Category Archives: Blog
I want to start by saying that I wrote this post about half a year ago, back when Dead Star was released and the possibility of a shutdown didn’t seem likely at all. Somehow, it didn’t get posted, so I am gonna do so now. Beyond the addition of this paragraph, I didn’t change anything to reflect the current situation, but now that the game is off the shelves and soon you won’t be able to play multiplayer matches, it feels sad and weird to read a recommendation to check out the game, even if I personally didn’t enjoy it greatly. Always a pity to see a game gone.
Welcome back to this 2-part post series about the Hero’s Journey. In this post, I’m going to talk about the game Brothers: A Tale of Two Sons, and how Vogler’s rework of Campbell’s structure is applied to it. Please note that I’ll reference the previous post about Journey a lot, so please read it beforehand🙂 That said, let’s continue.
The Hero’s Journey is a narrative structure first described by Joseph Campbell in The Hero With A Thousand Faces, and later refined for modern age by Christopher Vogler in The Writer’s Journey. Campbell noticed and described patterns in our myths and stories, of the hero/heroine leaving their ordinary world to go onto adventure, and after going through trials and crises, coming back home a transformed person.
It’s a very archetypal structure that one can notice in many stories: The Lord of the Rings, Harry Potter, Star Wars, and thousands upon thousands of other works, including games. And I think why we as people are intrinsically drawn to this sort of narrative structure, is essentially because it’s about striding to a goal, facing challenges and getting to the lowest point upon the way, but eventually overcoming them and becoming a better person as a result. It’s what we encounter and go through in our daily lives, even though we might not realize it at first.
When I first launched Tricky Towers, I thought to myself, ‘Oh, is this just Tetris?’ But no, it’s not just Tetris. It’s a Jenga Tetris with Physics! And it is as cool as it sounds. Basically, you need to build a tower out of Tetris blocks (preferably without it falling). There are light and dark spells to help you or hinder your opponent(s), and several modes/goals available.
It should be noted that while single-player portion of a game is pretty engaging in short bursts from time to time, Tricky Towers should be looked at as a primarily multiplayer game, because this is where it shines and is the most fun.
And… yeah. This is the whole post. There’s nothing much to say other than this game is good fun in company or online, so if you’re interested in that, be sure to get it.
What a long blog post. Anyway. Thank you all for reading. Feel free to leave any comments below. If you’d like to keep an eye on my future blog posts, feel free to follow me on Twitter
In any creative line of work (or, to be fair, any line of work or craft) a lot of people at certain moments in time can experience doubt about their output – that it’s derivative, not original, not good enough, people have already seen it, need to create something new. There were times when I have gone through this, I’ve seen other people experience this as well. I guess it’s only natural because we all want to leave a mark in the field we dedicate our careers to. A breakthrough, advancement in technology or design, something big. A ripple in the ocean.
I’ve spent 3 pretty lengthy play sessions with Lords of the Fallen, and my opinion of it was changing with each one.
The first session was very frustrating to me, I actively disliked the game at that point, but that’s just because I was approaching it from the wrong angle. I was playing Lords of the Fallen more like a fast-paced action-RPG, and as a result wasn’t very effective. And rage quit.
A few years ago, I played Badland on mobile by my fiancee’s recommendation, and I had tons of fun – it’s a great game. Beautiful art, simple controls yet challenging levels, and when you play it you really get into the state of flow as you try to make perfect runs. So I was really curious when I learned that the game would get a console/PC port, titled ‘Game of the Year Edition’. And thanks to it appearing among the PSN+ games, I got to try the port out.
So this is going to be my last Assassin’s Creed blog-post for a considerable while. I think I will write about the movie when it comes out, but don’t expect to see any Assassin’s Creed content until the release of the next big console title. That said, there will be articles about other games (so keep checking my site if you’re interested in it!), and this post is going to be a big one. I am very fond of the Assassin’s Creed series, as you probably have guessed. I’ve been interested in it ever since I saw its reveal in 2006. So what I’m going to say might raise eyebrows, WTFs, and other confusion among the fan community, but I think it’s a topic that should be discussed. Assassin’s Creed is not, and has never been, a social stealth game or series.
Assassin’s Creed: Rogue is a curious beast. I don’t think it offers a well-put narrative, main campaign, or a cohesive overall experience. And the implementation of Assassin turned Templar concept is underwhelming at best. It does, however, offer some amazing side-content. It’s an Assassin’s Creed game where you just enjoy travelling around the world, exploring, and completing very well-designed side missions and activities. Including getting quite a lot of collectibles, which is the main topic of my today’s post.
I talked quite a bit on the topic of cohesive wholesome open-world experiences on examples of Assassin’s Creed, from the positive examples of Brotherhood and Black Flag, to a somewhat more incoherent example of Revelations. But today I want to talk about an example of cohesiveness lacking at all, which can’t be fixed by removing some elements or features or polishing it up.
There’s some Assassin’s Creed games that I could use as examples. There’s Rogue that’s indecisive about what it wants to be as it mixes the Assassin and Templar experiences in various degrees of success. There’s Assassin’s Creed III which was so ambitious that in the end quite a lot of different parts of the game ended up somewhat lacking. But the game that I want to focus on for this topic is Assassin’s Creed: Unity.