TMWTalk – Video Reviews, or The Lack Thereof

A question, and a statement, that keeps coming up, if only now and again is: “Why don’t you do video reviews? I’d see you more if you did video reviews!” And, honestly, while I can sort of see the point folks are making (Accessibility, “Seeing the game in action”), I’d like to point some things out.

This Ain’t Exactly Sustainable As Is

Right now, at the time of writing, I get approximately $80-87 USD a month for this. While the writing of each review takes anything up to two hours, the actual reviewing process is a bit longer, and varies wildly by game. I’ve written about this fairly extensively in the On Games Journalism series, but one thing I haven’t covered is video reviews. Below are two images, now somewhat out of date, but still illuminating. Less than a hundredth of the folks who, potentially, look at my work pay for it. On a bad week these days, less than a hundredth of the people who visit the site each week pay for the content produced.

While out of date, this is a nominally “Eh” week, in terms of visitors.

 

Although messy, it gets across the point that… *sings* One of these things… Is not like the others!

Let’s talk about videos a little bit now. Video reviews require recorded footage. They are, in my personal opinion, best done as post-commentary, which means I’m guiding my words. Similarly, it’s often best if they’re at least edited to show what the hell I’m talking about. As such, recording can take a while, anything up to four or five hours. Editing is going to mean recording commentary, slicing and splicing to fit, and extra stuff that, thankfully, only takes a few minutes more to add, less once it’s nailed down. But even that’s an extra hour or three (The latter in the case of particularly difficult to present stuff.)

Considering that, at national minimum wage, that should be earning my ass approximately £60 GBP a video? You can perhaps see why I’m leery of this. You can also, perhaps see, when I point out that just two of those videos a week would ensure I have no safety net, as 16 hours is the point at which state benefits (AKA – The Safety Net) is pulled out from under my ass, which also takes the rent with it.

Two, probably less than 30 minute videos, more often ten minutes for the brevity many folks demand in their reviews would, no joke, have the real potential to make my ass homeless. Hilarious, isn’t it? Let’s use an example from my earliest days, when I was young, and foolish, and got exactly nothing for this task. This review, by the way, led to my editor of the time asking for a re-review, something most games journalist will flat out turn down, let alone their editors.

This one was relatively short to edit, at an hour and a half for recording (Three or four races), half an hour for commentary (I knew exactly what I was going to say), and three hours for editing, encoding, and uploading (I had a bad computer then, but I also wanted to splice footage in a sensible manner.) It’s perhaps unsurprising, considering racing games are among the easier ones to splice footage for. Which leads us nicely to the second subject.

Your Mileage May Vary

Video reviews vary in usefulness by a number of factors. With something like Blur, I can get across the gameplay quickly and consistently. But what about something like Offworld Trading Company, or Crusader Kings 2, or Endless Space 2? There’s a lot more going on in many of those, and it’s not exactly obvious a lot of the time. There is also, sadly, another minefield waiting here: OMG SPOILERS SPOILERS SPOILERS. I’ve already talked about spoilers in reviews elsewhere, and navigating this particular minefield (In which, as ATLUS recently demonstrated, can come from the developers and publishers as well as the audience) is an added risk.

With a written review, I can still be clear, show off some things, talk about things, and, funnily enough, it’s easier to navigate the Spoilerfield, because there’s more than enough going on to focus on. It helps that I don’t like repeating myself. Of course, with videos, it doesn’t help that I don’t like repeating myself. If Gamerfill still existed, you would have seen me make many of the same points in the review that I make in the video (And, indeed, the re-review, which is one of the rare times that happened at all.)

…Did I mention that I really dislike repeating myself?

Anyways, this has been a brief summation dealing with the question of video content for TMW. Want more? Support the writer. Then the writer can pay his bills. He has more time. He spends less time worrying about said bills, and can, potentially, pay other writers, who also have more time and spend less time worrying about bills. If you really, really want video content, then you’re gonna have to be able to reassure me I’m not going to lose out by doing so.

Thank you for your time.

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Holy Potatoes! We’re In Space?! (Review)

Source: Review Copy
Price: £11.99
Where To Get It: Steam, Humble Store, GOG

Holy Potatoes! Is a difficult game to write about. Not because it’s a bad game (It’s not), or buggy (It’s not), or even unclear (Nope, it explains itself and its mechanics quite well), but because it is very directly designed around something that definitely isn’t for everybody: Grind. I ran into this problem when trying to describe the first game in the series (Holy Potatoes! A Weapon Shop?!) to a friend, and now, I’m running into it when describing it to you.

I forget to mention this, but there’s a lot of root vegetables walking around asking for a good beetdown.

Mechanically, the game boils down to “Explorer planets toward a mission within a time limit, try and improve your ship and weapons within the limitations of the system’s store/loot, and things slowly get tighter and more tactical as you go on.” and part of the problem describing this well is that, while everything’s open (You know, for example, the damage ranges of your weapons fairly well, even before crafting them), if you’re not paying attention to this from the start, you’re going to run into problems later on. My first play, for example, started running into game overs about four or five missions in, as I’d sped through the missions, and not, for example, ground out the money with the spare time I had to improve my ship enough. I could have reloaded, but by that point, I’d already fallen into the urgency trap.

And this is a shame for me, because the game, like its prequel, has some charm to it. Visually, its simple and clear aesthetic is nice, its music is riffing on space opera, and the story also riffs on space opera in an often comedic manner, as the two heroines bumble their way about the universe looking for their grandfather, perhaps creating more problems than they solve. There’s a variety to the weapons within their basic groups, and systems are easy to understand, but success involves balancing these “simple” systems together, and that’s where the difficulty lies.

Exploring a planet generally takes 2 sols (1 to get there, 1 to explore.) So you can see there’s often a *reason* for urgency. Which can be tricksy.

Limited crew slots means you’re balancing goals, such as research, crafting of new weapons, and, for the most part, repair and refuelling in the early game means spending a day or two heading back to the starbase in the system. So, in one sense, the entire game is the balancing of these simple systems so as to not have mistakes that snowball. And this is what might put people off, that, while there are multiple paths to success (Being tanky as hell, being extra-shooty, special abilities, more crew = more guns), mistakes have a nasty habit of snowballing insidiously.

If you played and enjoyed Holy Potatoes! A Weapon Shop?! Then you will definitely enjoy We’re In Space?! , as it’s roughly the same tactical and strategic RPG concepts, the same balancing of “simple and clear” elements within a relatively strict time limit, the same random events, clear art style, charming and highly referential writing, but dressed up in a space opera leotard and packing laser beams and missiles instead of swords. If you haven’t, We’re In Space?! Has a demo, and it’s worth a look if you like simulation and “simple” SRPG type games. Which are still complex enough in how they work that a reviewer like me struggles to describe how it’s actually quite complex and interesting.

The game establishes its charm and reference quality early on by having a Quantum Cat. Yes, I *know* all cats are Quantum Cats, but this one’s more *obvious* about it.

The Mad Welshman stared at the store display. Damn, he couldn’t afford both Extra Train Tracks and Better Rope. Decisions, decisions…

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Going Back – Adam Wolfe

Source: Review Copy
Price: £4.79 for Episode 1, £14.99 for all 4 episodes.
Where To Get It: Steam

It may come as a surprise that this is a going back, considering my long held opinions on the state of Hidden Object Puzzle Adventures (Often bad with colourblindness, puzzles that make no sense in the context, extremely thin story that doesn’t have a great track record with treating women well, despite being marketed to said women for the most part), but this one, I feel, deserves it for, at the very least, being less egregious about it. In fact, I’d go so far as to say the game is enjoyable. So let’s unpack that.

This is, surprisingly, not quite how it seems. And a reason why I’m somewhat fond of Episode 1.

Adam Wolfe is an episodic hidden object puzzle adventure game… Which seems to tend more toward the adventure end than the hidden object end. Why? Because every puzzle I’ve seen so far has context, even if the puzzles, on closer examination, can seem a little silly, and a few have colourblindness problems. Can’t win ’em all. The final episode was released in November 2016, and I was approached to review it last week.

Episode 1 is a pretty strong start in many respects. The only traditional hidden object puzzle is, amusingly enough, when Adam tips out the junk from moving (Including, for some reason, a pizza box… For shame, Adam!), and this is somewhat less traditional in that it has a strict order, as Adam recalls various things. Still keep only one item, but fine, like I said, can’t win ’em all. The rest are more like forensic puzzles, in which Adam uses a mysterrrrrious watch to try and recreate crime scenes. He doesn’t even get all of them right, in the end, which is a nice touch.

There is a reason, later on, I say this should have been spotted before release. No other episode does this. Also, the file is above the lockbox. See if you can spot it.

But Episode 2, sadly, brings things back to form with a hidden object puzzle where not only are objects, unlike the other episodes, clearly a little glitched (“I’m looking for a %FILE% to do the thing”), there is a puzzle where Adam Wolfe finds a variety of objects to try and open a small lockbox, before eventually settling on the only one that works, a hammer. Adam’s an ex-cop. Which makes this hidden object puzzle, again with its strict order, all the more heartbreakingly stupid and obvious padding. Oh, and that file wasn’t visible without a guide, another common problem with HOPA puzzles.

The rest of the episodes, though, seem fine, for a HOPA… And this is where I go back to a macro-view of the game, because it’s more important to clarify what goes well, what goes the same, and what’s flawed, to highlight that, for all its flaws, Adam Wolfe is a step forward in terms of Hidden Object Puzzle Adventures. Firstly, the story, while another supernatural mystery, is specifically patterned after supernatural mystery shows, taking the episodic pacing cues from the genre, along with a more action based story which makes sense in the context. The cast gets less diverse from Episode 2 onwards, sadly, but considering how often HOPAs don’t really write characters well at all, especially women and folks of colour? I’m actually okay with this. I liked that the villains are all white men, effectively. I liked how most of the characters feel like people, and not just “Plot Device X” (I’m not saying all, but most. Some really are just there to be obstacles or exposition.)

Yes, there are still highly silly puzzle locks like this. But, again, they’re less egregious, and more often, this kind of symbol hunting is restricted to, for example, a ritual binding.

Similarly, it’s a step forward to limit the magical protagonist power that all HOPA protagonists seem to have (Never explained, never given context) to the magical end of things (Rituals, spectral signatures, bindings.) The puzzles still feel a bit silly, but they’re less silly than “Oh, hey, a drawing of a bat, that’s exactly what I’m looking for!” It’s good to see this experimentation, like “I need to collect things that make up one object”, rather than “I am going to collect all these things, and keep one object” (Which, sadly, still happens in Adam Wolfe too, but is at least sometimes given context. Baby steps.) Equally interesting to see are the QTE segments. Now, yes, QTEs can be good or bad, and Adam Wolfe’s are mostly in that middle ground of “Clunky, but entertaining”, but, again, this is a step forward. This is something new, being tried in a genre which, as a whole, prefers to crank out three a year of the same kind of thing.

Again, some of these puzzles could have been more clear (There’s rarely consequence for failure, but it does lead to some irritable clicking or mouse moving when no, you’re not told what to shoot, or you’re shown glowies when you’re actually meant to continue to shoot the bad time-wizard, or the like) and hints aren’t always helpful, but, in the end, here’s my summary of Adam Wolfe: For all that it still has some flaws of the HOPA genre at large, it experiments, it tries to emulate a genre of media and mostly succeeds, it tries to give puzzles context and change up the puzzle format and at least half succeeds, and it does enough interesting things that I am perfectly willing, despite my dislike of the HOPA genre’s stagnancy, to say that this game both deserves a playthrough, and this Going Back article. It’s not an amazing game. If it weren’t for episode 2’s highlighting of flaws and bugs that should have been noticed before release, I would say it was a “Highly enjoyable” game (In-between Good and Great, if you’re curious.) But it is by no means a bad game, and I would say that other HOPA developers, current and prospective, would want to look at Adam Wolfe and consider…

I couldn’t really leave this review without a screenshot of one of the fight sequences. Okay, yes, it’s not quite Super PunchOut. But it didn’t *feel* bad to play, and I am content with that.

“…Hey, this guy who dislikes HOPAs is saying the word ‘like’ more, maybe we should ask why?”

The Mad Welshman cannot peel hamburgers off adverts to feed his constant hunger, why should a HOPA protagonist have it any easier?

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On Games Journalism – Valve’s Future

It’s interesting to note the changes to Steam being talked about by fellow game journalists (Relevant video links w/their names) Jim “Fucking” Sterling “, Son” , John “Total Biscuit” Bain, and, of course, many others, because, for all that TMW is a relatively small critical outpost, yes, these proposed changes, if they go through, if they work, may well be positive changes. So, let’s talk about a few of them, and how they could, potentially, make life a little bit easier for us games writers.

Cleanlight, and Steam Explorers

Greenlight, and the Discovery Queue in general, have not, sadly, been tools this writer has been using a heck of a lot, at least partly because… They’re not exactly terribly helpful to me. As noted in the previous On Games Journalism, my modus operandi, fortnight to fortnight, is to go through the “New Releases” tab (Easy as it is to fi- Ahahaha no, it only just passes my “3 interactions at max” UI test for games, and is not the most visible “feature”), and the Discovery Queue… Mostly tries to get me to try AAA games (Which I can ill afford), or things that, at best, would be good for a Going Back. At worst, I can go an entire Queue without seeing anything that even vaguely interests.

Nier: Automata. Critically acclamed, but sadly, too much for my wallet, and let’s face it, if you’re reading the site, odds are high you already like it. Also, I’d be a *tadge* late on that review, don’t you think?

More transparency in how it arrives at these conclusions would be highly useful. As to Greenlight, sadly, most of the time, I get my word about good things to greenlight via word of mouth, and it has been demonstrably proven that yes, there is an asset-flip problem. The news that Steam is tending toward lower figures on Steam Direct, and the frankly unsurprising revelation that bigger companies appear to have been tending against the lower figures, are respectively okay news, and unsurprising news.

So, as presented by Mr. Sterling, Steam Explorers is for exploring things with low sales that may (or may not) deserve such low sales. It’s not an initiative I personally expect to actually happen (Being, as has been noted in the past, a cynical auld so-and-so), but if it does, it definitely has potential. I’m somewhat more wary of incentivising the system, as that’s a sub-feature that definitely needs a delicate touch (Nothing so simple as “You get store credit for every X thumbs up”, because, let’s face it, that’s going to go tits up rather quickly. Extended refund time, however, would somewhat help.)

More Transparency!

As noted, it has also been proposed that more detailed game data would be publically available. How many buy the game? How many finish the game they buy? And so on would be very useful. I’m all for transparency, because, honestly, I can see quite a few benefits, and the countering of quite a few negatives. It’s useful from an academic standpoint, extra tools in a game historian’s toolbox. It’s useful from a reviewer’s standpoint, perhaps, if you look at the data, giving you fair warning that something does not, in fact, Get Better Later, and…

A prime bit of “Sizzle” from Nintendo’s BotW Review Roundup. GAME IS AWESOME (No Information Why.) Sadly, BotW is not on PC, and I don’t give Pretty Numbers, otherwise it would have gotten a 7/10 (Quite good, but not the Second Coming)

…It helps cut down on some of the shady bullshit that, sadly, happens. SURVEY YOUR COMPETITORS! By, instead of faking surveys to each other (No names named, but you know who you are), actually looking at the data. SOLD UMPTY MILLION COPIES… But returns are also noted, and right where everybody can see them. Along with the “Played for ten minutes, because the game was released in an unplayable state.” I don’t need to name names there, because said names have been shrieked to the rooftops from day one to week twelve, on average. Sizzle, that practice of content free fluff cherry picking the Good Reviews, could potentially be cut down.

All of this, sadly, is potential. We won’t know, until it actually hits, what form this could take. But you can guarantee I’m keeping at least one sleepy eye on that.

Curation Improvements?

I put a question mark here because Curation is one of those features that… Never really took off. I use it myself, but, right now, it’s another social media tool in my toolbox that doesn’t perform nearly as well as other social media tools in my toolbox. But, if what I’m hearing is correct, then it could well prove more useful. While also giving me more work. I’m looking at my current docket when I say that, and sort of sighing. There is such a thing as too much of a good thing.

But in any case, things currently on the table include better organisation and customisation of a Curator page, so, if you’re sad that you want to find a genre of game on TMW, but can’t (I’m still working on a good solution there, not helped by the fact that genre’s a little tough to pin down with a lot of the things I review), then the Curation changes might well help with that. I’m less enthused about “Top Tens” and other such things, due to my noted antipathy toward Pretty Numbers That Don’t Really Mean Anything Two Weeks Later, but hey, I’m sure that’ll prove useful to other writers who do like Pretty Numbers. Go them.

Part of last month’s curation. I mean, they’re good games, Danforth, but wouldn’t it be nice if you could look back and see what *else* I liked in that genre? Yeaaaah…

Also of interest is the idea of review copies directly being sent through Steam via the Curation page. With the possibility of refusal. This is a feature I’m fond of, not because it cuts down on the amount of work I do hunting said folks down and informally, but politely asking for review copies, but because it would potentially cut down at least some of the waiting and ambiguity that comes with said requests (Which is highly stressful.) As an aside, I love all of the folks who’ve replied positively, and especially the ones brave enough to reach out with something they think I’d like, but weren’t sure. Props to all of you.

So, it should be noted this is pretty brief. I’ve linked Mr. Sterling and Mr. Bain’s videos (and again!), which themselves provide their own personal opinions (And ones much closer to the ground floor, since they were invited to talks on these subjects), but… If these things happen, they definitely have potential, and I’m certainly willing to give all this a chance.

Just like Mr. Sterling, I’m not exactly hot on companies providing compensation for review as a feature, as I’d rather keep that to my already stated maximums, with a minimum of, of course, nothing. I’d much rather ensure that readers who like my work and my approach do that. Speaking of, there are ways to support TMW, and if you liked this article, maybe you should check some of them out?

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100 Ft Robot Golf (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam, Humble Store

100 Ft Robot Golf is not so much a golf game with giant stompy robots, as a giant stompy robot game with golf. It’s a relaxing experience, even if it’s not quite the one you might expect.

But is it a good game? It’s an okay game. More importantly, it’s a fairly relaxing game, and I’m 100% down for that. So let’s talk about some things.

Like I said… it’s *relaxing*

Let’s start with how the mechanics interact in ways that seem counter to conventional wisdom. Yes, you have special weapons. But odds are high you’re not going to be affecting the other players with them. No, your weapons are best for blowing up buildings that are in your way, and thus clearing up a shot that otherwise would have slowed you down. There is no turn taking, and it’s effectively a race to the finish line, but if you’re even halfway good at golf games, quickly lining up swings should be no problem, even with the fact that each type of mech has a different system that effectively amounts to “How accurate was this shot?” And dickery such as the Kuvo maneuver, where you block the ball with your giant metal body, is perfectly acceptable so long as you have the skill to pull it off.

So the game isn’t complicated, and it isn’t as bloodthirsty as you’d think. Similarly, the story is a lighthearted riffing on the silliest parts of 90s anime: Max and Vahnija, one of whom is a failed golfing host (Because Robot Golf blew up the moon), and one of whom now owns Robot Golfing (despite not being that good a Robot Golfer) organise a new tournament, bringing talent both old and new, while they have… A NEFARIOUS PLAN, AHAHAHAAAA (Ehehehehee!)! Meanwhile, the NGDL , led by Panzato and Dando, are finally ready to enact… Project C. Project C are good dogs, yes they are, they’re such good dogs, gooood dogs. It’s dumb, it’s deliberately hammy, and it somehow still makes a sort of sense despite being deliberately written how 90s anime is often perceived (A mess of threads that somehow clash together for a BIG FINISH.)

See? They’re good dogs. And one of them is *Welsh* ! <3

The thing is, I could go on for a very long time about things like the visual design (Slightly janky, but charming), the sound design and voicework that went into this game (Deliberately, as before, aimed at that 90s Anime aesthetic, while also being aimed at parodying how golf commentary struggles to be exciting), and how little touches like how even the quickplay versus mode has little anime style “LAST EPISODE” blurbs add that touch more charm, but in the end, you’re either going to love it or hate it. The campaign takes something like 3 or 4 hours to complete (true ending and all), and, after that, it’s unlocking skins, playing with friends, and maybe replaying for the plot, and you know what?

I am A-okay with that. You might not be, and I respect that. But 100 Ft Robot Golf, to me, is a relaxing, relatively nonviolent time despite, y’know, explosions and buildings being destroyed, and it has a charm that I can’t help but like.

Even the customisation has some small charm to it. Remember, Support Esports!

Also, y’know, they’re good dogs, Dante. They’re good dogs, Danforth.

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