This time last year I was pretty grumpy. Some personal things really weren’t going my way, and I was a bit lost. Thankfully, through some miracle, things are better now. But before I get on to that, here’s a run-down of my gaming and blogging shenanigans in 2019. (If I can write it before Christmas is over, what with this frustratingly sticky keyboard. There we go – moaning resumed.)
My gaming tally is atrocious compared to 2018. It turns out I’ve completed a grand total of *drum roll* three games in a whole year (Unforeseen Incidents, Doom and 198X). That’s frankly rather embarrassing. Where did the time go?
I have, however, added a new genre to my favourites – old school FPS. Doom really opened my eyes to the fact that shooting at things can be hella fun, and doesn’t have to involve traipsing round huge landscapes or having a degree in weaponry. Don’t get me wrong – my enjoyment of FPS games is limited to the early 90s so it’s a small window, but a window all the same.
I like to think my lack of gaming can be attributed to my increase in blogging. I’ve written around the same number of posts this year, but they’ve been much deeper and more focused. My stats are way better and that’s rewarding.
Something that hasn’t changed is that I’ve had a lot of fun interacting with the gaming community on WordPress and Twitter. Perhaps for that reason I’ve steered away from writing for other sites lately. I get so much more engagement through my own blog posts and I can make sure my stuff gets out there, instead of watching it go to waste.
Thanks so much to all my followers and readers for your support this year – it really means a lot!
Some personal news
So what’s the reason Kate has hung up her Scrooge breeches and ditched the sour face?
Mr Kate and I are finally welcoming not one, but two new members to our home of nerdery and geekdom, as it turns out I’m expecting twins next year. Holy moly! We’ve known for a while now but I still can’t believe it. Without getting too personal we’ve had a pretty awful four years trying to start a family, and it really is the hardest thing I’ve ever been through. We’re (cautiously) over the moon 🙂
So fix Guybrush a grog, put up the tree and pop a Santa hat on Doomguy, because I’m determined to enjoy Christmas this year.
In a lot of ways I consider myself a completionist, but there are still some games I never got round to finishing for one reason or another. I’d like to take a moment for the ones that got away.
The Witness (2016)
I loved this game so much. It’s one of the few open-world games I’ve enjoyed playing. I’ve never been a fan of games that require me to wander around for ages encountering things that may or may not be useful. Don’t get me wrong – I like a nicely drawn backdrop and mystical scenery, but I also want to be actively engaged and solving puzzles.
Thankfully, The Witness combines both these things. The island on which you find yourself is incredible. There are mysterious structures dotted around beautiful vibrant nature. You can be walking through a multicoloured field and out of nowhere emerges a platform with ropes and pulleys, a tantalising maze or a curious group of trees that seem to form a pattern.
The perfect subtlety between what is just nice artwork and what might be another puzzle waiting to be solved is what makes it. It’s serene and exciting all at the same time.
Why didn’t I finish it?
You know, with this one I got really quite far. I must have been near the end (I won’t say how I know this – spoilers!) and yet I lost interest. At this point in the game I was searching for those final pieces of the puzzle to no avail. I didn’t want to cheat, nor could I ask for help.
And I guess this is where the downside of open-world games comes into play; non-linear gameplay makes it difficult – if not impossible – to ask for hints. IGN provides a good walkthrough that details the different puzzles in different areas, but to suddenly view the game in such a structured, compartmentalised way seemed to do it a disservice. Plus I’d got so far on my own that it seemed a shame.
Conversely, Obduction was a stark reminder of why I generally don’t enjoy open-world games.
I’d heard a lot of good things about Myst, and then spotted Obduction in the Steam sale. It sounded great on paper – a first-person puzzle-solving adventure following the story of a person transported to an alien world that looks just like home. While it wasn’t my usual style, it looked interesting and hey, I enjoyed The Witness.
Unfortunately, I was stumped and frustrated right from the get-go. Where am I supposed to go? What are these train tracks and levers that appear to do nothing? Where’s everybody else? When will the puzzles start?
Why didn’t I finish it?
This was a little too open world for me. I couldn’t figure out where to start, and I got fed up with wandering around. Puzzle elements weren’t really highlighted in any way, and it was all a bit too, erm… mystical. The scenery is gorgeous, but after so long tracing and retracing my paths it didn’t matter.
Checking back through some walkthroughs and reviews, it’s likely I became too impatient too quickly. People have even compared it to The Witness and The Talos Principle (which I also loved), but for me it didn’t cut it. I don’t want ‘slowly unfolding origami’ as one reviewer put it; I need to feel like I’m making progress.
Zak McKracken and the Alien Mindbenders (1988)
I was excited about exploring another of LucasArts’ adventure masterpieces, and Zak didn’t disappoint. Great artwork, great puzzles and some of the best wit I’ve seen in an adventure game (see above). Oh, and the killerintro. Zak had all the classic point-and-click nuances and I was hooked. It’s certainly one of those I’m most sad about not finishing.
Why didn’t I finish it?
Hey Zak, it’s me, not you.
I think this is another example of my slight aversion to the non-linear nature of some games. Yes, I know I’m an adventure gamer and that is usually how they work, but this one just had too many variables for my poor little brain: darting between different locations; switching between characters; and the knowledge that I could flunk the game by running out of money or making an unredeemable mistake early on (which I did, when I took off from Mars too soon, doh).
If it was a case of one of those elements, I could cope. But trying to save at different points just ended up very confusing because a lot of the time I couldn’t remember what I had and hadn’t done, and in which playthrough of the game (given I had to restart a few times). Like The Witness, this also made it hard to ask for help.
It’s a shame – looking back at websites and screenshots of the game does make me want to give it another go. Maybe next year I need to reign in my doggedness in the face of a small hint or cheat. I’ve found a list of all the dead ends (not actually that many) that I could prepare for, which would help.
Populous was great, and highly addictive. Even if you didn’t have a God complex (and especially if you did) there was no greater feeling than playing the omnipotent deity over swards of teeny tiny land-dwellers. Building your territories and impatiently watching your mana increase until you could hit that armageddon button was an investment worth making. During less patient moments an earthquake or volcano was almost as satisfying.
It was something quite innovative back in 1989 and became one of the best-selling PC games of all time. The world editors allowed players to design their own landscapes, making it even more fun and dishing out more of that sadistic control.
Why didn’t I finish it?
Seriously, do you know anyone who’s finished Populous? There are 500 levels. It’s like listening to all five Tool albums back to back. Howlongtobeat.com says the main story takes an average of 13 hours to complete, but bear in mind that back in the day you couldn’t save your game, and while the likes of GOG.com make it easier today, I like to play a game in the tough ole way it was intended (Here she goes again).
The four pillars of giving up
So taking these four examples, the reasons for my abandonment appear to be stubbornness (The Witness), boredom (Obduction), brain freeze (Zak) and intimidation (Populous). There are other examples too, such as shoddy mechanics, unclear objectives and simply being distracted by something more fun.
What games do you wish you had finished? What are your abandonment traits?