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.