Archive for 2016

Stephen’s Sausage Roll and English Country Tune

I’ve started replaying English Country Tune for comparison purposes. Taken at a highly abstract level, it really is a lot like Stephen’s Sausage Roll. Both are basically games about pushing things to destinations in a tile-based 3D evironment, with identical controls for navigating and rewinding. The biggest difference is that ECT is more thoroughly 3D: you can move on any surface of the agglomeration of blocks you’re clinging to, and the direction of gravity is highly conditional.

Both games consist of groups of puzzles which unlock other groups of puzzles when completed, but ECT handles this fairly abstractly, through what amounts to a menu, even if it is a strangely-presented one. SSR links its puzzle together much more cleverly. The “menu” you use to select puzzles is an island, which you navigate in exactly the same way as you navigate the puzzles. But that’s not all. Each puzzle consists of an isolated patch of ground, in a particular shape, with grills and so forth, in the middle of a large body of water. The island is literally composed of the terrain of all the puzzles, pieced together like a jigsaw.

ECT has a weird and unsettling atmosphere. Despite the name, its music consists largely of ambient organ chords with a lot of tension in them. Everything in the puzzles is sharply geometric, but artificial dust motes drift around, creating a sense of decay. Restarting a puzzle briefly makes a cloud of black pixels swarm around you like flies. Things that look innocently abstract have unsettling names: the first puzzle asks you to move a ball to a goal spot, but it refers to the ball as a “larva” and the goal as an “incubation chamber”. Some later puzzles involve a cube that projects light beams. This is called a “whale”. It’s all very alien.

I’ve noted feeling a sense of menace in SSR, but it’s a great deal more restrained about it, which might make it worse. Sausages are a singularly fraught thing to base a game around, being both phallic symbols and meat products. There are plaques that mention how there used to be a great civilization on the island, and my first thought on learning that was “What happened to them? Were they made into sausages?” But the game has so far refused to address such fancies, staying firmly in a straight-faced realm of childish tinkly music and sloppily pixeled building blocks. “What? It’s just sausages”, it seems to say.

Now, I’m only up to the third set of puzzles in SSR. But so far, the puzzles as a whole have had a greater cohesion than ECT. ECT is essentially based around an interface for moving around on the surface of a solid made of cubes, and the various puzzle sets explore different mechanisms for exploiting that: one world for pushing larvae into incubation chambers, one for whales, another for planting seeds on every face of the surface, etc. In short, new sections change the rules. SSR hasn’t had to do that so far. Some of the rules are latent at first — for example, you can’t pierce a sausage with your fork until you you have something to push against. But the actual mechanics don’t seem to change at all. All that changes is what the puzzles make it possible to exploit. The third set of puzzles has a focus on stacking sausages on top of each other, and on walking on top of sausages, which can cause them to roll backwards. This is stuff that was introduced in the second set of puzzles, but not used to anywhere near the same degree. I’ve noticed that under certain unusual circumstances, it’s possible for me to lose my fork. I expect that I’ll eventually hit a set of levels that requires me to do this deliberately.

Stephen’s Sausage Roll: Easing Up

Day 2 of playing Stephen’s Sausage Roll found me getting through puzzles much more quickly and smoothly than day 1. I definitely think that taking a break and sleeping on it had a positive effect here. Sometimes that’s what it takes for unfamiliar rules to sink in. One of the first things that you have to get used to in this game is that you have to walk backward a lot of the time, because otherwise your fork gets in the way. At this point, I’m doing that as a matter of course. Where I would previously look at a puzzle for the first time with pure bafflement, now I’m capable of at least identifying goals — this sausage has to go there, etc. — due to my better understanding of how sausages behave.

The game seems to be gated by periodic obstacles such that you have to finish all the puzzles in one section before proceeding to the next. The second section introduces the notion of height. In section 1, the only natural obstacles were grills and gaps in the terrain. In section 2, there are walls, which you can push sausages against to impale them on your fork, then pull them off against another wall. This means there’s a whole new mechanism for the puzzles to explore, but for my part, I find its implications fairly intuitive. Where each puzzle in section 1 was a struggle, to be tried and abandoned and revisited, I’ve completed all but two of the puzzles in section 2 on my first attempt.

Essentially, there are two mechanics that needed to be introduced to the player, one that’s hard to grasp and one that’s easy to grasp. But the hard one had to be introduced first, because it’s the basic movement mechanics. I suppose that subsequent sections will add further complications, as is customary in puzzle games. Given what’s happened so far, I have no idea whether they’ll make things easier or harder than what I’ve seen.

Stephen’s Sausage Roll

OK, yes, I’ve taken the bait. My impression from pre-release screenshots and the like was that Stephen’s Sausage Roll was going to be just another entry in the burgeoning genre of little Puzzlescript-like puzzle games — a genre that the author is no stranger to, as he’s the creator of Puzzlescript. (SSR even uses the same hotkeys!) But the price point seemed awfully high for that. So I asked around, and found out about its testimonials, and now I’ve bought the thing. I suppose you could accuse me of falling prey to the bottled water fallacy, of valuing it more simply because it’s more expensive. But I kind of want there to be more of a market for premium puzzle games, so I’m doing my part to support that.

Also, I did quite like the previous commercial release by the same author, English Country Tune, even if I never completed it. That one got very difficult.

SSR pretty much starts out that way. There are no “beginner” levels that indirectly tutorialize the mechanics; you’re just thrown into the deep end (he says, not yet knowing how deep the real deep end is). There’s a plaque near your initial position that describes the controls, but it seems like something of a joke, because you need to use the controls it describes to reach it. The first few levels are small, but that means they’re cramped, and it’s difficult to make a single move without nudging a sausage into the abyss. Making any progress at all requires multiple non-obvious realizations about basic movement.

The basic mechanics: Your goal on each level is to cook a group of very large sausages by pushing them onto grills, Sokoban-style. (This is not explained explicitly in the game, but once you see what a grill tile does to a sausage, it’s pretty obvious what you’re meant to do.) Sausages are two tiles in size, and both tiles must be cooked. Furthermore, each sausage-tile must be cooked on both sides: pushing a sausage latitudinally rolls it over. Many block-pushing games make a point of removing blocks that have reached their final destination or otherwise been fully processed. That does not happen here, and cooked sausages can become serious obstacles, because pushing a cooked side onto a grill burns it and loses the level, although just leaving a sausage on a grill does not burn it. You have a fork permanently fixed to your front, which can be useful for poking sausages off grills (which are impassible), but which is always in danger of delivering pushes you don’t want. The way it swings as you turn reminds me a little of DROD, even though it controls completely differently. After cooking all the sausages, you have to return to your starting point. I’ve seen one level so far that makes that the hard part, by making it so that the obvious way to cook the sausages leaves them in positions that you can’t get past without smacking them with your fork and burning them.

And that’s about all I have to say for now, because I haven’t yet gotten far enough in to make grand pronouncements about what it all means. Hopefully I’ll be able to make enough progress to say more in my next post, but the prospect feels daunting and even a little menacing right now.

The Stick of Truth: Finished

Suppose you have two weapons. One hits for 100 points once per turn, the other hits for 20 points five times per turn. They seem equivalent, right? But if you find a socketable weapon upgrade item that makes each hit do 5 more points, weapon B gets more mileage out of it than weapon A does. On the other hand, if you find an upgrade that makes a weapon do one additional hit per turn, weapon A is the clear winner.

Considerations like these occupied a surprisingly large portion of my time playing The Stick of Truth. With factors like elemental damage, damage reduction, status effects, and so forth, the math of combat is elaborate enough that one piece of equipment usually isn’t obviously better than another at a similar level. And the game keeps throwing new equipment at you! A major quest can give you multiple entire outfits to choose from, in addition to all the items you can buy from stores.

And the thing is, by the end, it’s kind of irrelevant. I developed a dominant strategy: at the start of each fight, I’d have the PC and Kyle both use their costliest skills, which do massive damage to all enemies. For most non-boss-fights, that was enough to end matters without even using a weapon at all. But I suspect that pretty much any strategy you choose would work in the end. It’s not a difficult game. In fact, it’s so not-difficult, I managed to basically miss out on an entire major mechanic, because I confused Power Points (used in special abilities) with Mana (used exclusively for farts), and thought for most of the game that I couldn’t afford to use fart attacks in combat. Farts, in addition to providing powerful attacks, have the particular virtue that they interrupt enemies in the act of preparing spells. But it didn’t matter. I survived without being able to do that.

Nonetheless, the game tries to motivate you to collect all the outfits and weapons just by keeping track of them in a “Collectibles” menu, and awarding an Achievement for filling in all the spots in that menu. It does a similar thing with the Chinpokomon figurines scattered around the town, which don’t seem to have any relevance to the game beyond collection for collection’s sake. Making friends is also treated as a collection game, although this time it’s one that unlocks combat perks.

Now, I realize not everyone feels like this, but I’m into collection for collection’s sake. And this game, like many modern games, is polite enough to let completists like me continue playing after the final boss is defeated and the credits have rolled. But, despite some twinges, I don’t think I’ll take the bait. Collecting all the outfits would require grinding for cash, and that’s something I just don’t feel like doing. The game has been blessedly grind-free otherwise; simply making progress in the story provided me enough XP that combat became too easy to be interesting.

Plus, there’s thousands of other games out there waiting to be played. Let’s try another one.

The Stick of Truth: Horrors

I’m pretty far into The Stick of Truth now. The story is divided into a series of days and nights, with the days spent questing around the town and the nights devoted to self-contained scenarios in more fantastical environments. Day 1 is spent recruiting for the human side, so they can recover the Stick from the elves who stole it. Day 2 starts similarly, but turns into mostly questing on the elves’ side. At the end of day 2, the elves and humans join forces against a new threat, and at the point I’m at in day 3, I’m still trying to recruit more allies in preparation for the presumed final assault. At the same time, there’s a second story going on in parallel, about a government cover-up of a UFO crash and subsequent spillage of alien goo that creates Nazi zombies.

The story been exploring various dimensions of unpleasantness throughout — scat jokes, racism, bullying and other acts of juvenile cruelty, children being exposed to nudity and sexuality in uncomfortable ways (including an extended sequence where the player character watches his parents have sex), anal probing, zombies. But it’s only at this late stage, well into what I believe to be the final chapter, that I finally reach a point that’s nearly overwhelmingly revolting: the abortion clinic scene.

I won’t go into detail. It involves hiding from the Men In Black by pretending to be a doctor, and consequently going through a special QTE sequence. Failure results in cartoon gore 1Not to be confused with cartoon Gore. He appears in the game too, but elsewhere., followed by death and starting the sequence over. I’m not sure why this makes me queasy while the rest of the game leaves me relatively unmoved. Maybe there’s just something special about the combination of botched surgery and genitalia. Maybe it’s the way that the QTE makes you pay attention to what’s going on, instead of just watching for button prompts or abstract sparkles like in the combat system. Maybe it’s the combination. Regardless, I had to shut off the game for a while at this point, and contemplated just abandoning it there.

But I did come back. I have a desire to see this through to the end, and I think this has a lot to do with how compelling the game’s RPG treadmill is. (I may go into that in my next post.) And, thankfully, the next mission breaks the gross-out a bit by sending you off to Canada, which, in South Park continuity, is rendered in an even less realistic style than the USA.

References
1 Not to be confused with cartoon Gore. He appears in the game too, but elsewhere.

The Stick of Truth: Enemies and Lore

Now, I said that The Stick of Truth puts you into a war against (kids pretending to be) elves, but elves are far from the only things you fight. You fight anyone who stands in your way, or who is the subject of a quest, including characters who aren’t even part of the LARP. For example, at one point, the only thing that stands in the way of sending a war party to recover the stolen Stick is that one of your teammates is in detention down at the school. In the course of rescuing him, you battle a number of hall monitors — and, blurring the lines between reality and make-believe further, you do it with exactly the same combat system as usual, magical abilities and all. You can even receive quests from people outside the fantasy scenario, like when the mayor asks you to help solve the town’s homeless problem by beating up homeless people. The inner game is fully integrated into what passes in South Park for reality.

But then, little kids doing magic fits right in, because the town of South Park is no stranger to the outlandish and bizarre. I have only a slight familiarity with the show’s lore, but I know that it’s seen such sights as Jesus and Satan, underpants gnomes, and talking poo. So when I find myself fighting alien abductors, or a herd of Nazi zombie cows, I assume that it’s just drawing more from the show.

I really like how these lore references are handled, by the way. This is an area where I felt the 1998 South Park FPS fared badly: it assumed that anyone who played the game was already familiar with everything from the show. But here in The Stick of Truth, part of the premise is that you’re a new kid in town. Your primary quest is to go and make friends, and that leads you into the LARP and thus into the rest of the game. Because the player character is a newcomer, the game has an excuse to treat the player as a newcomer as well. Even in the few cases where I do recognize something, the game’s brief introduction to it is at least an opportunity to crack a few jokes about it.

The Stick of Truth: Shallow and Deep Theming

When I call The Stick of Truth a “South-Park-themed RPG”, I mean that it’s an RPG at its core and a South Park property on its surface. If you replaced the graphics, dialogue, and flavor text with something more like standard fantasy RPG material, you’d have a game that plays the same, but it wouldn’t be at all recognizable as South Park.

You might be tempted to say that this is simply how licenses of this sort work, that they’re always just veneers on top of an established genre. But it isn’t necessarily so. Consider how the gameplay of Wing Commander was clearly and obviously inspired by Star Wars, despite having a story and setting that drew more from the Man-Kzin Wars stories. The resemblance to Star Wars exists only at the level of gameplay, but was strong enough to draw comment at the time. And that kind of gameplay-level connection to the source material is what The Stick of Truth pointedly lacks.

Nonetheless, there are a few ways that the source material touches the game at a deeper level. The first comes at when you choose a character class, which, due to the LARP-within-a-game plot, is something that happens in-story, the choice presented by the character of Cartman. You have a choice of four classes: Fighter, Mage, Thief, and Jew. This both continues the Jewish jokes from the show and enables more of them in the game, but it isn’t just a throwaway gag: Jew is a fully fleshed-out character class, with its own special abilities based on more Jewish jokes. Naturally, this is the class I chose, on the basis that it’s the only one unique to this game. Then I thought: wait, it’s probably just Cleric under a different name, isn’t it? But it isn’t. I don’t really have a handle on what the specialization of the Jew is supposed to be — possibly it’s the generalist class, like Final Fantasy‘s Red Mage. It does seem to have some focus on abilities that become stronger as you sustain damage, which I suppose could be another tasteless Jewish joke, an encouragement to get your Jew beat up a lot.

If there’s no Cleric class, where do you get your healing? Largely from snack foods, but also from Butters. Butters is a supporting character from the show who I was unfamiliar with. In the game, he’s a Paladin who joins your party and can heal you with a laying on of hands, which he interprets as patting you on the back and saying “I got your back, bro” or similar sentiments. Again, skin-deep theming. Apparently the Paladin role suits the character’s innocence, but it’s just a mapping of an existing character to an independently-existing role. Eventually, however, you acquire other party members you can swap him with, and the first one you unlock is Kenny. If you know anything at all about South Park, you probably know that Kenny dies in every single episode, only to come back without explanation in the next. This inspires one of his powers in the game. If he falls in combat, rats drag his carcass away. A few rounds later, he just walks back in and resumes fighting as if nothing happened. So, here, we have gameplay drawn from the source material.

Then there’s the fart jokes. This game makes farts into one of your fundamental skills, both in combat and in solving environmental puzzles that allow you to bypass fights. This defies easy classification as deep or shallow theming. On the one hand, Cartman, who teaches you the secret of power-farting, refers to it as a “dragon shout”, specifically pointing out its resemblance to the Dragon Shout abilities in Skyrim. On the other hand, the game does use the ability in particularly South-Park-fart-joke ways, like letting you fart through open flames to create explosions.

South Park: The Stick of Truth

OK, apparently I don’t feel up to finishing This War of Mine right away, so let’s try something sillier and less stressful from the same bundle. The Stick of Truth, despite its South Park theming, is pretty much a conventional combat-oriented RPG, premised on a promise of inevitable progress and growth, and that seems a good antidote to TWoM‘s constant grim struggle to stay afloat.

I have to admit that I’ve never been a South Park fan. I’ve seen a bit of the show, I saw the movie, and I even played one of the previous South Park games — specifically, the 1998 FPS using the Turok engine, which, heretically, modeled the characters in 3D. But the whole thing always seemed too mean-spirited for my tastes, its comedy created mainly from the relief that follows the shock of the transgressive. And I do specifically mean shock, not just offense; the whole effect depends on things being unexpectedly offensive. I think in particular of the Terrence and Phillip show from the movie here: the humorous part wasn’t just their relentless profanity, it’s that they broke into it so suddenly and without warning, while not even seeming to acknowledge that it was happening. Even the animation style is designed to contrast with the content, putting the viewer off-guard by making the show look more innocent than it is. But to keep that working for any length of time, they have to keep ramping up the tansgressiveness. That’s a road that ultimately leads to Princess Hears a Strange Noise, and I for one am not willing to follow it that far. And on top of that, a lot of the characters talk in the sort of silly voices that people only use in real life to make fun of other people.

The game, then, has sort of the opposite feel from Undertale. Where Undertale encouraged you to empathize with monsters and treat them as beings worthy of basic respect, The Stick of Truth treats all its characters with derision and contempt.

Despite an intro that presents the war between the Humans and the Drow Elves to control the Stick of Truth as something real happening in a fantasy realm, it quickly turns out to all be a neighborhood-wide LARP. And by LARP, I mean schoolchildren playing make-believe as an excuse to beat each other up. As a result, the game is kind of like a meaner version of Costume Quest. Not just because it involves wandering around a suburb with children in costumes, but because it blurs the line between reality and make-believe. You eat packaged snack foods to regain hit points, and your RPG-standard search for loot just means invading people’s houses and stealing stuff, but when you’re fighting, you really do have the magical powers and special abilities of your fantasy RPG character.

The combat is a great deal more involved than Costume Quest, though. There are a number of status effects to keep track of, both positive and negative. Your enemies can enter a Riposte stance, which makes your melee attacks backfire, or a Reflect stance, which does the same for missiles. Both attacking and defending prompt the player for timed button presses, often multiple presses in sequence. The result, for me at least, was that combat was, if not exactly taxing, then at least involving enough to keep my mind off other things, like how mean the premise is, and how crass the dialogue. This may be how the game is setting me up for sucker-punches to come, when it ramps up the transgressive enough to punch through my indifference.

More Thoughts on Undertale

I commented briefly before about Undertale‘s redemption narrative as applied to Dr. Alphys, but she’s hardly unique in the story. Nearly every major character in the game is defined in terms of their flaws and failures, at least at first. Toriel is overprotective, Papyrus has delusions of grandeur, Sans is a slacker, Undyne is excessively zealous, and so forth. I’ve seen a theory that maps the major characters to the different circles of Dante’s Inferno, and while the details of that were very much a stretch, it’s worth noting that there is a fair amount of disguised Hell imagery in the game. You are, after all, in an underworld full of monsters, and, as with Dante, the only way out is through. A focus on the charcters’ sins adds to this, even if it is mainly done for humorous purposes.

But if there’s one thing we all know about Undertale, it’s that it’s “the friendly RPG where nobody has to die”. They may be sinners, but that doesn’t make them bad people — or even if they are bad people, that doesn’t make them your enemies. I mean, they are your enemies for the most part, but they don’t have to stay that way. Going the Pacifist route means figuring out how to resolve conflicts without violence, and that means treating the antagonists like people instead of like monsters.

This applies to the lesser encounters as well — in fact, it applies better. A lot of the major encounters come down to “survive for long enough and eventually your opponent gives up”, but the random encounters are all about paying attention to the monsters and figuring out what they really want. Maybe a monster just wants you to notice what a nice hat it’s wearing. Maybe it wants to wash you, or get into a muscle-flexing contest. Monsters have weird obsessions sometimes, and I think this makes the whole thing work better than it would in a less-exaggerated setting. The modeling of their motivations isn’t terribly sophisticated — the mind of a monster is a simple state machine. Still, it’s significant that you can relate to them as more than just things that you harvest for EXP. After this, it feels peculiar to go back to playing conventional combat-based RPGs, where your enemies are more objectified.

Now, even for a Pacifist, combat isn’t just a matter of guessing the right things to do. In between your actions, you still have to dodge your opponent’s bullet-hell-like attacks. Some of the attacks are more abstract, some are more representational, but it’s worth noting that, within the game’s fiction, they’re always really attacking your soul rather than your body. It’s like a big metaphor for introversion and social anxiety. People approach you at random, and you try to satisfy them as quickly as possible so they’ll leave you alone and you can stop dodging bullets. Occasionally, with the major characters, the end result is that you make a new friend.

I’m tempted to say on this basis that social anxiety is the player character’s defining character flaw, but that doesn’t really fit with your role in the story in general. It’s worth remembering as a technique, though.

This War of Mine: Starting to Lose

I’ve only played a few days more since my last post, but things are already getting more desperate. I’ve taken in another survivor, because I figure you have to at least make some attempt to be the good guy, but it means one more mouth to feed. I’ve suffered a couple more raids, this time losing more stuff — clearly the game wants me to make weapons and fortifications, but how can I do that when it keeps taking the necessary materials away?

On top of that, a patrol stopped by to deliver the game’s first big moral dilemma: they’re looking for people who attacked a humanitarian aid convoy, and are willing to give me a whole bunch of loot if I rat out my neighbors. I took the loot, on the basis that if I’m not attacking humanitarian aid convoys, no one else should get away with it either. But my guys became Sad as a result. Sad is a status effect like Sick or Wounded, and I assume that it’s similarly fatal if left untreated.

I feel like I’m falling behind, and I’m seriously contemplating starting over so I can do better. Just one thing stops me: the sense that I’d be missing the point. That things are supposed to be falling apart, because that’s is the way the story goes. If I’m not willing to watch my people suffer, I should be playing some other game.

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