Wolfenstein: The Old Blood makes short work of the goodwill built by The New Order. The latter succeeded as a parcel of entertainment because it wrapped a technically-tight shooter with interesting characters, intriguing settings, and a thrill-a-minute rollercoaster ride of level design. But the former lays said technically-tight shooter bare: This is a Nazi-killin' game, with little else to it.

If Old Blood does anything better than its predecessor, it's putting forth challenging encounters with multiple and/or tough enemies. And frankly, I don't consider that to the game's benefit. Heavily-armored bullet-sponge enemies are annoying as shit -- throwing several of them at me at once is not what I consider a fun time. And when I can mow down dozens of Nazis only to die near-instantaneously to a machine-gun brute hidden in a monster closet; well. That's even less of a fun time.

But what hurts the most about Old Blood isn't that the shooting is hard, I mean, I would be more than willing to put up with that if the game scenario was as engaging as New Order. But it isn't. I have no motivation to go on in this game -- there isn't any grand narrative payoff to defeating a room full of crazy enemies. There are only more crazy enemies.

This might be pretty great for someone who was super into the older Wolfenstein games. But for me, it's a solid "meh," benefiting only from the fact that it's still a technically-tight shooter.

Better than: Sniper: Ghost Warrior
Not as good as: Wolfenstein: The New Order
And yeah: I know that I'm most of the way through the game, already. I feel like an idiot for wasting as many hours on it as I did.

Progress: Gave up in Chapter 6 - Ruins.

Rating: Meh
Playing A Game Prelogate PC

Like TIS-100, Prelogate was frequently infuriating to me because of how it's almost like real computer programming. Unlike TIS - and several other contemporaries - Prelogate suffered worse for this due to some unfortunate design flaws.

Prelogate is a curious combination of color-based mirror puzzles and signal-based logic puzzles. At its most clever, it up-ends binary logic problems with the additional dimensions of colors and color combinations -- plus organizing reflectors and gates in physical space. Some of its puzzles are pretty damned cool.

The limitation that really fucked with my head was the lack of negative logic gates. As all engineers know, NAND (or NOR) is super important; so solving logic puzzles without any negation construct - in a world where Karnaugh maps don't work! - got fairly fucking annoying. Especially puzzles based more on the management of physical space than on logical deduction, i.e. assuming I'd already figured out the magic logic algorithm and just had to move mirrors around to make it work.

Unfortunately, my fury toward these puzzles was made even worse by two discrete problems with Prelogate's sense of pacing. The first is that, aside from tutorials that cover basic color combinations and logic gates, there is no ramp-up in puzzle difficulty. The game's ten chapters generally each focus on entirely unique challenges, such as color versus boolean logic versus spatial solving, and most of the game makes no effort to educate you about a puzzle's fundamental challenges before you run headlong into them.

The second problem is a simpler but even more damaging one: Prelogate's levels must be unlocked sequentially. Most puzzle games have either optional puzzles that can be skipped, or a point system that allows the player to skip some puzzles at their discretion. But you can't progress at all in Prelogate until you complete each puzzle, in order. When a frustrating puzzle blocks your progress, it may as well be game over.

Prelogate has some solid content to enjoy, but an equal amount of frustration to muddle through to get there. That the game makes so little effort in easing the player into this frustrating content makes it all the more disappointing.

Better than: Lyne
Not as good as: Human Resource Machine, TIS-100
I'll never forgive it: For "making" me cheat on the last few puzzles, 'cause I didn't have enough patience to guess the right logic algorithms. It's the game's fault for breaking Karnaugh maps! God damn it!

Progress: Finished all puzzles.

Rating: Meh
Playing A Game Her Story PC

Her Story is a short story told in a pleasantly unorthodox way. Unlike Gone Home, which was touching but straightforward, Her Story is actually architected in a way that ties its mechanics to its premise.

The simple, central conceit of the game is piecing together the story of a crime, by keyword searching through archived interrogation clips. What makes it a "game" is that each search is limited to five results, so even if you know a keyword that will reveal the whole plot, you won't get very far until you can formulate a more specific search. So the game is a genuine quest to forensically ascertain key story details, by gradually looking farther into whichever rabbit holes you're able to find. And this process of organically stumbling upon story beats is satisfying in a really unique way.

Unfortunately, Her Story doesn't conclude on a high note; actually, it doesn't conclude much at all. At the risk of spoiling it, the point at which the game prompts you to "end" is pretty arbitrary. And even after this point - for that matter, even after viewing every clip in the archive - there are a couple of tantalizing subplots that aren't adequately addressed. Sure, it's fun to speculate about the main mystery, but I feel like-- if this was a real police investigation, then a lot of important information has gone missing.

Although the end is a bit of an immersion-breaking let-down, the (brief) ride there is a fresh, fun take on the mystery game. I think it demonstrates a lot of potential for more, and more sophisticated, investigation-driven games in a similar vein.

Better than: Gone Home
Not as good as: BioShock Infinite, I guess?, I don't fuckin' know what's comparable.
One specific complaint: The "Delete Session Data" function deletes more than just "session" data. That was annoying.

Rating: Good

There is a very short list of complaints I have against The New Order: The two-timelines mechanic is not compelling enough to make me start a second playthrough; collectibles and upgrades in previous chapters can be missed forever (which, again, not quite compelling enough for a replay); and two or three encounters felt unfair, requiring a specific set of tactics and maneuvers to survive.

Otherwise, and in general, this is an incredibly well-made and captivating game that just happens to be a first-person shooter about killin' Nazis. It's one of the finest story-driven games I've played, with an impeccable presentation all throughout. And the gameplay, from knife-throwing to rocket-launching and everything inbetween, is consistently tight and rewarding.

This is the caliber of game everyone should play. Except those who get squeamish about graphic evisceration and dismemberment, I guess.

Better than: Spec Ops: The Line
Not as good as: BioShock, if only because of that game's more-open game world.
I've never felt quite so emotionally attached: to a game character who just killed hundreds of people.

Progress: Completed on "Bring 'em On" (normal) difficulty.

Rating: Awesome
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In 2013, I glogged about playing 87 games across 151 posts. And in 2014, 112 games in 145 posts.

In 2015, I only managed 29 games in 53 posts.

Sure, I'm in the best shape of my life, have an exciting new job, and even rearchitected this blog. But at what cost?

If there's any semblance of "theme" in my past year's gaming activities, it's re-treading old ground. Despite my low game count overall, several of them were games I'd already played -- revisiting Red Faction: Guerrilla, the remaster of Shadow Complex, the PC version of GTA V, even SpaceChem for some reason. Not to mention Broken Age's second half, and Legacy of the Void finally finishing off the StarCraft II saga.

And then there was Assassin's Creed Rogue, which felt quite a lot like I was just playing Black Flag again. And Saints Row: Gat Out of Hell -- but now I'm falling down a rabbit hole, aren't I.

Breakdown of games played last year:

The good:

  • Grand Theft Auto V on PC finally fulfilled the grand crime sandbox's destiny.
  • TIS-100 (fucking hell, still in-progress) provided me with a whole new way to hate my stupid monkey brain.
  • Wolfenstein: The New Order (in-progress) has, so far, been more satisfying than I expect a "simple" shooter to be.

The bad:

  • Assassin's Creed Rogue, a clearly-unfinished attempt to spin off of Black Flag, utterly disenchanted me with the entire Assassin's Creed franchise.
  • Broken Age, though good overall, was a letdown in its second act.
  • The Magic Circle (demo), which purports to lampoon game production cliches, was itself a game production cliche.

The ugly:

Things I'm looking forward to in 2016:

Prime factorization really took it out of me. I admit it! I need high-level programming. Ugh. That was painful.

That being said, without the benefit of seeing my scores above my friends' on an easy-to-read graph, the prospect of revisiting my solutions for optimization is not quite appealing enough. I guess my optimization ego is not as much of a "pride" thing as it is a "jerk" thing. Oh, well.

Progress: Finished all levels, not most optimization challenges.

Rating: Good
Playing A Game SquareCells PC

One "trick" in SquareCells was shifting from a fill-based to a clear-based system, i.e. whereas most picross games allow free marking of non-filled squares, SquareCells is the opposite. Unfortunately, since SquareCells lacks a "try it out"-style system, it's difficult to distinguish between squares that are definitely filled and squares which are only hypothetically filled based on some deductive guess -- making it impractical to play such hypotheses, as opposed to just marking stuff and seeing if the game allows it.

Some puzzles made really good use of combinations of clues, hopping back and forth between clue types to deduct how a block of squares was supposed to fit together. But other puzzles, especially in the last set, were over-reliant on playing so many moves ahead that it was indistinguishable from randomly guessing and seeing if it worked. Which isn't very satisfying.

And in the end, with only 36 puzzles, the good in SquareCells wasn't really enough to outweigh the annoying.

Better than: Gemsweeper
Not as good as: Picross e
And another thing: Leaving the Unity default logo as your application icon? Pretty amateurish.

Progress: 108/108 stars.

Rating: Meh
Playing A Game Paint it Back PC

I spent... oh, wow. Thirty hours? On these puzzles. That's a lot of puzzle.

No regrets.

Better than: Picross DS
Not as good as: Well, it doesn't have as many puzzles as Picross DS, but I still think Paint it Back is better due to its ultimate puzzle complexity.
What would be even cooler: Is DLC, and/or Steam Workshop integration for community puzzles. Yeah, that would be pretty dope.

Progress: All puzzles complete, 329 medals.

Rating: Awesome

I never got into the "pure" FPS sub-genre -- your Dooms, your Serious Sams, what have you. So it's a good thing that Wolfenstein: The New Order actually has a lot more than mere "purism" going for it. Sure, yeah, it has assault rifles and linear levels and you fight a bunch of Nazis. And the gameplay extras don't really add up to much -- some health upgrades, some skippable weapon enhancements and perks. But to me, the real story in New Order is ... uh. The story.

Even in the game's introductory WWII sequence, its narrative feels like the star of the show. B.J. Blazkowicz has a burdensome past (...which I had to research) and his compatriots build up personalities of their own very quickly. The characters B.J. interacts with throughout story missions show real senses of humanity, and the events - in both historic backstory and real-time gameplay - are genuinely interesting and well-written. And the soundtrack is just phenomenal, a great combination of ominous ambience, thrilling action riffs, awe-inspiring environment cues, and chilling alternate-history Imperial Germany versions of 1960s pop music.

The fact that the gameplay sequences inbetween New Order's expertly-directed cutscenes are all about killin' Nazis is just icing on the cake.

On normal, "Bring 'em On" difficulty, I'm not usually having any problems with said Nazi-killin'; although I am worried about how many retries it took me to get through my most recent bout with armored supersoldiers. At this point though, it's still worth it just to see what's next for Captain Blazkowicz.

Progress: Just stole a train.

Rating: Awesome

More so than TIS-100, Human Resource Machine makes me appreciate the fact that C is a high-level language. Because while TIS-100 (as with SpaceChem and Infinifactory before it) upturns programming fundamentals to build a game about concurrency/parallelism, HRM is actually more like a real, tiny but fully-functional computer. And it will remind any computer science student of what it's like to take conditional statements and variables for granted.

(Specifically: HRM provides an unconditional jump, and jumps when zero and negative, but not for a positive case; so creating logical blocks of code for this can make for a very messy jump diagram. And while most of HRM's puzzles include memory in the form of addressable locations, managing all of the requried "copy from" and "copy to" instructions manually gets pretty exhausting.)

So while Human Resource Machine is firmly in the category of "metaphorical programming games" - which I'm incredibly happy about - it's still fresh in the context of more abstract games like TIS-100. Ignoring Tomorrow Corporation's surreal semi-dystopian setting, this game's levels feel a lot like real-world assembly programming challenges.

But there are some problems with HRM that bring the experience down somewhat, mostly in its UI. Contrary to TIS-100's limited space for writing instructions, HRM has a scrollable area for lengthy programs; but this doesn't scale well with the later levels, making it difficult to navigate jump destinations. The game supports adding comments to code and labels to memory locations, but forces you to write them with a mouse, instead of just typing letters on the keyboard. And while the "run" speed can be slowed down and sped up, even the fastest setting is way too slow for the last few levels, taking whole minutes to run through nested memory-scanning loops.

Still, despite these flaws, Human Resource Machine is a pretty fun programming game. What interferes the most with its value proposition is that it's fairly short. Although I'm totally stumped on an optional level for prime factorization - which is just, I don't have to tell you about that - the rest of the game only took me about three hours to plow through.

I'll be spending some more time on that, though, and on trying to meet the optimization challenges in other levels. This may not be as much of an ego-stroke as literally comparing my performance numbers to my friends' (as the Zachtronics games do), but, my pride requires I do it anyway.

Better than: Little Inferno
Not as good as: TIS-100 -- but maybe just because I'm a masochist
And the ending: Is a satisfyingly humorous send-off.

Progress: Finished all but Prime Factory, missing a bunch of optimization challenges.

Rating: Good