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Operation: Backlog is still proceeding, I just don’t have tons of time to do any of it, from the playing to the documenting.  Still, it’s good for the very fractured gaming schedule I have.  As usual:

I’m going through my Steam list alphabetically, picking up games I own but haven’t played to see what’s there.  15 minutes each is all I’m budgeting, but I reserve the right to get sucked into a cool game.  Some I’ve played already, though, so I’ll mention them in passing here and there, giving them a rating like the other games.

I’ll be giving each of these Backlog games a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.

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First up is one of the drive-by games:  Batman: Arkham Asylum

This is an excellent game.  I played it to completion and then some on the XBox 360, not on PC, but it’s one I highly Recommend.  It’s not perfect, but it’s great fun, and really nails the feeling of Batman, at least, as I have come to expect it as a fan of the character since the mid-90s.  It has fantastic combat, excellent worldbuilding, really, really good graphics, fun mobility, Kevin Conroy, Mark Hamill, and, well, it’s tons of fun to play.

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Second, we have the sequel, Batman: Arkham City.  I’ve only played this one for about 45 minutes, so I don’t know how well the open world nature of the game actually works in the long run.  Catwoman is a bit too skanky and the political setup seems contrived, but it still seems like the core of what made Arkham Asylum works is still present.  It’s a game that I’m leaving installed, and Recommend, though with the usual caveat that I haven’t played all that much of it.

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Third, I did try to play Birth of America, but it flat out refused to work.  So, dump that in the Regret pile.  I don’t have time to wrangle dysfunctional games.

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Fourth, the Blackwell Deception almost ran into the same fate, with some weird tech issues popping up thanks to my dual monitor setup, but the second time I fired it up it behaved.  This one’s a bit tricky, as it’s an adventure game in the vein of the LucasArts classics.

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I did love that era of gaming, for all its quirks, and this game would have fit well in those days.  I consider that to be praise, though it does mean that I just don’t have time to give it a proper playthrough.  I’d like to someday, along with the rest of the Blackwell Bundle that I picked up at GoG.com, but for now, I’m lumping them all together with a Remember rating, noting that I do like adventure games, I just don’t have a lot of time.

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I love that Wadjet Eye Games is making games that feel like classic adventure games.  The voiceover work is adequate, if not stellar, the art and animation is solid, and the writing that I saw was pretty good.  The game plops you into an investigation with little fanfare, effectively dropping you into the deep end, but it’s designed well enough that there’s not much trouble getting up and running.  It’s a well designed first 15 minutes, I think, and it does leave me wanting to play more someday.

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Fifth, Blood Bowl: Legendary Edition.  I picked this one up on deep discount due to my passing interest in the WarHammer tabletop wargame.  I have some of the sourcebooks, but no models and nobody to play with.  I just study the books and dissect the game design.  Blood Bowl isn’t really the same thing, but I’ve heard enough good about the board game incarnation of the title that I figured I’d check out the digital version.  (I still wish there was a digital version of the WarHammer tabletop game so I could play with someone online.  Not a RTS, not a card game, not a shooter, just a literal translation of the tabletop game.  This is one reason why I backed WarMachine Tactics for its Kickstarter campaign, but we’ll dig into that later.)

Without a history with the board game, I hit the learning curve hard in Blood Bowl.  It seems to be well designed and the visual design is solid, if a bit too skanky and “grimdark” for me.  (I have very little interest in any WarHammer 40K titles for the same reason.)  I puttered around a bit with setting up a team, fired up a match and promptly lost horribly.  There are a LOT of options and rules to the game that I’m just not up to speed on.

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That’s not a bad thing, really, so long as the game can be mastered with some honest effort, but I just don’t have the time to make that effort.  This is a failing in my schedule, not the game, though it would be nice to have a bit more guidance for those early learning moments.  Being tossed in the deep end is OK so long as there’s a good learning feedback cycle.  That seems to be a bit obscured in this title, though it is clear that it builds on the board game.  I should see if I can find the rulebook somewhere in a used bookstore, perhaps.

As such, I’m giving it a Remember rating, and maybe I’ll pick it up later.  I don’t dislike the game, I just have to move on and it didn’t really grab me.  There does seem to be a lot of meat to chew on and a fun, snarky sense of humor, though, and that’s promising.

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Sixth, Braid.  I’ve written about this before, I think, having played it years ago, but in a nutshell, it’s a decent little platformer with great art design and solid game design.  The story is pretentious, dreary, and takes itself way too seriously, but the game is fun.  I give it a Recommend rating, if only to see the visuals and design in action, just with the caveat that it’s not really the revolutionary masterpiece that it often gets credit for.  It’s fun, it’s solid, it’s full of itself.  I’m done with it, but I do think it’s worth playing if you haven’t.

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Seventh, Cargo Commander.  I got this one in a bundle, one of those games that just sort of tags along with other games I actually cared about.  (I don’t remember what it was bundled with at the moment, though.  Oops.)  It’s not that Cargo Commander looked bad, just that it seemed a bit too twitchy for me.

It’s a platformer with variable gravity and a ticking clock.  The design is actually pretty solid, I’m just not all that interested in this sort of game any more.  Maybe as a teenager I’d have loved it, but I prefer more thoughtful, careful, tactical games these days.  That’s not a failing of the game, since it does what it sets out to do well.

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You play as a corporate lackey, stuck on a space station in some far off garbage zone, tasked with dragging cargo containers in to crash into your habitat, and then go invade them and grab any valuable salvage before the timer runs out and everything falls apart but your base.  You have to scramble into these other containers, platform through them fighting baddies and the structure, and grab what you can.  It’s fast, frantic and not very forgiving.

The controls are tight, platforming with the keyboard and aiming with the mouse, a bit like A.R.E.S., but much more fluid and fun.  There’s an upgrade system and a “completion” rating, with the ability to replay levels to try to do better.  The visuals are adequate, nothing amazing, but not bad.

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All in all, I give this a Remember rating for myself, but it’s really something that might be worth picking up if you’re into variable gravity direction, crazy quick-on-your-feet action.  It’s a slightly silly premise, but it winds up being pretty fun to play, so long as you’re up for fast paced gaming.

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Eighth, Chains.  This is a light puzzler, very clicky like AVSEQ was, but not quite as fast and much more interesting given its physics and variable levels.  It’s a decent little game, one I give a Remember rating since I remember it in a positive light.  It’s not even close to my favorite puzzle game, but for all its apparent simplicity (the visual style really isn’t all that great), there’s a bit more going on under the hood than screenshots might suggest.

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Ninth, Chime.  This is one I’ve mentioned in passing before.  I really like Chime.  I do wish that I could flip pieces like I can in Puzzle Pirates’ Carpentry puzzle, as that would make it a more complete puzzle game, but for what it is, Chime works well.  It could use more music options, too, but what it has is good in my book.  I give it a Revisit rating, since it’s not as great as others I’d put in the same mental “music/puzzle” game niche, but it really is a good game.

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Tenth, Cogs.  I’m a fan of steampunk design.  Hence the Tinker products I’ve been working with for almost two years now.  (Go visit the shop, please, and spread the word!)  I love old, beat up, lived in machinery, and I love puzzle games.  Cogs scratches all the right places for me.  It has smart puzzle design, great visuals, simple play rules (at heart, it’s just a bunch of sliding tile puzzles with some nice 3D aspects), and it really embraces its own steampunk design ethos.  It’s not arrogant, it’s not silly or trying to be ironic, it’s just a well-themed tinkerer’s box full of puzzles.

Some are easy, some are really tough, and most are somewhere in the middle.  They always feel fair, though, and there are some great uses of the 3D aspects that introduce nice quirks with sliding tile puzzles.  Sadly, when my computer crashed last year, I lost my screenshot collection, but there are some puzzles that I played again and again, just for how fun it was to see the mechanism come together as I solved the puzzle.  I wish I had some of them as real, physical devices.  (These puzzles are later in the list, and I didn’t have time to get to them for this project.)

Cogs earns a hearty Recommend rating from me, as it’s one of my favorite light puzzle games.  It’s available for Android devices, too, which is nice.

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That’s all for this post.  There are plenty more where these came from, the most notable for next time being Dear Esther, Defense Grid and The Dig, one of LucasArts’ finest adventure games.  Until next time, then!

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Operation: Backlog rumbles on, and I’ve run into a point or two I forgot earlier.  I’m going through my Steam list alphabetically, picking up games I own but haven’t played to see what’s there.  15 minutes each is all I’m budgeting, but I reserve the right to get sucked into a cool game.  Some I’ve played already, though, so I’ll mention them in passing here and there, giving them a rating like the other games.

I’ll be giving each of these Backlog games a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.

First up this time is AVSEQ

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This is a weird little game.  It’s a puzzler of a sort, but more of a reflex clicky thing.  It doesn’t seem to have much depth, but maybe it opens up later.  The 15 minutes I had with it were, well… clicky.  As in, I clicked on a lot of stuff, but didn’t feel like I was making many decisions or planning strategies.  It was more reactive than anything.  That’s not a terrible thing, but when I’m in the mood for a puzzle-ish music-based game, I’ll play AudioSurf (Recommend), Chime (Revisit), Lumines (Revisit) or Symphony (Recommend), all really great games.  AVSEQ is just sort of there.  I’m giving it a Regret rating, but it’s really more of a “forget” than a regret.

***

Then there’s Back To The Future: The Game

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This game really scratches the nostalgia itch, with voice actors, music and incidental sounds that just nail the feeling of the movies.  Sure, it’s sort of a weird cartoon version, but this is Christopher Lloyd we’re talking about, and he’s something of a living cartoon, so it works.  It starts off with some serious callbacks to the first movie and its era, gives a sense of the conversation mechanics, and sets up some weirdness that ol’ Doc Brown has become mired in again.

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Biff gets a little more depth (he’s still a peon in George’s presence, but a punk to Marty), you get to explore Doc Brown’s house a bit, and a new mystery fires up with Einstein arriving suddenly, alone in the deLorean, with a mysterious message from the Doc.

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The characters are appealingly stylized, the voices are great, the visuals capture the time of the movie… all in all, it certainly seems like a love letter to the movies.  I didn’t see a lot of the story, so maybe it falls apart, but the first 15 minutes of the game really got their hooks in me, and I want to play through all 5 chapters at some point.  This gets a Revisit rating as a result.  I’m not itching to get back into it right now, but I like it.  A lot.

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***

Speaking of a game I do want to play more right now, though, we have The Banner Saga.

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Oi, I was right.  15 minutes isn’t nearly enough for this game.  In that time, you barely get through the worldbuilding intro and the first tutorial fight, then a conversation movie or two.  It proceeds at a stately pace, weaving together some interesting fantasy lore and Norse flavored Eyvind Earle vikings.  Oh, and a stationary sun that throws everyone off, and has for months.  Yeah, it’s a bit weirder than I expected, but that’s a nice twist.

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It really, really wants to be, well, a saga, a big story, presented in a beautiful old Disney Sleeping Beauty style.  It’s packed with lore and characters, many of which are quickly appealing.  For crying out loud, your main character is an old, vaguely grumpy scribe-tax collector, one of the “Varl”, the horned giants.  That alone gets bonus points in my book, since it’s not just “plucky band of teens save the world”.  I do love my Final Fantasy games, but The Banner Saga aims for something different and more resonant.  I like that.  A lot.

It throws a lot of worldbuilding stuff at you and expects you to keep up or shrug and expect that it will all make sense later.  Sometimes that doesn’t work, but I liked it here, as I appreciate worldbuilding.  I can see that it might throw some people off, but I like it.

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The tactical game play is pretty solid, though I’m still getting a handle on the best approach.  There’s enough there that I want to do more, though, and that’s a good sign.  There are some subtleties afoot, which is really good.  The interface is a little… tiny.  That’s not terrible, but the designer in me would have liked to do things a little differently.  The art style is great and consistent, I just think the UI could use a little more usability work.  I do give bonus points for a really nice world map.

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I give this game a Recommend, though, like other games with significant depth, that’s qualified somewhat because I haven’t played through the whole thing.  What I have played, though, that’s great stuff, and I want to play more.

So, in passing, this episode goes by AudioSurf, noted above as a Recommended game, and the other 4 chapters of the Back to the Future game.  All in all, this was a pleasant week, with two of three games being ones I really like.  Would that I had more time to play, but the Operation moves on.

Next time, I’ll dig into Birth of America (no longer on Steam, perhaps, or maybe changed to this one that the site’s search engine gives me?), Blackwell Deception (whee, an adventure game!) and Cargo Commander, with more than that mentioned as drive-by “played already” games.  See you then!

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To make this Operation: Backlog thing work, I’ve decided to put the handful of games I’ve been playing more or less on the shelf, as it were.  Slingshot Braves on my smartphone and Flight Rising in a PC web browser are what I think of as “chore” games, in that they have daily tasks to do, part and parcel of many free-to-play games.  I’ll probably still log into those and do a little bit here and there often, but that’s mostly because I play them with my kids.  Ditto for Minecraft, our family XBox 360 game.  We used to play on the PC, but the local multiplayer on the 360 trumped the PC’s moddability.

Other than that, I’ll be putting Smash Brothers (3DS), Professor Layton and the Last Spectre away for a while.  Batman Arkham City will also have to wait, as will Uncharted 3, Flower and Final Fantasy XII, though I haven’t played them for more than an hour or two each since I was downsized in April of last year.  They are just my “want to finish” games that are already on the back burner.

World of Warcraft will have to wait, but that’s fine, since I don’t want to pay a subscription anyway.  Maybe I’ll qualify for a scroll of resurrection promotion one of these days, or Warlords of Draenor will go on sale for under $10, and I’ll drop back in for a bit.  Yes, yes, I do have a “trial” account I can putter around endlessly and mostly uselessly if I really want a WoW fix, but since I’ve seen most places that I can in the lower levels, and I’m all about Exploring, it’s not really that big of a draw.

…we’ll see how this goes.  I’ll be playing with mouse and keyboard, only reluctantly using my wired XBox 360 controller when it offers significantly better usability.  Perhaps that’s the purist in me, since I didn’t have PC joysticks or controllers when most of these games were new.

This might wind up even more relevant when I dig into my GoG.com library, but that’s way down the list at this point.

I’ve decided I’ll also be giving each of these a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.

First up on my trek through my Steam library, then?

A.R.E.S. Extinction Agenda

AI War: Fleet Command

Aquanox

A.R.E.S.

On paper, I should love this game.  It’s sort of like MegaMan X, one of my all time favorite games, if the blue bomber could aim in any direction with the mouse instead of charging his shot, and didn’t have a dash or wall slide, but a double jump and shoulder roll instead.  OK, it’s not exactly like that, but that’s the high level impression.

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The art style is all over the place, the camera feels like it’s in a little too tight, the levels are too short, ARES feels clumsy and his grenades aren’t controlled well, but this plucky little game really wants to be a spin of the MegaMan formula, and I give it points for aiming high.  It’s very nice to be able to aim in any direction, though that’s something that I want to use the mouse for.  It’s almost like I wish I could use a SNES controller in my left hand and a mouse in my right to really get it working like I want to.

Level design is somewhere between MegaMan and Metroid, though I think it would have been better to embrace the “Metroidvania” aspect more to really give the game its own identity.  It’s a 2D platformer, gameplay-wise, but with 3D environments and some oddments, though oddly, the player character and enemies are more of a Spine sort of thing, animated from 2D images, perhaps derived from 3D toon renders in some places.

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It’s a fun little game, but it certainly needs polish (and an art style guide!).  I give it a rating of Remember only because I wish I had time to see more bosses and see if the game opens up later, and I think that a MegaManX Metroidvania sort of game could be really cool.  The initial phases of A.R.E.S. were competent but not all that exciting.  It feels more like a proof of concept from a freshman dev team than a finished game.  That’s not a bad thing, it’s just that I’d rather go play MegaMan X again and dream of what this game could be with more work.

AI War

Hoo boy.  This one is nigh impenetrable in 15 minutes.  It’s supposedly a Real Time Strategy game set in outer space, with plucky humans fighting a malevolent AI.  OK, cool.  I like that.  It’s just… there are so many moving parts and tons of little things to learn about.  It’s a game that I probably would have loved playing back in the day, after finishing StarCraft and when I got burned out on Master of Orion’s interminable endgames… but today?  Eh, I don’t have time for this.

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I managed to play the first of 7 tutorials, just getting a hang of navigating the User Interface.  It fought my Maya and Photoshop muscle memory, so I can’t imagine really wanting to master it, but it seems to be designed well enough.  The visuals are good, though the sheer volume of data involved in the game means for some small details in the UI that were just so much static at first glance.

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I get the feeling that this would be a good game for me if I had the time to dig into it.  I give it a Remember rating as well, since I want to check out some other reviews of it to see how the game handles itself beyond the tutorials… but there’s no way it fits into my schedule to actually play it.  That’s a bit of a pity, really, but hey, at least I’m left with a feeling of wanting to know more.  That’s a good sign.

AquaNox

This game really, really wants to be Elite/Privateer/Freelancer, but underwater, with a dash of cyberpunk and social commentary.  That’s not a bad working premise or goal.  It’s just… the first ten minutes of the Story portion of the game were talking (both the video and the dozen or so text-plus-voice bits you have to get through) and a mishmash of mixed up art, from FFVII-like 3D computer graphics to anime-ish portraits to grainy FMV proto-Bioshock underwater city… stuff.

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And talking.  So… much… talking.  I’d give them a pass if the voice actors were even passable, but, well… they are not.  I like watching Star Trek, the one from the 60s, and while all the cool kids rag on that show now for its kitsch and stage-like hamminess, it’s a masterwork compared to this game.  I never want to hear this game again.  (For crying out loud, they pronounce “Succubus”, a key ship in the game, as “Zuko Boose”.  Yes, Zuko was a good character, but that’s just… wrong.)

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That’s not a killer, though, if the play is worth it.  The two missions I had time for once I got through the backstory were a brief “shoot the underwater junk” mission to get a feel for moving a little and firing weapons, and a brief escort mission for a tanker that was trying to just bulldoze through a junk field.  I had to clear the way and shoot a bad guy that popped up.  So, nothing all that exciting, nothing all that bad, though it loses points in my book giving me an escort mission so early.  I hate escort missions.

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That said, I really like the feel of the controls, actually.  The sub drives a bit like what I’d expect, with good WASD controls (A and D sliding/strafing like Minecraft, not turning), augmented by using R and F to go “up” and “down” respectively for the full 3D movement.  Mouse sensitivity is a little high for my taste, but I could probably tweak that.  Shooting feels pretty good, targeting is solid, movement feels right for being underwater, with inertia and drag giving a good impression of actually navigating through something much thicker than the outer space sims I’m fond of.

The “I’m-actually-playing-something-finally” graphics are good, far better than the intro video and talky graphics would hint at.  Explosions underwater seem a bit silly, undermining the look and feel, but all in all, it could be fun.  If only they would… stop… talking… and get on with it.  I just wanted to go blow stuff up and zip around underwater.

I give the game a Regret rating overall, even though I do love the idea of an underwater game in the Privateer mold, one of my other all time favorite games.  This game just isn’t it.  I hear there’s a sequel, so maybe the game gets better, and maybe the sequel is even better… but I won’t be spending any more time to find out.

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So, three games out of… um… more than 100.  There are a few other minor grievances I dealt with, but out of the gate, I have to say that it’s about what I’d expected.  I’m a firm believer in style guides and making a good, quick first impression.  That doesn’t preclude depth, but gamers today have to be intrigued and having fun fast, or they will move on to another game.  These games just aren’t up to par.  They might be worth playing if you don’t mind their shortcomings, as none of them are actually bad, they just are behind the curve a bit.

We’ll see what these titles have in store next time:

AVSEQ

Back To The Future: Ep 1

The Banner Saga

…I’ll admit, I really, really want to like The Banner Saga.  I am not even close to unbiased on that one.  I love the music I’ve heard, and I love tactical and strategic games.  The Eyvind Earle art style is gorgeous.  I sort of want to give it a lot more than 15 minutes, but we’ll see how it fares with a nibble instead of a Viking feast.

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I’ve played video games since Bowling on the Atari 2600 back in 1980.  I’ve played on most major consoles here in the U.S. (the Neo Geo is the one I skipped… that thing was stupidly expensive, though I loved some of its games in the arcades of the day), though I’m still stuck in the PS3/XB360 era due to lack of funding.  I’ve played PC and Mac games, from simple DOS games like Sleuth up through Star Control 2 and The Dig, and later, Batman: Arkham Asylum (I know, it’s a port, but it’s my most graphically intensive PC game) and Minecraft.

I discovered a taste for design in the Dark Castle days, drawing out new levels on graph paper.  I further refined my interest in mechanics when I did some serious work designing a world and game systems for a RPG in the King’s Quest days, though it wound up being more of a Final Fantasy Tactics sort of game.  I really, really wanted to make a good sequel to Chrono Trigger, and made many notes on what I’d do.  Chrono Cross, great game that it is, just didn’t scratch the same itch.

I’ve always enjoyed games, both playing and designing.  In many ways, creating new games is more satisfying, since I’m a creative sort and would rather produce than consume.

My BFA is in Computer Animation, and while some of my classmates have worked for Pixar, Rhythm and Hues, Blue Sky, Dreamworks and Weta, I wound up in the game industry.  I’d have loved working at Pixar making Disney films, like I planned to do as a kid, but circumstances led to other choices.  I still love animating, though I’m most experienced at modeling, texturing and solving weird tech issues, since I’m  a “Technical Artist”, comfortable with tech and art.

I worked for Headgate Studios, largely working on EA’s Tiger Woods games.  Then I worked at Wahoo Studios, making a few Kefling games along with a smattering of other projects both internal and contract work.  I have a list around here somewhere of the 15 or so games I am credited in, which qualifies me as a veteran of sorts. That said, as is so often true, time and economics caught up with me, and I’m now “retired” from the industry after almost a decade working on the art in games, with a bit of dabbling in design.

These days, I design my own games, write about what I’d do if I had pie-in-the-sky budgets to design games, do graphic design, make cool game accessories and try to find ways to make a living in a freelance world since there just aren’t career opportunities at the moment.  Once in a while, I even get to play games (though some of that time is just playtesting my games… I really need to update Chromaround).

Games and I, we have history.

Anyway, I’m in between serious contracts, and while I’m scrambling for something new to pay the bills, I have a few minutes here and there.  So, given that I’ve been collecting games over the years, adding to my Steam collection and assorted game bundles, I have more than a few games to fill that time with.

So, I’m going to be systematic about it and just start plowing through my game backlog.  I’m going to give each game 15 minutes to really grab me, then do a quick writeup of what happened, probably with a screenshot or two, and with some commentary about the design and art.  Pith may be present.  I might revisit the games, but I probably won’t.  Still, I want to do a bit of exploration.  It’s good to see what’s out there, and how other games are designed.

I’ll post those writeups here, though I’m not committing to any regular schedule or format.  Perhaps this is the sort of thing YouTube is for, but I hate being in videos and hearing myself.  Writing, that I can do.  We’ll see how it all settles out.

I know, I know, some games really need more than 15 minutes to get a proper shakedown, but, well, I can’t be the only one who only barely has time to graze games.  I could devote dozens of hours to the latest Final Fantasy when I was in high school, but these are different times.  I think it’s a good game design that has the ability to do something to earn further attention within those 15 minutes.  I simply won’t be doing some games justice, but that’s life in this saturated, cutthroat market.  There are still lessons to be learned, I think.

See you next time with a bit of commentary on what I’ve been playing, then I’ll mostly shelve those games and start trekking through the wilds.

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Crowfall

Just in case you haven’t noticed this, there’s a new big MMO Kickstarter presently running with a full head of steam.

Crowfall

It seems good, and some of the pedigree is great (Raph Koster, J. Todd Coleman are ones that caught my eye).  It picks up on ideas I’ve written about before, and would still love to see in a big MMO.  It looks great, more like Wildstar, WoW or perhaps Torchlight rather than FFXIV or Guild Wars (I like dodging the Uncanny Valley, but I do love GW2’s more painterly art direction).  It could be a great game.

I want to be excited about it, but I’m feeling sort of amputated from the game world.  I worked there for almost ten years, and still love game design, but since I have almost no time to play and I’m sort of retired from the industry due to circumstance, it’s all just sort of… attenuated.

Still, Crowfall could be really good.  Go check it out.

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It’s busy here in the Tesh household.  Scrambling for work and finding ways to pay the bills is less than the easy breeze through the holidays of years past, but so it goes.  In the finest online Black Friday tradition, though, I wanted to note that we’re now selling the Tinker and Rusty Tinker decks (featured on Pinterest over here) at our newish SquareUp shop over here:

Project Khopesh Square Shop

I also have a few other shops, like this one at Shapeways, where the Tinker Dice and Gearpunk Dice started and still feature, as well as a smattering of other goodies like the WoW Druid rings (some of which I need to update, so if their system freaks out, please let me know):

Tish Tosh Tesh Toys

The Zazzle shop, with goodies like the Fishbowl Aggro shirt, Mousemech and Battle Bards:

Tish Tosh Tesh Toyz

And even a few items over here on CafePress:

Tish Tosh Teshirts

…and yes, I was stretching for some of these shop names.  Sorry.  Sort of.

Anyway, goodies abound, and if you do happen to pick something up, thank you!  I’d love to make more goods available, but time will tell if that’s worth spending my increasingly stressful time with.  I’d love to be able to pay the bills with creative endeavors like these and Kickstarters, but it’s just not happening at the moment.  Maybe someday.  (If I wasn’t afraid of copyright infringement, oh, the fun that could be had with selling fan art and mashups…)

In the meantime, here’s hoping you had a great Thanksgiving, and that December treats you well too!

I’ll make a better post or two as the end of the year approaches, it just seemed a good time to get these out there.

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This is just an addendum to the photo set of the Gearpunk dice.  We’ve ordered some in a black nickel finish, and though we don’t have all of them in stock yet thanks to a factory mistake, we have a few.  May as well show some beauty photos, right?

s_D6GearpunkBlackNickel

D6GearpunkBlackNickel

s_D8GearpunkBlackNickel

D8GearpunkBlackNickel

s_D12GearpunkBlackNickel

D12GearpunkBlackNickel

s_D20GearpunkBlackNickel

D20GearpunkBlackNickel

s_D20SpinGearpunkBlackNickel

D20SpinGearpunkBlackNickel

s_DFudgeGearpunkBlackNickel

DFudgeGearpunkBlackNickel

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