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Capsule Review: Mario Tennis Aces

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The Switch installment of a long-running series of tennis games starring Super Mario characters. While the core tennis gameplay is quite solid, as one would expect from a Nintendo title that’s been iterating for several console generations, what little there is on top is a mixed bag and probably not enough to satisfy those who play alone.

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Capsule Review: Disaster Report

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A game about surviving and escaping a collapsing city on an artificial island. Gameplay includes elements of 3D platformers, adventure games, survival games, and even dating sims.

Gameplay is split into a series of areas you must navigate and survive. Debris, damaged buildings, and uneven terrain present obstacles to get around, while earthquake aftershocks and newly-falling debris present threats to avoid. Usually you’re just trying to get through to the next area, but occasionally the story will lead you to other goals such as helping survivors or finding a missing dog. Reaching your objective is sometimes just a matter of sufficient exploration, but it can also involve basic platforming challenges or inventory-based puzzles such as getting a fire extinguisher to put out a fire blocking your path.

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Capsule Review: I Am Setsuna

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A game modeled after classic JRPGs, but using them as a jumping off point rather than something to slavishly recreate. The mechanics start with Chrono Trigger as a base and the story premise is reminiscent of Final Fantasy X, but I Am Setsuna goes in its own direction and has its own strong identity. The result is a game that - while flawed and small in scale - feels like it comes from an alternate world where Squaresoft never stopped making these kinds of games.

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Capsule Review: Superflight

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A deceptively simple wingsuit game. Glide through procedurally-generated mountainscapes and score points by passing near surfaces and through narrow gaps. Each run continues until you crash against a surface, but you can immediately restart. While it only takes a few minutes to get a sense for everything the game has to offer, it’s a game you can keep playing for a very long time.

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Capsule Review: Potatoman Seeks the Troof

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A short (though duration will vary considerably with skill) masocore 2D platformer with Atari 2600-inspired pixel art. Progress through five areas and overcome deadly obstacles in your search for the Troof. Whatever that is.

Some obstacles are deadly due to their unpredictable nature and are clearly intended to take you by surprise, though if you have fast enough reflexes and proceed with caution you can survive many of these even the first time you encounter them. Other obstacles are more straightforward but require precision timing and positioning. Death generally doesn’t put you too far back unless you run out of the limited number of lives you have per area, in which case you must restart the area.

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Capsule Review: Pokémon GO

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A game that has you walking around the physical world to find and catch Pokémon, improve and evolve them, and participate in asynchronous multiplayer battles to take control of Pokémon Gyms in real-world locations. A lot of the depth and draw comes from the real-world social interactions that emerge from multiple players in the same physical area. The dynamics of coordinating community members to defend gyms and the opportunity to meet people via a shared activity are far more interesting than the relatively shallow gameplay. As such, the game may have been at its most appealing in the months after its launch when it was pretty common to run into groups of players.

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Preparation, Strategy, Tactics, and Action: Phases of Challenge

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Many games are tests of skill. Players succeed or fail at the game’s goals based on their physical dexterity and reaction time, general knowledge and reasoning ability, understanding and internalization of the game’s own mechanics - anything a game can test. But much of that skill is applied before the moment of success or failure.

Victory in a chess match may come from physically moving your piece into a position that checkmates your opponent, but that isn’t the hard part. And the hard part of beating Doom isn’t the button press that fires the last shot on the final boss - it’s everything you did to enable that shot. These goals, and indeed most interesting goals in games, actually have multiple stages of challenge that funnel into each other.

PREPARATION STRATEGY TACTICS ACTION

Here’s my conception of the phases of challenge. This is a fairly abstract framework, since it’s intended to be generalizable to every skill-based game. To help pin it down a bit, let’s take a closer look at each phase and then discuss how they interrelate. Once that’s done, I’ll go into some implications these ideas have for game design.

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Capsule Review: Runner3

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A rhythm platformer like its two predecessors. Your character runs automatically, you avoid obstacles and collect gold by jumping, sliding, kicking or blocking at the right time, and your actions affect the music.

This third installment keeps the aesthetic from Runner2 and most of its additions (characters and skins to unlock, levels with branching paths, optional mid-level checkpoints, etc.) and adds several of its own including a double-jump and vehicle sections that control differently from standard running. Unfortunately, some of the new changes greatly damage the game’s core appeal. As a rhythm game with high challenge, strictness, and punishment, it’s important to minimize frustration and maximize flow, but Runner3 takes multiple steps backward in both of these aspects.

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