Posted November 04, 2013
It was a solid crush, it was like true love at first sight, you gave them everything, your time, your soul, your sleep, your money. But... awkwardly, on the long run, you realise that something is missing. Something that you supposed was your fault (maybe you still assume it is), something you hoped would get resolved with time. But with time, you only became more lucid. And you realise that it was a misundertanding, one of life's little fake promises. These games looked gorgeous, they looked brilliant, they looked fun and... maybe they are, in their own way, they are lovely, or maybe you want to convince yourself so. Still, what's between you and them isn't what you hoped.
There is still tenderness, after disapointed love, and I feel I betray my own self. But let's face it.
1. Ghost Master is a fantastic concept. An adorable game, a sweet toy. But, it's still unsatisfying, even on the second walkthrough. You either rish to scare all characters out, and it becomes some tasteless automated speedrun. Or you take your time, psychologically and dramatically building up the terror, enjoying it, beholding the little détails, but then you're toying "against" the gameplay, and get so little plasma points that you can hardly unlock and explore your ghosts' new abilities. Ghost Master is a great software, they didn't actually manage to turn it into a proper game. Replaying the levels to maximise the results is frustrating and unrewarding, the game is less fun and the few bonus points gained for it are worthless. But I'll never admit it honestly enough to advise against this game. It's still a "great game", in my dreams.
2. Evil Genius has a wonderful atmosphere, full of brilliant details and possibilities, and it captures perfectly the tone of my favorite stories. And these traps, so many traps that you can build and combine. It's like a james bond "dungeon keeper" except that the dungeon keepers traps served a purpose and you ended up building them. In Evil Genius, actually, traps are a drain of ressources, with no benefit. Minions and some twisting corridors achieve better results. And no matter how much I tried, I always ended up playing without the traps - that is, without the game. I can't connect. It's a real good game, I suppose, but I always end up skipping its core.
3. Stronghold is a magnificent castle building game. Heck, a RTS where you can map out your own castle and defenses, like all these citadel designs you used to draw as a kid, and actually see invaders trying to breach through them. It's great, except that you build it magically, the building gameplay temporality merging with the asssaults. You have gold ? Just build, unbuild, rebuild your walls and towers on the go, while the enemy army destroys it and circles through it. And you want your archers to be safe ? Destroy the stairs, they will stay on the walls, out of reach of the enemy and of the food they don't need. Two gameplays merged looks like a miracle that didn't happen : they don't merge. And yet, no other game provides this experience, or tries.
4. Gangsters, yes, a prohibition-era management game, where you see the streets, order goons to follow the enemy in the ground, set up rackets, plan sneaky assaults and order assassinations, it's exactly what I always wanted to play, and ends up unplayable, dull, cumbersome, unmanageable. I would love to Watch it play by itself, with a narrative. But I can't do it myself.
5. Creatures. I always wanted games with autonomous AI universes, and this piushes to to the extreme : little learning AI's developing their own way with your didactic prods. This should be a magnificent experience to half-play and half-behold. It ends up obscure beyond my grasp. Some people manage it, but this game doesn't deliver what it had promised to me - or worse, it delivers it in a different language.
There are other games that are my "favorite games in theory", and that I play for tat reason, but... that keep, despite of my effort, not being what I still insist to see them as. So, what are yours ?
Any game that you cannot admit that you don't love as much as you want to ? That you secretely love a bit less than you keep telling yourself ?
There is still tenderness, after disapointed love, and I feel I betray my own self. But let's face it.
1. Ghost Master is a fantastic concept. An adorable game, a sweet toy. But, it's still unsatisfying, even on the second walkthrough. You either rish to scare all characters out, and it becomes some tasteless automated speedrun. Or you take your time, psychologically and dramatically building up the terror, enjoying it, beholding the little détails, but then you're toying "against" the gameplay, and get so little plasma points that you can hardly unlock and explore your ghosts' new abilities. Ghost Master is a great software, they didn't actually manage to turn it into a proper game. Replaying the levels to maximise the results is frustrating and unrewarding, the game is less fun and the few bonus points gained for it are worthless. But I'll never admit it honestly enough to advise against this game. It's still a "great game", in my dreams.
2. Evil Genius has a wonderful atmosphere, full of brilliant details and possibilities, and it captures perfectly the tone of my favorite stories. And these traps, so many traps that you can build and combine. It's like a james bond "dungeon keeper" except that the dungeon keepers traps served a purpose and you ended up building them. In Evil Genius, actually, traps are a drain of ressources, with no benefit. Minions and some twisting corridors achieve better results. And no matter how much I tried, I always ended up playing without the traps - that is, without the game. I can't connect. It's a real good game, I suppose, but I always end up skipping its core.
3. Stronghold is a magnificent castle building game. Heck, a RTS where you can map out your own castle and defenses, like all these citadel designs you used to draw as a kid, and actually see invaders trying to breach through them. It's great, except that you build it magically, the building gameplay temporality merging with the asssaults. You have gold ? Just build, unbuild, rebuild your walls and towers on the go, while the enemy army destroys it and circles through it. And you want your archers to be safe ? Destroy the stairs, they will stay on the walls, out of reach of the enemy and of the food they don't need. Two gameplays merged looks like a miracle that didn't happen : they don't merge. And yet, no other game provides this experience, or tries.
4. Gangsters, yes, a prohibition-era management game, where you see the streets, order goons to follow the enemy in the ground, set up rackets, plan sneaky assaults and order assassinations, it's exactly what I always wanted to play, and ends up unplayable, dull, cumbersome, unmanageable. I would love to Watch it play by itself, with a narrative. But I can't do it myself.
5. Creatures. I always wanted games with autonomous AI universes, and this piushes to to the extreme : little learning AI's developing their own way with your didactic prods. This should be a magnificent experience to half-play and half-behold. It ends up obscure beyond my grasp. Some people manage it, but this game doesn't deliver what it had promised to me - or worse, it delivers it in a different language.
There are other games that are my "favorite games in theory", and that I play for tat reason, but... that keep, despite of my effort, not being what I still insist to see them as. So, what are yours ?
Any game that you cannot admit that you don't love as much as you want to ? That you secretely love a bit less than you keep telling yourself ?
Post edited November 04, 2013 by Telika