In this episode of Hitman: Blood Money, we save one dude in order to murder three.
...or we would if I didn't screw it up.
I'm really glad that I messed up the way I did though, because this is a lot of what Hitman ends up being. You try one method, make some mistakes, and learn from them. Then, armed with what you learned the last time, you try something new. This process keeps going until you can make stunning assassinations flawlessly. Going back to that video I mentioned in the last episode, this is a good demonstration of that.
Next time, I manage to do this right...
Friday, August 12, 2016
Wednesday, August 10, 2016
newdarkcloud plays Hitman: Blood Money - Episode 2 - Assassin of the Opera
In this episode, we enter the opera house to enjoy the show... and murder some people!
In order to elaborate a point I made in the episode, this game operates on a "realistic surrealism". What I meant by that is that the things that Agent 47 can do are completely absurd in the context of real life. There's no way that his disguises should work, and many of the props in the game (like the over-sized laundry bins and trash cans) are deliberately created out of proportion to facilitate gameplay.
In order to elaborate a point I made in the episode, this game operates on a "realistic surrealism". What I meant by that is that the things that Agent 47 can do are completely absurd in the context of real life. There's no way that his disguises should work, and many of the props in the game (like the over-sized laundry bins and trash cans) are deliberately created out of proportion to facilitate gameplay.
Monday, August 8, 2016
newdarkcloud plays HItman: Blood Money - Episode 1 - Mistakes Were Made
Another new series for you guys, and this time it's just me, going solo. I'll be running through and talking a bit about Hitman: Blood Money.
To start off, I should acknowledge the absolutely terrible quality of my audio during this recording. Unfortunately, by the time I started editing these videos, I made already completed three assassinations.
I also admit that I found it extremely hard to keep the dialog going. I'm used to playing off other people after all the many projects I've been involved with. Without that buffer, I suffered a bout of stage-fright and just kinda went blank. It's something I hope to practice and iron out the more I do these solo LPs.
I also admit that I found it extremely hard to keep the dialog going. I'm used to playing off other people after all the many projects I've been involved with. Without that buffer, I suffered a bout of stage-fright and just kinda went blank. It's something I hope to practice and iron out the more I do these solo LPs.
Saturday, June 25, 2016
#107: Dark Souls 3: The Absence of Hostility and Loneliness
I have
written about my experiences playing From Software's “Soulsborne”
games a couple of times on this blog. For that reason, I can
distinctly recall my time in these games, which colored my
expectations going into Dark Souls 3. To my surprise, and somewhat to
my disappointment, the game didn't feel the way I expected it to.
Though it certainly is a shining example of what could be described
as a Souls game, Dark Souls 3 felt different than its predecessors.
As I
explored the desolate lands of Boletaria and Lordran, there was a
palpable sense of loneliness to the proceedings. It was as if I was
cold and alone against a world out to kill me, with its bands of
diverse and terrifying opponents setting their differences aside in a
concerted effort to block my path and take my life. Despite in many
ways going against those same odds, I never had that feeling of
isolation and hostility in Dark Souls 3. Rather than a world against
me, it felt as if every area was merely a stage for I and my fellow
players.
Much of
that simply stems from the fact that there are many more players in
Dark Souls 3 than there were in previous Souls games I had played. My
first runs of Demon's Souls and Dark Souls were both in the summer of
2015. By then, the games were 6 and 4 years old respectively. There
were certainly stragglers like myself who were still engaged with
them, but by and large most had already moved on to greener pastures.
And even if people were playing these games, my efforts to work with
them were minimal. In Demon's Souls, I spent almost the entire game
in Soul form, preventing me from summoning phantoms to aid me.
Likewise, I can count the number of bosses I defeated with other
players on a single hand. My experiences in both games are mostly
mine and mine alone. When push came to shove, I could only rely on
myself to get out of a hairy situation.
I can't
say the same thing when I look back on the total sum of my Dark Souls
3 experiences. Strangely, I was excited to, for once, be a part of
the community as the game comes out, exploring it together with
everyone. In a way, this ended up being counter to what I most
enjoyed in its older siblings. Talking with my Twitter friends, being
guided to secrets by random strangers, aiding other people and being
aided in turn, these were all wonderful experiences in their own
right. However, it meant that my journey was less a result of my own
effort and accomplishments, and more the gestalt of all of those who
joined me on my path. Random strangers who I will never know, and who
will never know me, were all working together to achieve a common
goal. Even when I was invaded/invading, it felt like a respectable
contest between peers and less an attempt of one person to sabotage
another. I could use many adjectives to describe my adventure, but
“lonely” is not one of them.
The NPCs
also seemed a lot more welcoming in Dark Souls 3 than they have been
in the past. My runs of Demon's Souls and Dark Souls are marked by a
sense that there weren’t many people in the world that would even
think to assist me. Outside of the Nexus, I remember that non-hostile
NPCs were scarce. It was at least 10 hours before I brought my first
new NPC back to the Nexus with me. Until then, the ones I had
encountered had either perished unceremoniously (sorry Ostrava), or
actively screwed me over (which is why, to this day, I murder Patches
every chance I get). Just finding a truly friendly face was a rare
treat. The same can be said of Dark Souls. While there are certainly
a few kind folks who inhabit the Firelink Shrine, most of them are
battered and broken when you find them. And by the time I finished my
journey, the most friendly of the lot, like Siegmeyer and Solarie,
had met with terrible fates.
By
contrast, in my first 10 hours of Dark Souls 3, I encountered a Robin
Hood-esque thief, a young woman who knows miracles and her protector,
an old pyromancer, a Darkmoon blade from the Sunless Realms, and
Siegmeyer's more capable descendant. All of these people had offered
their aid to me in some form, either as a vendor or a companion.
Where friendly faces were rare before, they were quite common place
now. I did not have to look far to find someone with a vested
interest in my success. Far from the isolation I once felt, Dark
Souls 3 provided an almost constant comfort by offering me my choice
of assistants and allies.
Even
though the abundance of other players and NPCs are large contributors
to why I have lost that adventurous, yet isolating spirit of the
previous games, there is another reason. At this point, I have played
so many Souls games, and particularly so many Dark Souls games, that
the mechanics and world are largely ingrained into my mind. When I
was a new player braving the perils of Boletaria, and later Lordran,
I often fell for the tricks and traps laid about. I would die to
ambushes than I should have seen coming in hindsight. I spent many
deaths learning each enemies attack patterns and figuring out the
weaknesses therein. I crashed through broken boards and into traps
that would be noted and avoided in the future. The designs of From
Software were alien to me. Learning them was half of the battle, and
half the fun.
Unfortunately,
there's only so far the Soulsian “fair” ambushes can go before
they reach the territory of just spawning in mooks in lieu of hiding
them in creative ways. That's not necessarily From Software's fault,
because it is infinitely easier for players to figure out their
tendencies than it is for them to think of new ways to surprise those
same players. But it does mean that I have gotten much better at
predicting when an ambush is likely to happen than I used to be.
I don't
remember ever being truly caught off guard while exploring the
shattered remains of Lothric and the lands surrounding it. At the
same time, I have a distinct memory of an archway in Irithyll of the
Boreal Valley. I had not seen nor heard any enemies in the room on
the other side, but I suspected that something was “off”. Looking
down and to my left, I saw a ledge that I could easily reach by
dropping down. Going into the hallway through the opening on this
ledge, I climbed a ladder that lead me to the other side of the room
beyond the archway, bypassing a group of enemies waiting to ambush
me. By just following a slight “off” feeling, I had anticipated
and subverted a snare that I would have easily fallen for before. At
the time, I felt smart for having trusted my instincts. In hindsight,
all I really did was just fall back on knowledge I had gained from 4
previous games' worth of experience. Not only wasn't I surprised by
the enemies’ tricks, I couldn't be, because I had already fallen
for them before.
Instead
of making me believe I was a single man out against a world which
wants nothing more than me to fail, Dark Souls 3 felt like reuniting
with an old friend I hadn't seen in awhile. There's nothing
inherently wrong with that quiet nostalgia. But the dreadful anxiety
I experienced the first time, as I explored the worlds of Demon's
Souls and Dark Souls, is a large part of why I fell in love with the
franchise. As disappointing as it is, I'm not sure that one could
ever adequately capture that atmosphere that drew me in when I first
started Soulsborne. Though I want so badly to feel that isolation,
that growing sense of isolation and excitement. I just don't believe
it's possible given how large an influence Soulsborne has become.
It's hard to feel alone and afraid when in the comfort of your home,
surrounded by the old and familiar. These games have become as much a
home to me as the house I live in, and that's exactly what I don't
want them to be.
Saturday, May 28, 2016
#106: Breaking Bread: The Use of Food in Games
It is said that food
is a universal language, and why wouldn't it be? After all, every
living creature needs to eat to stave off death, if nothing else. But
more than that, sharing a meal with other people is often a great way
to socialize and form connections. Within the scope of my real life
relationships, most of were forged, in part, while eating together.
From the high school cafeteria to a night out at a restaurant, most
people can readily recall eating out with friends and family. So then
why is it that an activity as normal as dining with other people so
rarely depicted in video games?
While I was in the
middle of my playthrough of Bravely Second, I noticed that there were
a plethora of scenes where the party got together and not only ate as
a group, but talked about the various delicacies of the towns they
visited. At first, I thought it was weird that such a small detail
stood out to me. The more I pondered it, the more I realized that
such scenes stood out because aside from the previous
game and the Persona franchise there aren’t many other games
where protagonists just eat together. That’s a shame, because there
is so much potential in those little interactions for both character
and world-building.
It is true that a
lot of games utilize food in some way. Food is often used as a
restorative item, like in Bioshock: Infinite, Fallout 3, and most
survival games. However, food is frequently just something that the
protagonist consumes for the enjoyment. In games like these, food is
purely utilitarian. Players eat only to increase numbers. While there
is certainly simulationist value in that, the more social aspects of
dining aren't depicted in games as much.
And those social
elements of dining can be valuable tools in the designer’s tool
belt. Just like in real life, having characters eat together can
serve as a catalyst for conversation. In Bravely Second, many
dungeons will offer a point where players can set up camp and rest.
Though the game incentivizes them by fully healing party HP/MP, they
also show completely optional scenes where party members chat with
each other -- often over a meal.
These scenes
involve the cast opening up to each other about things going on in
their lives and what kind of things they've seen on their journey.
One scene in a dungeon crawling with ghosts and zombies has lead
character Yew (Yes, “you”) Geneolgia lamenting his fear of
ghosts. This fear is so great that his shoulders and back have become
sore after all the tensing and crunching caused by wandering the
halls of the under. With the ice on the topic broken, the others open
up to share some of their fears and how (or if) they've learned ways
to deal with them.
Persona 4 also has
examples of this type uses dining as a venue for character
interaction. Over the course of the game, the Investigation Team is
often shown eating together, making idle small talk. Sometimes they
talk about the latest developments in the homicide case, but often
the subject will be things like upcoming exams, school trips, and
other such mundane events. Seeing how each person in the group reacts
to something like an upcoming exam can be a great window into their
life. Watching Yosuke cringe at the prospect while Yukiko takes it in
full stride tells me more than someone else calling them an idiot and
a genius respectively. It isn’t necessary to have this conversation
over a group meal, but having the party eat together makes it much
easier to naturally have these moments.
Even if the party
doesn't directly talk about themselves, often the kinds of foods they
prefer can reveal a lot about them. In fiction, each culinary palate
has a number of stereotypes classically associated with it. Writers
can and will use these as shortcuts to tell their audiences more
about the cast without having to waste time with exposition. Even if
you don't think about them, you're probably at least aware of their
presence. If I mentioned that Edea, one of the party members in
Bravely Second, puts ketchup on many of the foods she eats, and
prefers to eat extremely sweet or extraordinarily spicy foods, then
you probably have an image of someone with an intense personality.
Like the foods she eats, she tends toward the extreme in the her
actions and reactions. Even if the game didn't show much of Edea
outside of the scenes where the party dines together, this
information could be gleaned just from her tastes.
Similarly, Persona
4 makes use of this narrative technique, but not quite in the same
way. Generally, the better you are at cooking in Persona 4, the more
self-reliant you are. People like the protagonist and Nanako, whose
parents are rarely around, are able to cook so well that the others
are left in awe at their culinary skill. Yet characters like Yukiko
and Chie, who aren’t so self-reliant, are the worst cooks in the
group, and their fellows will often go to great lengths to avoid
consuming their “Mystery Food X”. Party members like Rise and
Naoto, who tend to be fairly lonely even if interact with others
regularly, tow a middle line in cooking skill. Rise can generally
cook, but tends to overly spice and Naoto only knows enough to be
able to follow instructions on the back of pre-packaged foods.
Regardless, their skill at preparing great tasting food and their
friends’ reactions to it reveal much about their home lives.
It feels strange
pointing out the way writers can use the act of eating to tell us
more about the teams they create, but examples are so few and far in
between that I am compelled to do so. It’s easy to for a writer to
just have a character tell their audience about themselves and the
world around them. At the same time, it is one of the least engaging
ways to present such information. I present this use of group dining
as only one possible alternative to keep exposition to a minimum
while still allowing for character and world-building. There are
countless other ways to achieve the same end. I advocate exploring
and making use of them as well.
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