So, about a year and a half ago, I reviewed Final Fantasy XIV: A Realm Reborn. I was trying it after coming off of two other MMOs that I had been reasonably impressed with, because it was on sale and because I knew other people who played it and found enjoyment in it. I came away from FFXIV also being reasonably impressed with it, though, at the time, less so than I had been with other games. In all fairness, I attributed part of this to MMO burnout, but even then I had pretty much made the decision that FFXIV was a game I was going to put a couple months into, maybe level a character up to the maximum level, finish the main plot, and then leave it in favor of something a bit more single-player.
Eighteen months later, I’m still playing it.
Continue reading “Bonus Turn – Final Fantasy XIV: Heavensward”
Every so often a game comes along that presents a series of choices to me, the player, that I absolutely agonize over. This isn’t completely because of the immediate consequences of those actions, which are usually pretty obvious, but more because I know that the choices are going to have an additional level of unforeseen consequences much further down the line. Games like this make me sit there on the dreaded ‘branching choice selection screen’ for an embarrassing number of minutes because I know that no matter what decision I end up making about my character’s immediate future, I am going to regret it in some manner down the line.
It’s interesting to me, then, that as rare as it is to have a game do that to me, I have managed to play two of them in quick succession. One of them was from a very expected source. Dragon Age: Inquisition was a game that I always expected to provoke this reaction, this choice-anxiety in me. Player choice in narrative is kind of Bioware’s thing, after all. It’s what they do. Even if no other part of the game lived up to my expectations of it, I had been confident even without playing it yet that Inquisition would give me personal narrative by way of selecting exactly which part of my emotional gut I wanted to be punched in.
Continue reading “Life is Strange: Choices and Consequences”
In this day and age, it is very, very hard to go into a game completely blind. Even if a person doesn’t read reviews or anything, just the act of looking up a game online for purchase will expose you to some kind of rating or opinion on the game. Personally, I’m mostly okay with that. I do my research, and, I mean, I write these articles to let other people know whether I think a game is worth their time, as well.
It really surprised me, then, that there was a game that I hadn’t heard any buzz about before it was released. Even more so because it was from the fairly high-profile team that had created Bastion, which was itself something of a sleeper hit a couple of years ago. As it was also one of the first fairly high-profile indie games to hit the latest generation of consoles, I figured I would check it out and see what it was all about.
Continue reading “Opening Turn: Transistor”