Games of 2012: New Star Soccer

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

There’s something strangely attractive about sport RPG games. Pushing through a career of a pro athlete from minor league rookie to a world champion naturally lines up with RPG gameplay. It doesn’t need an elaborate story with revenge plots and the end of the world – there is enough drama that naturally comes from the competition. While the archetype soccer RPG experience is FIFA career mode (which I struggled with last year), I have to point out how much silly fun New Star Soccer provides for a fraction of the cost.

It’s best to think of NSS as two parts: the matches themselves, and everything else. To that end: the matches are reminiscent of MLB: The Show‘s career mode, in that you’ll only be in control of the action when your player is actually involved in the play. You’ll patiently watch the clock tick by until a message about you getting the ball pops up, and then you’ll usually get a simplified overhead view of the field. Dragging on the screen sets the direction of your kick, and sends you into the reaction test. A soccer ball will fly through your view, or bounce off the ground, or otherwise move around you. Tap the ball and based on a variety of factors (where you tap, how high off the ball it is, how far you dragged when you set your direction), off the ball goes. What happens then really isn’t up to you – passes can get intercepted, shots can ricochet off the bar. You’ll generally only get about 5-8 touches of the ball per game, so make those chances count.

Games can fly by pretty quickly. The rest of your time will be spent in the menus dealing with the rest of your life. You have five relationships to manage – your boss, your team, the fans, your girlfriend (if you’ve managed to get one), and your sponsors. You also have five stats (pace, power, technique, vision, and free kicks) that directly effect the matches. Now you can play a minigame to keep your relationships happy or increase your stats – but they cost energy, which can be replenished with energy drinks. Drain all your energy and you’ll be left on the bench.

The meta-game in NSS is the fight to balance this cycle. Upgrade your stats so you play better and people are happy; play better to earn more money; use the money to buy items that replenish your energy better; use your energy to squeeze in more upgrades. It’s a precarious cycle – have a bad game, and you might not have the money you need to refill your energy to keep your fans happy, who won’t hesitate to boo you if they feel poorly about you. It can be crushing to miss one shot on goal and have that lead to you not seeing the field for weeks, but that’s not too far from how the world actually works.

There’s a bit of chance that creeps into the game as well with random events between games. A newspaper might say you look dumb, sapping your morale. Your girlfriend might ask to borrow your car – maybe she crashes it and ruins most of your relationships, or maybe she doesn’t. You can get told you’re being traded to a lower division team, which is terribly insulting when you’re leading the league in scoring.

Eventually, you can find a way out of the upgrade/relationship cycle. The sponsors start to come knocking, and the bonus cash rolls in. You get a bit better at the minigames, and the stat raises come easier. The relationships stop being in competition with each other and you just start rolling. You can start to buy up all the property and accessories. You’ll start hoarding the energy drinks, and then eventually you won’t even need them. You’ll win domestic titles, continental titles, maybe even a world one with your national team.

NSS probably needs an addiction warning on startup; it can be a short enough experience that you can pick it up and knock off a match in a minute or two, but you can also keep winding through seasons that hours can melt away in a play session. Even after you’ve seemingly mastered the game, you’ll still feel the urge to keep taking the field.

Now if you’ll excuse me, I need to go. My team needs me.

New Star Soccer is available for iOS and Android. On iOS, the game is free but career mode is an in-app purchase of $1. There’s also a more complicated PC/Mac version, but I haven’t spent any real time with it – yet.

Games of 2012: Borderlands 2

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

Has it really been three years since the original release of Borderlands? When I dug back to find whatever I had written about it (“the best role playing/first person hybrid since Deus Ex, perhaps”), I was a bit surprised to see a 2009 on those posts.

That reaction is probably my expectations of the gaming industry. We’re in an era where any title that shows reasonable sales success is almost immediately announced for a sequel. Popular franchises are boiled down into a fine slurry that’s slopped out the door as quickly as possible year after year. How did Borderlands, which was both a critical and commercial success, manage to get a multi-year development cycle for its first sequel? It just seems beyond belief.

However it happened, it was worth it. I think out of all of the big budget “AAA” titles I’ve played this year (which admittedly wasn’t a ton), it was the one that felt the most realized, complete, and fun. The game world is huge, the combat feels satisfying, the writing remains sharp. The little annoyances and quibbles from the first game (like the decision to use Gamespy for online functions) are largely eradicated. And the pacing feels just about right – you can get lost in side quests if that’s your thing, or you can just grind away at the main storyline. It just feels so well balanced that I’m really glad it wasn’t rushed out the door under a tighter deadline.

One thing that Gearbox absolutely nailed was a feature they dubbed “Badass Rank”. Dedicated Borderlands players will likely end up with a stable of characters, one for each class in the game. The Badass Rank system provides general milestone objectives, which gradually convert into tokens. The tokens are redeemable for perks that boost stats for all of your characters, not just the one you’ve earned the points with. It’s a really smart method to reward the player for dedicated play. I hope other games won’t be afraid to steal it – it may be my favorite innovation I’ve seen in a game this year.

Actually, let me take that a step farther: I’m surprised that no one has tried to rip off Borderlands wholesale yet. And why are there so few quality first-person RPG franchises? Deus Ex, Elder Scrolls, Fallout (although New Vegas was a letdown), Borderlands…what else is there? You could argue to include Dead Island in there, even though the first game was rough around the edges. It just strikes me odd that for an industry that’s generally quick to flood the market with clones, there aren’t more first-person RPGs.

Maybe it’s a budget and time constraint – making a sufficiently deep game takes energy most companies don’t have. If that means that titles like Borderlands 2 are that much more unique, perhaps I shouldn’t be complaining too loudly.

Borderlands 2 is available for the Playstation 3, Xbox 360, Windows and OS X. My experiences were with the PC version.

Games of 2012: Awesomenauts

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

Attentive readers may have come to the conclusion that there is no genre of video games I won’t play. This is a mostly true statement. I will play just about everything – but for the handful of genres I am quite terrible at, I often try to limit my exposure to them. Buying a game that I’m unlikely to hit a basic level of competency in tends to feel like a waste of money.

One of those genres I’m terrible at are unit management strategy games. From real-team games like Starcraft II to more turn based experiences like Shogun II, I hit a panicked level of paralysis when it comes to micromanaging units on a battlefield. I’ve never once been able to get into Command & Conquer.

So when I discovered the genre of MOBA, I thought that I might have had a breakthrough. All the tension of a strategy game, but with only one main unit to worry about. I’d get to spend less time worrying about building structures and more time managing an inventory build. I deal with RPGs just fine – perhaps MOBAs would get me over the strategy game hump.

No such luck. I spent about six months with a light League of Legends addiction, but mostly stuck to playing against bots due to crippling fear of screwing up in a random lobby game. The DotA 2 beta destroyed my brain: the game already has hugely deep (and impermeable to newcomers) strategy, and I had to try and unlearn most of the things I knew from playing LoL.

But thankfully this year, my dream MOBA did arrive – in the form of a platformer called Awesomenauts.

A platformer MOBA seems perverse – I don’t believe it had been done before Awesomenauts – but it’s easy to see the parallels even with minimal experience on, say, LoL. Your goal is to destroy the enemy base; take out the enemy turrets in your lane to get there. Each character fits into a role – ranged, carry, melee, support, etc. There are minions that help you push along your lane. There’s a shop that sells upgrades to your abilities, and you can pick how you want that build to go. You can teleport home in a pinch. There’s a jungle area. Dying sucks.

One of the hurdles to getting into strategy games is that they’re all very serious ordeals – thankfully, Awesomenauts isn’t. Most MOBAs dig deep into an epic fantasy good/evil motif. Awesomenauts opens feeling like you’re watching a Saturday morning cartoon from the late 80′s.

Unlike most MOBAs which have been pushing F2P models, Awesomenauts does in fact cost money. While there are some additional DLC bits for extra skins, every actual piece of gameplay is in the game. You do have to earn experience to unlock most everything, but it doesn’t feel like grinding – I’ve generally been unlocking one new thing per game I play.

One more advantage worth mentioning: since the game is less complex than most others in the genre, it’s playable with a controller. And since it’s playable with a controller, it’s actually available on consoles as well. How many other MOBAs are you going to play from your couch?

Whether you live and breathe MOBAs or you’re terrified of them (like me!), Awesomenauts is worth a look.

Awesomenauts is available on PSN, XBLA, and on Steam for PC and Mac. My experiences were split between the PS3 and PC versions.

Games of 2012: 10000000

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

If there’s anything I dislike about EightyEight Games’ 10000000, it’s the name. It’s certainly relevant to the game – hit that point total and you win the game – but trying to spot check the number of zeros when recommending it to friends gets tiring. So I’m just going to refer to it as 10M from here on out.

The game itself is an addictive little tile matcher infused with upgrade mechanics. Rather than swapping nearby tiles, you slide entire rows in the hopes of matching three or more. You’ll battle monsters, open treasure chests, and bust through doors in a battle against time. Between runs, you can upgrade your hideout, unlock perks, and boost your stats with resources you collect.

As an aside about upgrade games: this has been a relatively recent genre, typically accompanied by some sort of “fling something into the air” mechanic. I have an unfortunate soft spot for these games, but I grow tired of the randomness when the fling mechanic is used. I like seeing those mechanics tied to other genres, and I think 10M does it in a sensible way.

10M is not a deep game, nor is it a long one. But it’s an enjoyable couple of hours of grinding and reacting, trying valiantly to get the little counter that reads “FREEDOM” to click up to 8 digits.

10000000 is available as a universal iOS app for $2.

Games of 2012: The Unfinished Swan

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

Today, a friend of mine lashed out on Twitter over a familiar argument bubbling up again:

I don’t blame him. The Internet loves to argue about things that can never truly be settled, and “are games art?” is up there on the list of Never Ending Debates. It gets particularly bad when titles with lofty aspirations and long lead times are nearing release; their game designers make grandiose statements to the press, someone disagrees, and then everyone throws down.

“Are games art?” is a pretty ridiculous question, so very broad in scope. “Is this particular game I’m talking about art?” is slightly less ridiculous, but still an exercise in subjectivity, not logic or reason. The best question I can form, if I’m trying to be introspective, is “Is this particular game doing something interesting with the medium of video games?”

My initial time with The Unfinished Swan was one of the times this year I could answer that with a “yes”. The first moment the game hands control over to you, the screen is completely white. Pressing on the joysticks appears to do nothing. With enough pawing at the controller, you summon and fling a black ball through the air, which splats satisfyingly against a wall. In the inky mess, you get clarity as to what your charge is. You throw more ink, and the world suddenly begins to reveal itself around you. Maze-like walls open up to reveal sloping paths, trees and ponds fill in around you. You’ll see yellow footprints in the distance, your breadcrumbs to help you chase down the titular swan. The game does next to nothing to hold your hand in this stretch – you will have to find your own way.

That sense of discovery and wonder in the beginning is incomparably wonderful. The way the ink splatters across the landscape created a beautiful contrasting landscape. I have deep respect for games that can run with a unique visual style, and The Unfinished Swan had it in spades. It was reminiscent of the opening minutes of Portal, as you gradually learn without the game resorting to signposting or explicit tutorials.

I loved that opening motif so much that I felt let down when the game started to add other visual elements and change the mechanics. Shadows appeared, then colors; my ink blobs changed to water blobs and I was forced to solve some more puzzles. What started as unique quest of discovery turned into a first person puzzler that feel conventional. (It’s somewhat telling that most of the media and marketing descriptions of the game don’t mention this change.) Even as the plot continued to unfold interestingly, I found myself losing interest, and left it unfinished (oh the irony!) despite what I’ve been told is a terribly short running time.

I will probably get back to it later this month and polish it off, but it’s difficult to find the motivation. I know that combination of what is essentially a bedtime story with a video game – with gameplay and visual style so tightly entwined – isn’t what awaits me if I re-enter that world. I don’t care whether or not The Unfinished Swan meets anyone’s definition of art. What I care about is if it’s interesting or unique within the expansive spectrum of video games. The beginning absolutely was; the rest, not so much.

If only there was a way to turn young Monroe around, to stop worrying about that eternally honking swan, and return to that pond I stumbled onto at the beginning.

The Unfinished Swan is available on PSN.

Games of 2012: Girls Like Robots

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

It is a strange thing when my favorite television “network” has become one of my favorite game publishers as well. Adult Swim, home of staples like The Eric Andre Show and Check It Out!, has been steadily releasing Flash and mobile games for the last few years. Unsurprisingly, most of these games are pretty twisted – but not the subject of today’s post, Popcannibal’s Girls Like Robots.

GLR is a charming little block puzzler, with a nice drawn art style that sort of reminds me of Double Fine’s Stacking – perhaps because the animation style is similar. Most levels give you a grid, a number of tiles to place, and asks you to organize them to achieve a certain score.

There are rules to those tiles, naturally, and they are gradually rolled out over the length of the game as the story unfolds. As the title says, girls like robots – but girls don’t like nerds. Nerds do like girls, but they don’t like other nerds. Robots like girls (but don’t like being surrounded by them) and are indifferent to nerds. Everyone likes pie, except for robots. One particular girl doesn’t like robots but does like bugs. Fish and robots are mortal enemies. Space seals make…actually, let’s not talk about the space seals.

The rules of placing tiles is often variable too – sometimes you can pick the order, sometimes it’s pre-determined. Most levels are asking you to maximize happiness, but some want you to make everyone miserable, and others demand a balance of emotions. Some levels feel like Tetris, others involve physics.

Putting this all in text may sound overwhelming, but the thing I’ve really dug about GLR is that it keeps slowly changing as you play it. Add a tile type, take away some tiles, change the rules…it’s a gradual build and it works really well. There’s a little storyline with some cinematics (which you can skip, but it’s worth watching for the little jokes), and most new gameplay elements are introduced with enough tutorials to get the point across.

GLR also manages to balance the difficulty well – the best solutions are typically non-obvious, but I’ve never felt stuck on a puzzle (and there is a Skip button in the menu).

This trailer probably explains the gameplay and style a lot better than my text did:

I enjoy a good high-stress, twitchy game as much as the next guy – but sometimes a relaxed puzzle like Girls Like Robots just hits the spot.

Girls Like Robots is available as a universal iOS app for $3. It’s also on Steam Greenlight.

Games of 2012: Cargo Commander

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

You, in space, alone. A solitary life of drilling through space junk welcomes you in Cargo Commander, a quirky little indie game that popped onto my radar this year.

It’s rough around the edges – some graphical aliasing, some launch bugs on OS X, some obtuse gameplay mechanics. But there’s also a lot to like about it – a creeping dread storyline, generous randomization to keep you on your toes, and a great anticipation of cracking open a giant new space container and seeing just what’s awaiting you inside (and if it’s deadly, floating away in an act of defiance). It feels faintly like a roguelike, but with the perma-death eased up a bit and gradually earned upgrades helping you along.

The game is full of lovely small touches. Perhaps the greatest silly little joy is a helpful mention on one of the game screens to press the F key if you need to relieve some stress.

What does the stress relief key do? Causes your hapless character to shout some variation of “FUCK YOU” to the vast emptiness of space around him. It sounds juvenile, but after escaping a series of collapsing containers with only a sliver of health, you’d be hard pressed to want to hit any other key.

Cargo Commander is available on Steam for Mac and PC. My experiences were with the Mac version.

Games of 2012: Rock Band Blitz

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

When game historians look back on this era, they will hold up Rock Band Blitz as a shining example of muddled, poorly thought out game design.

This should’ve been a slam dunk. Take a beloved music game franchise, and give gamers who have invested in that franchise a way to reuse all their content. Wait, no, even better: give them 25 more songs for that franchise they love when they buy your $15 game. And don’t even go very far in inventing a different model of actively playing the game – it plays similarly to Frequency or Amplitude, games Harmonix released a decade ago. (Hell, it’s even simpler: there’s only two notes per track!)

But then Harmonix decided to tinker. They added a “coin” system in which one has to buy power-ups per song. This mechanic has been beaten into the ground by Popcap and other Facebook game developers, who tend to make sure there’s a giant button nearby that says “BUY MORE COINS”. Weirdly, there’s no opportunity to buy additional coins; there’s no appeal for you to spend any money other than on additional songs. But a full slate of powerups cost enough that you won’t earn as much back, so it’s a pretty constant dwindling of your coin stash.

But wait! Harmonix added a special challenge system, where weekly goals provide you the opportunity to win additional coins if you play well. It would’ve been an acceptable trade-off, except for one tiny thing: the only way to get into the goals is through a Facebook app, not in the game itself. Almost all of the social elements of the game are driven into Facebook; if you don’t sign into the app, you will never get to touch that part of the game.

Want to accept a new goal? Have to go to your computer and log into Facebook.

Want to check on how far along you are on a particular goal? Have to go to your computer and log into Facebook.

Want to challenge your friend to a “Song War”? Have to go to your computer and log into Facebook.

We are 6+ years into the current console generation. Sony and Microsoft have both put a ton of energy and money into developing reasonably functioning social networks within their consoles. Forcing your paying customers to use an interface outside of the game to access core functionality is such a shockingly poor move, I honestly can’t believe it game from a developer with the level of good will and community faith that Harmonix had.

Long time Rock Band fanatics were all crushed. Plaguefox on NeoGAF provided a good take on why this is all so messed up, with this money quote:

Unfortunately, it isn’t working. I am coming away from each play session aggravated. I’m not ending sessions just because I’ve had enough play time, I’m cutting them short because the game mechanics are working against me in a way that saps all of the joy of playing out over the course of a handful of songs. I think I’m officially in the “I regret buying this game” camp at this point.

Rock Band Blitz easily takes the cake for the most disappointing title I played in 2012.

Rock Band Blitz is available on PSN and XBLA, and is perhaps only worthwhile as a cheap songpack for Rock Band proper. My experiences were with the PSN version.

Games of 2012: Frog Fractions

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

Twinbeard’s Flash game opus Frog Fractions does indeed live up to the title: there is a frog, and there are fractions. But it’s also about boxing, work visas, pornography, racism, space travel, cybernetic enhancements, and so much more.

Frog Fractions is one of two games on my list this year that start off rationally enough and then quickly go off the rails into full-blown ridiculousness. I don’t want to say too much about it – like The Stanley Parable, describing too much of it removes the joy of having the game pull 180s on you over and over again.

It is part of a growing trend of I can only label as “anti-gaming”. In the same way anti-humor became a trend over the last few years, anti-gaming is about turning the knives on the industry itself. Events like Fuck This Jam show that game designers are feeling more and more comfortable knocking down the gameplay models that have been built up.

If you’re the type of gamer who will play practically anything and everything, from bullet hell shmups to text adventures and music games (i.e. like me), you will assuredly crack a smile at Frog Fractions.

(Late aside: I kind of love that they stuck a fake ign.com watermark on the titlescreen so it looks like the screenshot I took is stolen.)

Frog Fractions is a free Flash game.

Games of 2012: Super Hexagon

I’ve spent a lot of time in 2012 playing games, but not a lot of time writing about them. As I did last year, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2012 posts.

We were crammed three deep in the back of a taxi, feeling every mile and a half between our office locations. All I had on my mind was the upcoming meeting with the client – trying as one does to pre-plan my declarations and anticipating potential points of conflict.

One of my coworkers broke the silence: “Hey, Dan, random question – how did you get over 60 seconds in Super Hexagon?”


Terry Cavanagh’s Super Hexagon is self-described as a “MINIMAL ACTION GAME”. Two buttons, no written instructions – you can rotate left; you can rotate right; hit a wall and the game ends. If football is a game of inches, then Super Hexagon is a game of milliseconds – the leaderboards are solely on the length of the your survival across 6 progressively ridiculous difficulty levels. To “beat” any given level and unlock a future one, you need to survive for one minute. This is generally perceived as impossible when you first pick up the game. When 10 seconds of survival is a struggle, asking for 60 seconds is tantamount to emotional abuse.

When I first downloaded Super Hexagon, I actively hated it – the somewhat imprecise controls, the randomness of the levels, and the spinning camera added up to leave me wondering if I had been pranked. Where was the brilliant game I had been promised? But Super Hexagon is not a prank – it just took a few days to realize that it demands patience and practice. Your skill evolves as you identify patterns, find ways to position yourself, and learn the cues as to when the rules of the game change a little. Jenn Frank’s voice will haunt you, insisting “BEGIN” every time you restart after death. (For the longest time, I swore she was saying “AGAIN”, which seemed more fitting.)

There’s a continuum of gaming as to how complicated the player’s thought process needs to be. On the higher end of the spectrum lives things like Civilization, Dwarf Fortress, and Football Manager. Super Hexagon lives on the other end of the scale, getting as close to a raw twitch/reaction game as anything I’ve played as of late. No upgrade system, no micro-transactions, no story, no Facebook integration.

In a industry where “retro” typically means “pixel graphics and bad jokes”, Super Hexagon does retro the right way – in its core, and not merely the exterior.


So, back to that cab.

I would’ve loved to explain all the strategy and nuance for how I finally broke the 60 second barrier. But the parts of my brain that became good at Super Hexagon weren’t easily put into words. And while I was still considering the work day ahead, I went for broke:

“Well, let me show you.”

Internally, I was cringing as I pulled out my phone to start the game. The terrifying amount of bravado, combined with the fact that I had only ever done it once before, combined with the poor conditions of a crowded, bouncing NYC cab – there was no way this could possibly work as an answer to the question posed.

But somehow, it did. 69.24 seconds passed before I crashed into a wall. I couldn’t help but smile a little as I shrugged and said something along the lines of “So yeah, that’s how.”

That’s how I will remember Super Hexagon – it’s the one game that has ever made me look really, really good at video games.

Super Hexagon is available for iOS, OS X, and PC.