Zero Punctuation: Firewatch & Layers of Fear

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FPLOON

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"I'll be fun, they said... You'll meat a lot of people, they said... How was I suppose to know that they were making a euphemism?"
"That's great and all... But, what about the fence?"

Other than that, how many layers of fire were out there in that forest of a mansion?
 

springheeljack

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Layers of fear could have been so much better than it is. It is a really interesting idea that is just never realized. I would have liked it if instead of just finding random documents that chronicle the characters gradual loss of sanity you saw it happen in real time. It gets so tedious after awhile when the rooms start blending together and switching around continuously.


Honestly I found the paintings and furniture more interesting than the game itself.
 

EHKOS

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So what I learned from this video is that a Johnny in Australia is slang for condom.

Since I started watching Let's Drown Out and had a ton of fun with the Half-Life series, I realized I much prefer them to ZP. Which is sad because Gabe is too fat to fit in Yahtzee's carry-on.
 

JonSherwell

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He is certainly right about one thing. The Village Green Preservation Society is the best Kinks album.
 

IamLEAM1983

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slo said:
That's a disturbing amount of words for such a simple topic.
Really? Yahtzee's videos run for longer than it took me to write this, and I'd consider them succinct. Then again, brevity varies from person to person.

slo said:
Not just because they aren't games. When they get flak for that it's because they should, there's nothing wrong with it.
So by your logic, all the games that don't use experience point systems or gunplay mechanics, to name only a couple of the standard systems, deserve criticism. Okay, then - I'll have to politely disagree. If a dev uses what he needs and uses it well, he doesn't need to fish into the standards of industry more than he already has. Does Dear Esther need a set of guns to be interesting? Granted, if you go into this expecting a "game", you'll be disappointed. Dear Esther's an interactive experience, but it isn't focused on giving you a sense of empowerment, nor on giving you a clear set of tasks.

slo said:
You would have trouble digesting a bowl of piss that isn't apple juice despite outwards appearances to the contrary. So that's pretty justified too.
That's... not very encouraging. Again, following your logic, a game like Firewatch is equatable to a bowl of piss masquerading as apple juice. If anything, you're just proving my point. Expecting traditional game mechanics out of Firewatch is a moot point, as is the idea of expecting a traditional ending.

Consider certain famous playwrights like Samuel Beckett. "Waiting for Godot" is a play that starts with nothing, talks about nothing and ends with, arguably, also nothing. Two hobos are waiting for a third at the train station, they exchange banter to pass the time, and their buddy never shows up. They leave the way they came. Does that make a poor play out of it? Not if you ask the audience, and not if you consider that one of the latest Broadway tours of the play involved Patrick Stewart and Ian McKellen in the lead roles.

Is "Waiting for Godot" an inferior experience because it doesn't pack all the requirements of a traditionally engaging story? Is Firewatch inferior because its ending doesn't stick to its conspiracy theory-inspired buildup?

There's an audience for everything. If gamers can spare some elbow room for the football jocks and the audience for oddly specific German forklift simulators, then they can also spare some room for games that want to break the mold, even if that involves leaving what defines them as games to begin with. Nobody's forcing you to play either Firewatch or Layers of Fear.
 

Blood Brain Barrier

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Things that walking is more interesting than:

-Shooting a bunch of people/monsters/animals for hours on end.
-Running around like a headless chicken collecting XP to level up
-Fetch quests
-"Stealth" rubbish
-Tedious and repetitive swordplay against a (insert scary foe)
-Watching cutscenes of meaningless dialogue
-QTEs
-Collecting 50 bear skins to make a bearskin armour

There you go. I think I've covered most of modern gaming there.
 

008Zulu_v1legacy

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UNHchabo said:
Yahtzee said:
This video brought to you by the spider marketing board
Nice to see the Australian Tourism industry sponsoring gaming content these days.
They need positive reviews since their "Hug A Spider" campaign didn't produce encouraging results.
 

Silent Protagonist

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I think a "horror" game where the protagonist starts off terrified but gradually becomes more and more accustomed to his/her bizarre environment to the point of being bored and/or annoyed by any malevolent force's attempt to frighten them could actually be very entertaining. It would be pretty easy to execute without deviating much from the usual horror game formula. You could probably even just mod an existing horror game, adding some additional voice acting, and pull it off.

I have always found the concept of the extraordinary and bizarre becoming mundane extremely entertaining for some reason. Probably one of the major reasons I really liked Yahtzee's Mogworld book.
 

IamLEAM1983

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slo said:
Might be stemming from the fact that most of the folks who adore walking sims have little to no experience with games and poor understanding of the medium. It's never Myst or something.
Um - I didn't hate my time with Dear Esther, Everybody's Gone to the Rapture, Amnesia: A Machine for Pigs or even Gone Home. I loved The Stanley Parable and The Beginner's Guide, actually. Consider this, and look at my Steam account. Look at my Skyrim hours, my New Vegas and Borderlands 2 hours. Guns have their appeal, but I'm okay with dialing things back from time to time. If I can make that distinction, so can other people.

Plus, the Sims series is selling like crazy, all iterations combined. People clearly love that breed of game design - it's a whole lotta tools and zero explicit goals. Will you optimize Joe Average's career path or will you play the cruel god to your little people's pathetic digital lives? Maybe you're just going to re-enact an HGTV house makeover show or build giant McMansions for no reason whatsoever.

Nobody's the boss of you in a Sims game - and it's still a game. There's metrics, yeah, but nothing concrete to spur you onwards. No "Hey, player person! Do this!" moments.

slo said:
No they're not games, they have no gameplay.
As you say a few words later, who cares? Some people came out of Gone Home feeling enlightened about feminist issues as represented in the early years of the Third Wave, or considered it was a touching portrayal of certain problems LGBT representatives have to go through. If games are going to garner the widespread appeal they so need to finance their increasingly bloated budgets, artistic value is going to be something producers will need to examine in future. The average Call of Duty has the cultural value of a sack of potato chips, but projects that embrace less obvious avenues of approach have the potential to be discussed. Stuff like Neverending Nightmares, for instance, and the way it depicts schizophrenia.

Past a certain point, having actual gameplay becomes a moot point. Is the product interactive? Did it involve more than turning a page or watching a screen? Did you have some agency over the experience, even if that was limited to turning left when the game said you should go right? Eventually, that's what's going to define games in a broader sense - and not simply the presence or absence of hitboxes and statistics being dynamically tweaked under the hood.

slo said:
Same with walking sims, mark them properly and there will be less disappointment and less downvotes and less bad reviews.
Does that really matter? Let's imagine that a comics shop decides to round out its income sources by displaying art pieces from local creators. A comics lover walks in and reacts the way the Steam folks cry foul about walking sims. "What's all this art doing in my comics shop?! I came here for the latest Spider-Man print, I don't want to see that pretentious bullshit!"

The thing is, his comics are still there, on the same shelves and the same boxes. If the paintings or sculptures offend him that much, he can either leave and start buying comics elsewhere, or suck it up and understand that nothing's forcing him to look at the paintings. The really scathing reviews for walking sims are typically from people who actually paid for it so it shows up in their Steam library but have no real intention to play it. Wrap your head around that: they've burned money to have the right to ***** and moan.

That is, when they don't invade the game's Discussion Hub and start spewing misinformed comments left and right. Then some wiseacre comes up and says "Hey dude, where's the mouse icon next to your name?"

On Steam, if you don't have what you're actually bitching about, you have zero credibility. With all that in mind, labeling these games as "Stuff that Doesn't Contain Bang-Bangs and Pew-Pews and that Could Offend You if You're Insecure About People Liking Stuff You Don't Like" wouldn't amount to much.

slo said:
And come to think of it, walking sims ARE visual novels, just very poor ones, since they can't be of decent length or render any characters.
Visual Novels and walking sims don't have the same aspirations. VN's actually have a story to tell, and not much of a point to make. "Hatoful Boyfriend" isn't about anything grandiose or philosophical, it's about a school partially populated by sentient birds. One of the granddaddies of the genre, "Season of the Golden Witch", is about a cursed Japanese dynasty reuniting on a yearly basis to air out its grievances and fall apart in a cross between Shakespearean drama and a classic Whodunnit - spiced up with vaguely Gothic Lolita-esque visual elements.

The Stanley Parable doesn't have a story, it's trying to talk about player agency and how far it goes. Dear Esther's trying to talk about loss and grief moreso than to sketch out characters or a setting. I've already covered Gone Home, whereas more recent entries like The Witness are trying to come across as a really intellectual celebration of the human mind. I'll admit Jon Blow's latest is pretentious as fuck and that I hated it to bits, but I won't go so far as to say that people who fell for it are deluded or insane. To each their own.

slo said:
Setting wrong expectations is a pretty valid approach, and shit given to that is a pretty valid shit. Do I really need to elaborate?

Market "Waiting for Godot" as a murder mystery and you will receive shit for that. If that was your goal - con-fucking-grats.
Assuming you understand what walking sims are trying to get at, what other expectations would you maintain? If you know what The Witness is about but still expect, I don't know, guns and tangible characters or a progression system out of it, I'd have to say you're a bit off-mark.

Time will pass, people will accept that games are turning out to be a viable tool for narrative expression in a way that goes beyond basic Spunkgargleweewee (see Yahtzee), and those who don't will simply go their merry way. Or, you know, the more likely outcome of people enjoying both varieties of games at once will be understood as being commonplace.

I like my shooty bang-bangs or my slider-twiddling micromanagement sims. Just, y'know, not exclusively.

slo said:
And no, Dear Esther does not need a set of guns to be interesting. It won't help. Nothing will save Dear Ester, not even dinosaurs and jetpacks. It's that bad.
Aw, shucks. I actually gave the North Korea mod a shot - it replaces the game's narration with fat jokes about Kim Jong-Un and it adds random 2D sprites of Ken Jeong playing the guy that you can shoot down with a gun painted in blue and red stripes. Every time you squeeze the trigger, a kickass guitar solo plays and Randy Savage descends from the parting clouds. He gives you Slim Jim items you can use to turn the island's radio tower into a Ubisoft Radio Tower, complete with random mooks to kill.

It's a great mod.

Blood Brain Barrier said:
Things that walking is more interesting than:

-Shooting a bunch of people/monsters/animals for hours on end.
-Running around like a headless chicken collecting XP to level up
-Fetch quests
-"Stealth" rubbish
-Tedious and repetitive swordplay against a (insert scary foe)
-Watching cutscenes of meaningless dialogue
-QTEs
-Collecting 50 bear skins to make a bearskin armour

There you go. I think I've covered most of modern gaming there.
I like the way you think.
 

Rawbeard

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so apparantly in Firewatch you can just not talk to the boss lady and she basically has a breakdown. interesting they put the effort into that.
 

Casual Shinji

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Rawbeard said:
so apparantly in Firewatch you can just not talk to the boss lady and she basically has a breakdown. interesting they put the effort into that.
She has a breakdown regardless. Maybe she gets one faster if you ignore her, I don't know, I didn't feel inclined to play it a second time, but she breaks down even when you do converse with her.
 

Blinkled

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slo said:
Guns guns guns. Guns. I told you it's always cod. It always is. Might be stemming from the fact that most of the folks who adore walking sims have little to no experience with games and poor understanding of the medium. It's never Myst or something.
No they're not games, they have no gameplay. You cannot succeed or fail or lead the story or an encounter to a more desired outcome.
Or, you know, it could be possible that humans are complex beings that are able to like different types of things? That it might be that you can like mainstream games like Dark Souls, Bioshock Infinite, and Dead Rising, while also liking walking simulators like The Stanley Parable, Firewatch, and Gone Home? There's nothing wrong with not liking those games, but insinuating that you're somehow an inferior person for liking them is needlessly insulting. A lot of people enjoy the interactive narrative while cutting out all the arbitrary challenges that only exist in a video game. Also, you can throw around as many arbitrary definitions for what constitutes a "real video game" you want, but it won't change the fact that they are. Same as, as much as you don't like it, Duchamp was an an artist. You might argue that art needs a certain amount of minimum effort, or it can only be marble sculptures and oil paintings. Won't change the fact that "Fountain" is worth 3.6 million dollars.
 

THM

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canadamus_prime said:
I wonder if your supervisor guy is the Forest Watcher guy from The Red Green Show.
Now THAT might actually make the game interesting. :)


OT: Sorry, I got nothing. Neither of these games seems that interesting. Kinda cool to hear about them, though - and Yahtzee's treatment of his houseguests. ;)
 

PunkRex

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wallstaples said:
I'm really, really tired of all the hate these kind of games get. They're niche. Most people won't like them. If you don't like them, fine, but don't burst down the clubhouse door and demand that they accommodate you. I don't like MOBAs, but I'm not going to go to the comments for everything MOBA-related and say they're stupid. I understand that different people have different tastes, and that DOTA and LoL are very well-made for their target audience. No one is forcing you to play walking simulators. If you know you don't like them, just don't.
It's his job, I don't like cutting up firewall but I do it because I dislike not eating/paying rent more.
 

IamLEAM1983

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Michael Prymula said:
I can't help but scratch my head when people call it one of the best games of all time, I think it actually sends a lot of unfortunate implications about gay relationships, and had the game featured a heterosexual couple I think people would've been harsher on it's message overall.
Oh, I get that. Gone Home's overall theme deserves a more critical approach, and it gets sappy with its delivery. I tend to chalk that up to the subject matter being of importance to the writers and devs, so there's some distance that's missing.

That said, their attempt at it still matters. As far as storytelling exercises are concerned, Gone Home still deserves a mention. As to whether or not I agree with TB's definition of a game, I don't think that matters. It's an interactive product that had a specific goal in mind, that set out to accomplish it and that did the best it could.

On a personal level, though, I did feel a bit slighted when the game's early spooky tones were dropped. We've been so trained to expect supernatural shenanigans as gamers that a product abandoning this specific hook halfway through feels less avant-garde than it feels like they dropped the ball. If you're going to pack a sordid past and a Ouija board in the middle of your tales of early-nineties LGBT self-affirmation, I'm still going to expect those cues to go somewhere.

I'm just mature enough to admit that a game that fails to live up to my expectations might still have some worth to it as a product or an artistic experiment.

Michael Prymula said:
Yes i'm so sick of people claiming i'm "narrow-minded" because I find games like Submerged, Wander, Dear Esther, Gone Home, and Everybody's Gone to the Rapture as exciting as watching grass grow. They're just not for me, it's that simple, if someone likes them great, but don't expect everyone else to blindly agree with you.
To each their own, honestly. I reviewed The Witness on my blog and was pretty freaking harsh on it. On the other hand, folks at IGN and Elder Geek are singing its praises. I don't have to love every other game that comes out - I'm free to like what suits me and ignore what doesn't.

The one thing I won't do is take my prejudices to a Steam Community Hub and trash-talk people try to enjoy what suits them. This might be a free country, I don't have the right to be a dick to people who are enjoying what I can't enjoy.
 

IamLEAM1983

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Michael Prymula said:
Yeah that's total bullshit, that's not most modern gaming in the least, and no walking is not more interesting then any of those things.
It's a deliberate exaggeration, I'd say. Walking sims at least have the merit of being something that's relatively new, when compared to the usual sets of mechanics AAA studios flock to. It goes to the point where making a shooter that's going to be distinguishable in the crowd requires some substantial research and investment, or at least lightning in a bottle. See SuperHOT for an example.

Otherwise, what are you getting, and how many devs are offering you similar packages? We had years of Doom-likes, then years of Quake-likes, then cinematic WWII experiences - and in the middle of all that you had rare gems like the first System Shock or Deus Ex. Innovation is hard and it's usually implemented incrementally, so we don't get a whole lot of it if single genres are considered. Now the leading paradigm is Near-Future Gritty Realism, with things like the Borderlands series being the relatively recent quirky outlier.
 

Blood Brain Barrier

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IamLEAM1983 said:
Michael Prymula said:
Yeah that's total bullshit, that's not most modern gaming in the least, and no walking is not more interesting then any of those things.
It's a deliberate exaggeration, I'd say.
Not at all. The thing that's missing from this discussion is what you're actually doing when "walking". Obviously it's not just walking. Walking is not walking. You're thinking, looking, searching, reminiscing, remembering. Go for a walk outside right now and find out for yourself. You're never just walking. But in a shooter what are you doing? You're always shooting. Everything you do is concerned with that. The looking and thinking is concerned with how to best shoot your opponent.

The upshot of all this is that the experience of a "walking simulator" depends entirely on how the game is done. What it gives you to look at, think about and so on. If it does that part well, it should be a far richer experience than a RPG or shooter.
 

IamLEAM1983

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Blood Brain Barrier said:
The upshot of all this is that the experience of a "walking simulator" depends entirely on how the game is done. What it gives you to look at, think about and so on. If it does that part well, it should be a far richer experience than a RPG or shooter.
Thanks for the clarification. I agree, but unfortunately I don't see how core gamers could learn to accept what you're describing. We're both aware that thinking, searching, reminiscing or remembering aren't passive activities, after all. I wouldn't call an experience like Dear Esther passive, it's just heavily internalized. It does almost everything you're describing, the randomized bits of written letters standing in for thought processes or the protagonist's overall emotional state.

The problem is, some people would always end up looking for something more immediate, more tangible than just walking around waiting for the right memory or train of thought to jog things along. We've had decades to be conditioned to the idea of needing to run, to actively pursue a goal, to get physically involved in the proceedings or to use mechanics that simulate physical involvement - and that's something that's difficult to put aside for some gamers.

One person's introspection is another person's shallow or borderline pedantic crawl, unfortunately. A lot of what defines how a new walking sim is received by the general public is in its tone and overall artistic sense. The more high-brow, the more some people are inexplicably prone to feel like they're being talked down to.

I can sort of get the frustration, I hated The Witness. When a game exudes the impression that a specific artistic bias or personal philosophy is needed to best appraise its worth or impact, some people just default to feeling insulted. That's unfortunate, and there's still a lot of miscommunication to fix between projects with more "Arthouse" sensibilities and the general public.

Hopefully, like I told Slo, it won't involve labeling the genre only to coddle the risk-averse.