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Infinite Diversity in Infinite Combinations* - No Man's SkyYou know you’ve done something either terribly wrong or terribly right when you put out a game that receives initial confusion and then a whole lot of outrage and pushback along with a crowd of instant fans. But I’m betting whatever camp people fell into, there was a great deal of “What does this all mean?” And in my mind, that might just be a positive mark towards the mostly procedurally generated open sandbox game, No Man’s Sky. Or it might mean its fiery doom in the annals of gaming. BE WARNED, SPOILERS!!! (and probably swear words) No Man’s Sky In August 2016, the very long anticipated (and really greatly hyped) game No Man’s Sky was released by studio Hello Games (both developer and publisher) to extremely mixed, confused and reactive reviews. My husband, who initially thought it might be interesting when it was announced, later read some of the reviews and said, “I bet it sucks.” At least for him, as I read some of the reviews and decided to jump in. We went to Best Buy, which was sold out and then made our way to a GameStop, after calling and reserving a copy. My husband and I have often talked about immortality and which camp we’d prefer: mortality or immortality. I am firmly in the immortality camp as I want to see what happens in this crazy world. How we evolve, how technology evolves, will we manage to colonize other planets, will we be eaten by zombies? He is mostly in the mortality camp. Seriously, you want to stay in this human life which sometimes can be equated with Hell? (He’s a psychotherapist.) While sometimes I feel I was born in the wrong century, as in centuries too early. One of the things that I wish I could be immortal for, is to witness the (I believe, eventual) exodus of humanity to the stars. Unless of course we burn ourselves out before that. Since I won’t be around for that eventuality (either the burning or the exploration), I have to be satisfied with Curiosity’s excellent photos of Mars, New Horizons’ amazing journey to Pluto, and Juno’s soon to come smashing close ups of Jupiter. But what about the possible habitable planet circling our nearest star neighbor, Proxima Centauri (Proxima is the third wheel in the trinary star system that includes the binary Alpha Centauri A and B)? (1) Or the possible tens of billions in our galaxy alone! (2) I have always felt, scientific evidence aside (although I think we just haven’t the technology yet), that we are absolutely, definitely not the only life in this Universe, and most definitely not the only sentient beings out there either. And I’m never going to see it, those varied and myriad forms of life out in that vastness. The closest I’ve come on this planet to feeling like I was on Mars (I’m a Marsophile) was riding on a bus in the Sinai peninsula in Egypt, looking so eerily similar to those photos of the fourth planet that I’ve been seeing all my life. So, would No Man’s Sky, which promised alien landscapes filled with all sorts of lifeforms, alien flora and fauna, fill that unfortunate gaping hole in my oh-so-very-not immortal life? Well, that was the biggest reason I wanted to buy it; to jump from planet to planet, fly my little spaceship over the surface of different alien worlds and just explore to my heart’s content. So, off I go. Now, if you’ve noticed in my reviews, I don’t do a great deal of relaying or reviewing about gameplay or judging the game as a game from a publisher/developer, and if I do, I’m usually pretty damn lenient. I have a (my husband would say, “terrible”) penchant for watching one to two star apocalyptic, zombie oriented, horror, suspense movies on streaming services. He’ll always ask me what I thought and I’ll say, “Hey, it wasn’t bad!” I’m super lenient towards movies and games. Someone put A LOT OF FUCKING TIME into making these things for our entertainment, so I can usually find something within to give credit to. Be that a failing or not. So the joke is in our household, if I say, “That was okay.”, it’s a pretty bad review. If I say, “Wow, that really was horrible.”, then that’s a review that Satan himself would have had fun writing up. Let’s just say most one to two star things usually get a three star (out of five) from me and the ones that get actual one to two stars from me, well, probably most of humanity would shrivel and die if they had to watch these films. You just don’t get those hours back into your short pittance of a mortal life. In any case, I am going to talk a bit about the game as a game first before getting into my experience of playing it (aside from gameplay). First off, after opening it up and installing it to our (very seldom used) PS4 (and what the fuck is up with having to install EVERYTHING onto harddrive these days?? There’s no room for all that shit! We have two external drives on our XBone, for Gods’ sake!), I start up the game after the (these days) obligatory “This game needs an update”. Why does it need an update so goddamn soon?? But okay. You start off on some randomly generated planet and get a few missions to basically give you tutorial on how to explore a planet, mine for resources, repair your ship, fuel up your ship, exosuit and multi-tool, analyze the various flora, fauna and mineral objects around and eventually get flying. Or you can just run around and look at stuff, whatever. The game has kind of a dearth on informing you about different game mechanics. The instruction itself is pretty minimal. You might poke at some round debris near your crash site and get the option to “Follow the path of the Atlas.” What does this mean, you wonder, as you blow up some crystal nearby to obtain plutonium to fuel your spaceship. And by the way, I initially, being a former therapist myself and currently an environmentalist/ecologist, reacted very strongly to this destruction. Most things you “mouse” over (you still have to put your cursor over different game objects to see what it is), have a “Item / Destroy” with the controller button icon required next to it. I railed to my husband about how we practically encourage this sort of thinking, to just callously be okay with destroying everything in our environment and on and on, and he just snorts in his usual way and says “You’re just reacting to the word.” I pause and think for a moment. True and fair enough. (Although I still think I have a point.) So, eventually you get up into space, and slowly start learning how to use your pulse engines to move faster to different planets in the system and eventually you get a hyperdrive and learn how to jump out of the system entirely. You start exploring other planets, meeting new lifeforms; the sentient and intelligent kind, even learning words of their languages from “Knowledge Stones” or monoliths scattered across planets. You start learning some background about these different species, which thus far seem to be comprised of the Vorax, the Vy’keen, and the Gek. And you also start to either engage in combat with or just run away from these flying little bots called ‘Sentinels’. And eventually you learn you can free explore, follow a path towards the center of the galaxy, or continue on this path of the Altas. You often find a space ‘anomaly’ in which you can continually make the choice for one of these three throughout your different hyperjumps into the next system, and the next and the next and the next and the next…. maybe you see where I’m going here. At first, I was all excited. I was on alien planets! I was flying over the surface of different alien landscapes! I was on the mysterious path of the Atlas who seemed to be some big glowing red orb, what did all that mean anyway?! But I wondered what was at the center of the galaxy and should I be following that path because would I not get to see that following the path of the Atlas? Gosh, what did it mean to make that choice, too? Am I missing out on something on the other path? But then I started to see a very repetitive pattern. Jump to system, find space station and either enter there or land on planet (or moon), mine for resources to either refuel your stuff or sell for units (currency) to, well, buy more stuff. Better stuff or stuff to upgrade your stuff. Scan rocks and plants and animals and either just upload or rename and upload to earn more units so you can…. you get the picture. Find various outposts or beacons or abandoned buildings or little research huts or monoliths, or even crashed ships which you can salvage and take for your own (usually as upgrades). You can meet “advanced” lifeforms and solve little problems with them and “increase or decrease your standing with said race”. And then you do it again. And then you start to notice that you saw that same plant structure or rock type or weird animal creature on the previous few planets but with a different color scheme or slightly different shape or with the animals, various different physical structures attached differently but still the same parts. And you also notice that there really isn’t much to do other than explore some not so very vastly different planets, mine and collect shit (although speaking of this, I mean resources, but there’s a funny thing where you can feed an animal and follow it around until it… produces something for you, in which you can find some of the more rare substances needed for upgrades), deal with Sentinels, and look for save points. And then jump to the next system. Maybe you find an Atlas Interface where the Big Glowy Red Orb says something pithy and off you go to the next system. But after a while, I started to feel like I was playing a beta version of the game. And the game I bought, for $60, was the officially released game I purchased from a game store. But, and having played beta before, I started to wonder if I was being fooled, that the final product was actually just the studio’s huge beta testing effort rather than full release. But I keep playing because it seems that there should be something different, or some answer, right around the corner. Maybe this next planet. Maybe this next planet will be so different, it will make up for all the planets before it. Maybe I will see something so cool, all these jumps and mining will have been worth it. Maybe they’ll fix the bugs the game seems to have, like freezing, like crashing, like being hurled into space from a simple launch when you just wanted to lift off the surface to fly to your next spot… on the same planet. Or being able to engage in space battle with any accuracy. You get “hostile scans” occasionally (okay, more often than I’d like) and then attacked by anywhere from one to a multitude of ships (most I’ve seen thus far is seven) and there just doesn’t seem to be a way to target them and fight back. So thus far, I try to run, land on a nearby planet or space station but often I don’t make it and I have to fly back to my ‘grave’ and collect all my shit again. Some of the main issues: horrible inventory management, horrible space combat, no way to track or search places you’ve been either on planet or planets you’ve been to, landscapes with flora and fauna seem the same over and over, extremely repetitive nature (which again, I’m not that averse to but still, even I can only take so much). There have been many articles posted by angry players and gaming sites about how they requested refunds or feel cheated and lied to, from the difference of the trailers to the game itself. And the broad differences of what was described in the game in interviews by the founder of Hello Games studio and what is presented in the final release. I personally don’t see a huge difference from the trailers themselves, other than thus far, the broad variation of types of ecology presented on these planets in the trailer have not shown up in my play. Yet? I mean, again, will I eventually run across a sandy, desert planet with Dune like sandworms slithering about? So I keep seeking….. But boy, some people got really, really pissed. Here are some rants on Youtube, and other articles, if you’re so inclined. I won’t post the videos, but you can follow the links if you like. AngryJoeShow – https://www.youtube.com/watch?v=uTTPlqK8AnY Honest Game Trailers – https://www.youtube.com/watch?v=6wsFhv_Kz38 Pyrocynical – https://www.youtube.com/watch?v=3Wgolc1rRro Reddit – List of Grievances – http://www.onemanslie.info/the-original-reddit-post I didn’t really have a lot of investment with the “these features will be in it” prior to release to feel that angry although I can fully get inline with Angry Joe’s review. Although, now that I’ve seen the “ending”, I’m not sure I want to keep going. Although I have seen other posts where players argue that really what they (the developers) meant was the center of the universe, not the galaxy…. whatever the hell that means. And now we come to it. Why were people so initially confused about this game? The major question seemed to be “What’s the point?” or I might translate to “What does this all mean?” And one answer that seemed to come up for some people was, the concept of meaninglessness. Here you are, a tiny being, floating around in vast space, soaring over planets where surfaces go on forever and ever, where the number of the planets themselves go on and on forever. And in a way, you’re wandering lost. Now, I know you might have the overall goal of “getting to the center of the galaxy!!!!!” or “following the mysterious path of the Atlas!!!!!” But in general, there’s really nothing else to “do”. At least not like in a traditional game where you have levels and points and missions or quests or puzzles or… something. So…. what’s the point? IS there a point? Or is it just about experiencing something? I found a very large Reddit discussion entitled “Just had an awful NMS experience… And loved it!“, detailing various players’ stories about certain experiences in No Man’s Sky and although arduous, why they loved it. Natch. I can see the points described in these stories, because I’ve had a couple of them myself. What I do like about the game and a few things that I have experienced that I actually liked: * It is kind of soothing to fly over these surfaces of different planets and engage in the repetitive nature of game’s mechanics (mining, flying, scanning, whatever). Perhaps the developers were on to something, considering the nature of the human brain. * I do like hearing about the backstories of the different races through the monoliths. I like “learning” the words you find on Knowledge Stones, although I wish it actually taught you the word itself since you are only just able to translate into your own language. It would have been nice to actual learn it, like Wenja from Far Cry: Primal (thanks, Urki!!). I created languages as a kid, so any chance to learn foreign words, I’m all over that shit. * Getting to a planet to find my very first dinosaur! A sort of T-Rex looking dude with a weird crest on its head, wandering around making barking noises. “Oh hey!” I shout, “A fucking dinosaur!!” and promptly run right up to it in order to examine said beast and it just about kills me with one bite. Okay, Ix-nay on that motherfucker. I run back to my grave to collect my shit and I laser beam that son of a bitch to death, collect its carbon and use that to refuel my multi-tool to mow down a few more, shouting “Fuck you, Dino T-Rex Thingies!!!” Yeah, some ecologist/environmentalist I am. * Landing on a planet that lit up gorgeously at night. Most planets seem to have the glowy-glowy plants but this planet seemed to have an abundance of them, along with getting darker at night than any other planet I’d been on. I named that one “Pretty At Night”, of course. * Mining a huge deposit of some mineral which stretched far down into the ground, I excavate deeply and then accidentally fall into the pit I’ve created. My jet pack cannot get me to the lip of the hole and I have to blow steps into the sides with my grenades, almost running out of fuel for said grenades in the process. I get out to the top with a sigh of relief, as I hadn’t had a save in quite some time. * Landing on a planet which FINALLY had some different landscaping with these giant stone… tubular structures looping around the surface. I promptly named the planet “Noodles”. It’s the first planet I’ve seen that actually seemed different in terms of structure. Although it seemed to have difficulty rendering until I got quite close to said noodles. But after this constant piddling about, finally I decide to make a break for it, figuring I’d head straight for the end of the Atlas path, if only to finally be able to finish this entry!! Only to find out after logging in, and not having logged in for a bit, that my Atlas path is gone. Along with my custom waypoint set to my starting planet (which I liked a lot). Just Free explore and the path to the center. I’m all, “What the fuck!” but read that if I can just find an anomaly again, I can ask Nada (the weird Korvax priest dude) to set me back on the Atlas path again. So I do that. I’m about 20 jumps in at this point. I’ve read that it can take around 30 hours with a straight drive towards the center, or possibly an easier path with Atlas. Unless you upgrade your hyperdrive to be able to make longer jumps and skip systems. So… perhaps I should collect the resources to build that. Okay, maybe after I finally get the 48-slot ship… Ugh. Very, very clever, Hello Games, I tip my hat to thee. So I try a couple of jumps in this new mission but find I can’t help but land on one of the systems’ planets each time. I mean, what if I miss my desert planet with sandworms? I feel vaguely guilty for not landing on these planets but I’m basically not going to get anywhere if I keep stopping (which I know is kinda the point of the game, if it had one, to stop and explore). I will have to stop to collect resources for warp cells to fuel the hyperdrive, but again, am I going to miss something??!! This is the very curious interesting factor of this game. The promise of “something”. And I don’t mean the things they actually “promised” in the final release of the game, but this weird (and psychological) pull towards, “There MUST be something (else) out there!!”. And also as I mentioned before, some of us humans’ propensity towards “get the best” or “collect all that shit” is used perfectly against us. So okay, I recognize that if I wait until I actually “finish” this game, whatever that means for this particular game, I will never post this entry. If I persist with my foolish quest for the “ending”, maybe I’ll post an update. Maybe I will jam burning bamboo splinters in my eyeballs. In Short Conclusion Well, I guess, overall, I’d have to say No Man’s Sky is an “interesting” experience. It seems minimal and very repetitive. Very repetitive. And stuff that you do over and over and over and over… Wait, didn’t I say repetitive already? It appears empty and meaningless and lonely and pointless… Wait, didn’t I say meaningless already? And unfortunately, it feels like if you took all these negatives and were able to have them be positive features (like, you know, actually better), all of this would add up to the fact that it might actually be a really great game. But until then, or Hello Games makes some big reveal about it, it’s unfortunately a bizarre dud. What did I gain from the game, or think about? Besides the awesome idea of being able to visit alien worlds (although I may want to wait for some good VR to come out so it’s a bit more varied and immersive), and the somewhat oddly soothing nature of the repetitive gameplay, this game really made me think about the concept of a game itself. What is a game? What do we expect from a “game”, especially these days, with the bar set so high? What was the intention of Hello Games? Was it to actually to build those things they promised or was it some strange subtle fuck you to the players, or a social experiment, or a performance piece? Or was Sean Murray like, “Wow, death threats for setting the time table back, I better get this thing out there as soon as possible!” (And seriously? Death threats? That is ridiculous, even with humans and their attachments, and we can be far better than that as gamers, can’t we? RIGHT?) Whatever the intent, I find myself turning it over and over in my head trying to figure out… SOMETHING. I am missing something, right? RIGHT?!!! ********** Played on PlayStation 4. ********** References (1) http://www.universetoday.com/130276/earth-like-planet-around-proxima-centauri-discovered (2) http://arstechnica.com/science/2016/05/number-of-potentially-habitable-planets-in-our-galaxy-tens-of-billions * And yes, the title comes from Star Trek’s Vulcan concept of IDIC. ********** Image References “No Man’s Sky cover” – Licensed under Fair use via Wikipedia – https://upload.wikimedia.org/wikipedia/en/6/67/No_Man%27s_Sky.jpg
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A Blast From the Past - Far Cry: PrimalOkay, to be honest here, I’ve never played any of the Far Cry series up until this one. Granted, I have watched hours and hours of Far Cry 2 through Far Cry 4 being played by my husband. I know how Three and Four end. I’ve seen him gnashing his teeth at the ridiculous spawn rate of Far Cry 2, grumping at the various endings across the series. But despite these seemingly negative reactions, he generally gives the series high ratings, Four being his most favorite but followed very closely by Far Cry: Primal. And for me, it only took an hour of watching him play it before I decided to take up spear and bow and give it a shot. BE WARNED, SPOILERS!!! (and probably swear words) Fry Cry: Primal The first Far Cry came out in 2004, followed by three “main” games in the series, aptly, if not boringly, named Far Cry 2, Far Cry 3, and Far Cry 4. The series spawned a number of spin-offs, which technically includes Far Cry: Primal, but in my mind, Primal rather seems like a ‘Far Cry 5‘ to me (this was written before the actual Far Cry 5 came out). It is the most recent in the series, released in February 2016, developed and published by the mega-giant studios of Ubisoft (who has been the series’ developer/publisher since the beginning). Usually the Far Cry series takes place in contemporary times, pitting your skills against some crazed dictator or faction types in Africa or some fictional country in the Himalayas or even remote islands in the Pacific. They are generally open sandbox-style games and there’re lots of guns, and usually lots of noise and explosions (although not as explody as Just Cause 3 by far). There is exploration, driving around in different vehicles, even grappling hooks and air vehicles. And of course, collections (as in finding and picking up items or doing tasks towards achievements). Far Cry 4 seemed to be the largest of the series that I had watched my man play, all culminating with the denouement against the baddie, which I’m given to understand could have gone a couple of ways. It looked vaguely intriguing enough that I thought I might go back and play it. However, we hit upon Far Cry: Primal first and this was my first plunge into the Far Cry world. First off, compared to the previous games, this one is as silent as an electric car compared to a roaring Harley. We both noted how utterly quiet it was as we stealthily crept through the underbrush, bow and arrow in hand. I mean, natch, right, since you are in the times that exactly the title states: Primal. No guns or jeeps or even cities. Now we are transported back in time, somewhere in Europe 10,000 BC, to frolic with mammoths and sabertooth tigers, wielding bow and spear and brandishing burgeoning human wits. Because you are Takkar, a Wenja hunter who has been separated from his hunting party. Well, okay, he is the barely sole survivor of a rather disastrous hunt whereupon his entire hunting party is killed. By a sabertooth tiger. Oh yes, bring in the big bad-ass cats!!! And not only the crazy kitties, but all the other prehistoric things we can stuff in there. Like mammoths! And cave bears! Lions and tigers, oh my? And cave… wolves. Along with all the fun predators, there’s plenty of game to hunt in the form of goats and deer and woolly bison, prehistoric style. Truthfully, they don’t look that much different, which I would have thought they might, so far back. These are somewhat smaller and stubbier, but again, not that much difference. The land doesn’t look that much different either. Most of the trees and bushes look familiar. Maybe my brain is trying to match the period with dinosaurs or something, with the huge, prehistoric plants and trees that existed. However, what is different is that there aren’t really any roads, or even paths and there is very little by way of structures or even villages. I mean, at this point, people are just starting to come out of caves. In terms of evolution, I have no idea where the Wenja might fall. There are actually three different tribes in the valley of Oros where Takkar ends up, where the game really begins. The Udam, who are portrayed as thick-skulled, heavy-browed, and brutish. Neanderthal man, I guess? Then there’s another tribe, who seems more advanced than the Wenja (definitely more than the Udam). The Izila are much more slenderly shaped and apparently can grow food of their own. The Wenja seem somewhat in between these two tribes in terms of technology. They still utilize caves, but also build huts; they do not grow their own food, but still hunt and gather. While the Udam wear rough furry skins, the Izila paint and adorn themselves with colors, jewelry and wear lighter clothing. The Wenja again, seem in between, wearing cured skins with more primitive jewelry. They all seem to have some spiritual and religious beliefs, with the Izila worshipping the Sun and the Udam worshipping… well, I’m not sure. So you’d think that the Izila are the “next step”, physically looking like the next evolution of homo sapiens, and more importantly, being able to engage in a practice that would literally change the structure of the entire world: agriculture. However, they are not. Both the Udam and the Izila have, well, some serious issues. The Izila, unfortunately, have a bad little habit of burning people in sacrifice to the Sun. The Udam, on their way out evolutionarily anyway, eat the flesh of the Wenja in the beliefs that it will cure them of a disease that is killing them off. Great neighbors, eh?!! So it is the Wenja, in this case, that will hopefully make the rise, with Takkar at the lead. He finds the rich valley of Oros and connects up with Sayla who seems to be a somewhat touched (I’m going to call a likely diagnosis of PTSD) Wenja woman. He takes a cave for his own and starts to gather the scattered Wenja to build a new settlement, whilst dealing with his oh-so-great-neighbors. There are the requisite quests, both main and side; plenty of exploration with a huge map; crafting (of which you have to do everything, weapons and healing items, village building materials, etc). I mean, it’s a Far Cry, after all. And with that, of course, comes grappling! You get to make a primitive grappling hook that never fails! And vehicles! No, not really BUT you do get to ride a cave bear, a sabertooth tiger and mammoths! At some point, you bring Tensay, a truly, shall we say, unique shaman dude who teaches you to tame animals. This is definitely one of the more fun aspects of the game, finding and taming all sorts of critters (all carnivores, naturally; I mean, I haven’t seen a goat I could tame) that then thusly serve as your companions (you even get to pet them!), your battle allies and in some cases, your mounts. You can order them to attack people or animals. They can die, so you have to heal them by giving them meat. They will also chase away other predators that might come looking to make a meal out of you, except for the fucking eagles. Who attack you out of the sky and drop goats on you. Well, not ON you, but damned close. I remember the fucking eagles attacking my man as he played Far Cry 4. Out of nowhere, they come swooping in to claw at your face and harass you. Apparently, Ubisoft is fond of murderous murder birds (“murder birds” being what my vegetarian husband calls raptors). However, speaking of murder birds, or “beards of prey” after the inimitable Ze Frank, you get your own! You have an owl that Crazy Shaman Dude teaches you to tame and then you can use to scout, mark enemies, drop bombs on them and even swoop down and attack them. I dunno if you’ve ever seen some of the really huge raptors, but they can kill and carry off a deer in one stroke. Imagine a giant owl swooping down and hitting the back of your neck or crushing your skull at 30 miles an hour or more (depending on what kind of owl he is – looks a bit Great Horned Owlish to me). With your owl and a stealthy kitty, along with a bunch of bushes and your trusty arrows, you can pretty much take down a camp without being seen. Unless you’re like me and like to charge in on your bear screaming, waving your spear, and going full frontal. Although, I do admit, despite that being my usual play-style, I had a fun time practicing engaging in more stealth this time around, giving myself challenges to see if I could take down entire outposts without an alarm (there’re bonus points in that too). So, basically, your entire task is to “defeat” the Udam (and you know how I feel about cannibals… they all have to die) and the Izila (and you know how I feel about slavers… they all have to die) and usher in a new era for the Wenja and ultimately for humanity. But before you can do that… you must appease The Urki. One of the best things about Far Cry: Primal is Urki. It’s pretty obvious that Urki is likely the great-great-great-great….. great ancestor of Hurk Drubman Jr. from Far Cry 3, 5 and 5. Urki looks like Hurk and he speaks Wenja with a fabulous southern hick accent (and please, no haters, I grew up in the South!). I’m pretty good at languages and I was starting to pick up some Wenja (I didn’t have the phrasebook that came with the more fancy versions of the game) but it was Urki that taught me the most for some reason. I think he had more careful diction. Or maybe it was so outrageous it just made sense. You do a bunch of really crazy quests for Urki, mostly collecting shit for his various impossible desires, like feathers so that he might fly off a cliff (and not fall to his doom, natch). But he’s not really successful at his endeavors with rather hysterical outcomes. Thanks, Urki! In Short Conclusion I really liked my first real foray into the Far Cry series in Far Cry: Primal. It was quiet and reserved in some ways but also fun. There’s plenty of time and place for wild explosions, guns and roaring vehicles and there’s also room for these open, quiet and almost empty spaces. The game still has plenty to “do” in terms of quests and an ultimate goal to finish, as well as collections and side quests, explorations of Far Cry’s usually ginormous maps. (Also, I went back to try and play Far Cry 4 and I have to say, they improved on the actual gameplay mechanics in Primal. EVERYTHING was smoother and just worked better). My absolute favorite parts of this game were riding the mounts, especially the big murder kitty (sabertooth tiger!) and dealing with Urki. He was truly the best. Such a great interactive easter egg. Over the top and ridiculous but still so fun. Thanks, Urki!! What did I gain from the game, or think about? I am often thinking about the “How did this thing come to be?” Like, how did humans discover alcohol in the first place and then decide to make beverages out of it? Did cavemen discover a container of berries had “turned” and it made them feel funny? Doesn’t it usually take a few repetitions for “association” to kick in? So, I’m often thinking of the very beginnings of humanity in general, not just the start of things we make and things we do. As we evolved, as our groupings moved from hunter/gatherers to tribes all the way to nation-states, as broader scale agriculture kicked in and literally changed the fucking world, what was happening at each level? I don’t know how prevalent cannibalism might have been but we definitely eat less people. I can’t say as much for slavery nor religious fanaticism. What would have the next stage for humans been if they had been the Wenja, poised to move forward unchallenged in the world (which would have been the beginning or another step of homo sapiens). It also goes to show, if you’re a cannibal or a crazy, fanatical slaver, it’s not you, dude, who’s moving forward. And we’ve seen this throughout history. We always seem to move towards more complexity and more progressive ways of interacting with ourselves, each other and the world. Sure, there are setbacks, The Dark Ages, WWII, etc, but what usually follows those periods? The Renaissance period may not have been possible without being a reaction to the Dark Ages. So, we know that it is the moves forward that have brought us to where we are today, not being stuck in any particular stage of evolution. I think I take heart in that when I think about the world in its current state (this was finished in October 2020). No matter what, it isn’t the Neanderthal who are going to take humanity into a more complex, deeper evolution, culture and change. ********** Played on XBox One. ********** References True Facts About Owls – Ze Frank ********** Image References “Far Cry: Primal cover” – Licensed under Fair use via Wikipedia – https://en.wikipedia.org/wiki/File:Far_Cry_Primal_cover_art.jpg
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Zombies Galore!!! - State of DecaySo, I started off this section of zombie games with a bit of a treatise on why zombies are so pervasive in our culture and you can read that part here. Now I’m going to go on to review some zombie games, having worked out the psychological draw to take on the undead masses. You’re welcome. BE WARNED, SPOILERS!!! (and probably swear words) State of Decay: Year One Survival Edition I first ran across State of Decay (developed by Undead Labs, published by Microsoft Studios) on Xbox 360 when it first came out in June of 2013. It was a small download at the time and my husband and I dabbled in it briefly before basically putting it aside. Not sure what the non-catch was. For my husband, it likely was the repetitious nature of the game; seek supplies on missions over and over again. He likes a really good story in his games. Not that I don’t, but I am far more amenable to repetition than he. So, given that, I’m not sure what didn’t catch me the first time either. Maybe there was some other game out at the time that I was caught up in and didn’t really give it the time of day. Enter State of Decay: Year One Survival Edition on the new Xbox One (or as I affectionately call it, the XBone), in April 2015. Since more and more of my time was being poured into the XBone, I figured I’d give it another shot, especially since it seemed to have added some DLC content (Breakdown and Lifeline along with the original game). And because, zombies. Now, I’ve mostly just played the original State of Decay, and dabbled a little bit into Breakdown and quite a bit of Lifeline. State of Decay The game opens up on you as Marcus, a dude out with his colleague and friend Ed, on their annual “get away from work” fishing trip up at some remote camping area. Now, the thing is, as soon as the screen clears, and you look around, you realize that Ed is yelling for help, under attack by humans. No, not humans, ZOMBIES!! Of course, it seems to take the characters a while in the game to realize that is what is actually happening. But seriously, would it really take that long to figure out? Okay, not hugely long in the game, but I feel like our culture has been saturated enough that the merest hint of a damn zombie and we’re going to be all over that shit. So, I have little sympathy for characters who seem to be all “What the fuck is going on here?” when there’s rotting dead people attacking your friend. But nonetheless, you wade into the fray, dispatching the zombies with helpful little hints from the game. Game tutorials have basically gone this way, integrating the “how-to-play” the game into the first bits of opening gameplay. I remember way back when, the game tutorials were separate. A little instructional on the side or in the insert, or the game would come to a pause to deliver its “do this now” sort of thing. Starting off a game these days is much smoother, I think, although not only for the integrative style of tutorials these days but also due to somewhat similar controller schemes. “A” for jump, “X” for attack or interact, etc. Not hugely exactly the same across the board but enough similarities that you can generally make your way through the beginnings of a game with very little instructionals always up in your grill. You and Ed start to figure out that something very wrong is going on (seriously) and make your way to the Ranger Station where some survivors are holed up. From there you pick up another survivor, Maya, a kick-ass military chick, also on vacation, who has just lost her buddies, but whom you can also switch to and control. Any character you have made “friends” with, can become controllable. But to start, you have Marcus and Maya. Ed for some reason, no go, until later in the game, along with other survivors also later on in the game. So you can choose to build up one character with points and skills or switch out and build many up, however you like. However, there’s a little bit of a catch to this game. If your controlled character dies, that character is perma-dead. We humans don’t do so well with this sort of thing, I’ve noticed. We tend towards attachment. No judgements or whatever, it’s just what we do. And that’s to all sorts of things: people, things, places, ways of behaving, jobs, animals, concepts (beliefs), etc. And characters of video games. Hell, of video games themselves. People will defend their chosen game ferociously. Because, human. So Perma-Death, the concept in video games of permanent death of your character, no take backs, no save reloads will save your ass, that particular character is dead, Dead, DEAD. I know this is meant to be a point of challenge. You must be careful or else! But I know I get quite attached to my Marcuses. Maya too. I have absolutely restarted the game upon having Marcus killed out in the field, due to either my stupidity (didn’t bring any medicine with me, or bit off more than I could chew) or some dumb glitch of the game (which is probably even more infuriating). You put in all that time into leveling up this character and squish, zombie food! And like I said, since there is no save file under your own control that you can go scrambling for to desperately reload, permanently gone. I remember going online to hunt out information about this and ran across many other players who felt the same way and who also started games all over upon death of a favored character. There did also seem somewhat of a split though; there were folks in the camp of liking this feature, stating they found that perma-death added more challenge or realism to the game and the folks who wished this feature didn’t exist at all. There was the usual back and forth about this on the forums, about which was better, people making their case from every level of insistence, calm to “you’re stupid” to outright anger (because…. human). But of course, it was also online in some forum that I read some comment and found the way to “game” the game, basically quitting from the Xbox “home” page if you knew with certainty that you were going to die, before the actual death and before the game’s autosave feature kicked in, solidifying your poor character’s doom. Yeah, I’m in the camp of “I don’t like this feature”. I generally play games for the fun of it and I know I get attached, so yeah, it’s a choice I make. I’m perfectly fine with it. I’m also perfectly fine with people choosing the other camp, too. Games should be played as the player wishes to engage them (within the bounds of the game’s own boundaries, layouts, concepts, etc, of course), and not as other people tell you to do so. I know we get attached to what we perceive to be “ours”, or feel that our way is the best way, or whatever. Because…. you guessed it, human. I could (and probably will!!) do a whole entry, or probably many entries, on this phenomena in the gaming world and the intensity of the attachment of gamers to their chosen media. So, the game is generally a survival game. You must find and fortify a home base, go out and collect food, medicine, ammo, construction materials, fuel and find other survivors. There is a series of main missions that follow the story to the end of the game, along with other side missions you can do or not do. There’s a lot of these and they range from, go find signs of survivors to help your own survivors because apparently people are constantly too dumb to get themselves out of the messes they got themselves into in the first place, to assuaging the emotional health of your band of survivors: anger, depression, hopelessness or assisting fellow enclaves (other bands of survivors nearby) or your own people with freak zombie hunts. Overall, the goal is to survive and figure out how to get out of the valley. It’s third person style and of course you can collect weapons, guns and you can specialize in bashing, slicing or shooting, leveling up skills for your controlled character. You have to deal with things like fatigue and health, such as if you’ve been running around for a long time, exploring or killing, eventually a chunk of your fatigue will not recoup to full. You can stuff yourself full of coffee or found energy drinks to temporarily boost this back to normal, but eventually another level of fatigue will kick in and it gets lower and lower. It’s not permanent but you do have to basically have to put your currently controlled character to pasture for a period of time to let them rest. You can switch out to someone else, which points to the smart choice of getting several characters up to par. You can choose various things for your base, like extra storage or bunk beds, garden, kitchen, workshop, medical areas and upgrade them. You can find other home bases to move into and of course, everything has pros and cons. You can make outposts out of nearby structures to add in mines to blow up zombie hordes that might be approaching your home base. You find resources by searching homes, stores, warehouses or helping other survivors. There’s “fame” and “influence” to deal with as well, with your own people and other survivors, which allows you to pull items from storage. There’s even a little backstory for each survivor in your group and everyone you meet is of variable race, gender and different skills. Although generally about the zombie apocalypse and you do get to bash zombies and their freaky mutant counterparts (that show up later in the game), it is less about the direct interaction with them than it is around building survivability. Although you really could just go about bashing away, if you wanted to. It is fairly repetitious in many regards. Seek out resources, grab a car, go forth to collect them, bring them back, go out again. There’s not much by way of deep story and well, that’s basically it. However, there’s something very addicting about the game for me. Like I said before, I am much more amenable to repetition and although the grind is not how I want to play my games in general, I don’t mind it in certain cases. Especially if there’s shit to collect. I love how the digital world can fulfill my packrat-ish ways. (“Ish?” my husband scoffs incredulously) So games where I can collect stuff, well…… let’s just say when there’s an option to put points into “Carry Shit” skills or strength, I’ll do it. So I can carry more shit. Yep. So, collecting resources. Clearing the map (each area on the map that you have collected stuff from is circled with an X through it), finding everything there is to find, oh yes. I’ve yet to clear every single house before finishing the last mission to leave the valley, but this time around I’m giving it a go. Plus the update of adding storage to cars…. that made things a little easier. But for a fairly “simple”, “little” game, I do play it a lot. From reading info about the game, it looks like there was an idea that the game would be a way for players to create their own plans around survival and be able to institute them but in actual play, you still have to set up according to the options given. It’s still fun but I think a game where you could think up your own plans and test them out would be fun. Probably terribly difficult to program in terms of choices and options, although maybe you could make it somewhat structured in offering “recipe” type things like in Dead Rising 3 or Sunset Overdrive where you can make crazy combos of weapons. State of Decay: Breakdown In Breakdown, the first DLC to come out (November 2013), you start off with a random character, with options to “unlock” other characters later and you start off in some random place on the map of Trumbull Valley. There’s just you and Lily Ritter (your radio person from the main story, who also, interestingly enough, has Lupus, and is sick enough that she is not a controllable character and can’t go out to forage. But she does her part by communicating on the radio), no resources, no home, and you must find a new base, find survivors and start trying to survive. The ultimate goal here is to find and fix a RV and get out of the valley. Trick is, there’s different “levels” and things get harder and harder through each level, and you can only choose 6 people (including Lily, of course) to go with you in the RV. Which, personally to me doesn’t make sense, because there are tons of cars laying about the other survivors could use to leave, right? But in any case, after you get the RV fixed, you can leave whenever you want so that means you can run around and do whatever you want. There’s still the crazy amount of side missions: go help this person, go check out this signal, oh we need more materials, blah blah, with the radio constantly telling you that you are “running out of time” (just like in the original) until you want to tell Lily to just shut the fuck up, please! Once, you leave the valley in your RV, you get a score for the level and over you start on the next level. You have some supplies, your stash, Lily and the character you were controlling at the time, and now you have to find a home base and start over. It gets more challenging as you go on. There’s the addition of little challenges/achievements for each level. You know the type, “Killed 50 out of 1000 zombies with a spoon!” and you can try to complete these in each level. So, similar to the original with little twists. I haven’t played past level two so I can’t really comment on how challenging it does get. State of Decay: Lifeline In May 2014, Lifeline was released. This time, you pop into the story as a military commander in the city of Danforth, which I’m given to understand may be near Trumbull Valley. This seems to be more near the beginnings of the craziness and you must fortify and hold your military base while trying to rescue civilians for evacuation and still collecting supplies and such. The catch here is time limits and increasingly insane attack waves from zombies, including the mutants, usually a couple of the juggernauts (apparently created from a large group of “dumb hillbilly cousins” in the original, “You know, one of them Miller boys!!!”), which hit the hardest and of course, are the hardest to kill. It’s very fast paced, and of course, sometimes you get a mission at the top of the map (your explorable area is a circle of highway with exits) and you just don’t have time to reach it so you just have to make a choice between side missions. But you always have to bulk up your defenses, arm the soldiers under your command well (they help out during the onslaughts), grit your teeth and try to think and move fast. You must collect high target civilians in the midst of this mess to have them evacuated out of the city, however, there is a catch to that too. Once you bring them back to base, usually one of the waves comes and you must protect the base AND the civilian who is about as useless and stupid as you’d imagine. And of course, the zombies that attack the base seem to go straight for them. Fortunately, you do start off with a lot of stuff in the player stash, guns, ammo, blunt and bladed weapons, meds. You can call in air drops once you fix your landing zone. And, you have a little bit of time to set up some outposts and gather supplies before heading off to gather up your first civilian target. There’s a little more story and you get “Sit Reps” (Situation Reports) which update you with little blurbs about what’s going on in the rest of the world. You miss a target, you get yelled at by your CO (Commanding Officer, call name Doghouse), who seems to be calling the shots around major missions. Trying to find doctors or people who may know something about the virus. I’m pretty good at getting them killed off or letting them die while trying to do something else, and just like the rest of State of Decay, no take backs, no reloads. Dead doctor is a dead doctor. Also, apparently there are several endings to the game depending on choices or things you do in the game. Lifeline is definitely a different feel from the other two, given its time constraints and there is more atmosphere felt in the game. Such as the zones where you just don’t go into, red zones, where TONS of zombies mill about, basically trapped into those areas. But you know you’re close by the moans and groans of the hordes of undead. Which made me think: gosh, given a situation like this one, would I really be able to deal with all that is going on? I’m not a wilting flower by any means and I would fight with everything I have to protect myself and my loved ones, but you really gotta wonder if those sounds would drive you batshit crazy first. In Conclusion Overall, it’s an enjoyable, fun little game. I wouldn’t say it’s that emotionally heart pounding or even that challenging (although there have been times when swarmed with a horde by chance and my favorite character is basically gonna get eaten…. then I’m yelling at the screen and bouncing around in my seat). When I just want to run around and collect stuff, beat up zombies, I play the original or maybe Breakdown. If I do want some adrenaline or even a little anxiety running through my system but don’t want to invest into a heavier and more intense game like Dying Light, I’ll play Lifeline. What did I gain from the game, or think about? Well, what would I do in a zombie apocalypse? What kinds of plans would I make to shore up my “home base”, to protect my loved ones? My husband and I have often lamented over The Walking Dead, frustrated with their apparent lack of any learning around the zombie apocalypse after a year, or hell, even six months. We have discussed putting different triple checks into place for our “home base”. I would very much like a game in which I could test those ideas. But I often found myself thinking while I played is: would I really be able to deal with the insanity that is the destruction of civilization? The horrors of the gore, the sounds of the undead, the very fact that there are undead? As I run around, feeling stressed out that I just lost yet another doctor, or my base is not beefy enough and is overrun, I wonder if I’d be one of the first to go, or if even I survived that eventually I’d just do myself in (unless my husband had made it too, then I’d probably stick around)? May I, or you, or anyone, never need to answer these questions in real life. ******************************** Played on XBox 360 and XBox One. ******************************** Image References “State of decay logo” by Source. Licensed under Fair use via Wikipedia – https://en.wikipedia.org/wiki/File:State_of_decay_logo.jpg#/media/File:State_of_decay_logo.jpg
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