Blogitorial

Quitting Before It’s Bad:  Video Game IPs in Need of an Indefinite Hiatus

Quitting Before It’s Bad: Video Game IPs in Need of an Indefinite Hiatus

Who needs Mother 4 when we can have Mario Party 19?

Super Smash Bros. Ultimate has stirred quite a bit of commotion over the last few months.  With 103 stages, over 70 playable characters, and a whole swarm of entitled fans, Ultimate has become a Cthulhu of the gaming world.  While the aforementioned fans demand more features and options, others have wondered how Nintendo will ever create another Smash Bros. after this one.  Some have suggested that the series could end with Ultimate, making way for “expansions” rather than full-blown sequels, similar to how Capcom has bled dry each Street Fighter.  Otherwise, Nintendo (specifically Masahiro Sakurai) would be tasked with making a new Smash game even more ultimate than Ultimate or face suffocation by the fanbase’s discontent.

The Smash series will continue until Nintendo dies, but the above conundrum presents an interesting question:  Should a successful series conclude with a spectacular entry or die in an implosion of critical and commercial failure?  Several video game franchises have fallen to a singular bad game whereas others have decomposed like the living dead, shambling on with subpar but commercially successful games.  Command & Conquer and Turok serve as examples of the former while Five Nights at Freddy’s and Dynasty Warriors (to a lesser extent) represent the zombies.

With this article, I intend to take a stab at video game IPs which may need to retire.  For many of these series, the retirement can be temporary, and the developers can use the time off to figure out what made their franchises truly great.  Alternatively, the developers could focus on new content.  By no means is it an easy task to determine which IPs should take a break.  In selecting my four suggestions, I focused on some basic questions:

  • Has the IP had a string of poor games?
  • Does the IP repeatedly recycle the same formula for each new entry?
  • Is the IP’s design space limited? In other words, can the IP’s core gameplay be expanded, or have the developers exhausted all relevant changes and improvements?
  • Have recent changes to the IP hurt the core gameplay?

I’ve considered several franchises, and not everyone will agree with my inclusions/omissions.  That’s called sentience.  I have a comment section for people to rage when they find I haven’t included Call of Duty or Mario Tennis.  I also have a Contact page for death threats, so your options are limitless.

Let’s get to it.

The Binding of Isaac:

Metaphysically, there has only been one the Binding of Isaac.  However, in the seven years since its release, it has spawned a remake, three expansions, four “booster packs,” an upcoming prequel, and a Kickstarter-backed card game.  Apart from releasing its own brand of craft beer, Isaac has done it all and then some.  That’s the problem.

As covered in my review and probably a video or two, Isaac has become diluted with its content.  With so many bad items, annoying enemies, and questionable gameplay mechanics, the IP has committed the sin of gluttony and strayed from the holy light of Rebirth.  A sequel won’t necessarily fix this issue.  If a sequel releases less content than the current Afterbirth+, it may feel like a step back.  If Nicalis goes the Smash Bros. route and produces an even larger game, the result may just be a messier, bloated version of Afterbirth+.  Judging from the recent booster packs, Nicalis may not even have enough ideas to support either type of sequel.

Isaac could potentially reinvent itself by transitioning from a 2D- to a 3D-perspective, but I doubt it could retain its identity with such drastic changes.  As much as I adore the game, I could accept the IP ending as it is now and never returning, barring a remaster or similar product.  Edmund McMillan and Nicalis produced a deeply intricate and satisfying cult classic.  Not all IPs need to grow into monster franchises.  Some can die young and pure in a chest.

3D Sonic:

Although Sonic may have experienced a comeback with Sonic Mania, his three-dimensional escapades continue to search for success in a dung heap. Sega won fans with the initial two Sonic Adventure games, but almost every other 3D Sonic outing since then has sucked. The Sonic Team seems to no longer understand how to handle the hedgehog. Instead, they appear hellbent on subjecting their mascot to increasingly strange situations. They’ve dabbled with hedgehogs with guns, hedgehog-human romances, werehogs, hedgehogs with swords, and playable DeviantArt fan fictions. They have yet to experiment with critical acclaim.

The fan base doesn’t ask for much. They want a straightforward Sonic game. We can long for a day when the blue blur once again rivals Mario in quality, but after generations of consoles of bad games, we need to let this animal die. Considering the success of Sonic Mania, you’d hope that an outside development team could create a stellar 3D Sonic game. That was tried once, and it’s called Sonic Boom.

With his two-dimensional personality, Sonic fits perfectly with his side-scrolling roots. While PagodaWest Games and Headcannon produce Sonic Mania 2 and Sonic Mania 3 with Knuckles, the Sonic Team can hibernate and dream how to nail the 3D formula. The Sega front man deserves to be remembered as one of the greatest icons in gaming, but if he follows his current trajectory, he’ll continue crashing as one of the biggest has-beens.

Mario Party:

Once October hits, Super Mario Party may make me regret naming the Mario Party franchise in this list. This entry does away with the everyone-in-one-vehicle stupidity and returns to the original formula. Nintendo has revealed an interesting new cooperative mode, and the Switch-to-Switch interactivity looks promising. There’s a ton of potential. It’ll probably be mediocre.

Despite its enduring appeal, the series has declined in quality since its debut. Each entry has its shining moments, but the IP has never overcome its core issues: slow gameplay, inconsistent mini-game quality, and limited customization options. Each sequel introduces a few new gimmicks while programming a few more annoyances. As such, the Mario Party series has made a profit shuffling forward and back in the exact same spot.

Although the Wii U iteration makes alcohol poisoning at a frat party seem appealing, none of the Mario Party games have been bad, per se.  They’ve just become gradually staler.  Like with Call of Duty, gamers will complain about each new Mario Party while paying full price for next entry. If any franchise deserves an “Ultimate” version like Smash Bros., it’s this one.  However, with the Top 100 being released last year, we likely won’t see this party to end all parties. After 20 years and 19 games (including the e-reader edition and Wii/Wii U Party), it’s time to lock the alcohol cabinet and endure the hangover before any more shindigs.

Runner:

The Runner series originated within another IP, Bit.Trip. This WiiWare darling produced six games rooted in simple yet inventive graphics, gameplay, and music. Apart from the Pong-based first and last games, each Bit.Trip played uniquely from the rest and demonstrated the creativity and genius in their developer, Gaijin Games (now Choice Provisions). Runner, the fourth Bit.Trip game, was THE auto-runner before the auto-running craze and stood out as the best entry in the series for many fans.

With Runner2: Future Legend of Rhythm Alien, the developers realized the full potential of the original idea. The game offered a massive slew of levels, an impactful glide mechanic, a lush soundtrack, and a quirky atmosphere narrated by Charles Martinet. Runner3 tried to further flesh out the auto-runner and ended up making the core concept obese. New mechanics felt like needless gimmicks; what once was quirky was now grotesque and strange; and players were forced to replay stages again and again for extra content like some Groundhog Day hell.

Similar to the Binding of Isaac, not all IPs need to grow into expansive franchises, and Runner deserved one sequel, nothing more. The lackluster third entry demonstrated that Choice Provisions can churn out sequels by simply swapping out graphics and music, if they so wish. However, no matter how many bells and whistles they might program, the Runner concept can only stagnate or deteriorate from here. This IP need not last for marathons.

Rounding to the Retirement Home

Given competent developers, ample resources, and sufficient time, all of these IPs could thrive, but we’re dealing with cold, cruel reality.  Zelda accumulates accolades like a black hole while Kirby skirts around mediocrity and greatness while Resident Evil claws its way back from obsolescence.  While these franchises endure, some of the stragglers can be left behind, allowing developers to revive dead IPs.  If Sega didn’t revolve around Sonic, imagine what they could do with another Jet Set Radio or Super Monkey Ball.  What if the next Advance Wars or F-Zero came out in a few months rather than Super Mario Party?  Wishful thinking or not, there are enough forgotten series and new ideas deserving of attention that current developers need not rehash existing concepts until all value is gone.  Let Old Yeller go.

Posted by Solomon Rambling in Blogitorial, 0 comments
Solomon’s Five Wishes for Nintendo Switch Improvements

Solomon’s Five Wishes for Nintendo Switch Improvements

Because Why Be Satisfied When You Can Complain for More?

With Nintendo’s 2018 E3 presentation looming on the horizon, gamers are astir with hopes and hype.  If fortune falls in our favor, Nintendo will unleash a torrent of game reveals, essentially presenting a strip tease geared toward nerds.  The internet is abuzz with speculation as to what games will be shown and what Nintendo might be saving for its big announcement (as if a new Super Smash Bros. is not enough).

E3 presentations have historically focused on software, mainly to prove their consoles are still relevant.  With the Nintendo Switch making its second E3 appearance, Nintendo arguably must produce a pretty spectacular show to demonstrate the fledgling system can maintain its current momentum.  Maybe it’s my naïve loyalty, but I’m not worried about Nintendo on the software side of things.  I am, however, concerned about how Nintendo intends to address the issues present with their darling system.

At least since the Nintendo 64, Nintendo has seemingly made missteps with each of its major consoles.  From the cartridges of the N64 to the lack of online multiplayer on the Gamecube to the Wii’s outdated hardware to the Wii U’s very identity, the gaming giant has appeared to fumble a major aspect of the consoles.  Like the Wii, the novelty of the Switch has driven amazing initial sales, but the older the system gets, the more likely its shortcomings are going to be highlighted instead of its strengths.

Much like my amiibo blogitorial, this article is my pipe dream, containing my beliefs about how Nintendo can improve the Switch to better guarantee its appeal.  If my opinions echo the opinions of others, it simply underlines just how much Nintendo’s audience is hoping for specific changes.  The Japanese company has clearly proven they can make an innovative console, but if they don’t want the Switch to age and putter out like the Wii did, they will need to improve the system, itself.

What pictures do you include when you’re not talking about games?

Wish 1:  Justify Why We Need to Pay for Online Services

Let’s kick this dead horse now:  Nintendo has royally sucked at implementing online services.  It took the company nearly a year to release the first online multiplayer game (Battalion Wars 2) for the Wii, and it looks like it needs more than a year to create a legitimate online system for the Switch.  The Nintendo Switch Online (NSO) service will go live this September, and the most exciting information we’ve heard is that there is a family plan for up to seven Switch consoles for $35 a year.  Through this plan, my friends and I can save our money for what might be a wholly lackluster service.

My wish is that Nintendo has heard the roar of its angry consumers and is planning to showcase why we’re paying for anything.  They’ve delayed the NSO because they’re doing something, right?  The backlash for Splatoon 2 should be evidence enough that we need dedicated servers.  God, if Nintendo were to announce just those two words—dedicated servers—I think the Nintendo fanbase would collectively orgasm.  It’s great that we get NES games and cloud saves, but I wouldn’t pay $20 a year for those features, especially if I’m getting the same old internet services I’ve received for free for the past decade.

I would’ve put the Netflix logo here, but I want you to look at my saves.

Wish 2:  Do as the Other Consoles Do

The Nintendo Switch has defined itself as a remarkable hybrid device, yet it still feels like a half-baked product.  The system is sorely missing apps like Netflix, YouTube, or Amazon Video.  There is no general internet browser.  You can’t even physically back-up your save files.  Its little kickstand is a flimsy piece of shit.

All of these features—apart the last one—have been present in other consoles (including Nintendo’s own) for the last two generations, so why is the Switch missing them?  Perhaps the video apps and internet browser will be introduced with the NSO.  I recognize that none of these amenities make or break a system because we have phones, remotes, and drink coasters that can play Netflix or access the internet.  However, I’m wondering what demonic pacts are preventing Nintendo from offering what are now considered commonplace features.

Conversely, the save file issue is simply more evidence that Nintendo is secretly run by sadists.  Scratch that, it seems this entire article is basically showing how the company revels in the confusion and existential angst caused by their decisions.

Fun fact: you can’t take screenshots while on the eShop.

Wish 3:  Bolster the eShop

Nintendo has actually been making improvements with the eShop (especially with their recent update), but the once minimalistic and stylish store front is cluttered to hell.  With the surge of titles hitting the “Recent Releases,” “Great Deals,” and “Coming Soon” every week, all of the menus have given way to long lists of slowly loading pictures.  The “Featured” section and “search by developer” option have somewhat mitigated the daunting task of wading through the eShop, but browsing games still is about as pleasant as wading through the sweaty crowds of Day 3 of a music festival.

Outside of its design, the eShop continues to lack features present in previous and current consoles.  Nintendo must think we’re selfish bastards because a “Gift” feature is not present.  Your wishlist doesn’t remove games you’ve purchased and hides from the main menu. As SMG Studio suggested in a reddit post, the eShop would benefit from a rating system with user comments.  Nintendo once implemented reviews on the Switch but supposedly became so flustered by offensive opinions that they eliminated it.  Considering the Miiverse was a thing, it’s surprising that Nintendo is so frightened by the possibility of crass user contributions.  Whatever the case, thicker skin and a timely update could help both Nintendo and the Switch.

 

This represents the Virtual Console section.

Wish 4:  Replace the Virtual Console

The Virtual Console is dead, just like my other childhood treasures.  We can’t say we didn’t see it coming, considering it was barely alive on the Wii U and was MIA this past year.  However, we also know that part of Nintendo’s lifeblood is nostalgia, so we won’t go long without our retro sustenance.  Gamecube games have long been requested, and I will personally hemorrhage with happiness if Nintendo confirms GCN classics coming to the Switch at E3.

Regardless of how it is presented, Nintendo is long due to say something about their plans for their massive back catalogue of games.  Like others, I am concerned Nintendo will go with a subscription-based approach for their retro releases.  That said, I am also willing to accept that this is the replacement for the Virtual Console.  After 22 years, it may be too much for Nintendo to demand $10 for Super Mario 64, so a subscription service may just be the right way to get people to pay for the same game for the fifth time.  If we get this service before the end of the year, I’ll be content.  I’ll absolutely still complain about not “owning” the game, but I’ll be content.

Look at my games. Look at them.

Wish 5:  Create the Ultimate Gaming Necessity – Folders

And here we are.  The single biggest reason why I question if Nintendo knows what they are doing or are just surprisingly lucky.

You can’t make folders on the Nintendo Switch.  You can’t sort your games.  It doesn’t matter if you have two games or 200; you cannot order them in any other way than most recently played.  I own over fifty titles, and sometimes I have to go to the “All Software” screen and waste multiple seconds scrolling through all of my titles to find the specific game I want to play.  All told, I have spent a full four minutes of my life doing this, and if I had folders, I could have saved those moments of my life.  Hell, I could’ve used that time to sort games into folders.

It’s true that my neuroticism yearns for sorting abilities more than what’s healthy for me, and all told, the folders, themselves, are not a huge issue.  They do represent the larger problem described all throughout this article:  Nintendo isn’t equipping the Switch with features other systems have and which its gamers want.  Even something as simplistic as folders have not been implemented, so what else is not on Nintendo’s radar?

Walking Away from the Wishing Well

My ultimate wish is for a Nintendo that listens and responds to its audience in order to make a long-lasting Switch generation.  The company’s secrecy has been a mixed bag for me as a fan.  I am always pleasantly surprised by a sudden Direct or a wacky game reveal.  I’ve also been on one too many hype trains that have derailed and fallen into nothingness.  Forums may be fueled by the constant discussions about when Nintendo will do this or that, but I argue it’s now time for Nintendo to step out from behind the curtain and explain what the hell is going on.  Here’s hoping E3 will be a step in the right direction for improving the Switch.

Until then, give me my goddamn folders.

Posted by Solomon Rambling in Blogitorial, 0 comments
Solomon Rambling’s Top Ten Saltiest Switch Moments

Solomon Rambling’s Top Ten Saltiest Switch Moments

Becoming a Pillar of Salt

Being a slug of a man, I hate being salty.  Anger, in general, isn’t a fun emotion unless you can destroy things, but then people say you have an anger problem and an assault charge.  When playing video games, anger tells you something is going horribly wrong.  Gaming should be cathartic, offering you a world away from your irritating real world.  When the gaming world becomes frustrating, you’re essentially just left to face the problems you experience in the real world, except now you’re in your boxers on your couch questioning what you do with your time.  A true nightmare indeed.

But that’s enough about my weekends.  Here, I present you with a top ten list of my saltiest video game experiences with the Nintendo Switch thus far.  Annoying readers will be quick to notice that I use “salty” and “angry” interchangeably.  Technically, “salty” is a specific form of anger that stems from embarrassment, but this definition also came from Urban Dictionary which claims “Solomon” is a funny, intelligent, well-endowed person.  Due to UD’s questionable accuracy and my sheer laziness, “salty” and “angry” are synonyms here.

10.  Human: Fall Flat – Forced Replay

Human: Fall Flat is one of the most refreshing experiences I’ve had on the Switch thus far.  Although each puzzle has a specific solution, you can take shortcuts and unconventional methods to solve each one.  Your character is purposefully difficult to control, so when you do overcome an obstacle which required precision and patience, you get a surge of relief and a sense of accomplishment.  When you lose that progress because your finger slipped, the resulting saltiness is just as potent.

Certain puzzles will require you to reset to your nearest checkpoint if you mess up.  On the pause menu, “Load Checkpoint” hovers just above “Restart Level.”  If you happen to hit “Restart Level,” you are flung back to the start without any confirmation.  There is no “Are you sure you want to restart?”  There is no “Press A to confirm.”  There’s just Solomon fuming on the couch as his character face plants at the start of the level, effectively losing 45 minutes of slow, painful progress.

9.  1-2-Switch – Buyer’s Remorse

Everyone knows 1-2-Switch is a joke. It was advertised as the next Wii Sports or Nintendoland, but even Wii Play looks like a AAA title in comparison.  Commercials were focused on people playing the game, largely because there is almost no gameplay to showcase.  Every Nintendo fan knew it was a cash-grab for the Switch’s launch, and an expensive one at that.

And I still bought it.  At full price.  As a digital download.  I’m still coughing up salt.

8.  The Elder Scrolls V: Skyrim – Save Point Salvaging

Spamming “Quick Save” should never be second nature.  For Skyrim, it is almost necessary, considering your saves act as your checkpoints.  Checkpoints are invaluable because Skyrim enjoys killing you, most of the time in the cheapest ways possible.  A single critical hit can wipe out 75% of your health, or a rabid pack of wizards can electric boogaloo the life out of you.  No matter your killer, you’ll end up dead.

Once dead, your soul is presumably sent back in time to your last save point.  If you’re lucky, you died close to a door where the game autosaves.  If you died ten to twenty minutes into a dungeon after meticulously raiding every barrel for sacks of flour, you’ll be booted back to the beginning unless you quick-saved at some point.  God knows how many sections I’ve replayed because of cheap deaths, but I do know I now quick-save like I have a hard-on for short-term memory loss.

7.  The Escapists 2 – Botched Escapades

Bugs and glitches will be a theme as we progress through this list because few things tick me off as much as a developer’s incompetence or laziness in producing a functional game.  It’s like a sin worthy of the fifth circle of hell or something.  I understand not all issues can be ironed out, but when a game runs poorly almost every time you play it, you begin to question if the developers murdered their play testers at some point.  The Escapists 2 is an example of an anger-inducing, game-crashing, bug-infested torture festival.

Bugs aside, escaping is an infuriating process, which is not a good sign when your game revolves around prison break.  You can leave most prisons through the cliché way (i.e. digging your way out), but each map also features a special way of escaping, be it through the mail, a plane, or a dolphin.  However, these getaways are rarely straightforward or clear, and you may often find yourself halfway through an escape attempt before you realize you needed some keycard or pickaxe or potted plant.  Oftentimes, your mistakes lead to being caught, losing all of your needed belongings, and starting from square one again.  Who knew prison could be so frustrating?

6.  The Binding of Isaac: Afterbirth+ – Ultra Salt

Afterbirth+ was notorious for adding several elements that made the game unfairly and frustratingly difficult, so much so the developer patched some of the issues out of the game.  The Ultra Hard challenge, however, has remained untouched, representing a big, fat middle finger faced toward the fan base.  In this challenge, you must make it to Mega Satan, arguably one of three of the hardest bosses in the game.  In a normal run, this is very much possible (albeit very difficult for anyone but very experienced players).

But Ultra Hard hates you.  You get no heart drops.  You have no map.  All of your items are replaced with question marks, robbing your ability to make strategic choices.  Every enemy is a souped-up version of itself.  You’re occasionally taken to random rooms after you walk through a door.  Anything that can go wrong will go wrong.  The online consensus is that the best way to beat the game is to restart until you find a S-tier upgrade in your first item room. When this is the best advice a fan base has to offer, you might as well start rubbing salt in your wounds to prepare yourself for the pain you will endure later.

5.  Lego City: Undercover – Crash and Burn

My partner does a lot for me.  For just one example, she is my test audience for most of the articles on this website, so if you think you have it bad, imagine the torture she faces.  Because we are devoted to each other, we make sure to suffer equally, and in exchange for all she does for me, I play games like Lego City: Undercover.  She is the reason I 100% completed the game.  God damn her.  I can say this because she will see this when she reviews this article before publication.  Hi, Player Two!

As for the salt, I had to play Lego City for over forty hours, enduring all of its bugs, crashes, long loading screens, and poor design choices every single play session.  I said it once and I’ll say it again: may Lego City melt to the ground.

4.  Super Mario Odyssey – Volleyblueballs

When I started Super Mario Odyssey, I was dedicated to collecting every damn Power Moon in the game.  Even when I started reading online that it wasn’t worth the trouble, I kept my eyes on the prize.  I have completed every 3D Mario game before it, so Odyssey wasn’t going to be different.  Then I encountered the volleyball mini game.  After a solid 20 minutes in the mini game, I still hadn’t achieved 100 consecutive hits in a row needed to win a Power Moon.  Defeated, I set aside Odyssey and didn’t touch it for a week.

When I learned you had to use Cappy (as player two) to feasibly win the Power Moon, I began my journey to 100% completion once more.  Within three or so attempts, I managed to overcome the volleyball challenge.  It was a hollow victory, however.  There was no sense of accomplishment.  There was only salt, as plentiful as the sand on that volleyball court where I lost my dignity.

3.  Splatoon 2 – Connection Lost

Losing connection mid-battle is an infuriating experience, whether you’re winning or losing when it happens.  Getting booted from a game rips you from the moment, disrupting your focus and creating an unsatisfactory, premature ending.  You went in expecting a complete experience, and instead you got—

2.  Spelunker Party! – Dead Ends

Once upon a time, there was a man named Spelunker.  He was a stupid, wretched thing, and his stupidity was only matched by mastery of death.  You see, just about everything could kill Spelunker.  Once a bat shat on him, and he died from shock.  Another time, he jumped while going down a shallow hill, and the fall broke his knee and instantly killed him.  He died several more times to the likes of spikes, fire, poisonous darts, and bombs.  It’s true that most would die if subjected to similar perils, but because Spelunker was a special kind of stupid, Solomon still blamed him for dying.  This was because Spelunker also died to poor controls and bugs (which were not of the creepy-crawly kind).

Solomon hated Spelunker and his ilk.  Many would think that Solomon would be happy if Spelunker died, but this was sadly not the case.  When Spelunker died, it meant Solomon had to continue playing Spelunker Party!  Unfortunately, Spelunker continued to die, day after day until Solomon exploded in a spray of salt.  The end.

1.  Nine Parchments – Nine Fucking Parchments

Frozenbyte is the first developer I have sworn to never support again.  The only other games I have played of theirs are the first and second Trines, and I found both to be monotonous, frustrating, and uninspired.  That said, they weren’t bad enough to blacklist the developer.  Nine Parchments is bad enough and has filled me such rage that my heart has crusted over completely in sodium.  No surgery can cure the shriveled husk that is now my soul.

Nine Parchments is a hot mess of bugs and bad decisions.  Connection issues plague almost every game session.  Maybe a player can’t respawn; maybe an enemy has magically teleported behind a wall; maybe the game refuses to progress to the next section; maybe it just outright crashes.  When the game does work, you’re confronted with finicky targeting systems, stupidly difficult side missions (anyone want to protect a suicidal sheep?), and enough friendly fire to burn any relationship you have to the ground.  My only comfort is that I have completed the game, so I can proudly and confidently say this game sucks harder than a black hole in hell.

Topping Us Off

That’s it for my first written Top 10.  If you enjoyed this article, be sure to check out my video rendition of it.  If you have a salty moment you would like to share, go tell WatchMojo.  They thrive off of using your ideas to make money.  Otherwise, feel free to leave your raw meat strewn about this page.  With the amount of salt here, we can keep everything preserved for a few weeks.

Posted by Solomon Rambling in Blogitorial, 0 comments
Solomon Rambling’s Blogitorial:  Padding

Solomon Rambling’s Blogitorial:  Padding

Just a Ton of Empty Carbs

As the saying goes, the greatest trick the devil ever pulled was convincing us the entire bag was full of chips instead of air and crumbs.  Despite our moaning, we still bought the bags, ever hoping they would be full of substance.  Other businesses soon learned of the devil’s trickery, saw its success, and decided to replicate it in other products.  Thus, the world came to know padding, the act of adding superfluous content to a product to make it appear larger than it actually is.

Padding is the busy work you get from your boss or teacher to make it seem like you have actual responsibilities.  It is the flashbacks, summaries, and side arcs that TV shows use to stretch a series over an entire season.  It is the literal padding in bras or jock straps to boost the wearer’s confidence and sex appeal.  Padding is even the unnecessary lists Solomon Rambling employs to rack up a word count.  In each instance, padding manipulates you into thinking you are receiving a robust experience.  Upon uncovering and extracting the meaningless stuffing, you come to feel shame for being deceived and disappointment for finally recognizing the product is mainly fat and little muscle.

Video games have embraced padding as fervently as a cliché insane asylum, and gamers have gobbled it all up.  Grinding, fetch quests, collect-a-thons, and forced back-tracking now represent accepted video game mechanics.  It didn’t register that Mario Odyssey was reusing Broodal bosses until my partner pointed it out.  It was unconsciously obvious to me that Mario games reuse bosses like a college kid reuses underwear after missing laundry day for the third week in a row.  Padding has even been used as a method to justify micro-transactions; we need only look at the recent Star Wars Battlefront II debacle to see how confident developers/publishers are with packaging padding as solid content.

Padding 3

I could devote an entire rant to the various ugly incarnations of padding, but I would essentially be screaming at a dead dog to get up and move.  Neither the dog nor padding are going anywhere, so we might as well work with what we have.  There is still value to be had from these nuisances, and although I will certainly ramble about some criticisms in this article, if we do enough dissecting, we can salvage something special from all of this.  And yes, people have already called animal services on me, so let me be.

So Much Fluff

But let’s start with the bad because we’re equal parts sadistic and whiny.  When considering the evils of padding, remember to think of the four D’s: dilute, deter, devalue, and d-copy.  Each of these represents a significant type of padding, but by no means is this an exhaustive list.  Other forms of padding do exist.  I just don’t want to write about them.

In gaming, diluting occurs when low-effort objectives are inserted into the game.  This content can be mandatory or supplementary, but it all tastes like the watered-down chili they sell at Wendy’s right before closing. Super Mario Odyssey—despite its brilliance—has taken diluting to an extreme.  In past 3D Mario games, acquiring a Power Star/Shrine Sprite usually involved completing some sort of platforming challenge.  Although a large chunk of Super Mario Odyssey’s Power Moons do require platforming skills, a significant portion of the Power Moons can be gained by pounding on random spots, bribing shopkeepers, or looking behind an obstacle. These Power Moons don’t feel purposefully designed; instead, it seems the game developers took turns sneezing on the game’s maps to determine where to sprinkle Moons.  Collect-a-thons, irrelevant minigames, and optional mission objectives all fit this category.

Padding 8

Padding acts as a deterrent when it places arbitrary obstacles that stop your progress.  Roleplaying games are notorious for this issue, with grinding and random encounters being the serious crimes.  Some bosses cannot be feasibly beaten unless your party has enough collective experience, an issue present in my much beloved Xenoblade Chronicles.  The Pokémon franchise has implemented grinding so seamlessly that players willingly embrace wasting hours to EV train their team to a point where they can compete against other players who have wasted a similar amount of time on the game.  Random encounters, meanwhile, are the equivalent of traffic lights in game design, except every light starts as red and won’t change unless you pump your brake a certain number of times.  Fetch quests can also serve as deterrents based on how rare certain item drops are.

Whereas the previous two forms of padding directly impact gameplay, devaluing manipulates a game’s economy and consequently how meaningful your actions are.  Many games reward you with in-game cash or prizes based on your performance.  Ideally, by the time you finish a game, you should have acquired enough wealth to buy whatever features you could want.  However, some games effectively pay you minimum wage for your efforts.  Super Bomberman R is the Ebenezer Scrooge of this padding, featuring a store which requires upwards of 600,000 gems to buy everything.  The current fastest method to net gems requires you to kill yourself using a specific character on a specific stage in three seconds for 150 gems.  With this method, you can eventually buy everything after playing 200 hours of this singular strategy.  If you aren’t already screaming in ecstasy at the sheer amount of gameplay Super Bomberman R offers, you’re probably a level-headed creature.  I’m not even going to provide any other examples for this category of padding because my only goal for this section was to shit on Super Bomberman R.

Padding 10

With that out of the way, we make our way to copy padding.  Copy padding involves reusing in-game assets (such as enemies, locations, or gimmicks), repackaging them slightly, and presenting them as new content.  Fire Emblem Warriors (and the Dynasty Warriors franchise in general) churns out copies faster than a sweat shop churns out human rights issues.   It features clone characters who have the exact same move sets but different stats (which don’t matter at the end of the day because this is a Dynasty Warriors game), maps which you will revisit more times than a drunk person will use the bathroom, and the same faceless enemies that fall to your all-powerful button-mashing.  Spelunker Party utilizes a different form of copying by incentivizing replaying stages to acquire special items that are inaccessible unless you have a certain piece of gear.  I count this as copying because you essentially have to replay a stage twice to fully complete it, and no amount of skill can change this.

Padding 7

Why Padding is (Probably) Necessary

The human body benefits from having some fat.  Fat cushions your body, helps retain heat, and is vital in processing some nutrients and vitamins.  However, we have grown to ignore the positives of fat because we have witnessed what an obesity epidemic can do to a nation.  Video game padding has followed a similar path: some padding can be great for a game, but too many games are overweight with the amount of padding stuffed into them, and so we either grow complacent or develop a grudge toward the video game industry.  We have forgotten that padding can be healthy.

Taking a historical look at video games, padding was necessary in overcoming a hardware’s limitations.  I’m no historian, but I’ve read enough Wikipedia articles to know that there’s a reason why retro video games featured re-skinned enemies, redundant level designs, and minimal gimmicks.  After reading up on the technical aspects of early consoles, I have learned that each system has its own magical gremlin living among the wires and microchips.  Back in the day, these gremlins had very limited memory and processing capabilities, and the mere thought of rendering multiple enemies at once would make them explode gore-tastically.  Thus, programmers had to utilize padding to produce a full game’s worth of content without killing the gremlins.

Padding 6

In the present, padding is still relevant because it makes developing games feasible.  As gamers, we expect a certain amount of content to justify the price tag, a topic I have mentioned in my reviews already.  Based on what I know from developer interviews, core content takes considerably more time to develop than padding does.  The initial DLC for Mario + Rabbids: Kingdom Battle and Breath of the Wild partly show this content issue.  Both DLC packs essentially featured old assets combined in new configurations, and both packs were released shortly after each game landed on the system.  The meatier content (a new map and hero for Kingdom Battle and the Champions’ Ballad in BOTW) has necessitated longer development periods and thus more wait time.

Consequently, the conundrum comes down to:

  1. Delay the release of a product, spend more funds, and use your workforce to create hours and hours of extra core content.
  2. Fill the game with some padding to complement the main gameplay in order to avoid the above issues.
  3. Do the Splatoon way of things and release a bare-bones product and later add the stuffing.

If every game followed Option A, we would probably see an influx of top-quality experiences, but we would see maybe 10 games a year.  That’s a rough estimate, as rough as sand paper on callouses, but you get the point.  Delays would become the norm with all games, not just the next Zelda or Smash Bros. game.  Thus, if games go with Option B and only use padding as connective tissue for the main content, we can still enjoy solid games without waiting years and years for the next release.

Padding 9

Ultimately, some gamers actually enjoy certain types of padding.  The Dynasty Warriors franchise is successful for a reason.  Although I personally abhor the collect-a-thon nature of Lego City: Undercover, others eagerly chase that 100% completion mark.  I giddily finished every fetch quest in Xenoblade Chronicles, never once questioning why I had to enter and exit an area thirty times in order to acquire monster placentas that somehow could restore a city.  We all enjoy achievements, even if most of the challenges were likely generated with a dart board of ideas and a substantial amount of alcohol.  Padding can be great and can garnish main content, just like stuffing has its place in the turkey and Super Bowl commercials convince us we enjoy being force-fed marketing campaigns like the cute little sheeple we are.

The Cushioned Content

Padding contributes positively to a game when it is natural.  I recognize this is a bit of a cop-out answer because most things are good when they are natural, be it food, conversation, or body hair (no one judges your fetish, Arnold).  For padding, specifically, “natural” means the stuffing feels just as relevant as the main content.  In my criticism of padding, I could easily identify games which had unappealing, needless fat.  Each time I encountered padding in the game, I was partially removed from the experience, either because the game grew more tedious or I questioned why the game included this minigame or that mission or those forced replays.  Good padding, meanwhile, is more difficult to pin down because you don’t notice it unless you go looking for it.

Padding 2

For example, both Breath of the Wild and Skyrim feature “natural padding.”  For every distinct landmark or bustling city, these two games featured miles and miles of nondescript woods, plains, or mountains.  Similarly, for every main quest, there is a quest for delivering certain goods or for taking a picture of this oddly shaped rock or for helping elderly Agnes take a bath, the saggy prune that she is.  These copy-paste locations and side quests gets points for being optional and thus entirely ignorable, but they deserve more recognition for fostering the in-game world.  Both Skyrim and Breath of the Wild take place on massive maps, and it’s only natural for landscapes to repeat (look at Wyoming for God’s sake) or for people to focus on mundane, everyday things instead of saving the world.  Main content creates the world’s outline, and padding fills it in.

Padding 1

THERE’S NOTHING.  ABSOLUTELY NOTHING IN WYOMING.

Natural progression is equally desirable.  The Binding of Isaac offers examples of both natural and unnatural progress.  For those who have not played the game, achievements drive repeated playthroughs, with each accomplishment unlocking a new item or feature that changes the main game.  When you first start out, you will complete achievements unintentionally because you reached a certain level or discovered a certain enemy.  Padding—in the form of greater variability in the randomly-generated stages—slowly bolsters the game without you having to do anything strange.  However, other achievements task you with obscure or absurdly random objectives, such as avoiding all items in a run or collecting four copies of a single upgrade.  These achievements require repeated playthroughs with very specific, luck-based conditions.  After you have reset your playthrough for the 50th time, you long for the days when you unlocked content by just playing the damn game as it is.

Finally, I echo that padding is best when you don’t notice it.  Sonic Mania’s Blue Sphere stages are nothing more than nostalgia-infused trimmings, but that doesn’t matter because these sections are not only skippable, but they’re designed adequately enough to create some entertainment (barring those who get nauseated from the jagged movements).  Similarly, we can ignore that half of Rocket League’s alternative modes are simply shoddy renditions of the core game because Rocket League does not call attention to them.  There is no such thing as “Ranked Hoops,” and even the icons for “3 vs. 3,” “2 vs. 2,” and “4 vs. 4” are bigger than the “extras” like “Snow Day.”  The developers know what people want, but they keep the padding for those who yearn for options or forget that the modes are bad.

Padding 5

Let’s Have a Soft Landing

By now, I have written enough that I’m in danger of being accused of padding, myself.  Because I have used enough food analogies already, I’ll end this with a comparison to makeup.  With enough artistic flair and restraint, makeup can accentuate a person’s appealing traits while covering up the acne and wrinkles.  Padding can operate the exact same way, but too many developers have been using padding the same ways a pre-teen cakes on the makeup.  At a certain point, you cover up all the individuality and substance you ever had, and instead, you’re left with a flaking mask that screams, “I’m trying to be more mature and cultured than I actually am.”  Less is not necessarily more (as good padding has shown), but what starts out as superfluous will not simply ripen into something worthwhile.

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Do you share my thoughts?  Are you confused why I’m picking apart this arbitrary topic?  Did you mistake my website for a much better one and are now trying to work your way back? Leave a comment to express your struggles, and I will grace you will my fickle attention.

Posted by Solomon Rambling in Blogitorial, 3 comments
Solomon Rambling’s Blogitorial:  Amiibo

Solomon Rambling’s Blogitorial:  Amiibo

Games in Plastic; It’s Fantastic

 No matter how I have tried to start this article, there isn’t a single artistic spin that lessens the absurdity of how much I have spent on amiibo.  I may not reach the insanity of the collectors who own every single chunk of NFC plastic, but with my array of over 30 different characters, I must recognize I have essentially burned nearly half a grand on glorified toys.  As a Magic:  the Gathering fan (in which cardboard has more worth than the American dollar), I should be desensitized to the idiocy of wasting disposable income on worthless junk, yet my amiibo budget makes me understand why my father is so disturbed by my lifestyle.

I take solace in knowing that I’m not the only sucker out there.  With the Super Mario Odyssey and the Breath of the Wild DLC amiibo just released, Nintendo must have a large enough audience to justify these plastic buggers when all other toy-to-life franchises have since sputtered and died.  The amiibo range is almost three years old, and although I was smitten by them when they first came out, my disappointment with them has grown like a slow fungus.  My displeasure hasn’t impacted my spending habits, mind you, but I have developed a deeper indignation each time I buy another amiibo.  It’s the feeling that counts, right?

Amiibo 1

Solomon is neither a photographer nor an owner of a good camera. He will fix neither issue.

If amiibo were only meant to be toys with no game functionality, I would probably not have gripes.  Sure, $13-15 a pop is expensive for a little figurine, but when Funko Pop figures run at $10, I question the sanity of the plastic collectible world in general.  However, the novelty of amiibo was that they could interact with multiple Nintendo games in different ways (and across platforms!), something that other toy-to-life franchises could not do.  Although amiibo have had bright moments, as a brand, they have struggled to develop an enduring identity, and Nintendo doesn’t seem to have a clear plan on how to use them in the future.

It would be foolish of me to believe I have enough insight to advise Nintendo on how to improve their amiibo range.  Fortunately, my $500 in plastic paraphernalia is evidence enough that I’m just the right amount of foolish to confront the topic anyway.  Nintendo has already demonstrated how amiibo can enhance a game; the conundrum to address here is which implementation best justifies the existence of these figurines.

The Low-Hanging Fruit

Super Mario Odyssey offers two examples of amiibo functionality, neither of which provide a compelling reason to splurge on the hunks of plastic.  The first example is the “Scan-to-Win” garbage seen in other games like Hyrule Warriors or Pokkén Tournament.  In those games, you can use any amiibo to receive in-game currency and items, which are easily attainable anyway.  In Odyssey, you can scan an amiibo with Uncle Amiibo and wait five minutes (because screw you, that’s why) to have the location of a random Power Moon charted on your map.  The other example is that certain amiibo can unlock specific costumes for Mario.  These costumes can be bought in the game, but amiibo get these costumes to you sooner and for free.  Effectively, amiibo are a cool, harmless black market.

Out of all of the amiibo functionalities, these two features are the most innocuous and most widely-implemented.  I imagine it takes very little effort to program this reward system, and because the unlocks are so easy to attain without amiibo, no one will feel screwed for not owning a bunch of figurines.  It is theoretically nice that almost any amiibo can be used to unlock this content, but again, the unlock is so unremarkable, the effort and time needed to scan often outweighs the actual reward.

Amiibo 2

A step above this amiibo functionality is what I call “Skin-Pack Scans.”  If Team Fortress 2, PlayerUnknown’s Battlegrounds, and countless other online offerings have shown us anything, it is that people will pay exorbitant prices to accessorize their in-game character.  When a skirt or a caribou-shaped hood can go for hundreds or thousands of dollars, wouldn’t it be a steal to spend only $15 to get multiple outfits and a toy figure?  This is at least what I think Nintendo’s advertising committee discussed at one point.

In Yoshi’s Wooly World, you can use your amiibo to unlock exclusive Yoshis like Ganondorf Yoshi, Inkling Girl Yoshi, and Black Yoshi (otherwise known as Game-and-Watch Yoshi).  For the Legend of Zelda:  Breath of the Wild, specific amiibo have a small chance (because again, screw you) to drop retro outfits (including Link’s iconic cap) when scanned.  If you like to flaunt your amiibo ownership online, Splatoon 2 offers vintage gear from the first game with Splatoon series amiibo.

Skin-Packs Scans are a little tempting because they give you access to exclusive content.  Mind you, this content is purely aesthetic, so you’ll have to live with knowing you are essentially paying extra money to play dress-up with your video game characters.  That said, because the content is so superfluous, not many people are going to be upset if they don’t own a particular amiibo.  Additionally, if you have a friend with poorer spending habits than you, you can just steal their amiibo, scan them, and ship them back since these are all “read-only” unlocks.  Again, the feature is nifty, but if this was all amiibo did, I would hope the quality of the physical product was better to make up for the lack of game functionality.

Amiibo 5

DLC in a Toy

At this point, it’s evident that I expect amiibo to add a little meat to my game to be worthwhile, but this is where we get into sticky territory.  Amiibo have widely been criticized as being “physical DLC.”  Instead of purchasing a download, you buy a toy which you have to scan every time you want to access said DLC.  This is assuming you can find the toy in-stock at your local store.  If you can’t, you will have to brave the seedy areas of eBay to acquire your desired amiibo for thrice its MSRP.  When the amiibo craze was in its hey-day, many gamers were appropriately frustrated with the thought of having to fight off scalpers and other gamers just to play what was essentially day-one DLC.

The issue is that this physical DLC functionality is what makes amiibo worth their price.  My Link amiibo unlocked a unique weapon for Hyrule Warriors.  My Toad amiibo offered a thorough (albeit shallow) new mode for Captain Toad:  Treasure Tracker.  The original three Splatoon amiibo each gave you access to a new way to progress through the single-player campaign, a cool outfit, and a mini-game to help you survive the lobby wait times.  Each of these products aren’t worth $15 alone, but when you add the amiibo itself and its functionality with other games, the concept of amiibo finally becomes justified.

How, then, can amiibo deliver this meaningful content without causing people to grumble about needing “Metal Tiara Rosalina” just to play a secret level?  Remarkably, Super Smash Bros. 4—the first game to utilize amiibo—showed us how to use amiibo correctly.  Although part of the amiibo’s appeal was that you could get your favorite Nintendo character, you could use almost any amiibo for SSB4.  Each amiibo creates a fighter of itself which you can then train and customize (and farm items) to become a significantly more difficult opponent than Level 9 computers.  The feature seemed simple at first, but now there are whole guides dedicated to training your amiibo and tier lists arguing which amiibo are the strongest.

Amiibo 4

Some people may still gripe about having to buy amiibo to access these unique opponents/teammates, but this is a problem with DLC in general, not amiibo.  If you never bought into the amiibo scheme, you weren’t missing out because Smash is arguably about fighting your friends, not computers.  However, if you did grab a random character during one of your shopping trips, you had access to a surprisingly deep supplemental feature.  Even I still use amiibo to train.  And the best part?  You don’t need every single amiibo to access the content.  Sure, buy a specific amiibo if you want a specific fighter, but if you aren’t picky, you can grab whichever Smash amiibo is cheapest and call it good.  If the SSB4 model (amiibo = trainable computers) was applied to all other amiibo games, I might even be satisfied with this.

The amiibo Dream

That said, my pipe dream for amiibo is much more grandiose.  Apart from SSB4, my favorite amiibo games (at least in concept) were amiibo Tap:  Nintendo’s Greatest Bits and Mini Mario and Friends:  amiibo Challenge.  Both games were free-to-download and were entirely useless unless you owned amiibo.  The more amiibo you owned, the more content you could access.  For the most part, amiibo Tap was utter garbage because it offered glorified demos of games most people have already played.  Mini Mario and Friends was a solid game, but it’s biggest issue was that you had to pay around $150 in amiibo to access all of the content.   When your Diddy Kong amiibo does diddly squat outside of Mini Mario, paying $15 for a handful of levels doesn’t feel dandy.

This brings me to my pipe dream:  I want a free-to-download “amiibo Land.”  I loved the Wii U’s Nintendo Land to death despite its shallowness and inconsistent game quality, and I want to see a spiritual successor through amiibo.  Each amiibo you scan would unlock a random new mini game or mode.  You would need to scan your amiibo at the beginning of each play session, but you wouldn’t have to endure the tap-marathons found in games like Mario Party 10 or the atrocious Animal Crossing:  amiibo Festival.  Maybe you would have to own a whopping 20 different amiibo to access all the content, but who cares?  I already own that many, damn it.

You could argue my “amiibo Land” idea is just another Skylanders, Lego Dimensions, or Disney Infinity, and you’d be right.  That’s why it is a pipe dream.  None of those franchises are alive today, and we could arguably claim the amiibo brand is dying when its sales for 2016/17 financial year were 9.1 million figures, compared to 24.7 million in 2015/16 year.  Although 9.1 million sales still seem like a huge amount to me, it may not be to Nintendo, especially not enough to justify a large-scale free-to-download game.  Hell, the number may not be big enough for them to consider implementing amiibo functionality on the SSB4 level.

Amiibo 3

What I do know is Nintendo continues to churn out these figurines, with 34 different characters released in 2017 (the same number released in 2016).  With all the other toy-to-life series dead, Nintendo theoretically has the market to themselves, so there has to be money in amiibo.  Even after hundreds of dollars and few compatible games, amiibo still maintains some appeal for me.  They look cool; I’m an avid Nintendo fan.  Put those two together, and I bleed money.  That said, I don’t have to be happy about my hemophilia.

Let’s Wrap This Up

Ultimately, we can look at amiibo as their own little gaming system.  A gaming system can be as eye-catching and as trendy as it wants to be, but its success is dependent on its quality games. Right now, amiibo has had only one “AAA title,” that being SSB4.  There are “A/B” level games as well, but for every Captain Toad: Treasure Tracker or Mini Mario and Friends, there are the “shovelware” implementations which offer skin packs or farm resources.  Like its debut system, the Wii U, amiibo have great potential to create something novel, but currently, we have a system fumbling around in a wasteland of bad decisions and minimal payoff.

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Do you agree with me?  Are you personally offended by my beliefs?  Do you just hate my guts?  Leave a comment to express your innermost desires, and I’ll selectively choose the ones which stroke my ego.

Posted by Solomon Rambling in Blogitorial