Rezzed 2013: The Show Floor (Part One)

Rezzed Logo Looking back again at the number of games that I didn’t get time to play, it’s clear that only attending the first day of Rezzed was probably a mistake. There was so much I wanted to do: I wanted to play Ether One and icefishing v and Montague’s Mount. I wanted to see what the hell Revenge of the Sunfish 2 actually was, and to spend more than a paltry fifteen minutes with Redshirt. But sadly, it wasn’t to be. I just didn’t have time.

In a way, we never really have all the time we want, do we? In life, that is. But what can we do against the inexorable and unsympathetic march of time? Some of us struggle and panic, withdrawing into ourselves in the face of the cosmic meaningless of it all. Some of us embrace that impermanence and try to live meaningful lives while we’re here. In the end, there’s not much any of us can do. We play the hand we’re dealt, don’t we?

Something worth thinking about.

Space Hulk:

Space HulkSpace Hulk is a turn-based strategy game based in the Warhammer 40,000 universe. From the first moments its dark corners and overwhelming sense of vulnerability caused me to make lovestruck comparisons to the original X-COM. But as I continued through the demo level I started to lose faith, and ultimately I came away feeling disappointed.

Like X-COM the game relies on random dice rolls for everything from the outcome of a round of combat to the placement and numbers of enemies in a level, but while X-COM’s use of randomness led to an interesting, fearful tension, here it just doesn’t feel right. Sure, it had its fair share of tension, but Space Hulk broke some of the fundamental rules of ‘How to Include Randomisation in Your Game’.

Getting all of your units killed because you rolled three ‘1’s in a row is rarely fun, and similarly, feeling like all your successes are just down to good luck gets old fast. X-COM is filled with randomness, but the game’s systems are strong enough to allow, even demand, highly tactical play. As a result, a good, flexible X-COM player will be able to succeed in the face of the worst odds, while even the best luck won’t save a bad player from failure.

Randomness can add drama to a well-designed, smartly balanced game, but if a game isn’t robust enough, the introduction of randomness will just make it feel unfair and cheap. Space Hulk, unfortunately, falls into the latter category. It felt completely ruled by randomness, with very little scope for tactical decision-making. As I played the game, enemies would randomly appear in random numbers at semi-random locations, and then come running straight towards my units. When they got close enough I’d be able to order my units to open fire. If the dice went my way I’d kill them. If I made a couple of bad rolls my unit would miss, jam their gun, and die.

Later levels of the game are set to introduce new weapons, abilities, and level objectives, and hopefully this will go some way towards introducing an element of strategy into the experience. Because right now it feels like little more than throwing dice at a wall and waiting for something to happen.

That Dragon, Cancer:That Dragon, CancerFrom Space Marines fighting aliens on a derelict starship to scenes of a child suffering from terminal cancer.

That Dragon, Cancer is based on life experience. Two of the game’s developers -Ryan and Amy Green – have spent years caring for their terminally ill son. The short scene I played, set in a hospital room with a sick, screaming infant, was, naturally, emotional stuff, and I found it genuinely difficult to stop myself from outright crying in a room full of strangers. Which I think we can all agree is the worst kind of crying to find yourself accidentally participating in.

It’s difficult to say all that much about That Dragon, Cancer, partly because there wasn’t all that much to see. It was quite powerful, and the writing especially – largely revolving around the inner monologue of the sick child’s father – felt, above anything else, true. Like the thoughts and words of a real person, not a character, struggling with some of the most fundamentally difficult things it’s possible to struggle with, and not knowing how long they keep going without falling apart. I suppose that’es largely because these are, by and large, the the thoughts and words of real people in such a situation, rather than a writer trying to imagine what it would be like.

Unfortunately, there were a host of minor issues that cropped up throughout. The voice acting, for example, struggled to keep up with the strength of the writing, and the simple point-and-click interface felt strangely unintuitive, leading to several stilted moments where I struggled to figure out exactly what the game wanted me to do, and exactly how it wanted me to do it. These certainly weren’t huge issues, of course, but they did do their best to periodically break up and jar apart an otherwise affecting experience.

That Dragon, Cancer is already a very impressive effort. and it has the potential to be something really very special As with anything else at this stage there are kinks to be ironed out, but it has, at its core, something very powerful. I’m very much looking forward to seeing where the game ends up.

Redshirt:

RedshirtRedshirt is a sci-fi social sim. It’s Facebook in space, with the added tension of schmoozing your boss, managing your finances, and being used as a pawn in a vast galactic war.

You start the game as a new recruit on the lowest rung of the social ladder, and it’s your job to use the space station’s proprietary social media site ‘Spacebook’ (I wasn’t kidding about it being ‘Facebook in space’) to orchestrate your rise through the ranks. You do this by liking people’s statuses, commenting on their walls, inviting them to events, and all manner of social (and anti-social) behaviour. But while you may think that it’d be easy enough to make the right people like you by inviting them to lots of events and ‘liking’ their statuses, it’s nowhere near as simple as that. That’s where the game lies -in navigating this complex social web to get what you want without making everyone hate you in the process.

The first thing I noticed about Redshirt is that it’s very, very funny. It was the only game on the whole of the show floor that made me properly laugh, and it did so countless times in just a few short minutes. It does this not only by playing around with its absurd sci-fi world, but by perfectly capturing the mix of bravado and social anxiety that naturally accompany websites like Facebook and Twitter. For example, at one point I glanced at the screen of another person playing the game to see that they had accidentally ‘liked’ their own status. Turns out that in a game of social interaction, that’s one of the worst faux pas you can make.

This sense of social awkwardness – of desperately grasping at straws as you struggle to stay afloat in a sea of popularity – seeped into nearly every moment of my experience with the game. It was so effective, in fact, that it took a while for the game’s other major strength to sink in. But eventually I began to realise just how complex a game Redshirt is. It’s built up of a myriad of deep, overlapping systems; with hundreds of possible Spacebook friends, each with their own friends, likes, dislikes, professions, and so on. This means that your tactics for impressing each will have to be drastically different. Then there’s a series of skills you can upgrade, money you can earn from going to work, things you can buy or spend money on for various benefits. And all this builds towards the career path – your way of slowly creeping up the ranks in the space station to ensure you’ll be in a cushy administrative position when the galactic war comes calling.

I felt like I only got a tiny snapshot of the true scope of the game, but even that was enough to establish it as one of the most impressive games, with one of the most original, compelling concepts, on the show floor. I can’t wait to get my hands on a full, finished version and really dig into everything it has to offer.

Stay tuned for Part Two, where I’ll talk about Total War: Rome 2, Sir, You Are Being Hunted, and Gone Home.

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Rezzed 2013: A Roundup

Rezzed 2013 Entrance

With press pass clutched in my tiny sweet-stained hands, I somehow found my way to Birmingham for this year’s Rezzed – the UK’s foremost PC and Indie games show. Due to travel concerns and a promise to my mum that I wouldn’t tire myself out, I only attended one day out of two, so I didn’t get quite as much time to look around as last year. But what I did see left a very good impression about me, and you can read about it here:

I was a worried that this year’s Rezzed – moved from the cosy smallness of Brighton to a huge conference centre on the outskirts of Birmingham – would have lost its way. With any event of this kind there’s a risk that success and growth will cause it to lose part of what made it special the first time around. And the first Rezzed was special, in large part, because of the atmosphere it gave off: it felt like a friendly, informal place filled with friendly, informal people. There were no bright lights or loud, booming noises announcing the presence of the fifth installation of the world’s largest franchise. There were big names, sure, but they seemed almost pushed to the side in favour of the small and the weird.

I wasn’t afraid of Rezzed turning into Rezzed: Selling Out, but there was a fear that things wouldn’t be quite the same this time around.  It was still, at heart, an Indie and PC games show, so I knew it wasn’t going to be too different. But while I was looking forward to another Rezzed, I was preparing myself for new problems; more people, more noise, hour-long lines, and a bigger emphasis on the heavy hitters over indies. Not exactly full to the brim with booth babes and faceless PR reps, but an indentifiable lean towards the bluster and the blather of events like the Eurogamer Expo, E3, and Gamescom.

Fortunately, I was wrong. It may have been located in the cavernous bowels of the National Exhibition Centre, but Rezzed still felt like the friendly, informal get-together I fell in love with last year.

Rezzed 2013 Show Floor

I would have been happy just to announce that it was much the same as last year, but it turned out to be even better. Sure, there were longer lines in a lot of places, culminating in a good fifty minutes spent waiting to play Sir, You Are Being Hunted. And the Leftfield Collection – the area packed with the tiniest, often most interesting games on the floor – got far too little space, and as a result became a solid wall of bodies throughout the day. But that, really, was it.

There were a few big names, like Total War: Rome 2, Planetside 2, Splinter Cell: Blacklist, and Company of Heroes 2, and almost all of them (perhaps excluding Splinter Cell) fit wonderfully with the PC-based nature of Rezzed, showcasing as they did some of the unique strengths of the PC as a platform. And it never felt like these bigger games were dominating the show floor. In fact, Splinter Cell and Company of Heroes in particular seemed almost sidelined; pushed to the outskirts in an unflashy, underpopulated 18+ area.

Note: though I didn’t make time to play it myself, I was informed by several people that Hotline Miami 2: Wrong Number contained some pretty distressing, triggering scenes of sexual violence. It was probably a mistake to show it outside the 18+ section, and hopefully next year such oversights won’t be repeated

Rezzed Oculus Rift

Like last year, the show was dominated by the indies; their passion, their new ideas, and their sometimes questionable facial hair. But while last year’s show was similarly filled with brilliant indie games, what was so impressive this year was the sheer variety of games on offer.

As I was leaving at the end of the day a thought hit me: “I cycled between games for six straight hours and I didn’t shoot a gun once”. That thought was followed almost immediately by: “Okay, sure, I guess I hit a robot with an axe” and then “Actually, I did order a Space Marine to shoot a bunch of Genestealers” but you get the point. Rezzed was awash with variety: Surgeon Simulator 2013’s slapstick bodyhorror, Gone Home’s quiet, rich exploration, the social media anxiety simulator that was the delightful Redshirt. I could go on, and I will: Prison Architect was Dwarf Fortress by way of the prison-industrial complex, That Dragon, Cancer was a short game about coping with a child who has cancer, and Sir, You are Being Hunted was a Stalker-esque roguelike where robot dandies hunt you through a procedurally generated English countryside.

It was wonderful to attend an expo where both Total War: Rome 2 and That Dragon, Cancer can coexist, and it was especially wonderful to go the whole day without hearing some asshole sigh theatrically, push his glasses up the bridge of his nose, and proclaim “Well, it’s not really a game though, is it?”. I’m sure there was at least one guy walking around in a state of constant fury that all these self-important ‘non-games’ were polluting true gamer culture, but everyone I saw seemed to be pretty happy to embrace the wide-open spectrum of experiences on offer.

Rezzed 2013 Developer Session

I’ll put up another article at a later date where I talk about the games on the show floor that really stood out to me, but right now I’ll finish by telling you about something heartening that happened at one of the panels, and then I’ll mention my game of the show.

So: I only went to two of the day’s panels, including the roundtable titled “How can new business models improve PC gaming?”. It was a fairly interesting talk, albeit occasionally veering into “We are doing X and X is the only plausible way of doing things” territory. You can watch it (alongside all the other panels) here. The moment that stuck out to me came right at the beginning, though:

Now, that could just be seen as a good joke (and it was a good joke), but it was also a clear case of shots being fired. Rock Paper Shotgun, above all the other major games sites I know, has been active in attacking the waves of misogynistic, transphobic, racist hatred that regularly wash against the shores of the internet, and the online games community in particular. That joke, starting off the very first event of the entire two-day show, seemed to me to be a gentle but firm insistence on the part of John Walker, Rock Paper Shotgun, and Rezzed as a whole that none of that hatred is welcome there. That Rezzed is for everyone; that everyone is welcome to come and join in, so long as they leave their hateful behaviour and opinions at home.

There’s a long, long way to go before we can get close to genuinely making games, and gaming culture, open and welcoming to everyone. When I read articles about the sexism that regularly slips under (and sometimes over) the radar at expos like E3 and GDC I lose almost all the hope I have that things will get better. The same thing happens when I see one of the Penny Arcade guys once again deliberately insulting rape survivors, or trans people. Or when a hundred other things happen routinely on the internet, or in the real world.

There honestly aren’t many ups. But Rezzed, while certainly not perfect, felt like a definitely step forward. It wasn’t just that one joke – it was the diverse, if not exactly heterogeneous, audience. It was the friendly atmosphere. It was the presence of Gone Home and Redshirt in the same space as Planetside 2 and Total War: Rome 2. I’d like to see more of this, and hopefully Rezzed will keep improving, and keep delivering.

Okay, I’m done now. Rezzed was brilliant. I walked around and stood around gawping at computer monitors a lot. At the end of the day I had a bit of a headache. Around halfway through the day my knees started to hurt. I plan to go and cover it again next year. I’m sure that will be ace as well.

Anyway, here’s my Game of the Year: Gone Home, by the Fullbright Company (With Big Robot’s Sir, You Are Being Hunted taking a close second place). Expect to hear more about these two games, and many more, in a future article, but in the meantime you can learn more about Gone Home here.

Gone Home - The Fullbright Company

Photos of Rezzed from Eurogamer.net

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A Helpful Flowchart

Does it Beg The Question

cc. Everyone

p.s. http://en.wikipedia.org/wiki/Begging_the_question

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