the resigned gamer, everything I hate about the thing I love the most

SpaceChem: action, reaction

Posted by Sir Cucumber at 6:26 PM on Tuesday, January 8, 2013

SpaceChem
Have no idea what's going on here? Neither do I.

When was the last time a game truly challenged you? Okay, besides Dark Souls.

When was the last time a game not only challenged you, but was a challenge for you to even play?

SpaceChem has stretched my brain far further then my corporate finance class ever could, and I've barely even scratched the surface.

Maybe it's just because my mind doesn't work like an engineer's or a programmer's, but shouldn't that be the point? To challenge the way we think, push ourselves beyond our comfort zones, and from all our fruitless fumbling find satisfaction?

Skyrim: the world is not enough

Posted by Sir Cucumber at 1:20 PM on Tuesday, August 7, 2012

67 hours, 35 minutes, 56 seconds, and absolutely no satisfaction or closure to speak of.

Yes, a lot of people put a lot of love in this game. Yes, it is broad and deep and finally brings the RPG genre full circle with Sandbox gaming. Yes, I could have sunk another 100 hours into it without seeing everything, stupid "radiant quest" gimmick notwithstanding.

But here's the thing:

I don't need another world. Dealing with my own is already more fun and frustration than I can handle. What I need are stories that inspire me, challenges that reward me, and something that actually qualifies as a game. Preferably without thirty seconds of loading for every minute of playing.

Unless I can steal cars. And get fat.

LostStar Tactics: picking your battles

Posted by Sir Cucumber at 1:46 PM on Wednesday, July 11, 2012

The Death Frost Forest is passable, but death frosty.
5 to 11? Sounds fair to me.
 Great winners pick good losers, and knowing is half the battle.

LostStar Tactics is all about finding the fights you can walk away from, and going into them with the right equipment.
 
There is no fight worth fighting where you won't have less experience and/or less allies than the opposition, but the the particulars of every pawn are available before each battle, and it's your choice who to fight and when to fight them.



Attack too soon, and you'll waste precious time retreating, which cuts off access to certain opportunities. Wait too long, and results are the same.

The path is neither straight nor marked, but it does exist and can be found.

Dead Space 2: not alive

Posted by Sir Cucumber at 1:32 PM on Wednesday, June 27, 2012

Smooth, unobjectionable Isaac Clarke...now with talking!


I remember thoroughly enjoying Dead Space, but nothing else about it. Playing through the sequel reminded me why.

This franchise is polished and playable, with a pleasing aesthetic, but entirely unremarkable.

The only thing I have to say about Dead Space is that there’s nothing to say about Dead Space. Which I guess is fine- I thoroughly enjoyed the Uncharted series as well, but couldn’t write anything worth the kilobytes there either.

At least the vomitous proliferation of sequel and spinoff keeps this creeping necromorphism contained within titles…

Dead Space 2: what they say about chivalry

Posted by Sir Cucumber at 1:13 PM

 
 
I am all for breaking down the wall between games and their cinematics, but with new cinematography comes new requirements for the suspension of disbelief…

Seriously Isaac, we've stockpiled like forty-seven health packs.