Português English

Game

Brothers: A Tale of Two Sons feature
2017.01.21

Brothers: A Tale of Two Sons

This 2013 little indie game is pure charm. It tackles an unusual theme for games: father-son and brother-brother relationships. Generally games uses tragically and over dramatic man-woman love and revenge themes, but it is not what is shown here. It is a tale of two brothers trying to save the like of their father, that is just laying sick in bed. No supernatural force. No magic. Everything is very mundane.

Brothers a tale of two sons 3.jpeg

Not only the story is charming. The visuals are also really cute. Even on the depths of the Earth, it still maintains the light color palette and the cute aesthetic. In fact, you can literally sit in a bench and admire the view. It delivers the introspective aspect of the story. Death, family bonds, life… a lot for the kids think about.

Brothers a tale of two sons 2.jpeg

The world is not, however, mundane. There are some mystical creatures, monsters and a bit of magic. But the story motion force comes from the inner emotions. The narrative comes from very little dialogues. It is mainly a puzzle adventure game, focusing on the experience of guiding two young kids through obstacles. It is not very action-driven because most of the puzzles can be solved calmly, without hurries.

Brothers a tale of two sons 5.jpeg

The main feature of the game is the ability of controlling both kids at the same time. It uses a very weird control scheme, but it works. It requires some brain rewiring and time to time it fails to be very responsive, but works both thematically and for the sake uniqueness.

The game is very short. I was able to finish it in a single long session. But it left a very fond mark on me.

Brothers a tale of two sons 4.jpeg

It is inexpensive very cool adventure. Recommend to play.

My Rating: 8★★★★★★★★
Metacritic: 90
Her Story feature
2016.07.23

Her Story

Innovative is probably the most common adjective you will read and hear about this game. The gameplay mechanics are very, very simple, but the whole thing is very grounded to the theme.

The game is all about just watching a series of videos. They all are about a woman being interrogated by police officers. Each video is a couple of seconds long of the interrogation sessions. Watching them, one by one, will reveal details about what happened. And that’s it! The player is never asked to actually answer any question. It’s only watching the woman.

Well, to be fair, the game do have an interactive aspect. Each video is cataloged using keywords, but you don’t know which are they. So the player have to search for videos writing in a search box. If there is any videos with that keyword, you can watch it.

Her story 2.jpg

Performance of Viva Seifert is amazing. She performs more than one character, but due to the excellent performance and clever writing, you will be amazed by the result. On each piece of video, your understanding about the whole case changes. It reminds me of Agatha Christie’s books, because we jump to conclusions several several times.

The game itself is very engaging. However when I was about 50% of the way, I started to get bored. In order to find all videos, I started to guess obscure words. It was not super super clear so it leads to frustrating moments of try and error. At 85% or so, I was clear about the whole case. I had my conclusions. However, I had to use some online help to see all videos. I did not changed my mind about the mystery, but definitively it is not the way to finish a game.

Her story 3.jpg

My Rating: 7★★★★★★★
Metacritic: 86
A Study in Transparency: How Board Games Matter feature
2016.02.23

A Study in Transparency: How Board Games Matter

I just watched a GDC presentation by the same name by the developer Soren Johnson, from Mohawk Games. I’ve agreed almost entirely with him. The basic premise of his presentation is that video games should pay more attention to physical board games, learning that techniques they use in order to create engagement. The motif is: board games have transparent set of rules and transparent implementation of luck. Video games should have such transparency too to engage players.

At the end, when he opened for audience questions, he was nervous to answer and he somewhat backed a bit from this point of view. There were a couple of questions that I want to discuss:

What if the game system is so complex that you deliberately want to hide it from the player? (watch the original answer)

In Civilization, as pointed in the presentation, the designers opted for displaying each variable or modifier as a series of bullet points in the UI. That is because the list of modifiers is long and complex. When engaging in a diplomatic mission, the player must understand what are affecting the relationship. But hey, it is only one way to solve the problem.

In Shadow of Mordor, the orc leaders challenge themselves for power and status. Each orc also have a list of strengths and weaknesses. All this information is presented to the player is a very elegant way. It exemplifies the Soren’s argument.

But if game is so complex that is really difficult/impossible to present the players all information? Well, it is probably a flaw in the game. If there is too much going on, most likely that the player action only impact slightly in the result. The player will feel that is pure luck. He is just a passenger. It is the game designer’s job to balance it back; otherwise, it will suffer from bad reputation and bad sales. Too shallow or too complex have to be considered equally problems to deal.

Notice that another possible consequence is when the game becomes a cult hit and the players that endured the gameplay formed a community to share information and demystify the obscure rules. A good example is Dwarven Fortress, a super weird and complex game that is loved by many for being weird and complex. My suggestion: do not try this path.

If you expose the whole set of rules and internal numbers, it will become a matter of optimization instead experimentation. (watch the original answer)

It can be a problem, yes. Tic-Tac-Toe suffers exactly from this problem: you can anticipate the full match to a point that you CAN guarantee that you will never lose (you cannot guarantee that you will tough).

But as a designer, you can implement counter measures to fight it. Luck and complex decision tree for example.

Luck is the classic solution. By implementing a series of unknown events, it makes very difficult to predict the future. Random numbers, random events, scramble cards. Notice that luck is merely an element that the one cannot control or predict, like weather or a die roll, or a hidden enemy in a fog of war.

Complex decision tree refers to both make several factors relevant for each decision and a game with several rounds. Think of Chess or Go. There are so many possible movements per round that, while theoretically possible, it is practically impossible to compute all moves in order to make a single best decision.


In general, I am with Soren. I might discourse about it in the future, because most people think that creating games is just an intuition and art. But there a lot of reasoning and logical decisions that should guide the construction of such products.

Middle-Earth: Shadow of Mordor feature
2016.02.21

Middle-Earth: Shadow of Mordor

Shadow of Mordor is one of that type of game that sucks me in a way that I cannot stop desiring to play. My last love was The Witcher 3, which I slowed played for more than 125 hours during months. But the scope is so much smaller that TW3 that I was determined to finish the game as soon as possible. It took me about half a week, but I did it. SoM is officially over. Credits, like in all modern game or movie, are endless. Satisfaction. Because I am a completionist, I still have it installed to allow me to go back to it and at least finish the 100% mark (I would love to do all the Steam achievements too, but some are too obscure).

The mechanics presented here is nothing new. The main character, Talion, is an Assassin’s Creed wanderer. He climbs castles, towers and hills just like any AC character always do. The advantage here is that the enemies, the orcs, are very stupid and lose track of you almost instantaneously. Each to run away from messy situations. The combat is also very derivative of this new generation of third person action games, just as Assassin’s Creed, Batman and God of War. It is very generous on targeting your enemies. The counter attack time window is very broad.

Shadow of Mordor, therefore, is an easy game once you get the general flow. However, it is very fun.

Wp 1456342484982.jpg

One of the main features of this game is the nemesis system (it is how the developer calls it). In the game, orcs have a hierarchical military structure and they interact withing the chain quite often. The challenge rivals, assume the vacant position, are promoted. Killing the high command leaders triggers a series of promotions. Player can also induce rebellions, plot assassinations and other situations that actively shapes a new order. It is fascinating mechanics. You will get furious to see an orc getting more powerful and promoted because he killed you. In their culture, it is a demonstration of mighty.

Another cool concept is that any of these orc leaders have strengths and weaknesses that you can, and should, explore. They can be immune to ranged or melee attacks, forcing you master all the combat techniques. They can also have a critical fear of bees, caragors (a thematic tiger) or traitors infiltrated in their outpost. Exploiting such flaw will make them act erratic and try to run away. It will open a great opportunity window for finishing them off. Every time you need to kill one of them, it is imperative to study these character aspects to plan the strategy.

Wp 1456342501284.jpg

Graphically the game is stunning. I could run it in full HD in High preset and several times I had to stop just to take a mental photo of the moment. Nothing to comment further: great.

The story, however, is just ok. There are some problems that annoyed me:

  • It is too fragmented: there are some secondary characters that come and go in matter of two missions. Some are genuinely cool, but vanish from the story too soon.
  • The bosses are mini-games: there are basically 3 bosses in the game. Without spoiling the story any further, they are merely a mini-game. Almost no interaction. And they are not present throughout the game, so I was never engaged to kill them.
  • The main story is essentially a tutorial: the game have a core mechanics that is supposed to be an infinite loop. The main story presents new combat or gameplay features until almost the last mission! And like any tutorial-mission in games, they are always easy on the player.

There is one aspect of the game story that I liked and I feel worth to mention: the lore of the game. While the game is not about the main events of Lord of the Rings (it happens long before the LotR), it crosses with some cool characters and events that made me feel it was part of the famous story.

Wp 1456342519098.jpg

I enjoyed Shadow of Mordor very much. I recommend you to play it. I was curious when all major game reviewers were telling very good things about the game (they also were surprised). Due to the Brazilian current ratio, I had to wait for a better price; and it was worthy!

My Rating: 8★★★★★★★★
Metacritic: 84
The Talos Principle feature
2015.12.22

The Talos Principle

Like almost everybody else, I was not expecting this game being this good. From the makers of the fun but niche FPS Serious Sam, Croteam, a puzzle game this deep have to catch everybody by surprise.

The game is a series of 3D puzzles. You control a character using the ordinary 3D FPS control scheme. Nothing fancy. But there is no combat. None. Some puzzles require some action, like running an synchronizing with other moving elements, like elevators.

The talos principle 2 min.jpeg

The difficulty rate is really nice. At the beginning you face easy puzzles. Eventually one is harder, to keep you interested. Then a new tools or functionality is presented. And the cycle repeats, now mixing the usage of the tools in the levels.

The visuals are super clean but yet super nice. It allowed me to play in my notebook with any reservations. The whole universe feels right. The UI is super minimalistic.

The story is presented through an inside or head voice, in a God-speaking to you kinda way and through computers and holograms. Most of them does not clarify anything, but just expose someone’s opinions and points of view. It is up to you, the player, to figure out what the hack is going on. And it is deliberated dual, in the way that there is no one truth to the story. Every player will experience it in a personal way. The whole presentation is a follows the introspective and philosophical themes.

The talos principle 3 min.jpeg

The game is a blast. I struggled in some puzzles but most of them are doable. Some extras are given for those that keep the super hard out-of-the-box puzzles. I saw the solution of some of them on the internet, and my mind exploded. They were super bizarre. I felt that just finishing the game and doing one or other extra puzzle would suffice. But I enjoyed every moment.

And also, I saved the game just before the final moment because I wanted to experience the multiple endings of the game.

The talos principle 1 min.jpeg

Totally recommend it.

My Rating: 8★★★★★★★★
Metacritic: 85
Bruno MASSA