Arbiter Libera

These Reports are once again starting to take a month between releases, and I have a JRPG on the side to finish that's probably going to take a while as it is. Good news is I bring six short reviews for you to peruse + that novel I finally got around to. I really need to stop trying out walking simulators seeing as they obviously aren't my jam.

Greybeard ( Science Fiction, Post-Apocalypse – 1964 – 237 pages ) + GOOD READS


As opposed to more immediate world-ending apocalyptic events I found Greybeard's take on the matter refreshingly laid back. Essentially, current generation of people is set out to be the last one as there are no more children being born. In practical terms this means our protagonist Algernon Timberlane is one of the last few young people by the time story starts in 2030s. And by "young" I mean he is in his fifties and has only childhood memories of what the world was like before "the Accident" in the '80s which altered the world making not only humans incapable of successful procreation, but also many mammals in generals with few exceptions. While the novel explains what happened through flashbacks and recollections, which are spoilers so I won't go into them, I can safely say the causes that lead to this slowly dying world don't really matter because the story isn't about them or trying to fix the impossible. World is what it is leaving Algy and his wife Martha to find their way as years inexorably go on.

Structure we're working here is alternating chapters - present day followed by flashback at various points in time. I particularly liked the one set after things really started falling apart in England so military steps in to assume control. Makes you realize this entire story could've taken a drastically different direction then and there. Amusing bit for me was how a pivotal chapter explaining Algy's reasoning as to why he initially joins DOUCH(E), organization meant to safeguard humanity's future... in a way, fell completely flat. Additional points as the man himself confirms that very thing towards the end of the book. But lest I type things randomly those are the parts meant to flesh out the world-that-was. If you ask me the body of work are present-day chapters dealing with how our little group survives. You never get the impression it's some epic adventure or anything, but rather senior citizens who still have to contend with circumstances beyond their control and other people being idiots as effective post-apocalypse brings the worst out of them. You're on the run with nowhere to go? Come across a secluded makeshift village and stay there for almost fifteen years, why not. Rich descriptions of this new existence go a long way to successfully selling it, though. By god, I believed they were sailing down Thames for most of the book and bustling wildlife coming to reclaim its rightful place as few holdouts of decrepit humanity start becoming more out there with age.

We come to my problem with Brian Aldiss that I keep complaining about despite reading his books anyway. He cannot write characters conversing with one another without coming off as incredibly stilted or expository. I think Greybeard suffers from it in particular because all those scenes between Martha and Algy when they talk about what childhood memories spurred the latter to become the man he is now or what the former feels she's missing as there are no children in the world all sound very dry as presented. Then again that particular type of rapport is Aldiss' preferred. Even with other characters like their religious friend Charles or certain cult leader they come across, for example. Everyone is uttering dialog relevant to their personality, but final result is lack of character itself.

Impression I could not shake while reading Greybeard was one of meandering series of pit-stops along the road to nowhere as there's no clear-cut objective. Novel also pulls the rug from under you in the last fifteen pages or so by revealing the great mystery that has been continually skirted along. You can probably guess what it is, but the abrupt manner in which it's handled just did not sit well with me.

devonrv

Later on the game will introduce novelties

While Path of Giants looks promising, that part gives me concerns. In my experience, novelties in puzzle games only serve two purposes: pad out a dull game with short-lived gimmicks, or make the entire puzzle just be figuring out what the gimmick does or how to activate it (like an adventure game). Would you say the game has those adventure-game-style puzzles? If not, how often do the novelties show up after being introduced? How is the game’s difficulty curve?

I found myself enjoying Minoria. Not that it breaks any new grounds or has major problems as such.

This implies that, in the past, you’ve enjoyed certain games specifically because they have major problems. I’d like to know more about that.

Boiling it down to barest essentials GRIS is just a pretty 2D platformer

As someone who played GRIS up to when you get the red (singing) power, I’d argue the game boiled away some of the barest essentials as well. It’s really more of a walking simulator/adventure game with a jump button.

Nothing against you personally, but I’m tired of different genres aping the style of 2D platformers so people who don’t know any better go “oh, it’s a 2D platformer” when really it’s a totally different genre and is seemingly just trying to bank on nostalgia/misinformed buyers to generate sales that otherwise wouldn’t have existed.

Arbiter Libera

While Path of Giants looks promising, that part gives me concerns. In my experience, novelties in puzzle games only serve two purposes: pad out a dull game with short-lived gimmicks, or make the entire puzzle just be figuring out what the gimmick does or how to activate it (like an adventure game). Would you say the game has those adventure-game-style puzzles? If not, how often do the novelties show up after being introduced? How is the game’s difficulty curve?

It’s definitely puzzles all the way through and they are on the straightforward side of getting characters across to correct tiles rather than combining objects in adventure game logic or something. Novelties is perhaps a strong weird that seems to have negative connotations here. What I mean by it is “more elements to solving problem”. They’re usually introduced with major area advancements and simple examples are used for that effect. As far as difficulty goes I didn’t really experience any outside of the penultimate area. I did not 100% the game with secret levels, though.

This implies that, in the past, you’ve enjoyed certain games specifically because they have major problems. I’d like to know more about that.

I’d say it’s more along the lines of having tolerance for so-called jank in games if I enjoy other parts, albeit this is more reserved for RPGs in general. Minoria itself simply doesn’t have any standouts that immediately popped for me. If there was an annoyance it would be how regular combat is trivialized due to reliance on counter attacks.

As someone who played GRIS up to when you get the red (singing) power, I’d argue the game boiled away some of the barest essentials as well. It’s really more of a walking simulator/adventure game with a jump button.

Nothing against you personally, but I’m tired of different genres aping the style of 2D platformers so people who don’t know any better go “oh, it’s a 2D platformer” when really it’s a totally different genre and is seemingly just trying to bank on nostalgia/misinformed buyers to generate sales that otherwise wouldn’t have existed.

You’re actually totally right and I even considered raising the walking simulator point, but I’m on the other side here - if games are hellbent on being walking simulators I’d rather they look up to GRIS which is fundamentally a 2D platformer rather than something like The Suicide of Rachel Foster where employing the first-person perspective while being a walking simulator means you’re just holding forward and waiting for the ride to end. I just want to have something to actually PLAY or devs might as well make an indie movie.

Py

I’m a bit intrigued by Shadows of New York. Because you said it was a visual novel, I’d expect not much in term of gameplay. But then you’re talking about disciplines. Is this like in the Vampire paper RPG where you are more or less strong in certain disciplines and they’re linked to your clan (so Oblivion, Dominate, Potence if you’re a lasombra I guess) ?

Arbiter Libera

There’s no character sheet to display what Disciplines you have or how proficient you are at them, if that’s what you were asking about. Boils down to choosing the option tagged with the [Discipline] when it’s available as alternative route to take. For example, Dominate was the most prevalent one as a way to scramble someone’s mind if you didn’t want to try convincing them conventionally. I was honestly surprised how rarely Oblivion got used… and I’m still not over the name change. Obtenebration, man!

Py

Oh I see.

I didn’t even knew they had a name change before looking it up. Haven’t played in like 20 years :D.