Randy Pitchford’s Wild Ride
“This is not a sex worker, this is a fucking magician!”
“This is not a sex worker, this is a fucking magician!”
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In 2007, Bungie announced to an applauding audience of employees that the corporate yolk of oppression had been lifted. Microsoft, their glaring down corporate overlords, had been appeased. The great departure of this studio that produced the single greatest killer software of the original Xbox in Halo: Combat Evolved had cleared its final hurdle. And with it, they made a new deal with Activision, one that would allow them to keep full ownership of this grand new IP.
There’s a quote from the film Safety Not Guaranteed that says “there’s not sense in nonsense, especially when the heat’s hot.” YIIK A Post Modern RPG throws this concept completely out the window. Though the heat is hot in Frankton during the 25 plus hours you’ll play this game, you’ll experience nothing but wonderfully crafted nonsense.
As I reflect on how amazing the video game collection I saw was and yearn over having my own collection someday, I fear with the way our industry is going that this is the type of collection that will slowly have fade to memory and become extinct.
Vane is an immersive, art driven third person puzzle/platformer and is the second game released by Tokyo based indie developer Friend & Foe Games. First debuted at PSX in 2016, and even featured on Sony's main stage at PSX 2017, Vane is the ambitious result of three years of painstaking work by just five artists and programmers. The developers have sought to create the ultimate connection between player and world. Immersion breaking elements such as a heads up display, conspicuous hints or unnatural queues in the right direction have been altogether removed in an attempt to bridge the gap between those controlling the game and their discoveries. Progress and puzzle completion are meant to feel truly rewarding. The team at Friend & Foe have succeeded in their goal, but at a serious detriment to any enjoyment you may have had with Vane.
With a few tweaks to the control scheme, it’s very possible that Tarkus will become a massive hit, especially if any of the fantastic enemies featured by the developer make it into the final game.
What Never Was is a story driven puzzle game that feels like it could be a chapter right out of What Remains of Edith Finch.
Blake J. Harris is the author of Console Wars and The History of the Future. Console Wars is now being adapted for TV, produced by Seth Rogen and Evan Goldberg.