The 12 hours of Octopath Traveler starting stories

Recently I had to travel for a very long time, so I thought to myself, that this would be a great opportunity to finally get my hands on Octopath Traveler on Switch. It’s an adorable-looking game, a top-down, pixel RPG. The central point of the game is that there are 8 characters with their own stories that travel together. So, naturally, I had to get every character to see their stories, right? Now, you could just stick to 1 character and do it in isolation, I suppose, but that’s not how I roll. I must have it all. Every character has an initial story stage that introduces that character.

Long (very long) story short, it takes around 12 hours to get through, what I see as, the introduction to the game from all the characters’ perspectives… Now, there is a way to skip some of this, but the full experience of Chapter 1 in 8 perspectives is freaking 12 hours long. By the end of chapter 1 I was already done travelling, so who knows when I will get around to continuing this grind-fest. But this kinda prompts a question: how much time is a good amount of time for the introduction of the game?

A shout-out to Genesis Noir

I wanted to make a note of this little point-and-click gem named Genesis Noir. It’s a game where a simple graphic style tries to explore the higher concepts of human nature and the universe.

I currently teach graphics to high schoolers and I often find that there is an obsession with a high amount of details and a high quality of graphics. Which is besides the usual obsession for perfection of your typical artist. And while it is admirable to strive for these things, there are so many games out there that achieve interesting experiences with minimalistic visuals. I find that it is more important to find a consistent style.

The obsession with high levels of graphics is one of the biggest fallacies of big industry companies which has been happening for decades nowadays (“Look, you can see every grass blade move in our new game!” or “We are really utilising the power of the graphic card to the maximum!”). But then you stumble upon these small games that deliver an amazing experience with a great and comprehensive story while using a simple approach to visuals. Don’t get me wrong, this game does a lot with the visual tools it has, but it succeeds with some minimal line art most of the time. From the earliest comprehension of the humans in their little world to the heat death of the universe; time and space, beliefs and advanced physics – all achieved with a few lines and a clever use of the game engine.

Lethal Company – the latest black

“Hey, you wanna play that latest game that is like Lethal Company? No, not Content Warning. No, not Pilgrim. Yes, R.E.P.O, that is the one!”

The gaming industry currently seems to be on fire when it comes to bigger and older companies with one closure after another. Yet the smaller studios with smaller projects are blooming here and there. Good concepts are being latched on to and quickly iterated. This is, of course, a perspective from the outside since each iteration I try, as a consumer, takes a lot of time and resources to create. The developers usually have only one chance to get things right. The latest in the trendsetting was Lethal Company which gave life to Content Warning, Pilgrim, The Headliners, N.E.P.O (my personal favourite currently). A friend of mine just put out his own solo project Demining on Steam.

And then again, one could argue that the real predecessor to the horror/coop was Phasmophobia (still in early access with a whooping 600k reviews). But by observing this iterating creativity we could safely say that there is a good demand for coop/horror games at the moment. What trend will be next in line? A couple of years ago it was about battle royale…

Dave the Diver and pixel sushi bananza

Imagine being an artist and someone in production telling you: “Now we need you to make 100 different pieces of pixel sushi”. What a dream scenario, personally 😀

This post is mainly a tiny homage to all that pixel sushi in the game.

Dave the Diver was a delight to play – great pixel art, funny references, and multiple game mods with entertaining mechanics that keep the experience fresh. I am pretty sure I will replay this game later, just for the fun of it. Cheers to Korean developers for this cool game.

Airborne kingdom – middle eastern steampunk in the skies

Another city-builder for my collection of experiences – Airborne kingdom.

Wouldn’t say that it really captivated me, but I enjoyed the aestetic of a floting town, while exploring the low-poly world below. I would have, honestly, prefered a more fantasy directed viduals to this city, than steam-punk. This game made me think a lot of Academy towns way back in Heroes of Might and Magic 5.

Nevertheless, a neat little game about flying around with your base, while collecting resources, doing quests and building your town without too much tilt, haha.

Spellcaster University

Oh, that feeling when your student graduates to become an archmage… I should probably have a similar goal in real life, now that I am back to being a teacher for a while. And in a way, I try and want the kids at my school to have the best possible future. Too bad it’s more complicated in reality than simply aligning some classrooms well, he he.

I think at this point it is reasonable to start a category called “side builder”, cause there are so many games I have on my to-play list that are like this.

As for the game Spellcaster University – a fun little game with a very frustrating absence of an undo button. Too bad it becomes repetitive too fast, for my taste, but a pleasant premise and some enjoyable hours spent placing out rooms. And not enough space for all my pet dragons!!

New year, new me?

Well, it has been a while since I wrote anything here, but I have finally decided to resurface from the depths of the Abyss and resurrect this blog of mine… again. I haven’t opened WordPress in almost two years, but I am shocked to see that, for some reason, this blog gets views almost daily. I can only pray these views are by bots and some sort of accidental clicks. Otherwise – why are you here, you weirdo?

And a lot of things happened in two years that have been challenging, for sure. The little design company that I and a couple of my university mates started have taken off the ground slightly and then crashed. My mom was thrown into prison by KGB for donations to Ukraine and I haven’t seen her for almost two years. I moved to a different part of the country after I got a job at a high school (again). I suppose, there have been positives and negatives, huh?

And so, these days, I find myself trying to motivate and inspire high school kids to overcome their anxieties and get a taste of creating digital art for games. Yes, I am a teacher of game graphics working at a school that teaches game dev and art. This school is a part of the biggest education corporation in Sweden. Perhaps it is time to start enjoying some games again and post some random thoughts about those games here like I used to before. After all, there are a lot of new games out there and also the industry continues to deliver flops, stupid executive decisions and questionable choices, so there is plenty to rant about.

Happy New Year! May it bring some good to this world.

Those AIs are taking our jobs *angry fist shake*

Finally had some time to go down the AI graphic generation rabbit hole and it was amazing. This is definitely a game-changer for me. I imagine that this was the way people felt when they first started mastering digital art with Photoshop and similar tools. I personally don’t think this technology will replace artists, but this new thing definitely alters the dimension of the profession. In my perspective, this alteration, or rather an expansion, is huge. Something similar is happening with code-writing and text-writing AI at the same time, I’m sure.

And, just as I’m deepening my toes into this ocean of visual chaos and creativity in Midjourney and Stable Diffusion, Abode announces the beta of their own ethically clean AI generator. The AI craze is real.

Best Swedish game industry company names

The other day I had to flip through the latest Swedish index of game companies and I noticed that there were some hilarious company names in there. Now, keep in mind that these aren’t necessarily the brands of the companies, but rather the names on the taxpayer’s form. But, knowing how much some people obsess about wanting a perfect name this index 2022 is a demonstration that some people just don’t give a damn about naming conventions. And this attitude creates such great names as:

House of How Games Sweden

Goat Mountain Development

Throw away company

A bit ago

Good Decision

Kolesterol Cät Interactive

anananas studio

chillbro studios

My Left Head Entertainment

The Froghouse

Unleash The Giraffe

Fula Fisken (swedish for Ugly Fish)

Almost Fantastic

Ghetto Blaster

Delayed Again

Sista Potatis (swedish for Last Potato)

One Potato Kingdom

Loud Hat Productions

Gigantic Duck

Duckpond Interactive

Wishful Whale

Soupmasters

Hello There

just some games

Let it roll

Twitchy trigger finger

Deadly Serious Media Sweden

Pretty Ugly

Something We Made

Suffocated

Happi Papi

Abcde Entertainment

Not My Jeans

And the crown jewel of them all (not jocking here, somewhere a tax form is being filled with this name on it):
She Was Such A Good Horse

source: https://dataspelsbranschen.se/spelutvecklarindex

To AI, or not to AI – that is the question.

Recently, I’ve played Per Aspera and it was a nice take on good old Settlers with a slick futuristic UI and a theme of Mers colonisation. The gameplay does get a bit repetitive after a while, but what kept me engaged was the story: you are an AI tasked with the terraforming of the planet. You have to keep reflecting on practical and philosophical conundrums as the game progresses.

This was a great depiction of an AI personality since currently the term “AI” is being diluted by the introduction of image and text (and code, I think?) generation engines on which companies slap the word “AI”. I won’t argue that companies introduce some complex products, but I personally don’t view those as AI. It turns out that there is actually something called the “AI effect” – the tendency to not consider something an AI once it is well understood. Without going into a philosophical discussion about this I will just say that Per Aspera definitely got me pondering on this topic a lot.