Hitman: Blood Money vs Hitman GO: Definitive Edition Comparison

Today I stepped outside of my comfort zone to research Hitman: Blood Money. Comparing it with the family-friendly alternative, Hitman GO: Definitive Edition, I found the latter title still manages to capture the essence of the franchise without resorting to explicit content.

*Hitman GO: Definitive Edition was received for review/coverage. See our statement of ethics here and game review criteria here.
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Batman: Arkham Knight Q&A

Reader “Josephine” asked if I had reviewed Batman: Arkham Knight.
I did not, so above you’ll find a discussion and Q&A session based on my experiences with the game!

See our statement of ethics here and game review criteria here.
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Beyond Rated-M Plays Dying Light: The Following – Enhanced Edition

In this stream/series of Let’s Play episodes, I explore how the base game of Dying Light offers important game design lessons about humanization, first-person combat, the role of sound, and more.

In our next stream focusing on this title, I hope to tackle the depiction of the cult starring in Dying Light’s expansion: “The Following.”

*This title was received for review/coverage. See our statement of ethics here and game review criteria here.
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Beyond Rated-M: Doom & Lovely Planet

In this episode of Beyond Rated-M, I discuss how honesty in game design and aesthetics make Doom and Lovely Planet great examples of Maturity in video games.

*Lovely Planet was received for review/coverage. See our statement of ethics here and game review criteria here.
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Beyond Rated-M: NEO Scavenger

In my editorial about maturity in video games, Beyond Rated-M, I said:

“Video games rated “M for Mature” by the ESRB are often held up as the foremost examples of what our industry can achieve. Meanwhile, the number of incredible, thought-provoking titles outside of that category grows by the day.” [emphasis added]

I’ve begun spotlighting and discussing some of these games, whether Christian-friendly or not, in a new video series also called “Beyond Rated-M.” The first episode is embedded just above this text introduction!

*This title was received for review/coverage. See our statement of ethics here and game review criteria here.
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Christian Games Done Right Interview: Ryan Vandendyck (Citizens of Earth)

Eden Industries Logo from Twitter page

*Sources of screenshots are listed in their respective file names.

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*The interview below was recorded October 21st, 2015*

I spoke with Christian developer Ryan Vandendyck of Eden Industries and stellar Earthbound-like JRPG Citizens of Earth about how a childhood spent beating games too fast led to a career.

Christian Games Done Right Interview–Ryan Vandendyck (Citizens of Earth) Download

Buy Citizens of Earth (PC–Steam)

Buy Waveform (PC–Steam)

Many thanks to Ryan for his time, and Elijah Elmasri for his music!

*This title was received for review/coverage. See our statement of ethics here and game review criteria here.
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Editorial: Republique and Going Beyond ‘Rated M’

Republique Header.png*Sources of screenshots are listed in their respective file names.

Republique (formerly Republique Remastered on the PC) is not only an episodic stealth game exploring government surveillance and personal freedom, but one in a new wave of titles that show “Mature” can be more than an age rating.

Minimal spoilers ahead.

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Republique tells a compelling story about the reach of government surveillance by using security cameras as tools to snoop into the most common elements of our digital lives–from emails, to voice recordings. The project raised over $500k in its initial Kickstarter pitch, attracting talents including voice actress Jennifer Hale (of Mass Effect) and game producer Ryan Payton (of Metal Gear Solid 4).

Clearly, Republique is a title that has captured the attention of many for a number of reasons. However, I couldn’t figure out until now what made the game special to me.

Republique Screenshot 1

Republique

What impresses me about Republique isn’t merely its accessible stealth gameplay, lavish visuals, or unique approach to in-world storytelling. It’s what the developers left out in the process of creating this world that stuns. Republique provides an unflinching, often unsettling look into a twisted dystopia–all without depicting explicit content.

The developer, Camouflaj, didn’t resort to a flashed boob, hail of profanity, or seedy nightclub sequence to show you Republique is set in a dangerous and morally ambiguous universe. They didn’t need to.

Given free reign to explore Metamorphosis, The Overseer’s twisted vision of utopia, you’re simply left to find your own conclusions without fear of death or significant loss of progress.

Republique Screenshot 2

Mirelle berates Hope (the heroine of the game) for bringing you into their Republique.
A statue of The Overseer dominates your view.

The Overseer, Treglazov, is a rigid fundamentalist who changes everything within his sphere of influence to fit his personal philosophy. This results in the removal of nudity, innuendo, and profanity from the public eye (which explains why you as a player don’t see them). He bans and burns books, makes speeches showcasing a Messiah Complex, and has a glaring lack of self-awareness regarding the hypocrisy evident in his life and those of his followers.

His character’s effect upon Metamorphosis may be a critique of fundamentalist thought, with a focus on the censorship that can result when that viewpoint becomes law. It could be a device used to allow people of all ages to purchase and play Republique, despite the heavy subject matter. I don’t know. All I can tell for sure is that in my roughly 10 hours of play, I was more disturbed by suggestions of the dark goings on in the game’s world than by any of Andrew Ryan’s tirades.

Republique Scan Screenshot

The Overseer seeks to eradicate nudity from art. Even as his body scanners create these vulgar portraits.

Continuing a comparison of Andrew Ryan’s Rapture (of BioShock) and The Overseer’s Republique, Andrew Ryan’s hedonistic utopia tears itself apart due to a mix of every-man-for-himself ethics, widespread, addictive genetic manipulation, and hubris. It’s an interesting story that follows a logical conclusion–as long as your logic includes mutated men-become-monsters who shoot fire from their hands.

However, a culture that twists its people, corrupting their ideals to somehow grasp a version of perfection? An environment that cuts off all access to dissenting material to reinforce a chosen perspective? That isn’t just imaginable. It’s reality. It’s happened before, it’s still happening in places around the world today, and no matter how often it happens it’s terrifying.

I see it in churches.
A quest to please God ending in a desperate attempt to avoid being outcast by your fellow man.

I see it in the video game industry.
The same social systems used to protect those who had been rejected then being used to reject others who may not fit a given standard.

This is all conveyed in a title largely free of explicit content–and the more I looked, the more I realized Republique isn’t alone.

Ninja Pizza Girl (a game I helped work on) wraps a tale about emotional honesty and the importance of family around leaping teenagers delivering pizza. NEON STRUCT by Christian developer David Pittman (a friend I may work with on future projects) tackles personal compromise in a gritty dystopia without using player-initiated violence or curse words. Early Access survival game The Flame in the Flood captures the magical in the mundane, forgoing supernatural horror and gore (at least at this point in development) in favor of a lonely journey through a “post-societal America.”

Video games rated “M for Mature” by the ESRB are often held up as the foremost examples of what our industry can achieve. Meanwhile, the number of incredible, thought-provoking titles outside of that category grows by the day. It’s an awesome trend–one that opens the door into this activity for new players, broadens our understanding of what a gaming experience can be, and begins to call into question how we define “Mature” in this field.

[After the publication of this article, I started a new video series highlighting a few of these games, also titled “Beyond Rated-M”]

The Flame in the Flood

The Flame in the Flood

We’ve reached a point where technology allows us to depict or capture almost anything. The challenge you face as a developer is no longer can you make something, but should you, and with what level of detail? While this is an unprecedented question with individual answers and implications for each project, from the end results we’re seeing, I feel like it’s not even being raised.

The point is not that a flashed boob (while perhaps making you or me uncomfortable) is wrong, but the reason for it–the why–is usually tenuous at best. While creators should (and do) have the right to include what they wish in their work, the sad fact is that elements of this nature unnecessarily alienate players–particularly when they are not backed with options such as a gore, profanity, or nudity filter.

MeefJ Steam Review Regicide from Steam

A Steam Review for chess-themed Warhammer 40K-spinoff, Warhammer 40,000: Regicide.

Using this content without a specific purpose or thought beyond “BEWWWWBS” or introducing some vague quality of ‘grit’ not only limits your audience, but comes across as uncaring. Within the game industry you have the limitless creative energies of people from almost every background imaginable. Not using this shared experience and humanity to explore alternative methods of conveying your message in a potentially stronger form, without resorting to content of an explicit nature, is more than disappointing. It discourages those who wish to see games evolve as an art form. It raises a possibly overwhelming obstacle for those who wish to enjoy your hard work, but struggle with issues such as porn addiction.

It’s lazy.

You could argue that without such material, games like Saints Row IV or South Park: The Stick of Truth would not be the same. I would agree, as the use of explicit content in these cases carries the weight of intentionality. In Saints Row 2-IV, explicit content is used to poke fun at the psychopathic, criminal mindset several popular sandbox franchises encourage. In South Park, the explicit is used as a tool of expression. In both examples, specific thought is placed into how something is used and why. As a result, even the careless strokes of what many would call tasteless humor shows a level of foresight. Additionally, the marketing and reputation of these series’ clearly let those coming in know what they’re getting into.

With that in mind, when your average AAA title attempts to use intense subject matter or explicit content to evoke a reaction and fails to do so (or does so poorly), it has no excuse. Independent games such as Dropsy by Christian developer Jay Tholen successfully deal with subjects such as grief, poverty, loss, love, and more with a fraction of the budget, manpower, and potential concerns. Meanwhile, larger projects that DO use explicit material with precise intent or invest in probing other areas emotionally and within gameplay, even when diving into crude territory, hold a tangible sense of thoughtfulness and restraint a title without it cannot achieve.

WATCH DOGS sex trade screenshot from YouTube--TheRadBrad playthrough

Ubisoft’s handling of human trafficking in WATCH_DOGS, while likely somewhat sincere, was cheapened by allowing players to ogle those being victimized and using the sequence to titillate.

Maybe “Mature” is more than an abstract concept to be applied to the grim, debauched, and disturbing. Maybe “Mature” is more than a rating on a box–a boundary for creative forces to arbitrarily push.

Maybe this will only become clear when we as consumers and creators build and support those games that embody what we want to see more of instead of obsessing over the latest magnet of controversy, or following the poorly-laid yet well-received patterns of titles past.

Passage after passage in scripture tells us to keep ourselves “unspotted from the world.” To think on “whatsoever things are pure, whatsoever things are lovely, whatsoever things are of good report,” and the like…But I think this issue goes deeper than these all too easy to ignore commands.

Make a conscious decision to stop accepting the crap shoved in your face by an industry that ‘knows’ you’ll buy its latest product anyway. Speak with how you use your money, time, and attention. Realize that playing (or making) something doesn’t require laying aside your free thought, beliefs, and criticisms. Show that, even if you enjoy a title, you also retain your right to speak against its negative aspects from your unique perspective.

Be people who “knoweth to do good,” and do it.

*Some titles were received for review/coverage. See our statement of ethics here and game review criteria here.

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Video Interview: White Paper Games (Ether One)

In the video above, I speak with Pete Bottomley of White Paper Games about their nonviolent first-person adventure game set inside the mind of a person suffering from dementia, Ether One.

Our talk focused on looking outside of video games for design inspiration, attention to detail, audience reactions, and the unique, exciting responsibility that comes with handling sensitive, human subjects.

Ether One is currently available on PC and PS4.

Many thanks to Pete for his time!

*This title was received for review/coverage. See our statement of ethics here and game review criteria here.
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Video Games and the Bible’s 2015 Steam Fall Sale Recommendations

video-games-and-the-bible-official-logo-21.png

Looking for something to purchase during the Steam Fall  “Exploration” Sale? Below are a few of our top picks (in no particular order)…

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Citizens of Earth

Citizens of Earth by Christian developer Ryan Vandendyck and Eden Industries is a clever JRPG in the style of Earthbound that shows anyone can be a hero–from a barista to a used car salesman!

Normal Price: $14.99 USD
Discounted Price: $2.99 USD (80% off)

Buy Now!

Continue reading

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Armello Review [Reposted from Theology Gaming]

I originally wrote this review for Theology Gaming (so you won’t find our usual emphasis on Biblical parallels and content warnings).
Many thanks to that site for the opportunity, and now allowing me to share it with you….

Armello Header from Steam page*Please note: the text issue users have reported when playing on PS4/larger screens still hasn’t been fixed.
If you’re holding out for that patch, you might want to wait a little longer.

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Armello is perhaps the purest expression we’ve seen in gaming of an original, digital board game (Editor’s note: some body need to play Culdcept :). Making a title that can be played over and over while retaining a level of simplicity, surprise, and depth is a daunting task–let alone having to do so without the basic charm of handling physical cards and items. Amazingly, Armello thrives in this situation, using the abstraction and possibilities of computer-grounded systems to weave an experience that couldn’t be realized anywhere else.

Like the best of board games, Armello offers an absorbing play space where winning and losing is second to the path you find along the way, allowing you to express yourself in how you interact with others.

Will you ignore quests, risking life, limb, and victory to laughingly derail a friend? Begin an unsteady alliance with a competitor to challenge a clear contender? What does this say about you? And is it possible, amidst a jovial stream of Immolation and Lightning Strike spells, to somehow build relationships?

I did.

Armello04 from Presskit

Armello follows the journey of 4 diverse heroes (out of an available 8) attempting to take the throne from their corrupted, dying King. To do this, players will complete quests and murder one another on procedural generating hex-grid maps filled with valleys, mountains, forests, swamps, mysterious stone circles, settlements to capture, and dungeons to explore. Cards which you can equip and deploy constitute each player’s “inventory,” and come in 5 varieties: Items, Spells, Trickeries, Followers, and Treasures.

Combined, these elements and the strong, overarching goal of somehow usurping the mad King of Armello form a rich foundation that allows the management of a few easy-to-understand variables to influence every aspect of the game. This has the side effect of making the course of each match wildly divergent.

Equipping your adventurer with Item cards costs Gold, but spending this gold preemptively may mean you won’t be able to pay the King’s tax (if his Adviser suggests he levies one). The position of King’s Adviser is determined by who holds the most Prestige, which is gained by collecting bounties, killing opponents, and completing quests. However, instead of aiming to become the King’s Adviser, one can spend their Prestige on influencing the King’s forces, or stealing from their enemies. Magic allows you to use powerful Spell cards, but effort spent hoarding this resource will be undone as nightfall approaches and the land of Armello balances its energies once more. Some cards, while holding fantastic abilities, actually corrupt you with the same Rot afflicting the king. Continued use and gaining more Rot will, while conferring certain benefits, force you to kill others to regain your health even as the corruption slowly kills you each dawn.

Armello08 from Presskit

The Battle screen of Armello–this is where your Items, Followers, and unique hero statistics really come into play.

Every one of the previously mentioned factors are also tied in some way to the 4 victory conditions: defeating the King, being more corrupted than the King and then killing him (known as a Rot Victory), usurping him by having the most prestige after his death (Prestige Victory), or cleansing his body of corruption–yes, killing him in the process–by storming the Palace while holding the four Spirit Stones. Getting a Prestige Victory of course requires acquiring a great deal of Prestige, but on a deeper level also means you have to ensure the King survives long enough to die of natural causes. Picking a hero specializing in Spirit and Magic energy can…

Oh, what an overly-detailed hole this review has fallen down!

Armello’s gorgeous art and sparse emergent storytelling is a joy, but a network of interlocking systems, constantly changing allegiances/personal goals and small, meaningful decisions are what truly makes it shine. My complicated attempt to describe the depth of the experience the game provides, yet manages to make feel so simple in practice can tell you as much. However, what really fascinates me about Armello is its potential capacity to foster relationships.

I didn’t play tabletop games growing up, so tales of bonding over marathon sessions of D&D or Settlers of Catan always left me feeling like I had missed something vital. This made dabbling in that field for the first time recently a bit of a revelation. What I found most incredible about board games wasn’t the feeling of handling physical objects (though if you can resist the smell of freshly opened cards you’re likely a monster), but how strong personal connections could be established without explicitly stopping everything and saying “Now, let’s talk about our childhoods, shall we?”

I was interested in seeing if this effect could translate to a virtual space, when watching an opponent’s reaction to your move wasn’t as easy as looking to the side.

Armello contains a number of layers and gameplay systems I didn't even touch on, yet manages to condense most of that information in simple pages like this.

Armello contains a number of layers and gameplay systems I didn’t even touch on, yet manages to condense and clarify most of that information in simple interfaces like that pictured.

For the past month, I’ve played Armello with a game developer I had corresponded with only casually on Twitter, and found Armello retains the ability of tabletop games and video games around the world to bring people together. In what was a casual acquaintance, I found a fantastic rivalry. Swapping stories, experiences, and bits of our daily lives (he in Australia and I in South Korea), our fuzzy animal avatars beat the crap out of each other late into the night until an AI controlled character swooped in and ‘plinked’ the king to death with her special ability, winning the game. It was shocking, embarrassing, and…We couldn’t stop laughing.

After all–that’s what friends are for, right?

Armello06 from Presskit

Lightning Strikes and Immolation spells were frequently used in our games…Not a surprise.

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