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Games of 2013: Pokemon X/Y

I’ve spent a lot of time in 2013 playing games, but not a lot of time writing about them. As I have been doing in recent history, 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 about one a day until Christmas. See all Games of 2013 posts.

Pokemon X and Y

The night of the Pokemon X/Y release, I made the mistake of heading up near Nintendo World in Rockefeller Plaza, because the friends we had in town wanted to see what the line was like.

Here’s what it was like: west on 49th Street towards 6th Avenue. Up 6th Avenue to 50th St. All the way across 50th Street east to 5th Avenue. Down 5th Avenue to 49th Street. West on 49th Street back to the front of the Nintendo World store, then across the street and back to the East.

It encircled an entire block, filled with cosplayers and kids with various Pokemon merchandise. DS and 3DS handhelds everywhere. There was some sort of concert in the plaza by the Today Show studio, although it was impossible to see what exactly was going on there.

It was a brief and fascinating reminder about what a weird spectacle gaming can still be. Whether it’s console launches (even if we had two this year), or big conventions ala PAX or The International or Comic-Con, at some point over the last couple years, geek culture became completely mainstream.

Pokemon X/Y, like most Pokemon titles over the last 15 years, hasn’t changed much. (For games that focus on evolution, they tend to remain pretty stagnant.) But it is the first game since the original launch of the series to feature a truly new graphical engine; it is the first to present a world that’s kind-of sort-of 3D (even if the 3DS’s 3D feature is barely used); and it’s the first to take a very explicit step to reduce the RPG grind by providing experience sharing for all members of your party.

As the JRPG market dies out, it becomes increasingly hard *not* to recommend Pokemon to those people looking for an old-school RPG experience. There’s not much else out there that’s trying to do what it does. Perhaps that’s why the lines are still forming on launch day, I suppose.

Pokemon X/Y are available for the 3DS.

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Games of 2013: Forza Motorsport 5

I’ve spent a lot of time in 2013 playing games, but not a lot of time writing about them. As I have been doing in recent history, 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 about one a day until Christmas. See all Games of 2013 posts.

Forza Motorsport 5

Because of the breadth of games that I like to play, I am understandably tolerant for different models for purchase. Whether the game is $60 or $1, whether there’s downloadable content or in-app purchases or subscription fees, I try to be mindful of why such systems might have been implemented and not immediately rage out that there’s an occasional prompt to buy something with real world money.

But even I have limits. Tonight’s game, Microsoft’s Forza Motorsport 5, is easily the most egregious monetization scheme I’ve seen on a console platform to date, to the point where I have to include in this list solely as a warning to others.

I defer to Eurogamer’s explanation in their review, emphasis mine:

> All that’s left is the grind, and it’s not a particularly pleasant one. Unlike previous outings, cars don’t unlock upon leveling up. Everything must be bought in Forza Motorsport 5, and all transactions take place in a slightly misshapen economy. **A series will, on average, net the player in excess of 110,000 credits for just under an hour’s effort – but with some of the premium racecars costing well over a million, it’s a somewhat brutal grind.** Good job, then, that there are tokens purchasable on the Xbox One’s marketplace for you to attain the car you’re after, or to temporarily boost the rate at which you gain XP. When you’ve already paid £429.99 for a new console, £44.99 for the game and maybe even £349.99 for the only steering wheel that the game supports at launch, such tricks appear a little unsavory, and in Forza 5, mechanics greedily smuggled from free-to-play games trample over the elegant RPG elements the series once embraced so effectively.

To be clear, it’s not about the grind. I have derived much enjoyment out of games that rely on some level of grinding. But there has to be a limit to that grind, a clear indication of progress or benefit as you go. Grinding for hours in an RPG gets you loot and/or money and/or experience. Grinding for hours in Team Fortress 2 or DotA 2 gives you item drops. Grinding for hours in Forza 5 gets you a handful of credits that might be enough to buy the car you’re eyeballing.

Now repeat this 200 times.

Couple this with a lengthy schedule of planned DLC, that costs real money but somehow doesn’t unlock the assets into your garage for you. You are paying money for the “right” to grind the economy to unlock the cars.

Now add into this that Forza 5 costs $60. It is not a free-to-play title; it’s full retail.

Again, I don’t mind creative monetization schemes. But I do mind terrible ones. And Forza 5’s is pretty damn terrible.

Forza Motorsport 5 is available for the Xbox One.

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Games of 2013: Dead Man’s Draw

I’ve spent a lot of time in 2013 playing games, but not a lot of time writing about them. As I have been doing in recent history, 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 about one a day until Christmas. See all Games of 2013 posts.

Dead Man's Draw

If there’s anything I’ve found lacking on iOS over the years, it’s been the total wasteland that is card games. I’m not talking trading card games or solitaire or Texas Hold’Em; I’m looking for classic-style card games. Spades, Hearts, Cribbage…everything that tries to provide a sort of classic card game experience tends to look and play poorly.

So imagine my surprise when Stardock – who had never done an iOS game before – dropped Dead Man’s Draw on the world. It’s a new game, but with easy-to-learn mechanics, some deep strategy and risk/reward play, and a very easy to deal with interface. Reminds me a bit, in terms of polish, of Lost Cities, which I gave a small shout out to last year during this series.

Also: it’s full of pirates. I’ve been told people dig that.

But hey, iOS programmers: you want to strike it rich? Card games are a wide open category on the store. It’s largely casinos and solitaire. Design a great card game experience, and you’ll be almost alone in the marketplace. Please. I’m nearly begging you here.

Dead Man’s Draw is available on iOS.