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particularly enjoyed thomp's tetris 99 review. Ape Out looks great as well.
My votes, in no particular order:
Sekiro: I loved this. i mean really it is *just* a very well done combat mechanic. i think there's always been part of me, ever since i was little, that while i enjoyed computer games, felt the gap between the necessary formal abstraction between game combat, say, and the principles that you know would have to govern any real world activities: that is to say, a sense of equivalence between your reflexes and ability to respond immediately contextually to an equally matched, or more powerful opponent. maybe 'real world' here is wrong, maybe i mean 'in films' and the 'play associated with films' (particularly action films). Necessarily in a game of course these are always matters of managing a formal set of responses. I now think games that are aware of and play on the formal abstraction of the world's constraints in different and obvious ways are better and ultimately more enjoyable (Michael Brough <3) , but there's still an arcade bit of me that loves when these mechanics are subsumed into 'film' type scenarios.
A lot of has been made of the way fromsoftware projects' combat has progressed: dark souls: shield up, hit box, roll, retreat, shield up. bloodborne trying to get round that, by allowing you to recoup health by attacking within a short time frame of being hit, to sekiro's conversion of stamina into a defensive capacity visibly shared and depleted both by you and your opponents. this leads to incredibly intense and reflexive combat, a combination of attack and defence, considerably favoured to defence. The precision with which this is all accomplished is exceptional, which was really brought home to me when I tried to play Fallen Order
i mean, really it's pretty much the same, in its closest analogy, with getting into the zone in games like Defender, or Gridzone (Geoff Minter's finest). The fact that it's associated with exciting sword clashing sounds, a wider feudal japan setting, and some very good boss fights (yes the Guardian Ape fight is hilarious and justifiably well known, but the first Genichiro Ashina fight - well I guess the second - at the top of the fortress was just fantastic). I mean, in some senses, it's fairly limited like all fromsoftware games, and lacks the more cryptic mythology, that does so much for Bloodborne (a better game imo). But the sense of achievement from advancement, and the fact that the balance between just getting better at it, and griding/collecting things to get you OP, is a lot more geared to the first than the second, produces a sense of overcoming the game as much through skill as through repetition.
The Outer Wilds: someone mentioned upthread that the control mechanism was pretty disorientating, which was my first response, but i think led this being my favourite game. it feels very *manual*, getting up to space, and finding where you need to go. a continual and quite charming sense of discovery, where death is both frustrating and doesn't matter. omg the planet with the f'ing tornados on it though give me a break. Through Sekiro, this game and to Death Stranding, it's interesting how much representations of *tactility* and 'realistic' control in environments, have mattered to me in these games.
The Outer Worlds: so i also really liked this? for reasons that don't seem entirely obvious to me now, it was the closest I'd felt to playing in an episode of, say, the first season of Altered Carbon (that is *not* to say this is a traditional noir cyberpunk environment - OW is quite lurid and bright - but because of a sense of detection and continually new encounters you're not sure how to manage). I think the game's strength is in its distinctive characters and ambiguous/ambivalent decision trees. after initially feeling that, say, compared to the open world of Fallout 3, it was too constrained, that structure ended up providing a good framework for the actions and fighting that takes place within the game.
Death Stranding: Amazingly tactile walking, batshit Hideo Kojima OTT storylines and acting, and never got bored of the moments where you work out where you've got to go, look up at the distant horizon, and see the long black strands and grey clouds of time fall in the distance, before you hitch your backpack up on your back again, check you've got the equipment you think you'll need, and start clambering and slipping over the landscape towards it. Didn't expect to enjoy it at *all*, was expecting it to suck. It was ace.
Sorry, I've been really laboured here. i'm not really used to writing about computer games, but i have enjoyed some this year. Outside of this Obra Dinn, and always Cinco Paus, were probably my most played. Oh also i spent a load of time playing sonic racing on my iPhone, which totally sucked.
― Fizzles, Saturday, 11 April 2020 11:38 (four years ago) link
nine months pass...
one month passes...