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Games of 2011: Terraria

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, 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 2011 posts.

One of the great gaming stories over the last few years has been the rise of Mojang’s extraordinary world builder Minecraft. The game has exploded in popularity, bringing with it a form of creativity and community that most commercial titles would be proud to have.

Without question, Minecraft should be tried by everyone who has an interest in what gaming can do, as it’s a landmark experience. But Minecraft lovers should also experience Re-Logic’s Terraria, as it is a better game.

This may be controversial, so an explanation is in order. At first glance, both titles may appear similar:

  • Both take place in a randomly generated world with multiple zones or biomes.
  • Both allow the player to destroy blocks of terrain using crafted tools, and use those blocks to either rebuild structures or craft new objects. Elaborate structures can be built.
  • Both have day/night cycles, with friendly creatures inhabiting the world during the day and hostile enemies putting the player under siege after dark.
  • Both games can be played solo or with friends.

The differences become apparent as players begin to literally dig into the world. Minecraft has always featured a somewhat cryptic crafting system; placing materials into a 3×3 grid in the right pattern creates new objects. While this eventually becomes intuitive, there’s little chance you will figure this out solely from the game – I have to keep the Minecraft wiki Crafting page open in the background.

Terraria spares players this pain by showing a simple list of all objects that can be crafted based on your current inventory and nearby tools. (For the curious, the first NPC you meet can show you all recipes that involve a given item.)

After you get the hang of crafting in Minecraft and build your first pick, you’ll quickly realize that the tool has finite uses. And so you will generally explore Minecraft’s natural caves and underground rivers in the hopes of finding resources to rebuild your existing tools, or make them better if you can. This endless cycle of equipment management is not particularly fun, especially when you are forced to trudge back to your base after your last pickaxe breaks as you cannot press on.

Terraria’s designers opted to not include a wear-and-tear system for equipment, which allows you to focus on spelunking to find new items, rather than carrying a stack of shovels. Underground, you’ll still find resources for building better tools, but also a range of breakable pots, treasure chests, and strange areas to grow your inventory with.

When it comes to combat and fending off enemies, the games feel on different planes. Terraria offers players a huge array of weapons and tools, allowing different combat strategies and styles. Minecraft’s combat tends to come down to swinging a tool, firing a bow, or setting up an elaborate pre-meditated trap.

Which both games being under active development, features are starting to bleed both ways, but it’s apparent that Minecraft was thought of as a world builder first, while Terraria was thought of as a game first:

  • Terraria has featured NPCs that run stores, provide services, and inhabit your world since the first release; Minecraft recently added humanoid NPCs but they are currently passive.
  • Terraria launched with three boss monsters, and now features seven bosses and two mini-bosses. Minecraft recently added a first boss monster.
  • Terraria has allowed players to increase their life and magic capacities through exploration since the very beginning. Minecraft added an experience system a few updates ago, but leveling up currently gives the player no advantages.
  • Terraria’s environments vary the risks and the rewards as a player finds new ones. Minecraft’s biomes mostly just change the view and materials present.

I’m not pointing out these differences to imply Minecraft’s design decisions are flawed. They are not flawed, merely different. I purchased Minecraft while in alpha status in 2010, and I have happily followed the development and eagerly dug back in when the major updates come out. With two friends, we have constructed giant sand pyramids, obsidian monoliths, scale-model football fields, and elaborate castles hidden in the sides of mountains.

When Terraria was released, I begged those same two friends to join me. At first, there was little difference in our approach to the new game – our base complex was built elaborately, our “hellevators” dug quickly, and excursions taken to find the major areas. But soon we were beating down bosses, raiding treasure chests, sharing loot, and defending our base from goblin invasions and blood moons. And that’s a more lasting memory than painstakingly laying out blocks and digging out caverns.

My rule of thumb: if I want to build a new world, I launch Minecraft. But if I want to play in one, I fire up Terraria.

Terraria is available for the PC. Jealous Mac users should know the game runs flawlessly under VMWare Fusion.

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Games of 2011: Yakuza 4

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, 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 2011 posts.

I broke out of an island prison for a crime I both did and did not commit, only to wash up ashore at the door of an orphanage run by a retired yakuza chairman.

I honed my fighting style on the roof of a building with a crazed military vet, who shot at me with a machine gun loaded with blanks.

I cared for two kittens that some homeless guys had found, which eventually lead me to find riches in a locker in an underground mall, left to take care of the cats after their caretaker passed away.

I played crane games to win prizes for my girlfriends, warbled karaoke, swung for the fences in batting cages, and played a *lot* of pachinko.

I loaned money to people in need, but rather than charge them interest, I made them demonstrate they were good people. And if they weren’t, I made them pay.

I helped magazine writers find the best restaurants, helped a ramen chef develop a new recipe, and helped an enthusastic foreigner enjoy the local social scene.

I served as a bodyguard, a bouncer, a hostess club promoter, a fill-in for a triple date, and a crime fighting sidekick.

I uncovered a massive web of deceit, brought down corrupt cops, cleared my name, and avenged the deaths of countless friends and family members.


There are plenty of great story driven games in the world, but I can’t think of many that can claim the depth of story, experience, and emotion that Yakuza 4 can.

The plot rotates between four characters – eccentric loan shark Shun Akiyama, gruff convict Taiga Saejima, dirty cop Masayoshi Tanimura, and long standing series hero Kazuma Kiryu. Their plot lines overlap and eventually converge in the final chapter, but for much of the game you’ll just be focused on their own particular domains and relationships across the sprawling city that is Kamurocho.

Let me not underplay the Yakuza world: after four main games and three spinoffs, the [character list](http://en.wikipedia.org/wiki/Characters_of_the_Yakuza_series) is simply massive. The game world is so rich, the game offers players a “Reminisce Mode”, with ten-minute videos that encapsulate the previous games. Spending thirty minutes catching up isn’t necessary, but it certainly helps fill in the gaps.

The series is also notorious for the side activities, both in the form of side missions and just places of business you can frequent. After Yakuza 3 was released in the US with significant missing content, Yakuza 4 was released pretty much complete, and it contains an overwhelming assortment of things to do. The variety of side activities is so great, the main plot often faded into the background for me. Who cares that I can go confront the men who trashed my club? I’d rather help this woman who thinks I’m her fiancee.

Perhaps it comes without surprise that some of the joy of this game gave me came out of my desire to get back to Japan. The city of Kamurocho is somewhat accurately modeled on Shinjuku’s red light district, and feels authentic. The main streets feel busy and vibrant, while the back alleys and underground concourses can have tiny tucked away bars with a few people in them. It’s not without some gaming-induced liberties – there’s almost always someone trying to pick a fight with you – but it operates much you like would expect a real city to.

In that way, it felt like a real solution to my gripes about Saints Row: The Third yesterday. The Yakuza series comes across as unconcerned in appealing to the chaos and carnage crowd. (The breadth of the dialog might cause someone with ADD to give up before the game even starts.) Instead, it is a smart, neatly packaged, intoxicating world, ready to reward those who have the patience and discipline to help right the wrongs that occur there.

Yakuza 4 is available for the PS3.

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Games of 2011: 7 Little Words

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, 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 2011 posts.

My childhood is filled with the debris of paper puzzles in various states of completion. Crossword books, scattered copies of GAMES Magazine, and orange-capped invisible ink pens filled my attention long before handheld gaming grew up with the Game Boy Advance. I would spend summer vacations crashed onto a bed or nestled in the car, mechanical pencil in hand, one finger carefully holding place on the answers page in case I got too stumped. After completing a puzzle, I’d place a checkmark at the top of the page and move on to the next.

When I first came across Blue Ox’s 7 Little Words, I immediately connected with the simplicity. Seven clues, twenty lettered blocks – use the blocks to spell words that solve the clues. Solving is one part vocabulary test, one part process of elimination, one part riddle solving, and one part stumbling luck. My average thought process while solving a clue in the puzzle above:

> 10 letters, “study of abnormal behavior”. Hmm. Two three-letter blocks left, but I can’t think of a matching word with both “PRE” and “BIG”, so it’s likely five two-letter blocks. Hmm, “RY”. Ends in “try”, maybe – and there’s a “PS”. Could it – yes, let’s try PS-YC-HI-AT-RY. Yes, that’s it. Next clue.

The beauty of 7 Little Words for me is that it is pure and straightforward. No score, no timer, no hints, no obnoxious noises if you’re wrong, nothing to unlock by solving puzzles. No Twitter integration, no leaderboards, no achievements. No flashy graphics, no driving soundtrack, no significant animation. It’s just you and the puzzles.

There is one thing, though. Once you finish the seventh word in a puzzle, and all the blocks are gone, a large smiley face fades in as a pleasant tone plays. The puzzle gets a checkmark next to it in the menu.

But success is just a small marker on the march forward. There’s always another puzzle waiting.

7 Little Words is available for iOS. The base game is free; additional packs with 50 puzzles are typically $1 each.