totally unreasonable way just to
- metaphorically kick Brad in the balls. Yes, it's true that Brad could have
- chosen to kill three men instead of Buddy losing her nipple, but not only is
- it unreasonable to demand this for Buddy, it is also her own fault that she is
- in such a situation in the first place. Brad also knocks her aside when he
- attacks his father, but again, Buddy put herself in the situation, and Brad's
- actions are likely caused at least in part by having taken a large amount of
- Joy a bit earlier; this also being Buddy's fault since she was held as hostage
- to force Brad to take the drug. As much as Brad may care about Buddy, her
- total rejection of him cannot be seen as anything other than outrageously
- selfish or simply stupid. Brad should probably recognize this to some degree,
- but his character does not appear to. I won't hold that against the game since
- it could just be said to be Brad's obsession with his "second chance" after
- what happens to Lisa causing him to seek Buddy's approval over everything,
- including any kind of reason.
- Maybe this is supposed to be the real tragedy; that only one girls is left in
- the world and she's just a mssive bitch. I mean, it kind of makes sense that
- she would be a bad person given that she is revealed after the credits to be
- the duaghter of Dr. Yado, the man who caused the apocalypse and created Joy.
- The apple doesn't fall far from the tree in this case, I suppose. But even
- were that the intended message, it still doesn't really work for me. I can't
- feel that bad for Brad when the big tragedy he suffers, Buddy's rejection, is
- so comopletely irrational. If his own emotional response is meant to be the
- tragedy, then that's simply a character suffering due to his own flaws, which
- isn't all that tragic anymore. Neither way of viewing the game makes it easy
- to emotionally connect. I can't take Buddy's rejection seriously and would
- give up on her if she was so irrationally hostile to me. I can't connect with
- Brad's obsession over his second chance either because nothing even remotely
- like his situation has happened to me or almost anyone. Especially once it has
- become clear that Rando is a good person who could take care of Buddy, and
- that she would like this, I feel like any normal person would let her do as
- she pleased at that point. Rando is friendly to Brad, too, so really there's
- nothign wrong with the situation. Brad could keep in touch with Buddy if he so
- desired. Instead he attacks and kills Rando, who was his adoptoed son. I don't
- get it. Such irrational actions prevent me from conencting emotionally. Who
- would kill their own adopted son, who likes and respects them, and also wants
- to help care for Buddy, especially after Buddy has already totally rejected
- them? Since I have to assume the answer is almost nobody, then how is the
- audience meant to relate to Brad when he does this?
- At the end of the day, the game's story feels like a cheap attempt at making
- the player feel sad. It's the tragic equivalent of a jump scare. It may evoke
- a basic emotional response, but it's incredibly shallow and doesn't have any
- staying power. Jump scars have become notorious due to the popularity of
- horror films, but tragedy being as unerexplored as it is, this type of cheap
- tragedy is not common. For this reason I believe many people will be inclined
- to think less critically about the game. While a jumpscare may make you feel
- scared, most will agree that it isn't "really" scary. However, while Lisa: The
- Painful RPG may make the player feel sad, I do not think so many people will
- recognize that it isn't "really" tragic.
- Again, I want to reiterate that I don't think the game is bad. There is a lot
- of really good stuff going on here for such a small game that's worthy of
- praise. I'd like to see more stuff from this dev with less emphasis on story
- and just flex his muscles with what he does best: weird stuff.
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