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Capsule Review: West of Loathing

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An Old West-themed comedic RPG with monochrome stick-figure art and surprisingly good music and sound effects. Pick your class (Cow Puncher, Beanslinger, or Snake Oiler), get a horse and a “pardner” (a combat teammate who is also tied to a major sidequest), and head out west to seek your fortune. Along the way, run into various random encounters and episodic sidequests featuring combat, puzzles, and a lot of humor. The game is warm and safe, with no game overs or permanent fail states and always warning you clearly before you do anything irrevocable, and whatever you do will probably be funny.

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Capsule Review: Kingdoms of Amalur: Reckoning

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A sprawlingly-large open-world action RPG with a ton of things to do, all of which are loaded with backstory and world-building. The game’s aesthetic, fascinating world, deep lore, and mechanical variety combine to create a feeling I haven’t experienced since quitting World of Warcraft.

Set in a universe created and fleshed out by fantasy writer R.A. Salvatore, Amalur casts the player as the first person to become free of the threads of fate that bind the world and everyone in it. As such, you are uniquely positioned to thwart destiny and avert disasters - providing an excellent reason why you are the only one who can accomplish tasks ranging from small-scale side quests like saving individuals from preordained deaths all the way up to reversing the tide of the main story’s war.

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Capsule Review: Picross 3D Round 2

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A game featuring a modified three-dimensional variant of Picross. Instead of a grid made of squares to selectively fill in to reveal an image, the player is presented with a rectangular prism made of cubes to selectively chip away to reveal an object. The clues work differently as well - not every row or column has clues, and each clue is a single number indicating how many cubes should be left in that row or column. The number is presented alone if the cubes are contiguous, circled if they are in exactly two contiguous groups, or in a square if they are in three or more contiguous groups.

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The Suspense is Skilling Me: Punishment, Learning, and Tension

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I.

Long ago, I wrote a post about the different roles of challenge and punishment in skill-based games and how they relate to flow and learning. My argument was that challenge should vary with player skill to maximize opportunities for flow while punishment should be flat-out minimized to prevent disruptions to learning. Doing things like kicking the player back to a distant checkpoint when they die inserts delays and distractions between attempts, making it much harder to learn. But there’s a significant difference between first learning a skill and mastering that skill, and this absolutely affects what kind of punishment is appropriate. I’ll explain, borrowing an example from commenters on that old post.

Imagine you are playing a new racing game. The tutorial teaches acceleration, braking, steering, and drifting, requiring you to perform each operation before advancing to the next. You hold the accelerate button, then the brake button, steer around some turns, and then try the drift but your timing is off and you fail to execute it. In this case, it would be counterproductive for the game to force you to start all the way over and pass the accelerate, brake, and steer tests again before giving you another chance to drift. The game is teaching the skill, not testing it. Failing to execute this skill should result in an immediate opportunity to try again. Additional punishment would just make it harder to learn, which is the exact opposite of the tutorial’s goal. A punishing tutorial is a bad tutorial.

But once you’re out of the tutorial and you start racing, the scenario is different. The game is done teaching new skills and starts testing them. You are no longer learning skills; you are practicing them. Your goals are larger in scope - not just “perform a drift” but “win this three-lap race.” And because the scope of punishment defines the scope of challenge, a challenge of this scope is not possible without real punishment. If losing the race results in just restarting, say, the final lap, the challenge becomes “win this lap” rather than “win this race.” In order to challenge you to perform well consistently enough to win an entire race, loss must cost you the entire race.

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Capsule Review: Hexologic

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A simple puzzle game in which you place dots in hex cells so that each line of hexes adds to the specified total. For example, a row of two hexes may be marked with a total of four which may mean each hex needs two dots or one needs three dots while the other needs one dot. Ambiguous situations are resolved by finding the solution that satisfies all marked totals simultaneously - once all hexes are correctly filled, the puzzle is solved.

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