Video Games as Literature: Essays by Kirsten Rodning: sci-fi

Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

Earth Week Review: Imagine Earth -- Galaxies

 This week is Earth Week, which long-time followers may know is one of my favorite holidays to post content for! This year I decided to review a relevant game that just released new content: Imagine Earth. Thank you so much to Keymailer and developer Serious Bros. for sending me a free review copy of the base game and the new downloadable content, Galaxies! Imagine Earth is a city builder/simulation game in which you colonize newly discovered planets and try your hardest not to destroy their environments.


Screenshot from Imagine Earth showing the World Congress voting screen.

Since my first time playing Imagine Earth included the new Galaxies DLC, it was difficult at first for me to distinguish which parts of the game were from the add-on and which parts were from the base game. It turns out the campaign, where you are assigned a few different planets to build on, is part of the Galaxies DLC. I started the game by playing the campaign, since I assumed this was the closest thing the game had to a story mode, and is the first thing I would normally do when starting a new simulation game. It turns out, however, that the campaign is actually part of the Galaxies paid add-on content! I have to wonder how I would have played and enjoyed the game if I had tried it before the DLC dropped. After doing the tutorial planet and the second planet in the campaign, I moved on to playing around in the sandbox mode. My total playtime as of this writing is over 6 hours. 


Since the game's description boasts features that make players think about the environment and climate -- the Steam page says, "Conduct research to protect your colonists from disasters and avoid a climate crisis," -- my main reason for choosing to review Imagine Earth is because I was excited to see a space exploration sim that takes climate changes into consideration. Unfortunately, I feel a little let down by the actual environmental aspects of the game -- I probably had my hopes a little too high for a game like this. Here I will break it down into a pros and cons list, specifically where it concerns environmental awareness and modern-day best practices for sustainability:


Pros:

  • "World Congress" votes to implement environmental laws for the entire planet, including things like "Introduce 'Green Building Grant' of 20%" and "Introduce 'Coal Energy Tax of 5%,'" etc.
  • Research items include both sustainable options and "efficient" options that will harm the environment, and the good and bad effects of both are described to affect player decisions. Research options include things like new filters for power plants (a sustainable option) or giving antibiotics to cows to produce more meat (an "efficient" but overall harmful option). 
  • The needs and growth rates of different types of trees are taken into consideration, and the trees you plant or leave on the planet are beneficial to the citizens.
  • Things like overfishing, logging, and other environmental over-use are taken into consideration and over-using resources can have a poor effect on your cities. 

Cons:
  • Outdated energy technology like coal burning is still used in this futuristic(?) society? 
  • Capitalism is alive and well in space.
  • Colonization is seen as a good thing, and there is no discussion about the harms of colonizing.
  • On Earth, invasive species that travel with humans from one continent or ecosystem to another are a major problem. This problem would likely be even worse with space travel, yet it is not addressed in the game.
  • The opening cutscene shows spaceships flying past a giant television advertisement floating in space. This excessive use of energy may look fancy, but it is horribly unsustainable. Why was this choice made?
  • This is a personal con -- the scientist guy who pops up occasionally to tell you things is really, really creepy. Not because he's an old white man -- that is the expected demographic -- but because... I don't know. His voice doesn't match his face? I wouldn't have mentioned this but I saw other reviewers and posters discussing how creepy this character is and I have to agree. Every time he popped up in the game I had an almost visceral reaction.
  • The mining of precious metals is still common practice in this "futuristic" game. Mining gold and other monetary "resources" is a major part of the experience. There is little discussion of the environmental impact of this action, or the sociological implications. Players are expected to use explosives to blow up mountains in order to mine resources. In the campaign mode, there is no avoiding this action. This doesn't feel very environmentally friendly to me.

Accessibiity:

As per my own disabilities, Imagine Earth is mostly. but not entirely, accessible to me. Simulation games are often difficult for me because they usually have small font sizes that are not adjustable. Font sizes were not a problem for me in Imagine Earth, but may be difficult for other players who are more blind than I am. The main way in which the game was less accessible for me was that it required me to do some mental math, which can be really stressful for someone who has dyscalculia, as I do. The options menu is very limited and has few options that are specifically included for accessibility. 

Sustainable Science Fiction for Future Reading:

If you are a writer or game developer who is thinking about creating a futuristic world that is more sustainable than our own, here are a few books I recommend where the authors have thought about future sustainability and environmentalism:


The Annual Migration of Clouds by Premee Mohamed

The Fifth Season by N. K. Jemisin

A Wrinkle in Time by Madeleine L'Engle

More ideas can be found on This Goodreads Page, though I have not personally vetted all of these books.




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Welcome to #SciFiMonth 2022!

     It's Sci-Fi Month! Every November a bunch of blogs, including this one, celebrate #SciFiMonth and read science fiction books, play Sci-Fi games, and generally geek out. This year is the tenth anniversary of the event! It's hosted by OneMore.org and Dear Geek Place. 


Square banner that says Sci Fi Month 2022
Artwork by Simon Fetscher

    As usual, I plan to have a fairly chill month since I am also participating in Nanowrimo. Last month I boasted on Twitter that I was thinking about doing a Resident Evil marathon, but since that has fizzled out for me I will probably focus my time on different games. I have been wanting to get into the Star Ocean series for a very long time, and I think now, during Sci-Fi month, and so near the release of the latest Star Ocean installment, would be a great time! Now, I know that different people have different opinions on where I should start in the Star Ocean series (I did some research on social media), but since the PS3 game, Star Ocean: The Last Hope, is within easy reach I plan to "dive in" with that one (pun totally intended). If that doesn't fill up all of my gaming time for the month, I will probably also go back to trying to finish Assassin's Creed Odyssey, which I have already started a blog post draft on. I need to stick to my resolution to finish a Tales series game this year, so I will also keep working on beating Tales of Berseria. 

Cover of Star Ocean: The Last Hope on Playstation 3Cover art for Assassin's Creed: Odyssey on Playstation 4


    As far as reading goes, I'm not sure what all of the books I read this month will be, but I will try to stick to the Science Fiction theme. The first one I'm reading for the month, which I started last night, is Victories Greater Than Death by Charlie Jane Anders! The story is really different so far -- which is always a good thing! I'm only a few chapters in so my full review will be forthcoming. There is an official #SciFiMonth readathon taking place, in which participants will be reading The Galaxy, and the Ground Within by Becky Chambers. I haven't read the rest of the series in which that book takes place, so I might be skipping the readathon this time. 

Stay tuned for more #SciFiMonth updates! And happy gaming/reading. 

If you enjoy my work and would like to support this blog, feel free to check out the links below.




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Review: Unsighted by Studio Pixel Punk

 

Artwork showing a variety of characters from Unsighted.
Source: link

For my first official act of Sci-Fi Month 2021, I played the new indie game Unsighted by Studio Pixel Punk (check it out on Steam here). While I played the PC version, this game is also available on Switch, X-Box, and PS4. Unsighted is an original game with a science fiction setting where the majority of characters are automatons, including the game's protagonist, Alma. Veteran gamers will notice subtle references to the Legend of Zelda series: in the music, sound effects, collection of items, and especially in the fairy automaton companion who travels with Alma in her journey to save her friends. References to other games and even to gaming culture abound, and my favorite reference is to @CanYouPetTheDog, which is apparent in achievements you receive when you, naturally, pet the dog. 


Screenshot of a hand petting a dog on the head.
Screenshot of a dog being petted by Alma.

I was not able to finish the game before posting the review, but in the approximately 9 hours in which I played the game I got a very good feel for all of the important elements you may need to know (According to HowLongToBeat.com, it should take most players between 7 and 15 hours to complete the main story of Unsighted, but if you know me you know I am usually the most leisurely of players and I take my time enjoying the story, characters, and environments so I tend to fall on the longer end of the play-time spectrum, meaning that I played maybe about half the game.)

The rest of this review will be divided into categories, in the order of which I think the game did best. My personal feelings about the game lean strongly on the positive side, but there were a few areas where I thought the game could be improved.

1) Characters

If there were a game of the year award for best characters, I would give it to Unsighted. The developers clearly put a lot of work into creating a wide variety of individual characters with their own personalities and attributes. The secondary characters are just as important to the story as Alma herself, since a main goal of the game is to save as many of them as you can. Alma's friends will truly tug at the player's heartstrings as they tell you about their past with Alma, their lives before the war began, and their goals for the future. It is also important to note that even though the characters are automatons, and were canonically manufactured by humans, they still represent a range of body types and racial features, showing players that there is no one "generic" look for humans or for automatons. My personal favorite characters, and the ones I first gave my meteor dust to, are Samuel and Tobias.


Samuel saying, "But... I... really value the time we've spent together."



2) Story

As you may have been able to tell in the previous section, the story is simultaneously heartwarming and sad, almost like a Pixar movie. This makes the game hook players in, as we want to reach the end to find out what happens to the characters and world we've grown to love. Some parts of the story do seem overly dreary from time to time -- a war is actively taking place and there are horrors roaming the land -- some of which were previously automatons who could even have been friends with Alma. These dreary parts are simply part of the overall picture, however, and if you are able to focus on the good parts (reuniting with Alma's friends and meeting new ones, collecting and crafting tools, etc.) you can easily get through the more scary parts. Think of the Fallout series, but with fewer zombies and more cute puppies. 

3) Accessibility

In terms of accessibility, I can't speak for everyone's accessibility needs. I can, however, speak for my own, and this game certainly has better accessibility options than most games. There are some areas where I feel the game could be improved. First, the difficulty settings are great, and even greater: there's an invincibility mode. There are also settings to make a lot of other aspects of the game easier for disabled people, including text size options (I'm glad these exist though I feel the difference in size for the three size options could have been greater), font options, and the ability to switch between keyboard/mouse and controller as needed. The biggest issue I faced as someone with low vision was that the environments were difficult to navigate, and I believe this would have been difficult even if I didn't already have vision problems. I'll talk about this more in the level design and graphics sections of my review. See the screenshots below for the option pages. 



This is not exactly an accessibility problem, but I will say it here anyway. The title of the game comes from the tragedy that occurs to automatons whose time runs out: they become "Unsighted." This is where they lose themselves and their personalities and basically just become killing machines. The wording used for this tragedy unnerves me -- is it ableist against blind people to equate loss of sight to loss of self? I don't want to be the definitive voice on this matter as I myself am not completely blind, but it is something to think about.

Edited on 11/30/2021 to add: Fernanda Dias, one of the developers of the game, messaged me on Twitter to clear up my confusion about the word Unsighted. She said, "UNSIGHTED in the game means "missing", not "blind". When an automaton is about to become unsighted, they often flee and hide in order to not hurt others around them."

4) Graphics

Graphics, of course, are a very subjective category. Personally, I have grown especially fond of 16-bit style graphics in recent years, in large part due to my love for Stardew Valley. While some players may not love the art style of Unsighted, which falls into the pixel-graphics category, it is still quite clear that the game's designers put a lot of work into the art of the game, from the individual characters who each have their own unique look, to the architecture of the setting, like the old gothic cathedral that is central to the main city in the game. Even the weather looks spectacular -- there are many instance when it is raining, and yet the characters and backgrounds stand out among the raindrops. The only problem with the graphics is that sometimes it's hard to tell the difference between the floor and the roof of the building next to you. Is that a building, a platform, or a pit where Alma might fall to her death? Sometimes you have to take a leap of faith and just... find out, and with the *very* unforgiving HP bar you have in this game, testing a black section of the game and falling can mean game over. Thankfully, the game has that aforementioned invincibility mode, so if you're in an area (like the city) where there are a lot of deadly pits, you can just turn on invincibility as you navigate your way through the world.

5) Controls

The controls are... fine. They're fine. But they could be better. I am always happy when a game allows for controller or keyboard/mouse input on PC. That said, I feel like there are some things you have to do manually that could have been mapped to the controller/keyboard better. For instance, I couldn't find an easy way to switch between equipment quickly. It got really frustrating in certain parts of the game where I needed to switch between three or so different things on a very regular basis. Alma only has two hands, so of course she is only able to hold two pieces of equipment at once (including her sword, which I used for most of the battle in the game). I would have liked a quick switch feature like the one you find in most Zelda games, or in Animal Crossing New Horizons. Otherwise I had few gripes with the controls. They're generally pretty basic and easy to follow. 

6) Level Design & Puzzles

I hear some people really like puzzles in their adventure games. For some people, it's really exciting to push giant boxes around and try to figure out how to get to the next room (even though you have bombs and/or grenades in your inventory and... couldn't you just blow a hole in the wall?). If you didn't figure it out yet, I am not one of those people. This may originate in the fact that I was a "gifted kid" growing up and from an extremely young age I was constantly forced by the school system to complete puzzles and brainteasers, and that got tiring. But I digress. There are a lot of these types of puzzles in Unsighted, which you might expect from a game that is heavily inspired by The Legend of Zelda. And of course, I can handle a puzzle or ten in my games -- I do play a lot of adventure games, after all. But when I have to do several puzzles that are difficult to figure out, I get tired, and I feel like Unsighted lands just over the line of what constitutes "too many puzzles." Unsighted's puzzles may not be so frustrating that I rage-quit the game, but they are often frustrating enough to deserve a mention. You will have to work your brain with this game. Whether that's an exciting prospect or not is up to you. And as I mentioned, there are issues with the perspective in the game's level designs that may have you confused about where Alma can and can't walk -- this in itself is a bit of an unwanted puzzle. 

A few notes to conclude my review: as I was playing the game the developers were regularly releasing patches, so if I mentioned an issue that you can't find in the game, it may have been patched before or soon after this review was published! This is one of the wonderful things about playing indie games whose developers really care about the game and its players. 


I received a copy of Unsighted for free in exchange for an honest review.


For more information about Sci-Fi Month, click here. 



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Introduction to Sci-Fi Month 2021

 

Banner that says 1-30 November Sci Fi Month

Once again, November is here and with it comes Sci-Fi month! If you're unfamiliar with this yearly event, you can read more about it here. This month I will be focusing on some indie science fiction games. Early in the month I will be reviewing Unsighted, a new release from indie developer Studio Pixel Punk. I hope to also catch up on some sci-fi games from my infinite backlog. Depending on how I'm feeling and on how busy I am I may also try to fit in some book reviews? Nothing too ambitious. 

The artwork for this year's promotional material was made by Liu Zishan.

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Giveaway: Mass Effect Revelation for Sci-Fi Month and N7 Day on Video Games as Literature!

 Welcome once again to #SciFiMonth, hosted this year by Lisa at Dear Geek Place and Imyril at OneMore.org! This is my introduction post AND announcement of a Video Games as Literature special giveaway!


Sci-Fi Month 2020: If you want to resist, you have to rebel

I have a lot on my plate this month, so once again I don't know how often I will be able to post for #SciFiMonth, but as usual I am here to celebrate N7 Day and one of the greatest Sci-Fi franchises of all time: Mass Effect! I've tried to do something related to Mass Effect every year in November, as you can see here and here. This year, I have a giveaway! Without further ado, here are the details:


I am giving away one (1) pre-owned copy of Mass Effect: Revelation by Drew Kerpyshyn, the first book in the Mass Effect book series! I felt that giving away a book based on a video game would fit the theme of my blog, Video Games as Literature, quite nicely. This book was purchased at a local used bookstore (please help small businesses like used bookstores stay open, everyone!), so it it NOT in perfect new condition. It has some shelf wear and a few cracks in the spine. Please take a look at the picture below, and keep scrolling to find out how to enter the giveaway!



This is a giveaway for one pre-owned paperback book, Mass Effect: Revelation by Drew Kerpyshyn. The giveaway is for US residents only (I can't go into the Post Office to mail an international package due to the pandemic -- I'm sorry!). The giveaway starts TODAY, November 5, 2020, and ends on #N7Day -- November 7, 2020 at the end of the day (11:59pm EST). I will not publically announce the winner, but I will contact the winner after a winner is chosen at random. To enter, please do at least one of the following:

  • Comment on this blog post. Please include contact information such as a Twitter or Instagram handle! Also make sure you have messaging turned on if you give me a social media contact.
  • On Twitter, RETWEET my post (@videogamesaslit) about the giveaway AND comment on the tweet.
  • On Instagram, SHARE my post (@videogamesaslit) about the giveaway to your stories AND comment on it! (Make sure you tag me when you share to your stories so I can see it!)
To recieve multiple entries into the contest, you may do all three of the above! Good luck everyone, and keelah se'lai!


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The Cthulhu Mythos in Sci-Fi and Fantasy Video Games

     When I was a sophomore in undergraduate school I wrote a ten page paper on the influence of the Cthulhu mythos on popular culture. Since then I have come to realize that the Cthulhu mythos is such an overwhelming force that affects so many aspects of literature and popular culture it cannot be contained to a mere ten pages. While I no longer have a copy of my sophomore paper, I would like to tackle the subject of the Cthulhu mythos again, this time focusing on a few of my favorite games that fall into the genre of Lovecraftian horror or Cthulhu-inspired Sci-Fi and Fantasy.

     In case you're not aware, Cthulhu is a god-monster created by early 20th century author H. P. Lovecraft. Lovecraft created an entirely new mythos revolving around mysterious terrors like Cthulhu, and his works have influenced most modern stories in the sci-fi horror genre. Works of literature, games, and films in this genre are often called Lovecraftian horror, after the man who defined the genre. Genre-forming greats like Dungeons and Dragons and Robert E. Howard (author of Conan the Barbarian) have been heavily influenced by Lovecraft's creations, and thus the genres that these creators influenced have also heavily mirrored aspects of Lovecraft's writing. It makes sense, then, that video games have come to be greatly influenced by the Cthulhu mythos. If you want to know the exact scope of Lovecraft's influence on video games, you need only search for "Cthulhu" in the Steam store to see that there are hundreds of games claiming influence from Lovecraft -- and these are only the most evident PC games available on Steam. The list doesn't even count console-exclusive games.

A sketch of Cthulhu by Lovecraft himself.

     This article will focus on a few of the most interesting Lovecraftian games I have played, many of which have influenced my life as a gamer and as a literary scholar. First on the list are some of the most well-known games by mega-popular game developer and publisher Bethesda. If you're a major fan of Bethesda, you likely know that Bethesda LOVES Lovecraft. The Elder Scrolls games and the Fallout games are littered with references and influences from Lovecraft's work. I first noticed this trend when I played The Elder Scrolls 3: Morrowind over a decade ago. At first the game seems like a vibrant, exciting open world experience for players of all ages. That perception lasts until the first time you encounter an "Ascended Sleeper" -- a Cthulhu-like monster that quite likely will scare the wits out of your low-level character when you first see one in a dungeon. The name for this creature most likely originates from Cthulhu's position in the story Call of Cthulhu as a sleeping monster found beneath the ocean. The primary antagonist of Morrowind is also heavily influenced by Lovecraftian lore. Said antagonist, Dagoth Ur, is based on Robert E. Howard's Dagoth, who in turn is partially based on Cthulhu and other "old gods" created by Lovecraft. Like Cthulhu, Dagoth Ur originally sleeps under a volcano (rather than the ocean), and rises to spread terror across the land.

     The Fallout series is not without numerous references to Lovecraft. These are less evident than the influences found in the Elder Scrolls series, but if you have a basic knowledge of Lovecraft's stories you should be able to spot the references scattered throughout the series. The most obvious reference to Lovecraft is the Dunwich Borers company, which has locations in Fallout 3 and Fallout 4. Dunwich Borers is a play on the title Dunwich Horror, which is a key story in Lovecraft's Cthulhu mythos. When the player enters the Dunwich Borers location in Fallout 4, she is presented with the story of the company that was "mining" the earth as a cover-up for their search for the Lovecraftian creature that they worship. This story is shown through flashbacks and terminal entries. For the full story of the Dunwich Borers in Fallout 4, see the following video.


     Another game that draws heavily from Lovecraft is Sunless Sea, a PC game that is based on the browser-based game entitled Fallen London. The tagline for the game is "Lose your mind. Eat your crew. Die." This tagline shows the deep connection that the game has to Lovecraft through its primary themes: sanity/insanity, oceanic exploration, and the unknown. The horror elements of the game require no introduction, as the first few seconds spent playing the game will give most gamers a serious eerie sensation. Like its predecessor, Fallen London, much of Sunless Sea is text-based, but this does not detract from the horror inherent in the story.

Sunless Sea (Source)

     A list of Lovecraft-inspired games cannot exist without some mention of Eternal Darkness: Sanity's Requiem. This Gamecube exclusive is a cult classic, though many have not heard of it. Like Sunless Sea, Eternal Darkness revolves around a Lovecraftian view of sanity, but this game takes the theme of insanity further in that it actively tries to make the player feel as though she is going insane. While the game does include standard jump scares and other tactics normal to the horror genre, there are other aspects of the game (I won't spoil them here) that the player does not expect. Nintendo patented the sanity meter present in the game (which is much like a health bar, but measures the player character's sanity) before dropping the game's developers from their payroll, thus preventing any other games from utilizing this feature.



     Many other games could merit a mention in this article, but these are a few of the most prominent games in the Lovecraftian horror/sci-fi genre that I have played. Many space-themed games also fit the genre, such as Dead Space and the good and bad games from the Alien/Aliens franchise. Space games are easy to fit into the Lovecraftian horror genre, as Lovecraftian horror hinges on a fear of the unknown, and what is more unknown to modern man than space? All a creator needs to do is add some terrifying aliens, and a Lovecraftian tale has been created almost without even trying. There is also a plethora of table-top games based on Lovecraft; most likely inspired by the mentions of Cthulhu and other Lovecraftian monsters in Dungeons and Dragons.


     What are your favorite Lovecraftian or Cthulhu-inspired games? Is there a glaringly obvious game that I missed? Did I use the word "Lovecraftian" often enough in this article? Feel free to discuss these and more in the comments!

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