BagoGames at: Insomnia 57

<p class&equals;"western">Conventions always feel like a double-edged sword for me&comma; especially when doing coverage&period; On the bright side&comma; I get to experience many wonderful games before they get a release&comma; as well as talk with the developers behind them&period; On the downside&comma; they always feel like I&&num;8217&semi;m stumbling around knee-deep within the uncanny valley as a simulation of life&period; Often the only clues I have that it wasn&&num;8217&semi;t just a fever-dream is the reality of the games I saw&period; I always walked away pleased about the games I tried but yet exhausted by the time spent going to&comma; around and fro the event&period; Insomnia 57 was different&period;<&sol;p>&NewLine;<p class&equals;"western">Although before I leap into my thoughts about the general event&comma; I may as well give a run down of what even happened &lpar;don&&num;8217&semi;t worry&comma; if you&&num;8217&semi;re just here about games&comma; scroll down until you hit the bold lettering&rpar;&period; Originally someone else was going to cover Insomnia 57&comma; an event in Birmingham &lpar;in the UK&comma; because of course there&&num;8217&semi;s a Birmingham in the US to get confused with&rpar; where people lug their tower units into one room and play LAN games with well over 100 people&comma; but had to bow out&period; So last minute I was asked if I could cover Insomnia for a day&period;<&sol;p>&NewLine;<p class&equals;"western"><img class&equals;"aligncenter size-full wp-image-103023" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;03&sol;03202118&sol;InsomniaPic4&period;jpg" alt&equals;"InsomniaPic4" width&equals;"1280" height&equals;"720" &sol;><&sol;p>&NewLine;<p class&equals;"western">A few days later and after 3 &half; hours on a train&comma; I stood around with my hands in my pocket trying to comprehend the queue in front of me&period; Usually press get to sneak into an event&comma; but I wasn&&num;8217&semi;t seeing such an entrance&period; That is when someone shuffled up to me with a press pass with as much of a comprehension as me and we began talking&period; YouTube personality <a href&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;user&sol;Domanda896" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">Domanda<&sol;a> was there to do some light interviews of other people on YouTube&period; After half an hour to an hour showing my general unawareness of the website or anything else &lpar;sorry Domanda&rpar;&comma; we finally got let in&period;<&sol;p>&NewLine;<p class&equals;"western">This was when something dawned upon me like a thick fog&comma; two creeping senses of realization&colon; Not only I had picked Saturday &lpar;also known as the most crowded of days you can attend a convention&rpar; but there wasn&&num;8217&semi;t actually many up-and-coming games to try compared to other conventions&period; Nintendo was nowhere to be seen and Sony was showing off games you know-and-tolerate&period; Even in terms of AAA developers there was a flat nothing&period; On the indie side of things&comma; sadly most games were packed by crowds&comma; and even then we&&num;8217&semi;re talking about a comparatively small selection&period; Without delay&comma; I&&num;8217&semi;ll get on with talking about what I tried out&colon;<&sol;p>&NewLine;<p class&equals;"western"><img class&equals;"aligncenter size-full wp-image-103020" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;03&sol;03202211&sol;InsomniaPic2&period;jpg" alt&equals;"InsomniaPic2" width&equals;"1280" height&equals;"720" &sol;><&sol;p>&NewLine;<p class&equals;"western"><i><b>Quantum Break<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western"><i><b>&lbrack;Developer&colon; Remedy Entertainment&rsqb;<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western"><i><b>&lbrack;Platform&colon; PC and X-Box One&rsqb;<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western"><i><b>&lbrack;Release date&colon; 5<&sol;b><&sol;i><sup><i><b>th<&sol;b><&sol;i><&sol;sup><i><b> April 2016&rsqb;<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western">If there was one game that had me curious about the Xbox One&comma; it was this title&period; I really enjoy Remedy&&num;8217&semi;s previous work on <em>Alan Wake<&sol;em> and the <em>Max Payne<&sol;em> series&period; Although between the two I prefer Max Payne by a long stretch&comma; always charmed by the noir series that balanced more grit than an icy road and a smug self-aware sense of humour&period;<&sol;p>&NewLine;<p class&equals;"western">Remedy already breaks personal new ground straight out the gate by making a console game not named after the protagonist&period; Since then there has been slew after slew of achievements&comma; such as the idea of steering the narrative by taking one of two choices on the table&comma; having a live-action drama play out on the side and time manipulation that isn&&num;8217&semi;t just slowing things to a crawl Matrix-style&period;<&sol;p>&NewLine;<p class&equals;"western">The demo I got to try out at the Microsoft booth featured a quick gunfight with soldiers trying to take my head off&comma; which allowed for some time manipulation&period; Afterwards there was a cutscene that featured some mumbling about getting a briefcase and time-wizardry that made roughly as much sense as starting Inception half way through&period; I was then given a choice of what is one to do about civilians who know too much about vague time-wizardy&comma; between shotgun mouthwash for the pack or PR via &OpenCurlyDoubleQuote;tell them what we tell you to or get a lethal injection via 9x19mm Parabellum”&period;<&sol;p>&NewLine;<p class&equals;"western">Despite <em>Quantum Break<&sol;em> distinguishing itself by time manipulation&comma; every moment I tried to use it&comma; I was faced with the burning question&colon; &OpenCurlyDoubleQuote;While I can&comma; why would I&quest;” While I could slow down time&comma; zip around the enemy and put an air-hole in the back of their skull&comma; why would I when a simple headshot does the same thing in half the time&quest; This became even more apparent as the AI was downright suicidal as they rushed to my position&comma; refused to flank me and stood in the open to welcome gunshots easier&period;<&sol;p>&NewLine;<p class&equals;"western">The cutscene and choice mechanic didn&&num;8217&semi;t really improve things so far&comma; as it felt like it lacked context and repercussion&semi; although that was down to a convention setting for trying the game&period; This was made worse by an ear-infection I had &lpar;and still have&rpar;&comma; which rendered all the dialogue into muffled rambling&period; Without context&comma; the narrative was rather dull with no reason to care about what was going on and referencing events I felt like I should know but don&&num;8217&semi;t&comma; like blagging your way through a conversation and then having a pop quiz about it&period;<&sol;p>&NewLine;<p class&equals;"western">Perhaps the only part that had me raise an eyebrow was when given a choice&comma; they do show vaguely what will probably happen&comma; including the good and bad sides of it&period; Even here I was let down&period; I was given the full picture&comma; never hinting that something unpredictable and interesting may occur due to it&period; It reminded me of <em>Life is Strange<&sol;em>&comma; how that game showed the immediate consequences with long-reaching repercussions always out of your grasp until you lock in the choice&comma; but without the playful unpredictability of what could go right&sol;wrong about what you&&num;8217&semi;ve done&period;<&sol;p>&NewLine;<p class&equals;"western"><i>Verdict&colon; I sincerely hope this was just a bad demo&period; Nothing about the demo indicated Quantum Break was anything more than a generic shooter inspired by everything else around it while lacking an original thought&period; I expected so much better from Remedy&comma; a developer who has shown time and time again to be able to provide interesting narratives and gameplay&period; Based on the demo alone&comma; I&&num;8217&semi;d be worried about pre-ordering&comma; but then again demos can misrepresent gameplay&period; In this case&comma; I really hope I&&num;8217&semi;m wrong on this one&period; <&sol;i><&sol;p>&NewLine;<p class&equals;"western"><img class&equals;"aligncenter size-full wp-image-103019" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;03&sol;03202229&sol;InsomniaPic1&period;jpg" alt&equals;"InsomniaPic1" width&equals;"1280" height&equals;"1280" &sol;><&sol;p>&NewLine;<p class&equals;"western"><i><b>88 Heroes<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western"><i><b>&lbrack;Developer&colon; Bitmap Bureau&rsqb;<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western"><i><b>&lbrack;Platform&colon; PC&comma; PS4 and Xbox One&rsqb;<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western"><i><b>&lbrack;Release date&colon; Unknown&comma; although has been Greenlit on Steam&rsqb;<&sol;b><&sol;i><&sol;p>&NewLine;<p class&equals;"western">I haven&&num;8217&semi;t seen a game this obsessed about a particular number since I tucked into <em>999&colon; Nine Hours&comma; Nine Persons&comma; Nine Doors<&sol;em>&comma; although the two games couldn&&num;8217&semi;t be any more different&period; Set on the 8<sup>th<&sol;sup> of August &lpar;the 8<sup>th<&sol;sup> month&rpar; 1988&comma; <em>88 Heroes<&sol;em> demands you to conquer 88 rooms in 88 seconds&comma; as Dr H8 is about to destroy the world in 88 minutes&period; Oh&comma; and each enemy you kill gives you 88 points&period; Say one thing about Bitmap Bureau &lpar;creator of Super House of Dead Ninjas&rpar;&comma; say they are dedicated to a concept&period;<&sol;p>&NewLine;<p class&equals;"western">It plays out like <em>Broforce<&sol;em> except with more of a platform angle to it&period; Each hero has their own individual characteristics&period; They have their own attacks &lpar;some having none&rpar;&comma; speed&comma; jump height&comma; hit-box size and more&period; Even when scratching the surface for about five minutes there was an incredible amount of variation&comma; as some converted enemies&comma; others wouldn&&num;8217&semi;t walk on the floor and one was a tiny worm&period; I figure it was due to this vast variation that caused the developer I talked to at the booth to sigh when he mentioned there was 88 heroes&comma; wishing it was only 32 due to the work load&period;<&sol;p>&NewLine;<p class&equals;"western">Fortunately the playground you have to play with has been specially tailored to offer different forms of gameplay with different heroes&period; Rather than procedurally generated&comma; each of the 88 levels are hand-made to be able to be played with different styles of gameplay&period; As I said earlier&comma; the developers are committed to a concept&period;<&sol;p>&NewLine;<p class&equals;"western"><i>Verdict&colon; I actually had a lot of enjoyment out of 88 Heroes&comma; as there was enough variation to make each level&sol;hero combination feel noticeably different&period; Maybe you&&num;8217&semi;ll be trying to bait the enemy due to a huge hit-box in a tight corridor&comma; maybe you&&num;8217&semi;ll be timing your melee attacks to hit or maybe you&&num;8217&semi;ll just gun them down from afar&quest; My only problem is the lack of multiplayer&comma; as I could imagine combining two or more heroes could lead to funny situations&comma; although it is an understandable missing part&period; Everything rests upon what they will charge for it&comma; although it&&num;8217&semi;ll likely make for an interesting title to play with in short bursts&period; <&sol;i><&sol;p>&NewLine;<p class&equals;"western">That sadly was it&period; One triple-A title and an indie title&period;<&sol;p>&NewLine;<p class&equals;"western">As I walked around the convention&comma; trying to work out what coverage I could do &lpar;&OpenCurlyDoubleQuote;maybe I could interview some people who are playing LAN&quest;”&comma; a train of thought crushed by security likely not thrilled with the idea of press infiltrating the LAN area&rpar;&comma; there was a creeping realisation that crawled up my spine&period;<&sol;p>&NewLine;<p class&equals;"western">To go back to my introduction&comma; conventions often run the horrid risk of dipping into hyper-reality&period; The forever-smiling&comma; overly-pleasant and incredibly-safe environment feels like a simulation of real life&period; Fortunately video games are such an intimate and familiar part of my life &lpar;in all their unflattering glory&rpar; that they usually shake off the awkward atmosphere creeping about&period;<&sol;p>&NewLine;<p class&equals;"western"><img class&equals;"aligncenter size-full wp-image-103021" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;03&sol;03202153&sol;InsomniaPic3&period;jpg" alt&equals;"InsomniaPic3" width&equals;"1280" height&equals;"720" &sol;><&sol;p>&NewLine;<p class&equals;"western">Except&comma; well&comma; Insomnia 57 was not about games&period; Instead&comma; it was about Youtube&sol;Twitch stars&period;<&sol;p>&NewLine;<p class&equals;"western">Out of 14 stage presentations occurring on Saturday&comma; 1 was about a game and 4 were &OpenCurlyDoubleQuote;community events” &lpar;an introduction&comma; a cosplay&comma; a pub-quiz and a competition&rpar;&period; Two or three stalls were dedicated to YouTube teams&comma; stalls that were packed with people clawing to get to the front&period; While there were games&comma; about the same sized area dedicated to new games were mechanise stalls about games of old&comma; a retro game shop where you could buy any game as long it was over ten years old and a set up of retro titles to play&period; Y&&num;8217&semi;know&comma; all the classic retro games you could want to play like <em>Super Smash Bros<&sol;em>&period;&comma; <em>Halo<&sol;em> and <em>DJ Hero<&sol;em>&period; All the classics&period;<&sol;p>&NewLine;<p class&equals;"western">Games took such a back-seat in favour of esports&comma; merchandise and YouTube stars &lpar;who&comma; while do a good job&comma; in a large dose feel like a virtual reality of having a real life friend who likes you and is funny with all the charm of an used car salesman or at least an android desperately trying to pass the Turing Test&rpar;&period; I felt less trapped in a simulation but rather a simulacra&colon; a simulation of something that never has existed&period; I was shoulder-deep in the uncanny valley&comma; one that reminded me over and over again of the irrelevancy of games journalism&period; That while YouTube stars can focus and spend all their time on their craft to the swooning crowds&comma; the idea of a games journalist living off their pay is a depressing in-joke to share amongst themselves as the audience pelts them with tomatoes&period;<&sol;p>&NewLine;<p class&equals;"western"><img class&equals;"aligncenter size-full wp-image-103024" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;03&sol;03202100&sol;InsomniaPic5&period;jpg" alt&equals;"InsomniaPic5" width&equals;"1280" height&equals;"720" &sol;><&sol;p>&NewLine;<p class&equals;"western">I wish I could say I had that action hero moment where upon realisation I sought to tear it down&period; That I went out of my way to ruin the illusion so much as to neutralise the believability of what was going on so I could climb out of the uncanny valley&period; What happened instead was due to a mixture of tiredness&comma; an ear-infection and real life not being a film&sol;game&colon; I sat on the floor in the lobby of the convention centre with my legs spread out and tried to work out what could I even write&period; What could even be said about a train of thought so neurotic that if it was a film the role of Kailan May would go to a B-Movie version of Michael Cera&quest;<&sol;p>&NewLine;<p class&equals;"western">The closest I could think of is something that I believe sums up Insomnia 57 so well as to make for a closing statement&comma; a description I used to tell others of the experience&period; Insomnia 57&comma; for a games journalist&comma; was like attending your own funeral in which you&&num;8217&semi;re not quite dead&period; You feel endless panic and worry as your paralysed body can only see everyone in the funeral home stare dead-on into your moistening eyes as they talk about how totally dead you are&period; Your tearing wide-eyes being the only reaction you can make as you realise what happens next&comma; as the door to your wooden casket closes and the sounds of mud falling onto your resting place begins to occur&period;<&sol;p>&NewLine;

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