Friday, 25 December 2015
How Papers, Please managed to create more memorable characters than Naruto: Characterisation and its relation to Plot and World Building
Monday, 14 December 2015
Valiant Effort: The Great Failure - A Review of Valiant Hearts: The Great War
This game is terribly dull - not a single puzzle can be considered fun and some like the button QTEs are overly simplistic and annoying. The puzzles are very, very brainless, consisting of mostly QTEs, fetch quests, and reaction puzzles. Any puzzle you are unable to solve is probably due to bad game design; for instance, there was one puzzle in Chapter 3 where you needed to create a diamond shaped object, I handed in a square and was denied, and only the diamond is accepted. The characters' individual 'powers' make little sense, because apparently only the old grandpa with the big ladle can dig through mud but the muscular soldier cannot pick up a shovel and do the same, or why does one character has a pair of pliers that never breaks while all the others can only pick up one use pliers to force the problems unto the player instead of presenting interesting puzzles. This necessity for detailed solutions shows how lack of attention to details game designers gave it. Thankfully the game is very forgiving with checkpoints, and frequent deaths due to unfair situations can be forgiven. Simple and forgiving however, makes a good game for children.
The collectibles contribute absolutely nothing to the story, and I feel they are just added to pretend that there is a replay element when there really is not. If you need a game that has a lot of padding to distract your children, tell them they have to collect all the collectibles and remember some of the factoids to get a present. Sometimes, these trinkets you collect are immersion breaking too - why would you bend down and collect a small trinket amidst gunfire, or running to save someone crying for help? For a 'completionist' run one would have to ignore all logic in situation and try to search for places that these meaningless items are hidden, why such an option is added is puzzling. All it is, I think, is useless padding to make the game seem longer.
The narrative in this game is so atrocious that the game feels like an afterthought than an integral part of the plot. It seems like the developers were thinking, how do we make this game an arbitrary length long so that it can justify the price tag, instead of thinking of how the game-play can help to complement the story. There is so much wrong with the narrative that I don't think the game should have been made in the first place. It was a very disturbing experience for me, but probably not in the way the developers wanted. I wrote this review concurrently while playing the game, not because I wanted to write a review, but I felt the need for a rant every time the game breaks me out of the immersion. As for the story, I think it is good, the message is good, but it is honestly nothing exceptional and I would have rewritten some parts of the ending just to knit together some game-play elements and the story to better create that devastating sensation felt from the quote uttered at the end "War makes men mad". The game has a message, but it is as though the developers did not understand that message themselves at all. Chapter 4 is probably the best chapter, but the whole game could have been condensed into a much shorter experience to make Chapter 4 feel more impactful - because a bored man can't feel any other emotions, he just feels bored.
Wednesday, 9 December 2015
FFXIV and the changing nature of summons
Tuesday, 17 November 2015
Beauty and Gym
Why One Piece's ending will be not as epic as it should have been
Saturday, 26 September 2015
Lovers in a Dangerous Spacetime
I haven't felt so much doubt about singlehood ever since I watched Her by Spike Jonze. The feeling that something is missing, after seeing such a perfect game yet not have someone right to play it with - it just feels like I'm looking at a loving couple at the altar, burning with envy and wondering why can't I have a life like that. What this shows, I guess, is that Games, truly can be and should be considered Art forms, especially something like this - and most importantly, an Art that is not like films or dramas. A game shouldn't need long cutscenes and plots filled with twists to pretend it is a movie or anything. Instead, I think a Game can only be considered Art when the interactive, the 'playing' of the game, is invoked, It makes the player not only immersed in the experience but also involved in how the game is played out. Lovers in a Dangerous Spacetime is truly a stroke of genius, a work of Art. I hope the studio continues to make such games in the future.
Friday, 11 September 2015
Post GE2015 thoughts on snobbishness and freedom of speech
Saturday, 28 February 2015
Laments: Authority over Memory
When a piece of writing calls itself an autobiography, memoir, reflections, it becomes impossible (unless if one is a mind reader) for an outsider to grapple with the ‘truthfulness’ of the information conveyed – memory has a special kind of authority that is hard to topple because memory is personal and inaccessible without first being filtered through the mind of the person who holds those memories. Memory grants the autobiographer or memorist almost absolute power over the reader and it intimidates us into not judging – because we are unable to create an equally authentic alternative, due to the fact that we did not physically live in the world the author has reconstructed.
Tuesday, 10 February 2015
Changing nature of Prostitution in Geylang
Keywords: Power relations, control, organisation, social backlash, shifting patterns, negotiations
Practical tools to clamp down on freelancers - use of security cameras at every corner, brighter lightings (?) to shy away illegal freelancers. Symbols of the state's power to observe and control? Foucault?
Clandestine prostitutes forced into bars, karaoke lounges, or under the control of a pimp to continue to sell. Turning prostitution into an organised activity that is easier to monitor and control.
New third party (bar owners, karaoke owners, new pimps) now involved between this once solo-operational freelancers to use as point of contact/ control. Also a figurehead to blame if issurs pertaining eg. moral, std, pop up.
Does this prove my previous point that the state is not inherently concerned with social issues, but more of social backlashes from people? Populism sentiments rising within the party-state?
What is the relationship between the state/police and these third party figureheads? Wary frienemies? Marriages of convenience?
What can we read about the state? Power seeping into every crook and nanny of society - confining a vice to a small area and impose newer ways to futher control it.
Double whammy of vice control in same time period? Anti-prostitution + anti-alcohol. Common area of confinememt also?
On the economic side - how will this affect Geylang's economy? More businesses at bars, karaokes and legal brothels going into accountable GDP? Or banning reducing the general crowd to geylang (together with alcohol ban).
Who does this benefit? If this diverts business to organised prostitution (both legal, illegal; and both direct and indirect), the people with the economic and social capability to control such organisations will definitely benefit. Secret societies rising in power? Why? Through negotiation of power with the state? How is the police/ state involved in all this? (Not implying corruption, simply negotiation and changing power relations).
[I don't have time to write these into proper arguments now. Will do so when I am free.]