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171 changes: 171 additions & 0 deletions _drafts/bunker.md
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---
layout: post
title: "There is no secret vent: why \"Amnesia: The Bunker\" is not an imsim"
subtitle: "It's a good game, but curb your enthusiasm."
tags: [game-design, game-review]
---

![](/assets/images/shadows-to-the-left.png){:.centered}

I saw [a great twitter video](https://twitter.com/computer_gil/status/1814368017440186662) where an indie game developer said:

> goblinAmerica isn't some boorish, lowbrow "shooter."
> It's actually a cerebral and complex "immsim" [sic], because it has:
> 1. Crouching in a shadow
> 1. Boxes move [physics interactions]
> 1. Big hallway / little hallway [a vent next to a door with a massive sign above it saying "SECRET VENT"]
> 1. Realistic AI [an NPC says "I just heard something but I'm too busy reflecting on my beautiful life to investigate it]
> 1. Nonviolent tools [shoots NPC with a gun and a caption "not dead, just sleeping" appears next to the NPC. Proceeds to do the same but this time it's an assault rifle]
This outstanding satire reminded me of something about Bunker that for me disqualifies it as an immersive sim: there is no little hallway.

### Bunker's level design

At one point after the game came out and there was actual discourse around an FG game for once,
I had a realization; Bunker had painfully linear level design.
I busted out the game's map, analyzed it, and compared it to Dishonored.

Dishonored always offers multiple ways of getting places and bypassing obstacles;
even in chokepoint parts of maps, there will usually be at least 2 ways of progressing.
Levels are rather open-ended and interconnected.
Bunker, asides from side rooms and 2-3 instances of a few adjacent rooms creating a sneaking arena,
is largely a linear experience.

You might say - comparing Bunker to Dishonored isn't fair because Dishonored lets you jump 4 meters high and teleport.
While yes, Bunker can't have movement mechanics like that, it's simply a matter of level design.
Deus Ex achieves open-ended levels without any fancy movement mechanics.
Sometimes giving rooms and levels more than one entrance can be enough.
Bunker does not do this, unfortunately; the entire game has less than 10 rooms with more than one escape route,
and every level has a single entrance.

Bunker is advertised as highly replayable, but if offers you no variety.
There are no alternate skills or paths to try.
At best, RNG will give you a different set of items over the course of the game.
You might not be able to play the levels out of order!
On my replay I wasn't able to because I got bad RNG and had no fire source to get through a tunnel filled with rats,
and not enough other tools to get rid of all of them.

There are barely any alternate routes even on a scale as small as getting into a room with different methods.
The only examples I can think of are:
* The hub wine cellar can be entered using either the bolt cutters or the wrench.
* The break room in Maintenance can be entered by shooting a padlock through a whole in the wall
or by unscrewing a vent.
* A room in the hub can be entered through a hidden vent in the adjacent room rather than busting through the locked door.
Which is less of an alternative and more a matter of door you try first, but let's say it counts.
* The locker room in the hub is entered through an already open vent - while it makes absolutely no sense,
you could blow out the doors instead, so I wouldn't actually count this.

Other than that, the only choice you are given in level progression is how you open doors and padlocks,
and whether you want to risk busting into optional rooms.

### Gameplay options

Bunker's gameplay revolves around bypassing various doors and rat nests,
both of which can be dealt with in several ways, which is admittedly in the imsim spirit.
The options for getting through locked doors are:
* Heavy bricks which can break padlocks and wooden doors;
it is only a particular brick type that can do it and it's limited to 2 uses before it breaks.
Limiting this mechanic to only one type of item is also not very immersive or intuitive.
* Padlocks can be shot off.
* Wooden doors can be blown up (grenade or drag a red barrel and set it off).
* Wooden doors can also be shot through, but this is too expensive to be viable because of the highly limited ammo.
* If a chain is used, you can get bolt cutters to cut the chain off instead of dealing with the padlock.

The rat nests can also be dispersed with quite a few methods which fall into 3 categories:
1. Burn the bodies which attract the rats (there are many quite fun options of doing this)
1. Temporarily scare the rats away (meat, flares, gas)
1. Kill the rats (waste of resources because you won't get them all with a single resource, but technically doable)

When it comes to combat... there is nice variety, but most of the nonorthodox methods aren't effective.
Carrying a gas mask to use gas safely could have been very interesting,
but I found gas a quite unreliable in its ability to stop the beast.
Similarly, you can do quite a lot with the pourable gasoline mechanic, but its ability to stop the monster is hit-or-miss.
Exploding a barrel is effective, but it can be hard to time right and you will just end up wasting resources.
I wish at least the first two were more effective, because they are completely overshadowed by bullets and grenades/molotovs.

### Illusion of choice

While there is a fair few options of getting past locked door, with most of them you will find yourself limited.
Padlocked metal doors can only be opened with bullets and The Brick;
wooden doors are usually locked from the other side (i.e. no padlock to shoot),
so you need The Brick or an explosion to open them.
RNG is also at the wheel here; sometimes you simply will only have one option.

And when an actual choice has to be made, it is largely meaningless: from the standpoint of remaining undetected,
all of the options come down to "loud noise = monster comes out".
Breaking padlocks with The Brick is the only exception (breaking a wooden door with it is still very loud).
The only thing you really have to consider is "which one of these is better left as a weapon?".
To be fair, that's still a compelling scenario, but not something that screams imsim to me.

### Missing links

> If you think it's possible, it probably is.
>
> -- Bunker's loading screen
At one point I felt super clever because I thought to myself:
"hey, I've got a fuel cannister and a lighter. I could set that door on fire to avoid alerting the beast".
You can probably guess where this is going, but I did what I planned and... nothing.
I suspect that FG couldn't balance such an interaction properly so they cut it out
(wouldn't requiring a full canister to burn through a door be a solution?).

This is not the only case either; you can't make fuel bottles or fuel canisters explode by shooting them.
The exit door needs to be blown up with a pack of dynamite, but an explosive barrel won't do (understandable, but still).
Reportedly, throwing The Brick at the monster doesn't do anything. Probably quite a few more such cases.

And thus we arrive at my key points of this post.
**First: Bunker offers many gameplay options, but ultimately a very linear experience** (which is not imsim-like).
If you come across a locked door, 95% of the time there is no alternate way in, and you *will* have to break it open.
And to do that, you *will* have to attract the monster.
The only quiet method is very situational and relies on RNG, so it will rarely be an option.
And when it comes to combat, each time I tried thinking out of the box,
I was met with subpar results and had to stick to guns, grenades and molotovs.

**Second: Bunker does not create opportunities for thinking outside the box or being observant,**
which is a key characteristic of imsim games.
It's not hard to come across something the game does not allow
and the level design is linear, with no secret routes or clever hiding spots.

### Bunker vs Darkwood

Comparing Bunker to Darkwood is something that I have been itching to do
because both are survival horror games which feature fire mechanics
and keeping a generator alive to stay safe, which is a bit eerie.

Darkwood also allows you to:
* drag furniture to barricade
* create traps with broken glass and poured gasoline, which can be lit with throwable matches and flares
* has gas bombs, although these are better used as explosives after being set on fire than as a raw poison damage source

// darkwood offers similar options and even more on top of that but is not considered an imsim

### How do you even define immersive sims?



### Counter-arguments

To play devil's advocate - it's not really in Bunker's interest to offer many escape and entrance routes,
because it's a horror game and those extra routes would allow the player to evade the monster quite easily.
The lack of resources limits choice, but creates scenarios where you can barely scrape by with your ingenuity,
which works very well in a survival horror game.
Because yes, I'd qualify Bunker primarily as a survival horror,
although it would be unfair to not acknowledge that it *does* have imsim elements.

In fact, why does it even matter whether it's an imsim?
I do admit that this is pretty much bikeshedding,
but for me this categorisation,
and the game bombastically telling the player "if you think it's possible, it probably is",
lead to letdowns.
Instead of being pleasantly surprised with how many options there are for a survival game,
I kept waiting for something cool and emergent to happen and it never really did.

The sad part is that Bunker gets really close to being an imsim.
The ingredients are here; all it really needed was an extra push in the level design


### Summary

// why does it matter whether Bunke is an imsim

JUST LIKE YOU SAID, LIZARD MAN. IN THE SHADOWS TO THE LEFT.
64 changes: 64 additions & 0 deletions _drafts/criticism.md
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---
layout: post
title: "Game critique pitfalls"
subtitle: "Addressing the difficulties, fallacies, implicit elements and failings of game critique"
tags: [game-design, game-review]
---

I am bothered by my inclination towards negative points in my writing.
I also see similar issues pop up in other people's reviews.
As I don't see myself doing forced positivity, I wanted to give context to my style of writing,
as well as ruminate about issues with game critique at large.

### Personal inclinations

I'm an engineer. I have been trained to notice flaws, address them and seek improvements.
As a result, I naturally gravitate towards findings issues in the things I enjoy,
rather than formulating compliments.

### More to say about flawed games

As a result of the above, I usually have the most to say about games which
I found to be amazing, but flawed.
These reviews come out sounding highly critical despite me really enjoying the game in question.

A great example of this is comparing Amnesia: Rebirth and Amnesia: The Bunker.
Bunker was pretty damn good; but after the initial hype died down,
I find myself and my friends rarely mentioning it (
although that's partially that game's fault - there's not that much to discover in it,
and the gameplay is much shallower than advertised).
Meanwhile mentioning the severely flawed Rebirth is almost guaranteed to spawn
discussion about what exactly causes it to be not-that-good,
a topic so elusive that we still haven't found an answer. But we keep trying.

### Reviewing games like movies

I love solid gameplay, but as long as I have a bunch of tasks to keep me occupied,
I likely am not gonna complain about mediocre gameplay.
However, when a story-based game gives me no good story incentive, I start to think about it a lot.
And find flaws.

I do wish to write more about gameplay, but it's often the plot that I have the most to say about.

## Other reviewers

Some unfair stuff done by players and professional reviewers.

### Not a game developer

You shouldn't need to be a game developer to review games.

But if you aren't, don't tell developers how to do their jobs,
that they were lazy, or that something should have been easy to implement.
You probably aren't knowledgeable about game development enough to even begin to understand why you're wrong.

### Impatience and not meeting the game halfway

I can imagine many have been in this situation;
you show someone a game, they skip tutorials, ignore hints and/or rush,
and then complain that they don't know what to do or that they aren't winning.
Sometimes you can tell they're trying to play another game;
fighting their way through a stealth game,
or spamming attacks in a game where deliberate inputs are the way to go.

Some people just refuse to engage with a game on its terms and still expect it to be fun.
11 changes: 11 additions & 0 deletions _drafts/godot-plugins.md
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---
layout: post
title: "Godot plugins"
subtitle: "a"
tags: [game-dev, godot]
---

why are godot plugins bloated / messy
code smells
complexity
writing own solutions
11 changes: 11 additions & 0 deletions _drafts/grinding.md
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---
layout: post
title: "Grinding"
subtitle: "Reviewing every texting app I know of in terms of future-proofing and features"
tags: [game-design, game-review]
---

grindy survival games - valheim / zomboid and is it fun

compare them with subnautica and darkwood
(or more specifically, SN vs Valheim and Zomboid vs Darkwood because of shared similarities between each)
94 changes: 94 additions & 0 deletions _drafts/prey.md
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---
layout: post
title: "Prey (2016) and why Arkane games come short of masterpieces"
subtitle: "Discussing crucial weaknesses of Prey and the Dishonored games"
tags: [game-design, game-review]
---

prey, dishonored and how arkane games come short of masterpieces;
basically write about how they drag on too long and how little attention is paid to the story and its ending

prey's detour plot structure

![](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/480490/header.jpg?t=1594910513){:.centered}

So I have finally gotten around to and finished Prey.
I don't want to spoil plot details, so this will be a bit vague, but bear with me.

## Prey's pacing

Prey starts off super strong.
The intrigue introduced at the beginning is gripping,
and the set up manages to turn the basic premise of the game,
something that's advertised about it everywhere, into an awesome reveal.
After exploring the first area and entering a hub area, the game game begins several plot threads,
each one adding to the intrigue and making you more curious about what went down on the Talos I station.

You visit a new area to get access to a recording that progresses the story.
Cool, standard game stuff.
After watching the recording, you learn that to get to the next plot thread, you need to take a detour.
You go through a new part of the station... and then another...
After reaching the destination, you once again learn that the next plot points are inaccessible.
Time for another detour! You start following urgent matters and the moment-to-moment story takes over.
Meanwhile, the main plot just... dangles there.

Of course, you learn plenty of side-stories and various going-ons of the setting;
while enjoyable, they explain the mysteries from the beginning in a rather mundane way.
Tension slowly deflated and I found myself disengaging,
just going through the gameplay motions and dealing with the immediate events on the station,
like rescuing others, dealing with a treacherous convict and getting yourself out of hairy situations.

About 60-70% into Prey, I realized that mystery from the beginning got unraveled through
all the emails and audio logs I've read, and that there was not much left keeping me interested.
In the gameplay department, I acquired most of the powers which I found interesting and was consistently wiping the floor with the enemies.
I just wanted to get over with the quest that has been unresolved for 30 hours (!) of gameplay.
And then as I think the game is about to end, it throws another log under the protag's legs (in the form of Dahl).
After being done with that chore, you finally reach that initial goal,
and get to go back and forth across the entire map to finish the game. Yay, backtracking.
Just what you need to ramp up the excitement for the ending.

## Prey's ending

You can make several choices which make the plot end in different ways.
All endings are very short and there's a hard cut to the credits;
they were so abrupt and unsatisfying that I actually laughed in bemusement.
I couldn't help but feel like the writers went "yeah whatever I don't know".

Thankfully, there is a post-ending that's quite interesting, however I would not call it satisfying.
Furthermore, some people will be upset about it for reasons I can't bring up not to spoil it.
Predicting this, the final choice gives you the option to, in a way, lash out against the game;
however, the story being aware of its ending being weak does not make it less weak, in my opinion.

## General thoughts about Prey

All in all, my criticism of Prey's pacing comes down to this:
* The detour story structure sucks.
There is many things which happen in the game, but the main plot should not be something you only experience in the very start and the very end of a 35 hour game.
* Related to the above, a simple goal of entering an office (Alex's place in Arboretum) should not be dragged out for 30 hours.
I have later learned that I could have reached this area basically immediately,
but the method (GLOO gun stairs) felt like cheesing the game mechanics.
This issue is exacerbated by the location being just barely out of reach.
You get an elevator code for this area at the very end of the game,
so this seems intentional, not just my oversight.
* The endings should have at least *some* resolution.
There are characters which you can save. The protagonist is voiced (well, sort of - they never speak in the game themselves, only through prerecorded messages and a robot which uses the protag's voice).
One can argue that this is done through gameplay, but this doesn't change the fact the game ends painfully abruptly.

This wasn't supposed to be a review per se, but I do want to mention some of the positives,
because this game is pretty amazing in the gameplay department.
It has so many clever interactions you can come up with,
lots of scavenging, various routes to achieve your goals,
the setting is awesome and all of this is beautifully presented.
I also loved the space walk mechanics and its fantastic sound design,
which come together in really make you feel like you're outside a space station.
The game also uses several ingenious environmental hints to teach you new mechanics;
again, I don't want to spoil it, but I don't think I've had a bigger eureka moment than in this game.

However, Prey was not a financial success, and some even call it forgettable.
While I don't fully agree, I believe the pacing issues I described above are a key contributing factor to that.
And this is not the first time that Arkane has fumbled endings.

## Dishonored



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