dorchadas: (Chrono Trigger Campfire Scene)
Was thinking lately about the problems I have with so many survival games and I realized that it comes down to a lack of being punished by the indifferent gods.

Okay, so like I wrote about in my recent gameing update, I've been playing Project Zomboid. It's a lot of fun, but it has a lot of limitations, and I've had some of the veil pulled back in how the game's simulation actually works and now I can't unsee it. For example, by default, zombies sort themselves into small groups that are roughly equidistant from each other, and they'll migrate to nearby areas with no zombies. But, crucially, they'll only migrate the equivalent of a few hundred meters, because the only area that's simulated is the area that far around the character. There's a mod called Wandering Zombies that cause zombies to wander around a bit more, and it does mean I need to be a bit more careful about stragglers and zombies having shown up near houses I've cleared, but it still can't cause zombies to wander too far away. The giant horde coming toward the protagonists' safehouse, one of the staple tropes of zombie fiction, is impossible in Project Zomboid because there are no far-away horde movement mechanics. If you clear out the area near your base, base defenses are useless because no zombie will ever find you.

Zomboid gets around this by just having zombies respawn, which is pretty gamey in a game that tries hard for verisimilitude.

Cataclysm has similar problems. It also only simulates the area near the player, but while it does have horde mechanics, the area it simulates is small enough that it's very possible if you have a large enough base that hordes would appear on the edge of the simulated area which could be inside your defenses. To deal with this, hordes were changed to prefer roads and city centers, but that leads to the same problem as Zomboid, where if you build your base away from a zombie hotspot--the obvious thing to do--you can farm and play post-apocalyptic Stardew Valley without a care. In a game about the inevitable decline of the world, nothing dangerous will come to you unless you go seek it out.

Unreal World has a similar but different problem, which is that the early game is a brutal struggle for survival as you try to carve a homestead out of the unforgiving wilderness but once you do, once you have a small cabin and food stored in your food cellar for the winter and some traps set out for animals, you usually wonder "Well...now what do I do?" and stop playing. I've done that several times and never actually played through winter because I knew I would survive and it would take months of the exact same gameplay to get there. I didn't have to worry about any trouble unless I made it for myself.

And that's my problem. City-builders are very good about providing unexpected challenges that you need to have the resilience to beat, like Timberborn's droughts and Badtide or SimCity's disasters, but a lot of survival games don't seem to have anything like that even when it would be appropriate. Now, I know that some of this is because these are games and if you sow an entire field and it all dies to drought, you're just going to quit the game rather than try to recover from it the way that our ancestors did. But it's very weird to me in a game that's about the zombie apocalypse you can avoid most of the tropes that are central to zombie apocalypse fiction. Zomboid doesn't have NPCs (they've been promising them for 12 years...), which means there's no raiders, there's no person who joins the group while hiding a bite, there's no conflict over who has to do what jobs. It has no wandering hordes so bases are totally safe. Cataclysm has multiple interdimensional invaders fighting over the Earth, except none of them actually fight unless they happen to spawn near each other and you can likewise just ignore most of them unless you deliberately seek out trouble. Once you've brought in one harvest, you've won the game.

I keep looking at Vintage Story for its robust survival mechanics but that has an entirely separate thing I don't like (it keeps the Minecraft-like system of mobs just spawning in from thin air), so who knows.

Gaming update

2024-Dec-20, Friday 11:34
dorchadas: (Limbo Matter of Time)
Has it really been two weeks since I posted? Wow.

Lately, [instagram.com profile] sashagee has been playing a ton of Infinity Nikki, the open-world magical dress-up game. I've been playing a lot of Project Zomboid, the zombie apocalypse survival game. That led me to updating that old "egirl and her podcaster boyfriend" meme:

Project Zomboid/Infinity Nikki Meme


She's playing a game where you have to help the faewish sprites grant wishes and where you have one outfit that lets you pet floofs after which they bounce around and wag their tails. I'm playing a game where the opening text is a black screen with the words THIS IS HOW YOU DIED. She's playing a game where you have to find the materials to craft the Wishful Aurosa Miracle Outfit to help save Miraland and I'm playing a game where I'm tearing apart furniture in houses to help barricade the windows on my farm-outside-of-town base. She's playing a game where where she traipses through magical forests and fantastic underground grottos, I'm playing a game where walking through the woods between my farmhouse and the nearby town is tense because there could be a zombie that wandered away from the others that'll try to get me.

She's also playing a game where all conflict is solved with "styling challenges" about competing fashions because an ancient curse means anyone who acts violently toward another human is stricken with crippling and possibly lethal pain and there are plots in the series about taking combat drugs to overcome this pain so you can successfully kill people, so I don't want to make the differences too obvious.

I was going to play Citizen Sleeper this month (still need to write my Timberborn review) and still might, but Project Zomboid is sure taking up a lot of my time.
dorchadas: (Awake in the Night)
I'm sorry, ever since I heard what Resident Evil was called in Asia I've thought it was a much better name. The Western name makes sense for the first game, and from what we've seen up the upcoming game it works for that one too, but Biohazard is obviously more fitting for the others.

This is one of the many games I played through in [livejournal.com profile] uriany's basement, along with twenty runs of Chrono Trigger, parts of Resident Evil III, parts of Final Fantasy VIII, and others more numerous to count. I handled most of the action and he handled most of the planning, because I was better at the quick-time events and he was better about remembering where to go and where all the treasures were hidden--and he enjoys watching other people play video games more than I do. After we beat the game and unlocked Mercenaries, for hours at a time we'd trade off and try to get a higher score, spotting each other for chainsaw-wielding murder machines, suggesting routes, and just having a blast. I don't often miss the days before I moved to Japan, but those days just playing games together are one of the things I miss the most.


Ridiculous fishing.

Read more... )
dorchadas: (That is not dead...)
Silent Hill II is one of those games I've always heard good things spoken of as one of the pillars of survival horror, but I've never played it. And I figured I would never play it just because I have so many other games to play, so I listened to the Watch Out for Fireballs episode about it, thought it sounded pretty neat, and let it lie. Then a friend told me that she had copies of Silent Hill II and IV and that she couldn't bring herself to play them and did I want them? I told her that yes, that would be lovely, and when October rolled around I put Mass Effect II down and picked up this appropriately-spooky replacement.

Note that this review will be chock-full of spoilers with no rhyme or reason as to their placement. Like James, you have been warned.


You should have listened to her, James.

Read more... )

Profile

dorchadas: (Default)
dorchadas

May 2025

M T W T F S S
   1 234
5 67 891011
1213 1415161718
19202122232425
262728293031 

Syndicate

RSS Atom