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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.

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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.

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Played

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](http://superhexagon.com/) 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.