Showing posts with label Breath of the Wild. Show all posts
Showing posts with label Breath of the Wild. Show all posts

Thursday, August 3, 2017

The Value of Difficulty: Why Games Are Better When They Make You Mad

It’s a common theme nowadays to hear that games aren’t what they used to be, that they’re just so much easier now. There’s no more exploring the fantasy worlds of Golden Sun with only a tenuous understanding of dungeoncrawling and no internet to consult at every obstacle, or the reflex-based gauntlet that was Turbo Tunnel in Battletoads, or rationing your finite number of lives as you leapt over Goombas, Piranha Plants, and bottomless pits alike. There are autosaves, easy modes, checkpoints, and in general no real sense of loss when you lose. Take the latest Zelda game, Breath of the Wild, for example, as there are no true penalties for dying. You get your equipment back and simply reappear right outside the area you died, or even a few moments before you died in the middle of the fight, and you simply try again.


And to be honest, that makes for a much more relaxing experience. No longer does a misstep at the final stage of a boss make me redo the final dungeon and the likely multi-stage boss fight in its entirety, only to start failing at different spots as I become frustrated and attempt to rush through it. Because, if anything, that’s just too much of a time investment for me to afford anymore. And not just me, but most people that identify as gamers, as the most popular demographic is 18-34 year olds that buy their own consoles and, presumably, have their own lives and responsibilities outside of work, like friends, family, or children, and can’t afford to spend hours upon hours reloading saves to catch a legendary Pokémon or trying to find the glowing weak points on a giant boss. Games that are too frustrating or too punishing could tend to scare this demographic away, an experience I’ve had playing the Dark Souls series.
I am indeed a scrub, in that sense, as despite multiple attempts and entirely new saves I would always end up getting stuck in Undead Burg at one point or another, mildly frustrated and unmotivated at my inability to progress and, not finding any real way to do so, I quit. The nagging voices in my head that kept mentioning other things I should really do temporarily abated, as the time I spent messing around stabbing the same skeletons over and over again was time I could’ve spent taking care of things around the house, reading a book I’d meant to finish a while ago, or spending time with my family and loved ones. Any number of things needed done, really, and all I was doing was mindlessly banging my head against the wall?
I’d never come back to Dark Souls, since when it comes down to it, I’m just not that good at reflex-based games, but what I would eventually find was a game called Darkest Dungeon. It bears a few similarities to Dark Souls, mainly a dark-fantasy theme, but its lore is actually much more similar to that of Bloodborne, a game very similar to Dark Souls made by the same studio. They both draw heavily from H.P. Lovecraft, with evidence of tendrils, tentacles, and otherworldly cosmic horrors in full display, but in Darkest Dungeon you take a party of four heroes (random names being applied to classes like the Jester, the Crusader, and the Graverobber) to delve into... well, dungeons. And just like Dark Souls and Bloodborne, it’s also extremely difficult.
Image result for darkest dungeon warning screen
(source)

In fact, it’s so difficult that the game comes with the above warning, letting prospective players know that it’s not for the faint of heart. They actually even had to add an “easy” mode (Radiant, keeping the darkness theme going) that, while still difficult, reduces the amount of time players need to put into the game. But still, expect your heroes to die.

But before I go further, the world of Darkest Dungeon is this: you operate as the Heir, who is Heir to a parcel of land somewhere in Europe (possibly France?) in a roughly medieval timeframe, left to you by the Ancestor—who, in meddling with eldritch power, met a grisly end and corrupted the entire region of the Hamlet. You take over rule of the Hamlet and begin assembling and training teams of heroes, guiding them as they venture into crypts and evil woods alike, growing in strength and experience, and, eventually, perishing. Because some will die, and in my experience, it’ll be those you liked the best or needed the most.

Currently, in-game, I have an overabundance of fighters but too few healers or supporters, meaning that I have to sit on my legendary explorers as I again go through low-level dungeons to raise up healers and jesters. Because the damage in Darkest Dungeon isn’t just physical, it’s mental: heroes suffer stress damage from critical hits, certain attacks, and other debilitating events (the coral is abrasive and unsettling). In low-level dungeons, this is negligible, but in higher-level dungeons it quickly cause heroes to break. And when they break, it’s not pretty; first, they experience a mental breakdown, abusing teammates, refusing healing, and throwing themselves in front of the enemy, and if their stress continues to mount they have a heart attack, leaving them on Death’s Door.

Image result for darkest dungeon warning screen
An example of when a hero reaches one-hundred stress. (source)


And what’s more, stress damage doesn’t heal in between excursions. It will reset to 100 (200 being when a heart attack occurs), but the abusive tendencies and stress stay until you’ve paid someone to take care of them for a week, whether that be in a brothel or a confessional booth. This costs gold, but most importantly, prevents you from relying on the same few heroes, requiring a greater time investment to train multiple teams, each with their own goals and balance.

Beyond stress, there are also other random encounters—the Collector (the King in Yellow), the Shambler (not truly random), and hosts of random enemies that can easily spell doom for the unprepared. I get attached to characters I play in games like these, and at first intended to never let one of my characters die—something I was cured of after multiple party wipes were there were no survivors. Tabraham, Reynauld, you are not forgotten.

But I forgive the game for this, because honestly, games are best when they’re difficult. It’s not that relaxing games like Breath of the Wild don’t have a place, because sometimes you just want to be immersed and explore, something I also genuinely like about Minecraft. But those games rarely leave lasting impressions on me, while games like Darkest Dungeon or Dark Souls bring out your mettle—how much time are you willing to invest to beat this challenge? Are you reflexes and strategy up to the test to actually beat it, especially without help? What will you find out about yourself in trying to overcome this arbitrary challenge?

Given that Dark Souls and Darkest Dungeon are immensely popular, of course, I know that there are a good deal of people that agree with me—have you had a frustratingly enjoyable experience like me?

Thursday, June 8, 2017

A Non-Gamer, Non-Zelda Fan’s First Steps into Hyrule

Before we begin, a caveat: I’m not a Legend of Zelda fan. Or rather, I wasn’t, until I started playing Breath of the Wild last Monday and finished it after four-and-a-half fourteen-hour days of gallivanting about in Hyrule, but this is to say that I am a novice in Hyrule, and have only a little knowledge of continuity or the overarching lore of the series.

But that barely hampered my joy as I plugged my roommate’s (Stephan) Switch into the TV, ready to enjoy my first game in ages. It had been a grueling semester, I had a week off in between the end of classes and going to work full-time for the summer, and I was ready to plunge myself into the world as quickly and as deeply as possible. In addition to not being a Zelda fan, it’s also hard for me to call myself a gamer, since I really don’t play games much because of time constraints, but the heft of a controller still felt familiar in my hands though it’d been years since I’d played a proper narrative game that wasn’t just reflexes or strategy. And so I settled myself on the couch, awoke from a magical sleep, and proceeded to roll, jump, and whistle about this mysterious dark chamber that I (Link?) found myself in.



It didn’t take long to get into the action. There was the tutorial, of course, darting about from shrine to shrine to acquire the tools needed to solve future puzzles while following the instructions of a mysterious old man who yelled at me for stealing his apples but then chuckled and said I could have them, walking through the Temple of Time (still in my underwear—it took me a few hours of gameplay to figure out how to wear clothes) and feeling a strange sense of awe in the crumbled moss, trading clumsy blows with bokoblins while I figured out combat mechanics, but soon I found myself on the roof of the temple with the old man.

Then, with a touch that really made it that sort of electric, galvanizing fantasy, the old man threw off his beggar’s robes and revealed himself as the King. And of course, you knew he was gonna do that from the beginning. Any student of Lord of the Rings knows that any wise old man with a beard is a wizard or king, and if they’re in rags, that just means they’re in disguise—but isn’t there always still that little bit of you that always gets excited when it happens, no matter how obvious it’s foreshadowed? It made me scream quietly to myself at midnight as he sternly asked me—a king does not beg—to undo the evil Ganon had wrought upon Hyrule. And if I only know a little now, I knew nothing then, not who Ganon or Zelda was, not what Hyrule was like, not what Kakariko Village was, but I was still overjoyed to sail out over this bright new world and do my best to right what wrongs I could.

But Breath of the Wild, unlike most Zelda games (or so I’m told), is very open-world compared to the others, and I’m very bad at directions, so I quickly got lost, which wasn’t honestly too bad. After getting a little more introductory stuff out of the way, I headed west to Hateno Village to repair the magical tablet that is your key to the world, but instead of the southern road that would’ve taken me past inns, stables, and to Hateno Village, I took a northern road through a beautiful abandoned city (Lanaryu—it drips so pleasantly off the tongue) and left me on the wrong side of a mountain range. I tried to just say “Heck it, I’m here already” and climb the somehow-important Mt. Lanaryu before backtracking, but it was too cold for Link to climb in just his boxers. Frustrated by that and not wanting to go back and waste an hour in backtracking, I ate sixteen spicy peppers (a trend I believe Skyrim started, heroes gorging themselves in times of need) and clambered half-naked over a mountain and to Hateno Village, a sleepy little town by the sea with the world’s foremost expert in ancient magical tablets.

After short little scene with the expert, a little centenarian who reverse-aged herself to look like a toddler, I was off and set with the simple task of destroying Ganon, who for right now appeared as a plum-colored miasma around Hyrule Castle. And there are people that speedrun the game, flying straight from the tutorial to the final boss and beating the whole thing in about 40 or 50 minutes, which is about the time that it would take me to defeat a single dungeon, But while I knew I needed to beat it quickly, I also wanted to explore it as fully as possible, leaving with as much of a complete image of this world as I could. 

But then there was the thing: I was out of the tutorial and off the rails, and I wasn’t sure what to do, which I think is where the game really began to open up for me. Link as a character is traditionally silent, at least according to my sources, and so, unlike the Final Fantasy series where the main characters have dialogue, Link is a blank slate for you to project yourself onto. In this game, too, he’s not only mute but amnesiac, making his own personality even less of a factor in determining what to do.

My roommate, when he hit this point, started delving into side quests immediately, flitting about from town to town bearing loads of apples or goat butter to make the little people happy. A coworker I know actually did just rush Ganon, which took him about five hours of struggling and sneaking about before his wife told him there was more to the game (he’s a very straight-forward type of guy) and he made a new file to really explore. Myself, I really love exploring, so I hoofed my way across the realm to the top of each tower, which works like how they did in Assassin’s Creed—by climbing to the top, you reveal a part of the map.


That may sound anti-climactic, honestly, if you think of it as a just a stunted form of cartography. But in actual terms, what that translated to was traveling into unknown, fantastical territory, having to sneak past hordes of moblins and wizzrobes tucked behind amateur fortifications or find a way through toxic, boiling mud and bottomless pits to reach the tower, which was always worth it. The view was nice, sometimes the red clay mountains of the Gerudo, sometimes the mosaic of forests and ponds of Hyrule proper, and occasionally there was a person at the top (oftentimes stuck there), but to me, it’s hard to do anything without knowing where you are and what’s around you.

From up there, you could see everything, literally everything—labyrinths, dungeons, secrets of all sorts, and from my seat on the couch I could look out of my fourth-floor window and look out at my sleepy little town, the bar across the street mainly empty, the glow of a Wal-Mart in the distance, and I wonder: what secrets or hidden places lie in my own town that I’ve yet to explore? What side quests or new responsibilities, like new friends or jobs or projects, await me, that I might be able to see from here?

But for now, I put them all away and retreat from the world. I have a kingdom to save and four souls to set free. 

Have your journeys into Hyrule been the same?

Saturday, April 22, 2017

April Showers: Best Fictional Weather Wielders


April is the time of year when rain and thunder mount attacks on all your planned outdoor expeditions. Though at first it can be kind of annoying, I've come to appreciate April's bright white lightning and listening to the accompanying boom of thunder. Lately, I've seen quite a few impressive rainstorms, so it would be most appropriate to speak about my favorite fictional characters who control the weather. Whether these fictional characters control the might of worldwide super-storms or simply the power of floods, each one should be acknowledged. Thus, I present to you the best weather wielders: 

Divine Beast Vah Ruta
The Legend of Zelda: Breath of the Wild


Throughout Breath of the Wild, Link must travel the world and free all the divine beasts from Calamity Ganon’s clutches by solving insanely fun puzzles and fighting angry, chaotic spirits. When Link enters the land of the Zora (a race of fish people), he is told that Vah Ruta (one of the divine beasts) is spouting an endless supply of water that could potentially flood all of Hyrule if it isn't stopped.


Of course, Link saves the day by going inside Vah Ruta (he's mechanical, don't worry) and stopping the beast's magical flow of water. Once saved, Vah Ruta and the other legendary warrior beasts are tasked with the mission to help Champion Link defeat Calamity Ganon once and for all. Since Vah Ruta is one of the few who can truly make a dent in Ganon's might, weakening him just enough so Link has a fighting chance, I had to add him.

Storm
X-Men


X-Men are mutants with amazing abilities, which include the powers to phase through walls and move objects with their minds. Professor Xavier gathers these mutants and trains them to one day become superheroes tasked with making the world a better place. Most of the X-Men, when pushed to their limits, can do insanely powerful things, and with enough control, their powers make it possible for the mutants to save the world.


Having harnessed her power, Storm can let loose flashes of lighting, unleash a torrent of rain, and bring forth loud claps of thunder. If she wanted to, she could even hinder the weather from storming at all, giving her the power to not only control thunder and lightning, but also sunny skies. It's probably the reason why she’s worshiped as a rain god in Africa (so of course she makes this list)!

Thor
Thor and The Avengers


Marvel has a whole slew of people with unbelievable abilities, including a billionaire genius and a used-to-be cryogenically frozen war hero. But Thor isn't exactly a human being... he's a god! One of the first Avengers, Thor hails from another world known as Asgard, and after stumbling onto the planet Earth, he agrees to help the Avengers save the planet (all while wielding his mighty hammer). 


Only worthy heroes are able to wield the Hammer of Odin, a weapon with the ability to summon extraordinary blasts of electric energy, so it comes as no surprise that Thor is included on my weather wielder list. He's able to summon the power of a mighty storm and can even produce anti-force energy blasts that can annihilate an entire world. Besides, in the Avenger movies, he's pretty nice to look at and has some amazing one-liners (YAY Chris Hemsworth).

Vortex
Danny Phantom


Anyone remember Danny Phantom? If not, it's a Nickelodeon show about a boy who accidentally is transformed into a human-ghost hybrid and uses his powers to save the world from spirits escaping from the Ghost Zone. This show was a good part of my childhood, and there were many amazing villains throughout the series.



One such villain was a ghost named Vortex, who not only has normal ghost powers but also has the ability to control the weather, including droughts, hurricanes, whirlpools, etc. He sees his control of weather as a form of art, and is very much full of himself. Because of this, he is completely offended when Vlad and Danny try to stop him from creating "beautiful" rainstorms. Beyond this, he has the ability to control storms on an earth-wide scale, like creating blizzards in the dessert or a mass lightning storm that results in the Eiffel Tower collapsing.

Thunderella Happily Ever After


Ever wondered what happened to Snow White after she received her happy ending? That question is answered in the movie Happily Ever After. Snow White's ending starts off happy enough, that is until the Evil Queen’s brother, Lord Maliss, finds out what Snow White has done to his sister. He hatches a plan for revenge and captures Snow White's prince, so she must flee in order to survive. She eventually finds the Dwarves' cousins, the Dwarfelles, who are appointed to protect her.


Each Dwarfelle has a power that was given to them by Mother Nature. One Dwarfelle named Thunderella has the ability to (you guessed it) control storms. At first, she has a problem with using her ability, but when she’s needed most, she doesn't let Snow White down and creates a mighty thundercloud that rivals Lord Maliss's magic, ultimately saving Snow White from Maliss's evil intentions. Thunderella's courage and stormy abilities make her a perfect addiction to this list.


If you have to be cooped up inside, make sure to check out these fandoms. They may help cure some of your rainy day blues as you await those promised May flowers.

Do you have a favorite weather wielder I didn't mention?