GISMOS_10 - BEST GAME IDEAS EVER!

Well we did it. Episode 10 has been attained. I've been running around with my head cut off these past few weeks- between 14 hour work days and husbandly duties there has been zero time for any extra curricular activity save editing podcasts with bloodshot eyes. The intro ended up sounding a little tinny and hollow in an otherwise solid podcast, but damn-it anyway if i just want this episode done so i can get some rest. 

Welcome Robbie Fernuk to the conversation. Robbie is a self proclaimed 'terrible gamer' as stated personally in his article he wrote for us all those months ago here. We can all relate to being terrible at something, but to be terrible at something that you love to do takes an extra bit of perseverance and a pile of patience. Enjoy the show, lets hear what you think in the comments below!


TOMORROW'S MAN'S SKY

Got a promo e-mail from GOG.com this morning informing me that No Man's Sky is now available for pre-order at $60 -- a North American release date of June 21 has been announced, which has me vibrating with hype all by itself. But the announcement page doesn't come without its share of disappointing quirks and understated, yet crucial, details.

If you're here reading, you've surely heard about No Man's Sky, the upcoming first-of-its-kind galaxy-sized space exploration game. The LITERALLY GALAXY-SIZED game-world is populated by planets & lifeforms that are randomly generated to according to complex math, and of which there are so many that the design team programmed tiny surveillance robots to fly through the galaxy on their behalf and report on unaccounted-for aesthetic oddities. Players can quickly transition from underwater tunnel network exploration, to surface-level biopsy, to interstellar piracy, with naming rights to everything that they are the first to discover. Plus, the game's endorsed as having awesome VR support; perhaps one of the first wide commercial releases to do so with confidence. This Frankenstein project is broiling over with hype and hesitation in equal measure. Getting a release date confirms that it is really happening.

The catch is, this isn't just a release announcement: it's merch-hyping. And while I'm happy to ride this hype-train full-Steam ahead, something about the PC spaceship toy box set, the PS4 special edition art books, and the in-game powerup reward for pre-ordering feels a bit puffed up to me. Grandiose pre-order and Special Edition packages make sense for games which already have established mythologies and fanbases. But in No Man's Sky, we see the marketing indulge, perhaps too deeply, in just the excitable popular speculation about its product. Having a model of a classic X-Wing on your desk is neat; having a somewhat generic-looking, "nostalgic" spaceship is kind of random.

Is this how the singleplayer space-explorer will feel?

Is this how the singleplayer space-explorer will feel?

But what bugs me most is the offhand claim that, "Perhaps you will see the results of [other players'] actions as well as your own...". Perhaps it was naive for me to think that I'd be able to meet up with friends, however far-flung they may be, in a game that was never explicitly announced to be an online experience, but the prospect of overlapping star-maps with my brother and sinking dozens of hours into a massive interstellar journey to meet up with him was just too exciting to suppress. The blurb above cements the title's solitary gameplay, if in a rather sneaky and indirect way.

So, yeah. I think the hype got to me. I am gonna wait this purchase out.

GISMOS_09 - FIREWATCH SIT DOWN

It's a big fat EPISODE 9 in yo faces friends! BiIIIIg spoilers ahead for Firewatch...gargantuan even so dodge this particular podcast if you haven't played it yet. Or face it head on to hear about what we really though in this Firewatch sitdown. See it's like a round table but we don't actually have a round table, or a table at all for that matter, so its more of a gangster style 'sitdown' if you will. Yes sitdown is now one word you can thank the Italians for that one. 

SLAPDASH - 60 MINUTES WITH DEVIL DAGGERS

Personally, I enjoy the aesthetic of the upcoming Doom game, set to release May.13.2016, and yes that's a Friday the 13th. Good one id Software, a bit campy but what else would you expect? The impression that the latest trailer left me with is that id Software is upholding the core values from the dawn of the Doom series. The original games, Doom, and Doom 2 focused on frantic circle strafing run and gun action in big open hell-scapes teaming with heaps of demons, big fuck off guns, flaming skulls and color coated key cards. As opposed to the bland corridor heavy space station shooter they gave us in Doom 3. The one constant being the oppressive atmosphere. In our current age of gaming, the Doom reboot looks like it could be a welcome change from the heavily scripted 'on rails' set piece shooters that clog the digital landscape and dominate much of the market. That being said, I cant help but wonder how it will be received by today’s gamers who grew up on COD and Battlefield. Simply put, developers aren't really making those shooters anymore. The FPS market has been dripping with carefully constructed blockbuster movie-esque titles for so long, the current generation of FPS players could very well balk at the simplistic, over the top style of game play that Doom is traditionally famous for. If only there were some way for the new breed of gamers to test the waters without having to dive in headfirst….

Enter Devil Daggers.

Devils daggers is a $5, “endless” first person shooter, set in a what is assumed to be a small infinite pitch black plane of someones own personal hell. I put quotation marks around 'endless' because no one has survived much past the 8 minute mark. It could have an ending, though I sincerely doubt it. And it doesn't really matter, as the goal is to stay alive as long as possible, and the average player (myself included) usually peaks at about 45-60 seconds for the first hour or two. Why so difficult? Well, the foes are as agitated as they are lethal, and much like a bad burrito from Chipotle, they can seal your fate quickly, with just one erroneous decision.

This shit was cutting edge in 1994!

This shit was cutting edge in 1994!

Devil Daggers' core mechanic is circle-strafing fast paced first person shooting, and it feels incredibly fluid. This is due partly to the fact that the games engine and art design is very old school and strikingly similar to a higher resolution version of the original quake, albeit with slightly more complex visuals. This allows most PC's to easily run the game at 60+ frames per second, which is key, as everyone on the leader boards is theoretically on the same playing field regardless of the rig they have. Devil Daggers' descent into madness starts in a dark room with a lone dagger floating in front of you. Once you take hold of your basic weapon it multiplies, streams of red daggers spew from your hand, immediately plunging the user into dubious peril. The daggers can either be shot in short bursts, like a pump-action shotgun or can be spit out in a steady, viscous stream like shooting the Devils' sandblaster.

Evade Gismo's Kevin McKenzie demos Devil Daggers

As you begin to acclimate yourself to the oppresive surroundings, it becomes obvious you are walking on a small plane of stone or concrete, with a sudden drop-off around the edge that will send you plunging into dark nothingness with one misstep. Then, suddenly you hear a sound, it's coming from behind you – a gurgling, sinister spawning noise that could only mean that terrible is on its way. Abruptly, as you try to focus on the area the sound came from, a spire forms out of nowhere and releases a series of skulls and demon heads into the dark, and will continue to do so, until you erase it from existence by shooting at its rotating weak spot. Then another will form, and another and so on and so on. As time goes on things get more and more hectic with different enemies spawning in random locations at preset timestamps. The key to survival seems to be in directing your focus on the spawning spires, while at the same time managing the wave of floating skulls and demon heads chasing you down, but that knowledge itself will only get you so far. The game play feels as fluid as it looks, and you are always just a quick tap of the R key away from an instant retry, which really supports the “just one more game” feeling you are left with after any given run.

Certain enemies drop gems that power up your weapon when killed, allowing you to spit thicker, faster and more powerful streams of magical daggers as the frenzied action carries on. These power ups are very important not only to your progression past that elusive 60 second mark, but to your confidence as well. They will help you to dispose of the waves of enemies with greater ease, allowing you to free your focus to deal with more pertinent demonic apparitions. Like, say, the giant evil spider that sucks up your treasured power gems before you can get to them, or perhaps the twisted, flying Ogopogo-like entities that swoop through the air with equal parts grace and death lust... all while the super spires keep launching skulls for you to fend off … Yeah, she's a bitch, but its that kind of addictive action that keeps me in front of the screen for much longer than I originally intended to be. 

This game will have you seeing red.... often... 

This game will have you seeing red.... often... 

If the early sales performance of Devil Daggers is any indication, the millennial crowd might just be interested in the style of game play after all. In its first 5 days, Devil Daggers has over 12,000 copies “sold” on steam through world of mouth alone. That's a strong start, especially in this day in age. Though difficult, this game is immensely rewarding in the same way that arcade shooters have been since the inception of the genre, with shooters like Robotron 2000 and Smash TV, with a wonderful first person twist. I can confidently say that Devil daggers is the love child of Doom, Quake and Geometry wars in the best possible way (video game relationships are complicated, okay?). And if that intrigues you, I suggest you pick it up.

Go to hell, have fun.

Devil daggers is out now on steam. 

Once you beat this score (you will) your better than me

Once you beat this score (you will) your better than me

 

----------------------------------------THIS JUST IN: TRISTAN BREAKS KEVINS SCORE!--------------------------------------------------

Sorry pal, i gotta say this game jacks my heart rate to an unhealthy level and i love it! It is as you said: very Intense and rewarding.

I guess i am better than Kevin...

I guess i am better than Kevin...

Oh sheeit son! i did it again!

----------AND AGAIN! I'm not sure I can do that again though. So intense; had to calm down after this one. Hands were shaking a bit heh.  

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I CAN QUIT WHENEVER I WANT !

Though Goesen's WOW addiction ran a few fathoms deeper than my Dota addiction, I felt pangs of recognition as he recounted those days, back on GISMOS_07. Friends will recall that Dota 2 was a huge part of my life. I'd look forward to weekends, where I could blast out 4-6 hour-long matches in one sitting, while waking up early, going to bed late, and literally skipping meals in order to fit that crucial hour of daily Dota into my schedule durign the working week. It sat comfortably among my top 3 priorities in life for a solid year and a half, so naturally, it demanded large and frequent chunks of my precious time.

And, in spite of the havoc wreaked on the rest of my life, this obsession is a success story, because every game designer's livelihood depends on the glory of the timeslot.

We talk a lot about VALUE here at Evade Gismo; of limited time, of money, in a market overflowing with opportunity. It's like our lives as gamers have become TV channels, and video games compete like soap operas for the coveted primetime spot, when attention is focused and favour is curried. Our very attention spans have been commodified -- just look at Hitbox Team unpacking their post-release patch decisions on Dustforce a few years back. Everything is motivated by extending the average "play-span": some equation of the frequency, duration, and consistency with which people are having enough fun playing the game to continue putting time (and increasingly, money) into it. This creates a competitive atmosphere among games developers, as gamers seem to become wiser & wiser to the cheapest tricks of the trade. There's Pay2Win, where IRL economic stimulus packages can broker virtual-world advancement; Leveling Up seems designed to turn a linear story into an epic chain of obstacles that overlap with a considerable span of a player's life; fetch quests and mini-games are broadly derided as "length padding" mechanics, like a feature film that crams in redundant scenes just to meet the standardized two-hour runtime. Even when it cannot directly be monetized, as in the aforementioned Dustforce, player commitment seems to be a game developer's ultimate fulfilment. Yet stories like Goesen's and mine, among countless other more damaging cases, describe a serious issue in the advancement of the gaming medium. It seems that a passion for music, lit, or film doesn't invite toxic obsession in the way that a video-game does. While art forms tend to want to be wholly appreciated (or repeatedly misinterpreted), games just demand a much larger audience investment to reach the same level of comprehension. And as the industry becomes populated with cleverer & more skilled designers and promoters, the best games are becoming harder and harder to put down.

This brings me to Darkest Dungeon, the recently fully-released Lovecraftian team-mismanagement simulator from Red Hook Studios. Darkest Dungeon has got all the trappings of an addictive timesink - a polished aesthetic; fast & frequent feedback on your choices; mandatory Ironman mode; and steadily rising numeric indicators of progress & success - and yet it seems intentionally designed NOT to draw you into a hypnotic vortex. You can step away from Darkest Dungeon at any point, and it will be waiting exactly where you left it. There's no forced commitment to finish the current level or battle, or slog your way back to a distant savepoint, or just leave it on the pause menu and hope the cat doesn't head-nudge the power switch. All the characteristic torture and madness is internalized in the game, not extended out to the player. For a game so inspired by the inertia towards death and decay common to all living things, this game respects your time and freedom outside of the game to an extent that's almost revolutionary. You are provided a continuous exit point (of the kind described in the Extra Credits clip below) and that's why all I've been playing for the last few days has been DD.