What I’m doing with large stack of unplayed games

Growing up, I didn’t own very many games. Christmases and birthdays gave me an opportunity to ask for new ones, but for the most part, my gaming intake was a slow, unsteady trickle. Because my roster of games stayed pretty tiny, I did my best to play the hell out of each and every one I bought, mastering their intricacies and making an effort to complete even their smallest challenges.

Coupled with an overabundance of free time, this drive to see everything my games had to offer showed me the small, unadorned corners of my favorite releases: I earned each of Star Wars: Rogue Squadron’s nineteen gold medals, I got a Birdie Badge on every single course in Mario Golf, and 100% completed Banjo Kazooie at least twice. I made the most of my every purchase, and I felt good about it.

Unfortunately, my playing habits have changed, and my compulsion to wring every ounce of fun out of my gaming library has long since dissipated. Glancing at my shelf, I estimate that I’ve finished only a little over half of my games. This behavior is a far cry from that of the boy who once spent months (literally months) playing Tony Hawk’s Pro Skater 3 until he beat the game with the entire roster of unlockable characters.

I suppose it’s inevitable that I would change. After all, I don’t have nearly the amount of free time I did when I was twelve, and there are a whole host of reasons why I can’t plumb the depths of Sonic Generations the way I might have been able to ten years ago.

For starters, it’s all I can do to keep up with current releases. More games are coming out than ever before, and if I want to stay on this gaming journalism thing, it’s in my best interest to take in as many as I can. This means renting/purchasing whatever I can to stay relevant, leaving little time to go back and address a game’s more esoteric portions, like high scores, achievements, and the like.

This goes double for when a game is particularly lengthy, or if I drag my feet playing it. When I picked up L.A. Noire last May, I had a blast playing through it with my friends co-operatively; I would be at the controls while they shouted instructions and helped share in the drama of the case. This went on for two weeks before our schedules fell out of sync, and I became reluctant to play it unless everyone was there to help experience it. Needless to say, I haven’t picked it up in nearly a year, and it’s my own fault. Other games are life-absorbing to the detriment of my entire social- and work-schedule; I called it quits with Kingdoms of Amalur: Reckoning after 45 hours, and I declined to pick up Skyrim or Red Dead Redemption because I knew they would require time to commit that I didn’t have.

Other times, I’ll drop a game when I hit a particularly challenging area, or when the game ceases to be fun. Batman: Arkham Asylum, for instance, features a section that requires total and complete stealth, rather than the lenient pseudo-stealth prominent in the rest of the game. As someone who sucks at traditional stealth games, this brought the experience to a screeching halt, and my progress is the same nowadays as it was in 2010 when I put it on hold. Need for Speed: Hot Pursuit, a game I received two Christmases ago, reached a level of challenge where progression no longer felt rewarding to me, requiring too much mastery over the game’s so-so mechanics than I felt justified my time.

Then there are the games I haven’t even started. Yes, I have purchased games that I have not loaded up even once. As a passionate lover of JRPGs, I had heard nothing but good things about Lost Odyssey, so when I finally snagged it for ten dollars at Gamestop, I was beyond excited. I put in on my shelf, waiting for the right time to break it out and experience its J-majesty. It’s still on my shelf now, still waiting for that moment that feels “just right.”

Sometimes, though, I can drop a game without feeling pangs of guilt. During the Christmas season of 2009, I picked up Shaun White Snowboarding on a Black Friday special. I must have played that game a grand total of two hours before I put it away and never looked at it again. Normally, this would feel like the most wasteful crap I could possibly do; it’s like taking one bite from a burrito and then throwing it away. Ah, but this burrito was filled with sawdust and soap shavings, and I didn’t feel inclined to ingest any more of the wonky controls and mediocre gameplay than I already had to. Besides, the game cost less to buy than it did to rent, so my purchase was more of an experimental, “let’s see how this goes” situation.

In general, though, I do my best to finish my games, even the ones I’m only slightly enthusiastic about doing so. I picked up the first Gears of War game for a song from a retailer in Denver three years ago, and though it took me many tries, I managed to muster up the motivation to put the Locust in their place about two months ago. Also, despite its repetitive career structure, I had a blast putting away Pure during a break in my senior year of college, and I managed to ignore my “wait until it’s just right” impulses and beat Alan Wake on Saint Patrick’s Day weekend.

Like many aspects of my life, it all comes down to motivation. Video games, it turns out, require just as much effort to stay on top of as anything else. More so, I would argue, for even short games still require 6-8 hours to run their course; compare that to a movie buff, who can polish off new films in two hours or so a pop. If I’m to make any headway in improving my gaming lexicon, I’ll have to buckle down and actually schedule time to play video games. The things I do to chase a career.

Maybe I can someday complete all of my games with the thoroughness I had when I was twelve, but for now, I’ll concentrate on experiencing as many games as I can and getting past my guilt of not finishing everything in my library. After all, I’m trying out more new games than ever before, and there are too many exciting things happening in the industry now than to worry about whether I spent twenty hours trying to beat a game or forty hours getting all of the achievements.

So, I subscribed to GameFly the other day…

As one who follows the online video hijinks of the Game Informer staff with a loving eye, I was deeply saddened by the news that Phil Kollar, prolific writer of many things J at GI, will be departing for greener pastures in the very near future*. This means, among other things, he will no longer have access to the Game Informer vault, a large repository of nearly every video game released since GI became a magazine back in the early 90′s. As a result, according to his Twitter account, he is compensating by subscribing to GameFly.

I find this intriguing. It says a few things to me:

  • As a someone who needs to stay up on the gaming industry, Phil Kollar needs to continue to play games.
  • Apparently GameFly is a decent service to keep up on playing games.
  • As someone who would like to get into the gaming industry, and whom it would behoove to play more games, maybe I should look into GameFly.

Yes, I was basically endorsed into buying a subscription to the video game version of Netflix. And hey, since I cancelled my Netflix account several months ago, this should fill the void in my monthly bills quite nicely.

I never quite bought into GameFly before; my roommate used to have it, once upon a time, and it took him three weeks to procure a copy of Mod Nation Racers when it first came out, which suggested that I shouldn’t count on playing any new releases. Still, for catching up on old games, it sounds like a positive experience, so we’ll go from there.

The benefit for you, dear readers, is that you’ll have more content to glean in the future. After all, there are just a mess of games I haven’t played yet, and that I should probably experience before the industry moves on to greater things. Who knows, this might even spark more motivation to continue to play games and to write more based on my experiences*!

At any rate, I wanted to give you folks a preview of things to come, i.e. ANYTHING AT ALL IN THE WORLD. Thanks for sticking around; you shall be rewarded for your patience =)

My love for JRPGs, via Tales of Vesperia

Last summer, after much research and poking around, I bought Tales of Vesperia, an action-RPG from publisher Namco Bandai. My reasoning behind the purchase was simple: I hadn’t played a traditional, non-Pokémon JRPG since I started Lunar 2: Eternal Blue two autumns ago, and wanted desperately to see if the current generation of consoles could hack a new, quality take on the genre. After six months of play, I’m still only eleven hours in, but the time I’ve spent so far has satisfied my craving for J-gaming experiences, and helps me remember why I love the genre in the first place.

My love for JRPGs began when I was much younger, after hearing one of my friends raving about Super Mario RPG: Legend of the Seven Stars. Being a lover of all things Mario, I went out of my way to go to Hastings and rent the game, only to be incredibly perplexed by it when I got home. “Where’s the action?” I cried, confused at the isometric perspective used by the game. “Where are the Goombas? Why can’t I jump on anything? This is boring!”

After learning about the game’s mechanics and taking my time to look around, though, I found myself intrigued by this new way to play. The emphasis on talking and learning about the game’s story fascinated me, and I grew to appreciate roaming around the environments and exploring, chatting with townsfolk and discovering hidden treasures. If there’s one thing I love about JRPGs, it’s getting caught up in the game’s universe and imagining the world, places, and characters outside of the main storyline.

From what I’ve played so far, Tales of Vesperia does a good job of world-building, and, after a convoluted start, establishes itself as well as any other JRPG in my “favorites” pile. Vesperia follows Yuri, a cocky ex-soldier from the kingdom of Zaphias’ lower quarter. A magical object used to purify the quarter’s water is stolen, and Yuri must track down the thief before his home becomes unlivable. Along the way, he is joined by almost every hoary JRPG character cliché, including the Princess In Disguise, Mysterious Loaner, and Plucky Kid, though expressive voice-acting and pleasant, conversational writing help keep the eye-rolling to a minimum. While the story is somewhat familiar, at least in the early goings, Tales of Vesperia‘s world has an established and involved backstory, though the game never insists on too much lore. I’m enjoying discovering new towns, as well as each place’s role in the world—always a good sign when I’m playing a JRPG.

Probably my favorite aspect of the story, compared to other, more modern takes on the genre is how simple it is. Tales of Vesperia has a light, pleasant tone to it, and avoids feeling as laborious as seemingly every JRPG released after Final Fantasy VII, with main characters constantly plagued by self-doubt and dark secrets and blah blah blah. Vesperia realizes there will be plenty of time to fill in character details of Yuri and crew over the course of the game, and wisely avoids front-loading its cast with any heavy baggage at the outset. That’s not to say that that everyone is devoid of personality—they’re simply not over-encumbered by so-called “characterization.”

Another aspect of classic JRPGs I love is the combat. True, at its worst, JRPG combat boils down to staid menu selection screens, standing idly by and watching characters take turns hitting each other. Personally, though, I like the pacing change-up in JRPGs, and how different turn-based or active-time systems feel from other game mechanics. Plus, there’s something inherently satisfying about beating a monster about the face and watching the damage numbers pile up.

The Tales series has always eschewed turn-based battles in favor of real-time ones, and Vesperia is no different. Like past games, players control the party on a 2D plane, running back and forth whacking the crap out of enemies with weapons and casting spells called Artes. Vesperia follows the precedent set by the GameCube’s Tales of Symphonia and adds the option to run into and out of the background, changing the angle of the fight while still keeping it 2D. It’s faster than other JRPGs, and gets a bit button-mashy, but Vesperia‘s combat is still more leisurely than other action games, and feels like a welcome change of pace from so much shooting and frantic quick-time events.

In fact, this is my favorite aspect of JRPGs: they feel like a break from most other games. Sure, JPRGs have frustration points that other genres don’t (random battles, experience grinding, etc.), but the moment-to-moment gameplay often feels relaxing for me, like I’m playing the game to unwind, rather than to further tense up. My favorite JRPGs heavily focus on story, with a de-emphasis on gameplay, and I find the differences liberating.

Though it’s more action-packed than the likes of Final Fantasy VI, Tales of Vesperia hangs onto this leisurely feeling, with its tonally-light story and slower-paced gameplay. Indeed, when I first bought it back in July, I played it exclusively on weekend mornings to wake up, getting me acclimated and adjusted to the real world while I met new characters and learned new spells. Sure, that kind of pacing is a terrible way to expediently finish a game, but it’s my preferred method of play by a stretch.

So far, I’ve had a great time with Tales of Vesperia, which hangs on to my favorite JRPG tropes while still creating its own identity. Surely, my affection for the genre comes from a nostalgic place, but Vesperia manages to tap what I love about the genre so much, and for that I’m grateful. They say you can’t go home again, but with Tales of Vesperia, I always feel like I have a room at the inn.

If you don’t stand for something…

As you’ve no doubt seen if you’ve tried to access Wikipedia, many sites on the internet are down for today to protest the Stop Online Piracy Act, a piece of legislature that, with its vague wording and harsh countermeasures, could threaten free speech on the internet. Protesting sites include Destructoid, Reddit, and Gamer’s Guide to Life, my primary haven for game writing.

Since I was part of the GGTL blackout decision, I thought it would be appropriate to blackout my own blog as well. After tooling around with WordPress scripts for far too long, though, I haven’t found a good way to close down my page for today. So much for idealism.

Anyway, I’ll compromise by telling you to contact your congressional representative and tell them to say “NO!” to SOPA. Even though the bill is on the retreat, we need to hammer at this thing until it’s gone. Seriously, Lamar Smith, the bill’s originator, is digging in for the long haul, and, at risk of sounding sensational, we need to stand strong against this thing. Consider this your SOPA PSA for the day, and I’ll see you tomorrow.

Why I love Bright Falls from Alan Wake

I was late to the party with Alan Wake; though I listened to discussions about the game on G4′s Feedback and Game Informer’s The GI Show during the summer of 2010, I didn’t make the plunge until later that year, when a friend gave it to me for Christmas. So far, I’ve completed only four episodes of the game’s initial six (like I said, laaaaate to the party), but I’ve enjoyed the crap out of its paranormal thrills, satisfying combat, and heavy focus on story. My favorite part, though, is one that hits me particularly close to home: Alan Wake‘s rural, Pacific Northwest setting, Bright Falls.

I’ve lived in Montana for about 21 of my 24 years on this planet, and there are enough similarities between my mother state and Bright Falls to give me deep feelings of comfort each and every time I play Alan Wake. Having lived my whole life around pine trees, roughshod mountain paths, and downhome, small town values, I find little mementos of home around every corner, whether it’s the cozy log cabin on Cauldron Lake, or the local greasy spoon, the Oh Deer diner, whose interior reminds me of so many similar restaurants around the Seeley Lake area. Bright Falls reminds me of what I love about my area of residence, despite the over prominence of demented, possessed killers on the loose ’round every corner (in Alan Wake, mind, not Montana), and after playing so many games set in New York or Los Angeles analogues, setting foot in Snoqualmie, Washington feels oddly liberating.

Yes, I realize Alan Wake is basically a video game tribute to David Lynch’s Twin Peaks, a TV series also about an out-of-towner investigating paranormal happenings in a quaint, almost too-chipper Pacific Northwest town. Bright Falls’ startling resemblance to Twin Peaks‘ titular town is merely another part of Alan Wake’s efforts to recapture the show’s design and appeal; note the game is also structured episodically, like a TV series. Still, I’m not sure if Remedy realized what a breath of fresh air Bright Falls would be in modern gaming when development for Alan Wake commenced sometime in the 1950s 2003. Perhaps not everyone feels overloaded by the glut of post-apocalyptic cities, snowy outposts, and dense jungles found in today’s modern action game, but I’m grateful for the opportunity to play in such a rarely-explored, specific setting, especially one so close to my heart.

Bright Falls isn’t just a catalyst for my nostalgia-fuelled gaming tendencies; it’s also constant, concrete boon to Alan Wake‘s atmosphere. Just as Resident Evil capitalized on the terrors of being alone inside a dark, empty house, Alan Wake hangs its hat on the fear of the unknown in nature, when fell beasties can spring out from behind a tree or appear from the mist with little warning. The use of road flares and hunting rifles in the game’s main arsenal, all mainstays of backwoods Montana communities similar to Bright Falls, help give Alan Wake‘s armaments more of a distinct flair (heh) than the typical subset of pistols, submachine guns, rocket launchers, etc. Heck, even the game’s overly-friendly locals and idyllic-looking businesses add a small sense of vague unease to the proceedings.

If I’ve oversold the game’s setting in this piece, I hope it’s not to the detriment of everything else that makes Alan Wake wonderful: I love its taut atmosphere, episodic structure, and the “crapcrapcrapcrapcrap” nature of watching your flashlight die while a big goon with a scythe bears down on you. For me, though, Alan Wake‘s expertly-chosen Pacific Northwest locale is easily my favorite thing about the whole game. Bright Falls is like when a famous band shouts out the name of the crowd’s home town onstage; it’s a small gesture, one that no one but the locals will appreciate, but makes all the difference to the little guys living there.

It Could Have Been Worse: Post-Mortem for the 2011 Spike VGAs

Due to a family outing, I didn’t manage to catch the Spike VGAs live when they aired on Saturday, December 10th at 6:00pm MST. I did the next best thing, though, and taped the broadcast for watching later. Yes, dear readers, I used a VHS cassette to record the ceremony so that I could watch later. This is what you call “successful at life.”

I have a write-up on my larger thoughts of the event being published on Gamer’s Guide life later this week, so I’ll reserve this post for how my predictions fared, as well as a few smaller bits I left out of my GGTL write-up.

This year I went 14/24, which seems right contemptible. Most of the big categories were easy enough to guess, but I was surprised at how gaga for Portal 2 the VGA judges were. Perhaps I would be less surprised if I actually played the game; I must rectify that, and soon. I was also caught off guard by the love for Bastion’s soundtrack, though I can totally see why it won both Best Song and Best Original Score.

Action Adventure should have been easy to guess, based on how pro-Batman the event was, and Best Graphics seems kinda arbitrary, considering that Uncharted 3 largely looks like Uncharted 2, but those sorts of slips happen. The strangest award was for Best Team Sports Game, which was flat-out not announced for the first 24 hours after the ceremony. It was like someone being forgotten for an In Memoriam, except instead of a famous person, it was the award for Best Supporting Actress.

The actual broadcast itself, putting aside the very large gaffe of barely spending time any awards, was about as good as the VGAs ever have been, and in many cases better. Zachary Levi had the exact balance of nerd cred and celebrity panache that I hoped he would have, and I thought he did rather well as host, even in the face of joke-writing that clearly came from folks with only a passing familiarity with video games (though I did kinda like the Alec Baldwin/Words With Friends and Veteran & The Noob commercial references).

I also appreciated the Activision/Call of Duty salute to the troops, with Captain Price and Sgt. Frost from Modern Warfare 3 giving props to US soldiers fighting overseas; it was a neat way to slightly de-trivialize the overabundance of military shooters in the current market. Lastly, the context trailers for each of the five Game of the Year nominees was pretty neat, cribbing one of my favorite bits from 82nd Academy Awards.

Alas, some bits still dragged on (and on, and on, and on). Most uncomfortable was a stupid (stupid) bit where a YouTube VGA-hater named Black Baron was invited to attend the show, and nearly five minutes were spent on him, his antics, and his diss record-style taunts at Spike CEO Neil Shermans. And while I liked Felicia Day’s Japanese game show-style challenges on behalf of gaming charity Child’s Play, there was way too much time spent watching her and her cohorts eat cupcakes for cash. Lastly, I haven’t seen Comedy Central’s Workaholics, but after the cast plugged horror icons “Steve King” and “Albert Hitchcock,” I’m not sure I ever will.

Of course, the main reason for anyone to watch the VGAs, apart from the twelve of us masochistic folk who actually like award shows, is the promise of exclusive trailers for new games, and this year’s were pretty killer. Best of all was the very first trailer for a new Naughty Dog property, a character-driven survival game called The Last of Us. Equally awesome, but marred by the jackasses from Workaholics, was the trailer for Alan Wake’s American Nightmare. I loved the crap out of the first game, and I will buy each and every available episode of AWAN. Transformers: Fall of Cybertron was pretty neat, and while the slow motion and mourning music reminded me heavily of Gears of War’s “Mad World” ad, I’m not sure if anything bearing the comparison to “Mad World” is in a position to be criticized.

All in all, the 2011 VGAs were definitely a step in the right direction, and was actually pretty decent at times (again, I like award shows, so take that with a grain of salt). Each year, the VGAs have gotten closer and closer to nailing the sweet spot between peer recognition and entertainment, and I truly believe it’ll be something special in a few years. Until then, well, it didn’t completely suck, and that’s something that past years haven’t had the luxury of saying.

New Blog, New Mission Statement — Welcome to I Am A Parade

Greetings programs! There’s a good chance that, if you are reading this, you’ve migrated over from my previous, more generalized blog, Diversion 2.0. You no doubt have an idea of what you will be getting into, and the sort of trifling twaddle I you can expect over the course of this blog’s existence. If this is not the case, and you’ve found your way here through some other means, welcome! By all means, sit down, take your shoes off, and let’s get to know one another.

Or specifically, me. Or, even more specifically, what this place is, and why you might be interested.

First, introductions. My name is Andrew Testerman, and I’m a 2010 graduate from Carroll College in Helena, Montana. My interests include writing, gaming, and writing about games—this is likely why you are here. Additional, my other passions include music, acting, and Disney films (oh, Lordy, especially that last one). I also enjoy spaghetti, teriyaki salmon, and Granny Smith apples. This blog will not feature any other these other things, outside of an occasional rant on Fujis vs. Pink Ladies.

As I mentioned before, I used to author the blog Diversion 2.0, and while I do not intend to fully abandon what I see as my personal blog, I am taking time away from it to focus on another one. This one, in fact: I Am A Parade. Rather than the hodgepodge of subjects covered by Diversion 2.0, I Am A Parade will focus largely on video games—reviews, previews, impressions, and other sundries I can come up with in order to court your readership.

You may be wondering why I am applying such specificity to this blog. The answer is simple: I want to break into the gaming journalism industry, and I need a more dedicated platform which I can use to build myself up. I need a repository for all of my written content, ranging from pieces I wrote for different publications, to new pieces compiled especially for I Am A Parade. I want the gaming journo industry to be able to sit up and take notice of me, and I Am A Parade will give them the opportunity to do so.

If you are indeed a migrating reader from Diversion 2.0, I invite you to stick around, because the writing style and voice that you know and [verb] will still live on through my future endeavors; it’s just being applied to largely different subject matter. If you’re new, please know that I have great things in store, and that you should stick around. Either way, tell all your friends like a Taking Back Sunday album; this is about to real.

As a footnote, I will be playing around with the template and the formatting as I go; I can’t wait any longer before I start my dedicated content, and the look can follow behind it.

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