2017-Oct-10, Tuesday

dorchadas: (JCDenton)
I was thinking of posting this a few days ago, but I'm glad I waited because something else came up.

The Saturday before last was the 20th anniversary of Fallout, as I was reminded of by this RPS article. I heard of it the way I heard of most new computer games, through PC Gamer and its demo discs. After playing the demo, set in a town called Scrapheap and dealing with conflict between warring gangs, I was hooked. I got the game not long after it came out and played it three or four times before the sequel came out, which I played another half-dozen times. Both of these would foreshadow the thousand hours I spent in Fallout 3 and Fallout: New Vegas.

I remember poring over the character creation screen, picking the Gifted perk because of the bonus to stats, and tagging Speech, Science, and Energy Weapons, thus setting the template of me playing a cerebral sniper/wizard in basically every RPG. The early part of the game was brutal, but I persevered, found a laser gun, talked my way into people's good graces, and eventually made my way into the cathedral where I engaged the final boss in a duel of wits, demonstrated to him the impossibility of his plan, and in his despair, he set off the self-destruct sequence. I beat a boss without firing a shot.

That stuck with me, though mostly nowadays in how rarely games allow it.

I have a half-finished Fallout game on my PC now, where I tried to go through with an unarmed build but gave up because I couldn't find any unarmed weapons. Maybe I should go back to it and try to finish it off. I still remember everything.



Last week Monday was the American release of Castlevania: Symphony of the Night, which I was reminded about by this Retronauts article. When it came out I had no idea it existed--the most recent Castlevania game I had played in 1997 was Dracula's Curse--but [livejournal.com profile] uriany bought it and we played it together. He already knew how to access the inverted castle, and where everything was, so he guided me through the game.

Symphony of the Night is my favorite platformer ever because of the sheer degree of options and the chaos they unleash. It's not hard, but who cares? There are boots that "discretely increases height" that make Alucard's sprite one pixel taller. There's "Alucart" knock-off gear that increases his luck. There's armor that turns Alucard into an Axelord. There's an accessory that shoots lightning. And we killed Dracula with all of them. Balance is worthwhile, but it's not always the most important part of a game and it's possible to have fun without it. The fun in Symphony of the Night is in the variety of possibilities and the sense of discovery.

There's a dodo that drops a sword that spells out VERBOTEN when Alucard swings it. What more do you want? Emoji La



And yesterday was the original release of The Orange Box (RPS link), quite possibly the most dollar value I've ever gotten from a gaming product since Master of Magic. 2007 was when I was heavily into World of Warcraft and my gaming was mostly $15 a month plus the occasional other game--from summer 2007 to summer 2008 is the year I played Xenogears and Ōkami for the first time too--and then the Orange Box came out with Half-Life 2 plus Episodes 1+2, Team Fortress 2, and Portal.

It's funny to think that Half-Life 2 is probably the least consequential of those games, because at the time it felt monumental. That's before Valve stopped making games and before we understood how amazing Portal was. Team Fortress 2 may have since descended into a military-themed haberdashery, but as someone who played a ton of original HL Team Fortress at university, I got hundreds of hours out of it. It was especially fun playing while I was living in Japan. There were two servers I would habitually join. One downloaded roughly 200 sound clips when I first joined and the game was an aural assault of anime quotes spammed by people typing in text commands. The other was silent, organized, and everyone typed "otu" (otu -> お疲れ -> "thanks for your hard work") at the end of every match. It's Japan in microcosm, right in those two servers.

Portal memes were annoying, but the game deserved every bit of mind-share it got in popular culture. It was a complete experience in three hours, funny and charming and a little poignant all at once. I still have the companion cube plushy that [personal profile] schoolpsychnerd snagged during one of its rare periods of availability. I remember friends being envious of it.

Portal II was too long, but Portal is nearly a perfect game.


("Gaming Made Me" comes from a similar feature that RPS does. Links here)