Tumgik
#and (2) it should be an actual dilemma. not a coward cop-out dilemma. i want to examine the ramifications and the ethics
quatregats · 1 month
Text
Hornblower (TV series) would be greatly improved if it just abandoned the books altogether and instead turned into a show about Hornblower and Bunting getting into an exceedingly ideologically-charged relationship
3 notes · View notes
atekasey · 4 years
Text
My Top 5 Games of 2019
As I like to do every year, here’s some collected ramblings about my opinions of some games I played and really liked this year. While there were a lot more than 5 games that I enjoyed this year, I only had strong opinions about these 5. Without further ado, here are my thoughts on my top 5 games of the year of our lord 2019.
DISCO ELYSIUM
Full disclosure: I have not finished Disco Elysium; I am about three quarters of the way through the 3rd day. Regardless, I loved so much of what little I played that I consider it one of the best games of the year, based solely on the world-building and characterizations I’ve encountered so far.
Disco Elysium is an adventure game/RPG where the only stats you build up are personality stats and thought processes, which affects how you talk to people and interact with the environment. The main plot is about you playing as an amnesiac cop tasked with solving a murder at the centre of a labour dispute, but to be honest I couldn't really care less about the main plot. Not to say the plot is bad per se, it just didn't grab me like how the setting and individual characterizations did. The main plot was nothing more than a vehicle for me to explore and find out more about Revachol, its residents, and how all of them came to be who they are. The amazing writing that underpins every interaction is what makes the individual interactions so compelling.
When I woke up every morning (in the game world, mind you), the only thing I wanted to do is talk to people, conveniently ignoring the dialogue choices that furthered the plot until the end of the conversation. The pétanque-playing veterans who have some scathing opinions about communist theory, the paledriver who's mind is corrupted by nostalgia, the mysterious balcony smoker who I later learned was part of the homosexual underground, the Semanese race theorist who I wanted nothing more than to punch in the face if not for my low physical instrument stat, these are just some examples of the extremely varied characters you meet while you investigate some dead dude or whatever, I guess. Speaking of the paledriver, learning about the true nature of the pale from the White Pines rep was a pivotal moment for me personally, as it made the world feel both unique and existentially terrifying. All these little details and more create the rich tapestry that is Disco Elysium. Also, some dude was murdered??? Who cares about that, I need to make my sorry-cop sing depressing karaoke!
I should really get back and finish it.
Tumblr media
CONTROL
I remember the first time I read SCP-087 back in the day, and it introduced me up to the horrifying (and sometimes comedic) world of SCP. For those who don't know SCP (which can stand for "special containment procedures" or "secure, contain, protect", depending where you look), is a collaborative fiction wiki about fake government reports on the supernatural and paranormal. It's the bureaucratic nature of SCPs that really drew me into reading them, making it feel like I was reading real government reports.
So imagine my delighted surprise when I first played Control, I picked up the first of many report-type collectible and saw that it was written almost exactly like an SCP entry. Control is a game that asks "what if the SCP Foundation was a real branch of the US government?" and goes off the deep-end with that premise in the best possible way. The bureaucratic mundanity of the Federal Bureau of Control really shines in these reports, as you read report after report of some other-worldly phenomenon while also reading reports about the monthly book club. Beyond that, actually playing control was fun and engaging... up until the end. Jesse is a great protagonist, and the characters you meet along the way have great personality and give life to the bureau. The Oldest House is a fascinating setting to explore, with it’s brutalist look and nooks and crannies that change and spiral off in otherworldly ways. Unfortunately, for all the build-up the story was leading to, it ends on a pretty lame whimper. But the lackluster ending did not sway my overall love for Control. No one makes games like Remedy at the AAA level, and I'm happy they are making games like Control. I cannot wait for the DLC for this game to get back into it.
Also, the PC version of control does a phenomenal job at showing off how ray-tracing really is the future of lighting and graphics. The real-time reflections alone, where the scene I was watching was reflected almost perfectly on a pane of glass like an actual reflection (in real-time, no less!) was a marvel to look at. And, not since Quake 2 did coloured lighting look so pretty. Suffice to say, Control justified my RTX 2080 purchase single-handedly.
Tumblr media
AI: THE SOMNIUM FILES
I have what one can say a love/hate relationship with the Zero Escape series. The first entry, 9 Hours 9 Persons 9 Doors, is one of my favourite games of all time (currently ranked 3rd, if you care at all, which you probably don't, sorry to bother you), and while the cliffhanger ending of the sequel, Virtue's Last Reward, made me excited to see where the series would go, Zero Time Dilemma ultimately did not offer a satisfying conclusion. Not only did ZTD barely resolve any of the threads started in VLR, but it was a very disappointing conclusion to the entire Zero Escape series as a whole (Junpei and Akane's story just getting a tossed-off mention after you beat the game about how "they lived happily ever after" and nothing else? THEY DESERVED BETTER!). So when it was announced that the creator of the Zero Escape series, Kotaro Uchikoshi, was making a new game called AI: The Somnium Files, I was cautiously optimistic. I hoped ZTD was just a one-off and not indicative of a downward trend starting to happen, and Uchikoshi still had it in him to tell a compelling story.
Very fortunately (for me at least), AI: The Somnium Files delivered in the best possible way, meeting and thoroughly exceeding my expectations.
It took some time before the game adhered itself to me as a truly great game, unlike Zero Escape. In the Zero Escape games, given the Saw-like murder games the characters were forced to participate in, there was an sense of urgency to the story that helped propel it right from minute one. AI, on the other hand, is more procedural, which makes sense given that you're playing as Kaname Date, a cop who has a fake eye that is also an AI named AIBA (trust me, it makes sense in context), trying to solve the murder of his adopted daughter's birth mom. Not to strip the act of murder from the seriousness it deserves, but AI ends up being more lighthearted than the Zero Escape games, which only made me enjoy the game more. AI takes its time to explore it's story and characters, letting scenes breath and focus on characters instead of the mystery at hand, allowing said characters to have more development and growth. I bring this up only so I can talk about Mizuki Okiura, Date's adoptive daughter, who quickly becomes the standout character from the game. A back-talking, street-wise 12-year-old punk who forces her way into becoming Date's "partner" as he unravels an ever-growing conspiracy of politics, missing eyeballs, and twitch streamers (again, please trust me, it makes sense in context).
She also has a lead pipe she likes to beat people with.
Mizuki is the best.
She is THE BEST!
Make an entire game about her YOU COWARDS!!
...Anyways, structurally, AI plays similarly to Zero Escape, but with more adventure game elements to it. You still follow a flow-chart that branches depending on story choices you make, and you need to see all branches to complete the story. Not to keep comparing AI to the Zero Escape games (that's why I'm playing this game, so that's the lens I'm analyzing this game through; this is my essay, I can do what I want, you’re not my real dad), but unlike the Zero Escape games, AI ends on a legitimate, no-fooling, unambiguous happy ending that couldn't have put a bigger smile on my face. Sure, it was corny, but the entire game was corny, and ultimately I didn't care! I was just happy that I wasn't uber-depressed after playing one of Uchikoshi's games! It even ends on a dance number consisting of the entire cast of characters!
AI is a good time all-around!
(Except for the murders. Those are bad...probably...)
Tumblr media
RED DEAD REDEMPTION 2
Yes, this game came out last year, but honestly I don't care. I played it this year and that's all that matters. However, as I am coming to this game later than most, most of what can be said about Red Dead 2 has already been said by way smarter people than I am, so I won't retread any of that well-trodden ground. So, I'll keep this short: Arthur Morgan's journey is one of the best told story in AAA gaming to date, and never have I felt more like a rustic cowboy wandering the the old west. People harped on the sluggish nature of the controls, but I honestly liked it, as it added to that feeling of being a wandering cowboy. I took my time meandering through the the forests of Roanoke Ridge, the deserts of New Austin, and the red earth of Scarlet Meadows. There was nothing more that I enjoyed in this game than gearing up, getting on my horse and just riding aimlessly until I encountered something that catches my attention, whether that be a 3-star animal, a legendary fish, or even a dilapidated church on a civil war battlefield. I put in well over 100 hours on PS4 earlier this year, and I've put in another 100+ hours on PC, and I don't see myself putting it down anytime soon.
Fucking superb, you funky little cowboy game.
Tumblr media
OUTER WILDS
Outer Wilds is not only the best game of 2019, but probably one of my top 5 favourite games of all time. It's hard to describe what makes Outer Wilds a truly one-of-a-kind experience for me without spoiling the ending. It's a game driven purely by exploration and discovery. Knowledge of the world and how it works is the sole "progression" system in the entire game; so much so that you can beat it in your very first first session if you happened to have the discoveries spoiled for you. Go into as blind as possible, that’s what I did and it made the experience all the more special. Play this game, you will not be disappointed.
At this point, I will be spoiling the major parts of the story of Outer Wilds, primarily the ending, because it is the thing that I have not been able to stop thinking about since I first experienced it. Be warned that there be major spoilers beyond this point. Given that Outer Wilds is all about discovery, I highly recommend you do not read anything beyond this point if you haven't beaten it. Again, play this game, you will not be disappointed.
One of my earliest existential fears was when I learned about the lifespan of stars in the second grade. I remember it vividly: sitting in class, hearing my teacher describe the stages of a star's life, going from normal-sized star to red giant, then eventually to a supernova, then explaining that will happen to our Sun as well. The dawning realization that the Sun will grow to a size that will envelop the Earth terrified me beyond anything that has ever terrified me up until that point in my albeit short life. I couldn't sleep for days without fearing that the sun will expand, consume the Earth and burn everyone I ever loved alive. It didn't matter that my teacher said it would take millions upon millions of years before the Sun ever reached this stage, this was my single-biggest fear.
Fast-forward 23 years later to beginning of June of 2019, I pick up Outer Wilds based on the buzz the game was getting. I knew the game was based around a time-loop à la Majora’s Mask, but had no idea about one of it’s biggest “mechanics,” so to speak. My first few runs in that game resulted in premature deaths, so it took me a little bit to realize that the Sun explodes after 22 minutes and envelops everything in a fiery blaze. Seeing my childhood fear unfolding right in from of me just drove me to unravel the mysteries of the universe I inhabited, if nothing more so that I could find a way to stop it. As I learned more about the ostensible precursor race, the Nomai, whom were fixated on finding something called the Eye of the Universe but perished before they could find it, I got it in my head that, if I can just do what the Nomai failed to do, I could stop all of this from happening. Every time the time loop started, I would run out into space and unraveling the mystery further and further, each time being obliterated by the sun at the end of 22 minutes (or dying in a really stupid physics-y way), getting closer and closer to finding out what’s really going on.
Eventually, I discovered enough information to accomplish the task of reaching the Eye of the Universe: I found the coordinates of the Eye, a ship with the necessary warp-drive to get there, and a power source to make it all happen. With the keys in-hand to finally unlocking the answer to this mystery, I set off on what would be my final run: I performed the necessary tasks, said one last goodbye to the Solar System, and barreled into what I would eventually learn is the quantum singularity of time and space, a.k.a the Eye of the Universe. I stepped out into a vast, cold emptiness of quantum existence that was the Eye and wondered around, looking for something, anything. After falling through what seemed to be a quantum vortex, I eventually found a museum not unlike the one you find at the beginning of the game; a museum that is part of the tutorial for the game. This museum contains a picture at the entrance showcasing the founders of the Outer Wilds Ventures space program, the in-universe space program your nameless, faceless alien character is a part of. However, in this quantum facsimile of this tutorial museum, which is cloaked in darkness save for the sole light emanating from your spacesuit, you're positioned to see the same picture you saw at the beginning of the game, only this time a new caption appears when inspecting it:
"Outer Wilds Ventures was founded by Feldspar, Gossan, Slate, and Hornfels to explore a solar system at the end of the universe."
Tumblr media
I'm not trying to be hyperbolic when I say that: reading that caption started to make me go through the 5 stages of grief. I was immediately in denial of what I just read. “How could the universe be ending? The Hearthians just started their space program! How unfair it is for them for the universe they were just about to explore to end like that! Also, this is a video game! You’re supposed to give me the feel-good ending of being the hero and stopping the universe-ending event from ever happening!” As I explored the quantum museum more, the fact that the universe actually ending became more and more apparent and harder to ignore. Then, I recalled pieces of information I encountered during my travels that hinted (or plainly stated and I was too deluded to acknowledge them) that the universe was ending, and transitioned to the 2nd stage of grief: anger. Anger at myself for missing something so obvious and deluding myself into thinking that I could enact change on such a cosmic scale. I quickly entered the 3rd stage, bargaining, as I tried to snap myself out of it. “The game was pulling a fast one on me,” I told myself, “I hadn't reached the "end" of the ending yet, maybe I'm getting ahead of myself. Let’s not count all our chickens before they hatch!” I interacted with with the final prompt in the quantum museum, which transported me to a forest filled with galaxies. One by one, I watched these galaxies explode and fade from existence, until all that was left was darkness. It was at this point, I truly realized there was no stopping this, and I transitioned into the 4th stage: depression.
Through my depression, I stumbled across the dark, quantum glade to where I eventually found a quantum facsimile of myself, which no joke spooked me. Then all of a sudden, a campfire appears. The game asks me to settle, roasts some marshmallows, which I do, I guess. “What else can I do? It’s all pointless, the universe is over!” As I roast marshmallow after marshmallow, I'm eventually joined by a facsimile of the first Outer Wilds Ventures companion I met after launching into the stars for the first time: Esker. Esker  (”Feskermile? does that work?”) wants me to gather all the other facsimiles of the Outer Wilds Ventures folk I’ve met during my travels and have one last campfire jamboree. Still feeling defeated and hopeless, I begrudgingly set out into the darkness of the quantum forest to find Feldspar, Gabbro, Chert, and Riebeck, along with Solanum, the kinda-but-not-really-last-living Nomai I met on the Quantum Moon. Once everyone was gathered around the campfire, they started played the tune I've heard all throughout my travels in the solar system. A melody that immediately starts flooding my brain with memories of my adventures: seeing the islands of Giant’s Deep being flung into space by a storm of tornadoes; the asteroids of Hollow’s Lantern destroying the surface of Brittle Hollow, revealing a black hole core; traversing the endless fog of Dark Bramble while dodging giant eldritch anglerfish; watching the sand majestically trade places between the hourglass twins. All of these memories and more came rushing to the forefront of my mind as I listened to the characters I’ve come to know and love play the same blissful tune that propelled me on my journey up until this exact point.
As the members of the Outer Wilds Ventures space program and the both-living-and-dead Nomai finished playing their song, a new universe is born from the ashes of the doomed universe we're all currently in, which indicated to me that this is truly the end, not just for the universe, but also for the game in general. So, with a heavy sigh, I went around the campfire one last time and spoke with every character as a way to say goodbye. It was when I talked to Riebeck, the ever-optimistic banjo player, that I finally transitioned into the 5th and last stage of grief: acceptance.
"The past is past, now, but that's... you know, that's okay! It's never really gone completely. The future is always built on the past, even if we won't get to see it."
Tumblr media
A wave of catharsis washed over my entire being. Grief is a feeling that I never truly felt while playing a video game before playing Outer Wilds. Sure, I've been sad when I character I liked gets killed and the like, but I never experienced grief so profound like the one I felt during the ending of Outer Wilds. It was grief for a universe still teeming with life about to end; it was grief for a species that just started looking at the stars not being able to fully explore their own domain; it was grief for a species that never saw the fruits of their scientific labour; ultimately, it was grief about the inevitability of death. Abject terror flooded my mind when I finally realized that the universe was truly ending and I was powerless to stop it. But that single line of dialogue from Riebeck allowed me to appreciate what was happening. I was finally happy, not because it was truly over, but because I was able to experience everything I did up until the very end. No ending, no matter the cosmic scale of it, can ever take away the memories I had existing in this universe.
With that, I collected myself, took one last look at everyone around the campfire, and collapsed the singularity, ending the current universe and giving birth to a new one, with the clearest sense of purpose I've ever had: I was finally able to confront and conquer one of my biggest fears.
Tumblr media
1 note · View note