Shamesplosion II: Regexance
Game #26: Legend of Kay, Neon Studios, 2005
Legend of Kay is part of a peculiar group of games from the waning years of “Character Action Games” (now known as 3D platformers). In some ways these games, including Kay, are some of the best in the genre. The industry had learned how to make controls feel good. Even more esoteric things, like combo moves, had been standardized to a degree. The camera, once nausea inducing, now seamlessly balanced between the gentle hand of the game and the user’s input.
For all that is expert about Legend of Kay, it flies a bit too high. The cutscenes and conversations over-rely on generic, canned animations. I believe that all the voice talent in Legend of Kay were fine actors, but, searching the game’s credits, there was not a dedicated voice over director. As such the voice performances as a whole leave something to be desired.
Why am I picking these nits? Because cutscenes demand a certain quality to justify their presence in a game. Unless they are very good, they drag the experience down. I think I’d have enjoyed Kay more if the conversations had been presented only as text. I don’t say that to be cruel, I honestly believe that the atmosphere would have been easier to establish.
Game #27: Quadrilateral Cowboy, Blendo Games, 2016
Quadrilateral Cowboy vs. Jazzpunk is an amazing case study in game audio
Largely because, given access only to the visual elements of both games, you could easily be forgiven for confusing the two.
Both have an aesthetic that blends minimalist geometry and a honey-mustard color-sheme with 80s cyberpunk, both feature a main character who is sent on various "jobs" which involve traveling to an ambiguously virtual dimension to perform espionage, and both treat pre-digital and recently digital technology as a plaything in their world-building.
If, however, you were given only the audio of each game, you would never confuse the two.
On the blog for Necrophone games, they outline the absolutely bonkers lengths they went to to achieve the sound. Many of the noisemakers used for Jazzpunk's soundscape actually built from scratch, soldering and all, by the game's creators. Bringing that level of depth to a game's sound would be admirable for a sound designer, let alone someone who is also devoted full time to simply making the game.
The soundscape of Jazzpunk is like nothing else I've heard before or since, except perhaps in a Martin Denny record. It's a jangly, agitated mix of synths and old jazz records, a kind of James-Bond-cyber-mambo. The implementation is straightforward for the most part, though outright bizarre at times, with attention-grabbing samples coming it at inappropriate times, but because the rest of the game is so damn weird you forgive it somehow.
For everything that is bizarre about Jazzpunk, it relies on more traditional adventure puzzle mechanics, as well as callbacks (there's a quake clone hidden in a wedding cake). The puzzles are hilariously gratifying to solve, but Jazzpunk does not have many new skills to teach the player.
Quadrilateral Cowboy is, in some ways, more sophisticated than Jazzpunk, and I'm not just talking about their approach to humor. Cowboy's gameplay has something quite new to offer players, and something which feels like somewhat of a holy grail in game design; it makes it feel cool to write code. For a while it seemed like there were so many attempts to make games about coding that reviewers were declaring the effort itself to be futile. But Cowboy has done it.
When you look at the credits in Quadrilateral Cowboy, under audio, it simply says "Soundsnap.com" As such very little in Cowboy's soundscape really feels like it belongs to the game. Many of the sounds are appropriate enough. But they do not have that intangible sense of having somehow come from the game itself.
The implementation of sounds is just as puzzling as in Jazzpunk, but unfortunately it is to negative effect. Point-located sounds are at maximum volume when standing near them, and nearly silent when a few steps away. When the player character throws something, they often emit a cough, not the expected effort sound.
The music is completely diagetic, which can be a powerful decision. It is all licensed, and is used to build the settings and tell you things about the characters. All in all a strong point in the soundscape.
I adore both games, but y'all can guess which has been my enduring favorite.
Game #28: Snuggle Truck, Owlchemy Labs, 2012
This game has been in my library for five years, and I sorely regret not playing it immediately after buying it. Snuggle Truck smacks of the Indie Revolution. These kinds of games, centered around a straightforward-but-wiley physics-based mechanic, will always have a special place in my heart. I found myself wondering if this game would be able to stand out if it were released today. Perhaps it would, given Owlchemy’s outreach.
But how Snuggle Truck would do in today’s market has nothing to do with it’s validity as a work of art, nor does it have anything to do with how deserving it is of commercial success.
I think about the discussion going on in the indie game community, about the “indiepocalypse” and the “indie bubble.” I think it’s easy to forget that there was never a time when making a game was risk free. It was never a case of, “make game, get paid, onto day three of my indie adventure.” It has always been hell. Maybe the marketing wasn’t hell for a short while. Everything else has always been hell.
Game #29: Day of the Tentacle Remastered, Double Fine, 2016
I don’t like admitting that I always kind of thought Broken Age invented the whole switching between characters thing. I’ve been touting myself as a fan of point and click adventure games for a while now, and it’s just embarrassing to think I had gotten the whole picture after having played only a tiny selection from what the golden age of this genre has to offer. Man there are a lot of these things. They are a huge time sink though, often designed to take 40 hours to play. I’m not gonna lie, as much as a I adore these games I have myself a good ol’ fashioned think before I choose to start in on one.
Day of the Tentacle is great, by the way.
Game #30: Judge Dredd: Dredd vs Death, Rebellion, 2003
According to steam, I have played this for 13 minutes. I couldn’t tell you a thing about it because I have no memory of doing so.
Game #31: Elite Dangerous, Frontier Developments, 2014
Oh the deep, dark, horrible shame. My boyfriend bought this game for me at considerable expense in the hopes of giving us another thing to do together. As we booted up the game, he explained to me how we would do one simple thing to boost my cash reserves, and that we’d then be able to do some fun stuff together. He would give me some items, I would sell them. Easy. Would you care to guess how long this took? Trade and sell. How long? How long do you think?
Three hours. It wasn’t because of our internet connection, it wasn’t because we were very far apart, it wasn’t because we had to do multiple runs, that is how long it takes to do all of the preparatory work in the 20 odd menus and locales you need to visit, then rendez-vous in space, then use a slightly smaller set of menus to open a thing, arm something else, send out another thing, there’s something called a limpet, (I’m assuming it’s named after a British cookie) and then I got the thing and then I could fly back to the station blah blah blah blah.
I cried. I cried, people. I felt so much like a dumb failure, like a complete waste of my boyfriend’s generosity, that it honestly upsets me to write about it. He did his best to comfort me and assured me he wasn’t mad (yeah, he saw the cry happen) but we have never played it again. I still technically own it but I have hidden it from my steam library because the mere sight of it is disturbing to me, even now.
Game #32: Mass Effect 2, Bioware, 2010
I have started using Mass Effect 2 to bone up on my German. It’s got full German language support. I only get about a 3rd of what they’re saying. It makes me chuckle how the made-up sci-fi words get pronounced with an American accent.
Game #33: TRI: Of Friendship and Madness, Rat King, 2014
Exposition of any kind is a tough sell, especially in the fantasy genre. Unless you have Ian McKellen in your roster, almost any fantasy writing is going to sound silly when read aloud. Put another way, dramatic voice over in a game is one of those things that cannot be anything less than great. I’m tempted to compare this to Journey. Both do a good job of building a fantastical world with magical architecture and a story that existed long before you arrived, but Journey does it better. They probably could have gotten a budget for voice over, but they chose not to use it, and I think it was the right decision. Even with the best voice cast and writers in the world, human voices would have made the world more familiar, to it’s detriment.
And here’s the thing: in all likelihood, the team behind Journey wrote down just as much detail about the backstory of their game as Tri presents aloud, and a million times more. It may seem that choosing to tell your game’s story without voice over would save effort in terms of storytelling, but nothing could be further from the truth. To expose a world to a player without dialogue, you have to know how your world affects the walls, clothes, materials, gestures, decor, artifacts, absolutely everything the player encounters, because that is the sum total of what you have at your disposal to tell your story. I’m told that there’s a real mind bender of a game waiting for you if you stick with it, so I may revisit.
Game #34: Robot Roller-Derby Disco Dodgeball, Erik Asmussen, 2015
I am a chronic late adopter of multiplayer games, partially because I’ve never been able to afford them when they’re new. I’ve never joined one in time to get good at it at the same pace as all the early adopters. For my entire life playing games, I’ve found myself getting stomped by people who have hung on long after a game’s heyday, people who know every trick, and who’s patience for newbs ran out years ago. Which is a shame because this game is colorful and awesome.










