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Games of 2012: Virtue’s Last Reward

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.

Virtue's Last Reward

Moral choices: so common in real life, so frequently deployed as a game mechanic, and so frequently botched in their execution. We’ve come so far in a short time with gaming being able to tell stories and evoke emotions in the player – but forcing a real and meaningful choice seems impossible.

I think it’s caused by the nature of the medium. We are conditioned to stockpile extra lives, to save frequently, to reload our game if we get a bad break. It’s hard to force a meaningful choice – or at the very least, one with permanence – when the world you are making that choice in is so temporary. And so the choices get watered down (Bioshock‘s “Harvest or Save” mechanic) or don’t really matter (Mass Effect 3’s ending) or come so close to the end of the game they don’t cause much divergence at all (the big decision in Grand Theft Auto IV).

So when I started playing Zero Escape: Virtue’s Last Reward, I wasn’t quite ready for what would unfold in front of me. VLR is a visual novel game, a genre relatively popular in Japan but rarely seeing the light of day in the US. It’s the sequel to the very well regarded 999: Nine Hours, Nine Persons, Nine Doors, which I hadn’t played but had been told was excellent.

Some spoilers are going to follow because part of what I love about the game is intrinsic to the plot:

The game focuses on the running of “the nonary game”, somewhat reminiscent of what you might see in a knockoff of the Saw movies. 9 people are trapped in a strange facility; they are forced to explore it in groups (which are basically a series of Escape The Room puzzles). On occasion, the teams get sent into isolation rooms to vote whether to trust or screw over their partner(s)[1. If this sounds a lot like the Prisoner’s Dilemma, rest assured the game is not trying to hide that. In fact, it provides you a full logical dissertation on how it works and all the strategies that one might implement.]. Points are gained and lost based on those votes; anyone who reaches 9 points can leave the facility, but once the door out closes, it will never open again. And if your points hit 0? That friendly bracelet injects you with drugs and you die.

From the get go, VLR makes what seems like some odd design decisions. It puts the story tree front and center on the menu screen, telegraphing when the choices that matter (largely those votes) are approaching. You can jump around the story tree whenever you see fit. So it seemed straightforward for me to grind through it: play to the bottom of one decision tree, jump myself back to the last decision point, go the other way, and gradually see all the endings.

I barreled down the right-hand side of the tree in a couple of hours, but something odd happened. I neared the bottom, but the game hit a cliffhanger and I was sent back to the tree. Confused why I couldn’t proceed, I went to the previous choice and went the other way – and got completely mind-fucked when a character was confused why I hadn’t made the other choice. The one I had made minutes prior. (And that still didn’t help me get past the roadblock.)

Virtue’s Last Reward is a brilliant game because the temporary nature of your choices is not merely a gameplay mechanic, but also integral to the plot. The game doesn’t just allow you to you skip around the story tree, it demands it if you’re going to see the complete ending. You will repeat events under multiple circumstances, and the information from one distant timeline may help you get past challenges in another. (Of course, your ability to know about things that haven’t happened becomes concerning to the other characters, who all have their own motivations and backstories.)

Working up and down the story tree is time consuming, although a brilliant “skip dialog I’ve already heard” button saved me from deja vu. But I started from a state of knowing nothing, absorbed the world across multiple timelines, and then suddenly understood why I needed to understand all those timelines. Kotaro Uchikoshi’s script twists and turns in ways I’ve never seen a game manage before.

The biggest compliment I can give Virtue’s Last Reward: its unique storytelling and construction hooked me so hard, I ended up with a platinum trophy on PSN for it. (And I can’t wait for the next game.)

Virtue’s Last Reward is available for the 3DS and Vita. My experiences were with the Vita version.

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Games of 2012: FTL: Faster Than Light

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.

FTL: Faster Than Light

It’s hard to think of a bigger source of both hope and anguish for the gaming community this year than Kickstarter. The success of some high-profile crowdsourcing campaigns brought on a massive flood of projects, many of them with lofty aspirations and promises that seemed too good to be true.

I’ve been told by a few friends that I have a “Kickstarter problem”, as I’ve now backed 34 projects. 19 of these have been for video games. FTL: Faster Than Light was the fourth game I backed, and the first one to actually ship. (None of the three I backed before it have shipped yet.) With just one play, the game reenforced my faith in the power of the funding model. If even a handful of games this enjoyable could come out thanks to Kickstarter or IndieGogo, it’s worth the risk.

I have never had a great relationship with space games. I have tried time and time again, but whether it’s a dogfighter ala Wing Commander or 4X games like Masters of Orion, there’s something about them that makes a game clicking with me much more difficult.

FTL avoids falling into that trap because it’s not rooted to the way space games normally flow. The pitch from the developers told me it was going to be different:

FTL is a spaceship simulation roguelike-like. Its aim is to recreate the atmosphere of running a spaceship exploring the galaxy (like Firefly/Star Trek/BSG etc.) In any given episode of those classic shows, the captain is always yelling “Reroute power to shields!” or giving commands to the engineer now that their Warp Core is on fire. We wanted that experience, as opposed to the “dog fighting in space” that most videogames focus on. We wanted a game where we had to manage the crew, fix the engines, reroute power to shields, target the enemy life support, and then figure out how to repel the boarders that just transported over!

The roguelike elements are (as is the case with most roguelikes) both fun and frustrating. There’s a variety of randomness in the systems you explore, but there’s nothing worse than wandering into a battle that wipes out a carefully upgraded ship you’ve spent hours with.

The combat is fulfilling in ways that dogfighting is not. It’s tactical rather than reactive, less about looping circles behind ships and more about running your crew around to boost and repair the systems you need to win the fight. A wide array of upgrades and components mean you can customize the tactics to your taste. Maybe you want to use energy weapons to spare yourself having to stock missiles, or load up on drones, or use a teleporter to beam your crew over to the enemy ship and take it down from the inside. The flexibility helps convey that feeling that you’re commanding the ship.

There’s also pressure driving you forward, which is rare in space games. You’re being chased by rebels across the map, which keeps pushing you forward. While you get some time to explore, sticking around for too long will lead to your inevitable death. There’s no market system to pump your resources with buying low and selling high – you have to acquire money and parts largely through combat or interactions with other ships.

It really is a wonderful and unique experience, and one that provides a shining example for what Kickstarter can do for the gaming industry. Of course, out of the remaining 18 projects, 14 still haven’t shipped – so it’s a little discouraging to have so many projects sending me constant text updates but not having games in hand. Hopefully by this time next year, I’ll have more examples than just FTL.

FTL is available for OS X and Windows.

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Games of 2012: Triple Town

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.

Triple Town

I generally try to avoid hyperbole, but not tonight: Triple Town is one of the best puzzle games I’ve ever played. I’m putting it on the level of Tetris or Bejeweled or Picross.

One sign of a great puzzle game is being able to explain it simply. I can reduce Triple Town down to three points:

  • You’re given a tile, and you place it on the 6×6 play field.
  • If three tiles of the same type are touching each other, they combine onto the last placed tile and upgrade to the next type.
  • Repeat until the play field is full, at which point the game ends.

Simple and unique. It was so unique, it was effectively stolen from the developers by a trusted partner and cloned, which forced Spry Fox to file a lawsuit.

The path of the tiles follows the natural construction of a town. Grass turns into bushes, bushes into trees, trees into small houses, and then larger and larger houses into castles. The game’s internal geometry clicks quickly, as you’ll quickly devise ways to block off areas to farm lower tier tiles into higher ones.

If that was all there is, Triple Town would be fairly mundane and straightforward. But then come those damned Giant Bears (or as they’re referred to around my house, “Chocobears”) and Ninja Bears. Occasionally appearing in your tile pile, they will get in the way of your attempts to put tiles down. Giant Bears will keep shuffling around until they have no path to follow – at which point they turn into a tombstone. Ninja Bears have to be killed off with a robot.

Like Tetris and Bejeweled, Triple Town balances on the fine line between executing your plan and dealing with curveballs. I have lost track of the number of times I’ve gotten into a flow of my build before an inconvenient tile pops up, forcing me to re-plan. The play field is relatively small, keeping you from having too much breathing room. For a puzzle game with no timer, it can get frustratingly stressful.

It’s been fun to watch Triple Town keep evolving on its own since its launch. When I first played the game, there was just a single map generator, but later updates introduced variations on the theme, like Peaceful Valleys (no bears, but lakes permanently block off some tiles). The recent Mac/PC release added a meta-town; successful upgrades in your meta-town yields items for use in regular towns, and vice versa.

If you’ve ever found yourself deeply addicted to a puzzle game, stay far away from Triple Town. It is crack for puzzle enthusiasts.

Triple Town is available on iOS, Android, Facebook, and Mac/Windows. My experiences were largely with the iOS version, but if you have a choice, get the Mac/Windows one, as it is the “ultimate hardcore version”.