Stardew Valley

Opening screen
(Picture taken from https://arstechnica.com/gaming/2019/12/stardew-valley-my-familys-2019-game-of-the-year/)

Stardew Valley is an open-ended country-life Role Playing Game. Player starts with a few basic tools and has to farm, mine and fish to obtain more resources while helping to restore the old town. The player is also able to talk to NPCs and maintain a friendship with them by giving them gifts and in turn, receives items and other benefits.

Website: https://www.stardewvalley.net/ 

Game trailer: https://www.youtube.com/watch?v=ot7uXNQskhs 

What I do in one game day:

  • usual morning routine (watering crops, harvesting and/or planting, attending to animals, selling crops)
  • talk to NPCs, give gifts
  • mine/fish 

What I am focused on in the game:

  • the time, day of the week, date and season in top right-hand corner: different things occur at different times of the day and season
  • hotbar 
  • energy bar (and sometimes health bar) at the bottom right-hand corner: to monitor energy (and health) levels to decide what to do next

Elemental Tetrad 1 – Story:

  • Player may feel a sense of nostalgia or some kind of emotional attachment to the setting of the game as the plot of land is passed down from the player’s father where he used to live before moving to the city. The game maintains this “relationship” by the father continuing to send money to the player in the farm, and one of the NPCs sometimes mention the player’s father in his dialogue.
  • Different NPCs also have their own storylines, personalities and circumstances which adds to the depth of the game, makes the game more interesting as the player learns more about the stories of the different characters

Elemental Tetrad 2 – Mechanics:

  • Inventory management: player starts with only 12 slots in inventory, so the number of items the player can carry at any one time is very limited, forces the player to walk home to drop off stuff when player’s inventory is full
  • Goals: goals are set by the player himself and there are various ways the player can play the game thus allowing for many many hours of re-playable content
    • speed runs
    • complete “optional” main quests in the game
    • set own arbitrary goals
  • Time and energy management: each day has a limited period of time from 6am to 2am and player only has a limited amount of energy so time and energy is precious and player can only do so much in one day. Also, the player has to go to bed by 12am, otherwise there could be consequences (lose gold, wake up with less energy the next day thus hindering the player’s progress).
  • Other examples include health, weather, seasons

Elemental Tetrad 3 – Aesthetics:

(Picture taken from https://www.gamespedition.com/pc-games/indie-games/indie-role-playing-games/stardew-valley/stardew-valley-gameplay/gameplay-stardew-valley)
  • Game is very aesthetically pleasing. Made with pixel art and graphics look simple but detailed, with wide range of colours. When seasons pass, the scene/settings also change such as different coloured leaves.
  • Also very simple UI
  • Music is also quite well-done. Usually calming, relaxing and cheerful but can change when player is at different areas (at the town vs at the mines). There is also different soundtracks for different events that happen in the game. 

Elemental Tetrad 4 – Technology:

  • Not computationally or graphically intensive, able to play on various devices (PC/mac, console, mobile)

Lens 1: Essential Experience

  • Player can choose to do anything from a wide range of activities, endless gameplay
  • Limited time and energy forces players to think about what to do to conserve energy and make full use of the time and energy
  • “Social” (even in singleplayer) – NPCs are almost like real players as they move around the map, can be interacted with and have various different personalities, makes you feel connected to the characters and sympathise with them
  • Complete collections to rebuild the town to its former glory, instills a sense of achievement

Lens 2: The Lens of Surprise

  • Though some may find the lack of a tutorial to be a disadvantage of the game, I find that it adds on to the fun of it because sometimes the player can discover new areas, items as well as new ways of doing things, all on their own.
  • This encourages players to be curious and explore the game by themselves
  • Also encourages players to share tips and tricks with one another (via forums or YouTube videos), builds the community
One of the many in-game events that take place annually
(Picture taken from https://cheerfulghost.com/jdodson/posts/2055/stardew-valley-shaping-up-to-be-a-beautifully-unique-game)

Lens 39: The Lens of Time

  • Time is often of the essence in the game, having only a set and limited amount of time in each game day that feels short yet it is still long enough to complete a substantial number of activities and allows the user to feel accomplished. It still leaves the player wanting for more.
  • The current day and date that the player is in also affects certain aspects of the game such as farming and giving gifts.
    • If player plants the crops a day too late, it may result in one less harvest for those crops and player loses out on the opportunity to make more money
    • Players can take advantage of NPCs’ birthdays to give them gifts to gain many more friendship points than if gifted on a regular day, allowing player to more quickly max out the friendship points with NPCs

Lens 46: The Lens of Economy

  • In singleplayer, the player can buy and sell items to NPCs. Main source of income for players is from selling harvest and animal products.
  • As money is limited, players have to make mindful and meaningful decisions about buying items with the money that they have earned, such as:
    • buying seeds for the most profitable crops
    • buying seeds for less profitable crops but for other benefits
    • upgrading tools
    • equipment and armour
    • farm buildings, more animals
  • Items that players buy can go towards making more money and making more progress in the game or for aesthetic purposes
  • Crops or most of the items that the player can sell also have secondary uses and thus sometimes it may not be wise to sell all of them away and have to think through what they should sell and how much of it
  • As the player progresses, he/she will earn money more easily but items such as equipment and farm buildings will also progressively become more expensive to purchase, maintaining the difficulty of the game

Slay the Spire

Image result for Slay the spire
Cards shown in hand represent moves the player takes.

Description

Slay the Spire is an action deck-building roguelike game in which you climb The Spire, traversing three acts with many unique enemies, bosses, and encounters. The levels are procedurally-generated and the gameplay is turn-based. Your actions are represented as cards, and you go about building a deck of cards to progress through the game.

Gameplay Trailer: https://www.youtube.com/watch?v=9SZUtyYSOjQ

The Elemental Tetrad: Aesthetics, Story, Mechanics, Technology

Slay the Spire is made very functionally, with the main focus being on the mechanics. The story is sparse, and technology adequate for being a 2D game. The aesthetics are very well done, through simple hand-painted design, the intent, function and purpose of each individual item in the game are conveyed smoothly. The mechanical nature of the game is incentivised making the experience thorough, strategically and careful. The design suits this purpose, and if there was an added focus on the other areas, it will detract from what makes the experience of playing Slay the Spire fun.

The lens of Moments

What I’ll argue is Slay the Spire’s greatest strength is providing the player with moments in the game where they feel like they “broke” the game. By building up your deck of cards, it’s possible for the cards you choose to synergize with other cards. For example, if you have a card the deals 1 damage, five times to an enemy. And you have another card that grants 2 strength to your character (Strength grants your character additional damage per attack). Now instead of dealing 5 damage, you will be dealing 15 damage, just with this simple combination. But if your entire deck is a web of interconnected synergies, you will overpower all the enemies in the game. This definitely provides a sense of accomplishment at how clever or powerful you are for figuring out how to get to this point. It’s what makes the game so rewarding.

The lens of Obstacle

But I’ll argue that the strength of Slay the Spire also entirely lies in the risk or obstacle involved in the game. Enemies you face as you progress higher and higher up the Spire get increasingly difficult. Without proper planning, Slay the Spire is a difficult game. The greediness of the player is also often the main fail state, as there are plenty of risk vs reward events implemented in the game, be that choosing a route to tougher enemies for better rewards or upgrading a card instead of healing.

Furthermore, another obstacle the player will encounter is the randomness of the game. No two games are the same, as levels are generated, enemies, card rewards, events are all random. This makes it hard to plan any strategy from the start. Yet, both these obstacles push the lens of Moments as they feel earned when they are achieved.

The lens of Transparency

This is an important lens in this game (The designers have said that the game almost failed without their new user interface implementation). All enemy intents are revealed to the player before they do their action. This further reinforces the tactical nature of the game as you can account for the enemies’ actions. Planning ahead of the enemy is what makes the gameplay loop of planning and execution so engaging.

The lens of Elegance

I believe that Slay the Spire is an excellently designed game. Each element feeds the other elements, making the experience cohesive and engaging. There are no superfluous elements, and the ones that exist are simple, yet complex due to the synergies with the other elements. Every card combination is balanced, yet still feels unexpected to the player. The risk/reward progression of the game is top-notch. Consequently, it’s clear why this game pushed the deck-building genre into new heights and will no doubt go as the classic.

Analysis of eliza

Short Description of eliza:

eliza is a visual novel released by indie publisher Zachtronics in 2019. It is a game with a story to tell. One that is reminiscent of TV show “Black Mirror”. Set 20 minutes into the future, Evelyn works as a human stand-in (aka ‘proxy’) for the titular Artificial Intelligence ‘eliza’ to provide counselling services for clients who do not wish to go for psychiatric help. Players interact with different people in this world, listen to their stories and see what eliza is to different people.

Website link: http://www.zachtronics.com/eliza/

Analysis of Game:

The Lens of the Elemental Tetrad

Story

The story of eliza is one that is thought-provoking. Serving as a social commentary on the technocratic solutions to human problems such as mental wellness and moral dilemmas associated with it. It is also a story of the disenfranchised people who live in such a world with very relatable problems.  Everyone you meet is fighting a battle most know nothing about, and as eliza, you listen.

Aesthetics:

eliza is a beautifully illustrated visual novel. It has a minimal but functional interface that is unobtrusive to the story. Each location is evocative of the atmosphere it desires, from the clean and futuristic Queen-Ann eliza counselling center to the hip sideview depiction of the coffeeshop the main character frequents. Combined with the music, each scene sets the tone for the events that follow. Even the Augmented Reality display eliza proxies wear with the technical analysis and client vitals conveys the feel of it being at the forefront of technology. A lot of care has also been put into the depiction of Evelyn’s phone which serve as a window to the happenings of her world, making it like a unique location unto itself.

Technology:

eliza is available on Steam for Windows, macOS, Linux and is also released on the Nintendo Switch. It does not require much hardware support which is nice to widen the access of audience to the story.

Mechanics:

Players follow Evelyn’s life and listen to dialog with other characters and get a glimpse into her world. Sometimes players are given choices to dialog and the ending is dependent on player choice. While no ending is ever locked due to player choice in the middle of the game, the ending which players feel most satisfied with depends on their choices earlier on.

 Lens #73: The Lens of the Story Machine

eliza is a well crafted story. It follows a Strings of Pearls method, a mostly linear sequence of chapters that do not deviate much. However the player’s choices may open up different side interactions which lead back to the overarching narrative. While it may come across that player choice might not matter, the choices do generate different stories for the player as how they view their relationship with different character changes which may cause different choices to result in players perceiving different endings as the “true ending”.

Lens #01: The Lens of Emotion

As a proxy for eliza, the player is privy to the outpourings of several characters in the game. Most notably are those who have very relatable issues. A down on their luck artist, Maya for example, is a repeat customer the player sees often. Over the course of multiple sessions, you get to know her struggles against an apathetic art world stacked against her, how it feels like its not about art but a popularity contest and culminates in her wondering if she should let go of her long held dream. This is one of many stories the players would hear and their anguish is heart-rending to hear. In contrast even acting as the eliza proxy does takes it toll. It can be quite emotionally draining to listen to all the problems these characters may have. Sometimes it can be boring.

Lens #72: The Lens of Projection

In eliza, a good portion of the player’s interaction with the world is through Evelyn’s phone. With a streamlined user interface, players can read her mail, her chats and various other apps which all add to the world building and help the players feel like they are part of it. Much like how it is very natural to use a phone messaging application to talk to people rather than a talk in person, at times it feels as if using Evelyn’s phone to message people feels more like I am talking to the person than seeing them as a character on the screen. The game even lampshades this with an article detailing that while regular users of eliza speak to a human proxy for the human touch, the mental wellness programs targeted to aid students take the form of a chat application because that is what kids these days are more comfortable with.

Lens #80: The lens of Help

“I just want to help people.” As an eliza proxy, the players get to listen to the troubles of so many people. eliza was originally made to ensure everyone could have ready access to some mental counselling. Not everyone has a support network of friends, not everyone has the financial capacity for psychiatrict help or knows they can. In this story, it goes two fold, Evelyn as an eliza proxy could choose to follow the script eliza gives her or deviate and provide what she thinks is the right counsel to customers. As a top computer scientist, Evelyn could choose to work to advance the eliza AI to potentially help many people at once, or take the other path to help people one at a time. The game portrays that there is no clear answer to any of these questions and supports all decisions the players choose.

Analysis of The Gardens Between

Short description of The Gardens Between:

The Gardens Between is an adventure-puzzle game that takes players through a story about a pair of friends, Arina and Frendt, and their precious moments spent together. At each level, we get to see a significant memory from their past.

The gameplay is minimalistic, with simple controls. Players can only choose to move forwards and backwards in time and interact with certain items in the environment using the spacebar. Nonetheless, the puzzles have a certain level of difficulty in them and only get more difficult with each passing level.

Website link: http://thegardensbetween.com/

Analysis of game:

Mechanics: As the game has very little controls, the mechanics behind it are simple and the developers have executed it well. Players only have one clearly defined goal, which is to clear each level by lighting up the gate. The only thing I got frustrated about was one level where we had to track which of the many cubes bouncing all over the map carried our lantern. As the camera cannot be moved by the player themselves, there are many times where the cubes are blocked by the environment and when they re-emerge, they have switched places. I later found out that if we pause at the right moment, we can just see which ones have switched just before they are out of view and predict their movement when they re-emerge. In hindsight, that might have been intentionally done by the developers to make the game more challenging and to encourage us to think of different ways to solve the level.

Story: The story in the game is like a puzzle in its own right. It is pre-scripted but there is neither narration nor dialogue between the two characters so players have to figure it out on their own. I, personally, found it rather enjoyable to guess the plot with each passing memory that the game presents us with.

Aesthetics: The game is visually stunning and won the 2018 IGF awards for Excellence in Visual Art because of that. I think the art style of the game inspires a feeling of wonder and delight to anyone that first lay their eyes on it. That adds to the effect of feeling like we are transported into a dream-like world every time we play it.

Technology: As the controls are simple and the game is not too graphically demanding, it is highly accessible, available on all major platforms and even on phones.

Lens #2: The Lens of Surprise: The game definitely has interesting surprises. As the player is given very little control over the characters themselves, a large part of the gameplay relies on pausing at the right time and changing the environment to proceed. The way one can change the environment varies every level and there is an element of surprise at every level. For example, in one of the levels, we had to power some lightbulbs. That particular level truly stumped me, I kept going back in time, and then forwards again just trying to see if I’ve missed something. In the end, I solved it accidentally by rewinding time, back to where the characters were trying to cross a bridge and wait there for a droplet of water to land between two open electricity pipes. I had not even thought that that droplet of water had any significance and all these puzzles really make me pay a lot more attention to the environment.

Lens #31: The Lens of Challenge: Like most puzzle games, the game gets increasingly more challenging as one progresses. Keeping in mind that the difficulty of a game is subjective, I think that the game is quite balanced (it is not too difficult that it makes me want to give up and search for the answer online and also not too easy that it makes me bored) and I like the linearity of the difficulty progression. There are no dramatic difficulty spikes, the levels build up in difficulty in a very gradual manner.

Lens #64: The Lens of Projection: The portrayal of the characters is realistic; they emerge into the dream-like world full of wonder and bewilderment which echoes the player’s feelings. They are fuelled by curiosity and constantly fiddle with random objects that are on their path, which is something that I feel players can relate to when they are thrust into a world like that. However, as the story is pre-scripted and there is only one way to solve every level, there is little players can actually do to manipulate and change the outcomes so it feels like one is watching the story from an outsider’s point of view. To add on, as the story is not immediately clear, it keeps the player guessing what each level represents. Because of that, I find it difficult to project my imaginations into the game.

Lens #77: The Lens of Character Traits: The characters in the game have personalities that are very distinct from each other. As there is no dialogue in the game, these personality traits are only shown through actions alone. When the characters move they do not always keep the same pace, the two characters get distracted by various things in the environment, they run when they are excited, they move much slower when they are walking over a precarious bridge, etc. all these make the characters feel more human. I particularly like how easy it is to tell their character traits like how Arina almost always leads the way but will often wait for Frendt when he gets distracted or too scared to move forward.  It makes it easy to associate Ariana as the brave one, while Frendt as the curious one which making them more impressionable to me.

Bravely Default — Review

Game: Bravely Default
Platform: Nintendo 3DS
Genre: RPG

Bravely Default is a spiritual successor to classic Final Fantasy titles, being inspired by the former’s aesthetics and gameplay.
The story is that of four, young heroes out to rekindle the dying crystals to save the world. Tiz, the main protagonist who loses his home village right as the game begins. Agnes, a priestess at the Wind Temple that was recently raided and destroyed. Edea, the daughter of the snow emperor who wants to dive into the rabbit hole of the empire she was raised in. And Ringabel, a mysterious man searching for clues to his past.

I followed this game since its original release in 2012, and I got to play it when in released in the United States two years. And I must admit, the wait was worth it. The version that released internationally made Bravely Default one of the most user-friendly games. While the gameplay is very reminiscent of classic turn-based JRPGs, there is a twist in its simplicity with the job classes and the Brave system. Below, I will go into the details.

Elemental Tetrad

Mechanics
As someone who believed that job classes were pretty much perfected in Final Fantasy V for single-player JRPGs, I can gladly say that Bravely Default brought the job system into the modern age. Characters are able to select any job they want at any time they want. This gives each character in the party an advantage or disadvantage during any particular battle.
While the turn-based battle system is relatively standard, as far as JRPGs go, the Brave system adds a satisfying aspect to a given battle. The Brave system adds a risk-reward to the mix. If you select Brave, you can attack more than once in a turn, but have to wait as many turns as they attacked. If you select Default, you can stack Brave Points to be used later.

Story
Seeing as this is an RPG, I can only go into the story so much without getting into spoiler territory. It initially starts off like a classic RPG, wherein the heroes are in search for the crystals to save the world from its demise while trying to stop an evil empire. While yes, the initial plot is very basic, how the characters react both to the situations, their own group, and the others that inhabit the world is what carries the first half of the game. The main characters all meet up pretty early on and have fantastic chemistry that you can see in the frequent party chats. There is are a number of wild plot twists that I do not want to spoil here, as this is a game I feel needs to be explored.

Aesthetics
All backgrounds are hand-drawn and painted, and they all look gorgeous. The characters and world map are 3D models, which look fine considering they are on the 3DS, but the backgrounds are beautiful. The aesthetics of the world vary depending on the town, having many anachronisms, but having an overall “middle ages” feel. My favorite areas are tied for the water town Florem and the sand town Ancheim. Not to mention that the orchestrated soundtrack is outstanding.

Technology
This game did not break any boundaries or push any limits for the 3DS. But what it did do was use the 3D to have a parallax view of the gorgeous towns.

Lenses

4) Surprise
The game lures in fans of classic Final Fantasy and other JRPGs, but gives classic fans a surprise with the later twists in the plot, well-established characters and their interactions, and a gorgeous parallax world.

21) Flow
The plot tends to flow very smoothly for the first half, with very clear goals communicated by the characters (save the crystal’s destruction, stop the empire, save the world). The “distractions” from the main plot usually tie in at one point or another, but they’re mainly there to expand the party, the world, or to gain jobs to enhance the gameplay.

40) Triangularity
The Brave and Default aspects to the battle system offers the risk-reward of the game. The job classes also help to expand the gameplay. The challenges to get the classes are arguably tough to obtain a good 40% of the time.

63) Feedback
The game has great user-friendly feedback and customization of gameplay. In terms of customization, you can speed up battles, turn off random encounters, and set your party to level 99 (max level). The feedback given during any particular point is also pretty good. There’s an on-screen map that shows where you are at any time, the characters will bring up where to go next, and even if you lose a battle, you know what to do the next time you go against them with a different strategy.

CS3247 Game Review: Crypt of the NecroDancer

Game: Crypt of the NecroDancer

Genre: (Hardcore) Roguelike dungeon, rhythm game/ 2D

Description: The player controls the protagonist Cadence to retrieve her heart that was stolen by the antagonist, the NecroDancer. On Cadence’s quest, she must travel through 4 levels, defeat various bosses and finally confront the NecroDancer. The player may only make moves with the beat of the music, using only arrow keys on the keyboard. Combat is turn based and is situated on a 2D grid.

Website: https://braceyourselfgames.com/crypt-of-the-necrodancer/

Screenshot:

Video: https://www.youtube.com/watch?v=R5198bVlANY

In my opinion, the game is generally well done, with some possible room for improvement. Probably not my most favorite game, but I believe it deserves a 8/10.

What was done well:

Elemental Tetrad: The 4 elements are well integrated. The mechanics of the game are executed with the music yet follows the rules of a roguelike dungeon game. The story is linear (and continuous for unlocked characters) and encourages the player frequently by showing part of the story whenever they progress into a new level. The story revolves around a Golden Lute, a cursed artifact that grants its wielder immense power, at the cost of their freedom (allured to play the Lute for eternity). The dungeon and the Lute are both created by a single entity that was working on necromantic experiments that involve infusing musical instruments with life, which explains the various enemies and the environment the player observes, making the game aesthetically consistent with its music theme. For example, the Minotaur carries a harp on its head like a pair of horns. The technology used was simple as the game was designed with a 2D screen experience, requiring no more than a laptop.

Minotaur image:

1. Essential Experience: Brings out the minimum axioms in both roguelike dungeon and rhythm games, yet make the combination synergistic. Requirement to follow the beat forces the player to act and plan carefully for the roguelike aspects (turn based grid movement, defeating enemies without being damaged). All enemies move/attack in a pattern specific to how they look, allowing players to gain an advantage through mastery. Bosses follow a more complex set of rules, possibly requiring the player to specially strategize to defeat them efficiently.

18. Flow: Players have a clear direction for stairs to reach and defeat the boss. Enemies gain HP and damage, attack in more complex patterns, music tempo increases with later levels, at a reasonable rate of progression. New traps are also gradually introduced. In each level, the player’s goal is to descend 3 floors by finding stairs, and defeating a boss at the end. The player is required to defeat a miniboss, a strong monster, every floor. The player is initially armed with only a dagger, having to defeat enemies with melee combat, and gradually gains access to more powerful weapons acquired through in-game currency of gems, which can be earnt from defeating bosses/finding loot in dungeons. Players also gain access to armor that generally reduce damage taken, and accessories that assist the player in various ways.

Traps can affect players, but can be also used against enemies:

55. Virtual Interface: Screen is neat, player health and items are shown above, music rhythm is shown below, visited rooms are shown on a minimap and monsters have their health shown directly above.

57. Feedback: All monsters hop when they move, and emit sounds when damaged/defeated. It makes the game alive, acting always and only with the flow of the music.

What may need improvement:

27. Skill: “Rather steep learning curve”/”may not be suitable” for most players, rules are harsh. Players get damaged easily when they miss a beat when trying to kill an enemy, or does not react to environment on time due to the fast tempo of the music. The player (and all monsters) may only make a move on each beat of the music, extra moves will be ignored, and missing a beat may be disadvantageous for the player in certain situations. Although the player can damage/defeat enemies with their dagger, they need to be careful not to get hit by monsters as these monsters move/attack in a pattern with the beat of the music as well. The game may boil down to a skill wall when the player is completely unable to cope with the new level’s enemies, or its fast music tempo, requiring the player to practice before gaining a single bit of progress.

Example (Red Dragon). This enemy has a powerful beam attack which many players may struggle to avoid:

A Short Hike – a journey full of cuteness

Claire finally reached the top of the mountain! The view is EPIC up there.

Description

A Short Hike, which received the Seumas McNally Grand Prize, is a relaxing 3D adventure and action game.

The main character, Claire, traveled to the Hawk Peak Provincial Park with her parents for a vacation. The player can explore the harmonious mountainside landscapes freely, chatting with people along the trails, hike, climb the walls, and even glide through the region, mingling with the wind. Walk around the island, chatting with others, discover coins, shells and treasures, and try to unveil the mystery of the island!

Game’s website: http://ashorthike.com/

YouTube gameplay demo: https://www.youtube.com/watchv=qsA5p0MKdoM

I would like to analysis the game with the following lenses:

Lens #7: Elemental Tetrad

  • Mechanics

There is a variety of actions that a user could perform. She can move in four directions, jump, glide in the air, pick coins or shells from the ground, talk with others, and climb the walls with limited stamina.

When the user equips with tools, she can perform special actions. For instance, when the user holds a bucket, she can fetch water and sprinkle a specific area of soil. When the user picks a stick, she can hit movable beach balls and even play ‘stickball’ with others.

  • Story

This game neither has a sequential storyline which requires the player to follow, nor having a leveling system which may cause changes in difficulty or modification of the environment, etc. The main goal of the mini-game is to reach Hawk Peak, which is the top of the mountain. The message is clear: When we reach out and explore the world, we can experience great things along the way.

  • Aesthetics

The pixel art style applied in this game creates a dreamlike, foggy scene, and the light background music mainly played by piano and violin. These facilitate the generation of a calm and delighted mood and a strong sense of serenity.

The music and the graphics form a pleasant environment which makes the exploration process full of joy.

  • Technology

This game runs on Windows, Linux and Mac OS. A keyboard and monitor are required to play the game with the best experience.

Lens #4: The Lens of Curiosity

Although the main goal of this game is reaching the top of the mountain, as the player wandering around the site, she meets different animals, and they might teach her a skill such as fishing, or even give her treasure maps and hints that there are other mysteries around this island. The players will have high incentives to keep travel around the island and unveil the mystery of the island, even after reaching the top of the mountain.

Lens #1: The Lens of Essential Experience

After playing the game, I would command it as a very relaxing experience. The light music and the pixel artworks with cute style made me feel like I am having a happy vacation and I revived my inner-child and made explorations in the game. The sense of serenity generated by the graphics and the music are essential factors that make the game excellent.

Lens #27: The Lens of Skill

There are only a few skills required for playing the game. Players only need to use the arrow keys, z-key, x-key, and the spacebar to perform all the motions for the character, including climbing, chatting, gliding, swimming, running, picking up an object, etc. Skills that are related to motions are dominant in this game since the main goal of the character is to climb to the top of the mountain, and these skills are helpful for the player to explore various regions. Since this is a sole game, no unfairness between players could exist.

The controls are simple and intuitive, and some characters will teach the player how to perform the motions. In my opinion, the skill level required is suitable for this simple, relaxing game.

Lens #45: The Lens of Imagination

The players can immediately relate their experience in visiting country parks to this game since there are a host of natural landscapes including hills, rivers, waterfalls, forests, etc. There is not much imagination involved in this gameplay in terms of the environment.

Since this is a pixel game, it is hard to show the detailed facial expressions of the characters. However, by using intonations in the character’s speech, the player can identify the mood of the characters. Some NPCs even give the player some hints that there are treasures located in this park, which inspire the player’s thoughts about heading to the unknown areas.

Lens #31: The Lens of Challenge

The main challenges involved in the game is trying to reach a certain part of the area with limited abilities. For instance, the player needs to climb up a wall with limited stamina, or the player needs to go across a broken bridge with a combination of skills, including gliding and climbing. The difficulty is just right, the challenges do accommodate a variety of skills, but the variety of challenges is limited since the game is only about exploring in a huge park.

If you want to be relaxed, meet cute animals and admire the beauty of nature, this game is for you!

Subnautica

Subnautica Cover Shot

Description

Subnautica shoots you down onto an ocean planet, stranded, and the only thing that separates you from the deep dark abyss that is the ocean is your lifepod. You are the only survivor, and your goal is to survive the unknown and somehow, in some way, escape.

This is a first-person survival and adventure game, set in a mostly underwater environment. Players are able to explore the open world, collecting resources to create tools, buildings, and even underwater vehicles, while completing different tasks and triggering storyline advancements.

Weblinks

Game site: http://subnauticagame.com/

Gameplay demo: https://www.youtube.com/watch?v=i9FTfbDeN4Q

The Elemental Tetrad:

Mechanics:

Played in first person, Subnautica has a standard and intuitive exploration mechanic. Players have the freedom of swimming through the ocean in three dimensions, and are able to interact with the environment through grabbing or hitting objects.

As a mostly underwater game, the player also has “needs”, such as food, water, and most important of all, oxygen. Food and water is easily replenished through making use of the abundant sources in the ocean. On the other hand, oxygen can be replenished through either surfacing from the ocean, or later in the game, through vehicles that the player constructs.

The player also constantly constructs new equipment to improve themselves, which allows for exploration further and deeper into the ocean, which subsequently unlocks new content for storyline progression.

Story:

The world of Subnautica takes place in the futuristic setting where humans have gone beyond the solar system, and begun to colonise other worlds. Your ship has been sent to a particular star system in search of a ship lost ten years ago when it crashed on a planet 4546B. Upon reaching orbit, your ship was struck down by a mysterious energy pulse, leaving you stranded on the planet as the sole survivor.

The story was told through PDA records left by past survivors, as well as interactions that happen between the player and the PDA’s AI. This does not create an information dump on the player, and allows them to experience the story as they proceed through the world at their own pace.

Technology:

Subnautica was developed with the Unity Engine, and is available on both Windows and macOS, a blessing for macOS users.

Aesthetics:

The ocean world of Subnautica is a gigantic handcrafted map, which consists of a large variety of biomes throughout the world that have their own flair that doesn’t get old. There are also biome-specific enemies which make the experience more interesting, even for long-time players.

Lens 6: Curiosity

The game piques the player’s interest with the presence of eye-catching objects or creatures that the player might find. Chase it down too much though, and you might actually end up running out of oxygen, or get chased by an unexpected creature.

With blueprints that are scattered around the ocean, players can’t help but be curious about the purpose of the tool that it unlocks for them, and the places that the new equipment might bring them in their journey into the depths of the ocean.

Lens 27: Time

Subnautica does not force players to complete any tasks or missions within any sort of time constraints, which allows players to move on whenever they feel well prepared enough. However, personally this might end up making the gameplay longer than necessary. The game might feel too boring if the story is not driven fast enough, especially if the player does not know what else to do and end up wandering aimlessly without progress for too long.

This does have its benefits, as players can choose to farm for resources early on to make themselves more well prepared for the dangers that may arise later on.

Lens 32: Goals

The game leads the player to its goal through quest beacons which direct them to further the storyline. Furthermore, the crafting system for Subnautica also allows the player to set their own goals; to collect materials for the equipment or tool that they might be hoping to obtain, or even to defeat the creature they could not defeat before.

Lens 94: Atmosphere

Light penetrating the shallow waters create a warm and safe environment in the early game in the biome where the player starts out. Different biomes may also have special lighting and terrain, which can evoke a sense of awe in the player visiting them for the first time. As the exploration gets further away and deeper, different features start to show, most notably the drop in visibility in deeper regions. This pairs extremely well with the uncertainty of deep ocean creatures which may be lurking in the hidden depths.

The sound effects enhance the experience further, adding environmental sounds and even the roars of the marine creatures, which definitely add to the feeling of terror when you are exploring the deep darkness and trying your best to stay alive.

VR/MR Review

VR – I think my most preferred device is the Oculus Quest. Similar to what the others have mentioned, I like how it is not connected to a PC. I feel this is important as the user will not be able to see anything in the physical world when wearing the headset, and tripping over wires is a likely accident that might happen if one is not careful. However, I have to add that it might be a little bit uncomfortable when it came to wearing it. I tried it once and it felt like it was drooping forwards despite adjusting the straps a number of times. Despite that, I still quite like this headset as it is easy to learn how to use it and the hand controllers are intuitive to use.

MR – I think my most preferred device is Microsoft’s Hololens 2. First of all, it has a very sleek look and seems less bulky compared to other devices in the market. Additionally, I also quite like how the design allows the user to be able to “flip up” the headset. It makes it very convenient to switch between seeing in mixed reality and the real physical world. It is also clear that users can wear spectacles when using this headset. During my internship last summer at a VR company, I helped out in a number of outreach events and I realised there is a common misconception that one has to remove their spectacles whenever they have to put on such headsets. Besides the technical specs, I feel that the design of the headset is also integral in attracting one to want to buy it, as well as ensuring the user is comfortable and enjoys using it.

Credits: Pictures obtained from Google Images

Latest VR/MR Technologies

The field of virtual, augmented and mixed reality has seen various novelty and hype cycles over the past few decades. As the price of hardware devices decreases and research into improving the user experience grows, adoption in multiple industries and use cases is becoming increasingly exciting. 2019 was a huge year for XR headsets and applications. With much hype for next-generation devices like HoloLens 2 and Google Glass EE 2, 2019 saw major developments in enterprise adoption and was a significant year in proving the XR industry is well past its early adoption phase. Let’s take a look at some of the best XR technologies that came out in the past few years.

Latest VR Hardware

VR headsets can be categorised into Standalone, Wireless/Mobile and Tethered.

Tethered headsets are devices that need to be connected to a PC / console / external device usually via cables. By connecting to an external device which hosts the video processing, tethered devices allow for higher computational power to provide better image fidelity and more complex functions. The downside of tethered headsets is the requirement of having to set up the external device in order for your VR device to work. The connection to the external device using cables also limits mobility and portability, although some newer devices tried to resolve this drawback with the option to connect to the external device via bluetooth / WiFi in place of cables.

Mobile headsets are designed usually for use with a smartphone, such as the Samsung Gear VR and the Google Daydream View. By simply placing your smartphone screen into the mobile device, the lenses in the device separate your smartphone screen into two images for each of your eyes, and therefore converts the smartphone screen into virtual reality. This way, mobile headsets do not need to connect to any costly external device via wires, and are relatively much cheaper especially if you already own a smartphone. However, mobile headsets tend to have a limited 3 degrees-of-freedom (DOF), where only direction, and not position, can be detected. As more advanced headsets are developed, mobile headsets have become increasingly obsolete.

Standalone headsets require only the headset itself to get started, removing the need for complex setups. Devices like the Oculus Go and the Lenovo Mirage Solo are some examples of standalone headsets. While the minimum setup requirement is much simpler now, standalone devices tend to be heavier and more limited in controls as all the computational processing is now done on the headset instead of an external device.

The table below lists a few of the latest VR devices in the industry along with some key parameters:

Device Field of View (FOV) Resolution (pixels) Refresh Rate (Hz) Headset Type Connections Price (USD) Remarks
HTC Vive 110° 1080 x 1200 per eye 90 Tethered HDMI, USB 3.0 $499 6 DOF
HTC Vive Pro 110° 1440 x 1600 per eye 90 Tethered Bluetooth, USB-C port,
DisplayPort, USB 3.0
$799 6 DOF
AMOLED screens
HTC Vive Cosmos 110° 1440 x 1700 per eye 90 Tethered DisplayPort, USB 3.0 $899 6 DOF
Oculus Quest 100° 1440 x 1600 per eye
2560 x 1440 in total
72Standalone None $399 (64 GB)
$499 (128 GB)
6 DOF
2 OLED Panels
Oculus Rift S 95° 1280 x 1440 per eye 80Tethered DisplayPort, USB 3.0 $399 6 DOF
Oculus Go 101° 1280 x 1440 per eye 72Standalone None $149 3 DOF
Valve Index 130° 1440 x 1600 per eye 120 (up to 144 in experimental tests) Tethered Custom cable,
DisplayPort, USB 3.0
$999 (for headset, 2 tracking stations, 2 controllers)
$499 (headset alone)
6 DOF
Sony PlayStation VR 110° 960 x 1080 per eye 120Tethered HDMI, USB 2.0 $299  6 DOF
Requires PlayStation 4

Preferred VR Device

My preferred VR device would be the Oculus Quest.

Each of the VR devices have their different specifications which are best suited for different purposes. As a newbie to VR, the Oculus Quest seems like the best choice due to its good blend of performance, ease of usage and affordability.

One of the distinguishing features for the Oculus Quest is that it is a standalone device. Its setup requirements are simple and there is high portability. As a newbie exploring VR development, the ease of setting up and using the device is a huge drawing factor as it reduces my barriers to learning. The wealth of online information/tutorials makes the Oculus an easier tool to learn as well. There is also high versatility as the Oculus is built on Android hardware, and users can share their VR experience with others via smartphone or TV easily. The lack of cables will also give users more maneuverability and built-in sensors to recognize the user’s environment also help to map out the VR space for the user to move in safely.

As a standalone device, the Oculus Quest has relatively competitive performance as well, using a Snapdragon 835 processor, OLED screens and providing 6 DOF motion tracking along with built in speakers to create one of the best user immersions among standalone headsets. While its Snapdragon 835 chipset may not be able to compete with PC systems like the Vive Pro or Rift S, the value in compacting all processing systems into a single headset to remove the need for external setups is still a commendable step in the right direction. The touch controllers are lightweight and intuitive, while the headset is designed to allow for some adjustments to cater to different users.

One downside of the Oculus Quest is the limited battery life, lasting between 2 to 3 hours, but there is still the option to connect the device to a PC for longer periods of usage. The device might also be heavy given that it has to house all the processing units in the headset. Nonetheless, while it may not have the best individual specs in the industry, the relatively cheap Oculus Quest is one of the most value for money VR devices. From a developer and user perspective, the Oculus Quest therefore seems like the best option to begin my VR journey with.

Oculus Quest
Source: https://www.forbes.com/sites/johnkoetsier/2019/07/02/facebooks-oculus-quest-fixes-vr-this-is-a-game-changer/#aeabd33135e8

Latest MR Hardware

The field of MR devices is still relatively new compared to VR headsets. Many MR headsets are a combination of VR and MR capabilities. Similar to VR devices, MR devices are built usually with specific use cases in mind, whether it is for business and enterprise level corporate training or for improving the user experience while driving. Below is a list of some of the more prominent MR devices in the market currently.

Device Field of View (FOV) Resolution (pixels) Refresh Rate (Hz) Price (USD)
Microsoft HoloLens 2 52° 2560 x 1440 120 $3500
Magic Leap 1 40° 1.3M pixels per eye 120

$2295
Varjo XR- 1 87º Two 1920 x 1080 low persistence micro-OLEDs and two 1440 x 1600 low persistence AMOLEDs 60/90 $5995
Samsung Odyssey 110º 1440×1600 per eye 60 to 90 $499
Asus HC102 95° 1440 x 1440 per eye Up to 90 $429

Preferred MR Device

My preferred MR device would be the Microsoft Hololens 2.

Microsoft Hololens 2

Personally, what excites me about the XR industry is exploring the possible and unexpected use cases the technologies can be applied to. The Hololens 2 was created for factory workers, in places that can spend thousands on a work tool. Its clear and purposeful use case attracted my attention right from the get go. 

Designed with a flip-up visor, the Hololens 2 allows users to transition between the real world and mixed reality world effortlessly. Personally, I like the choice to design MR devices as wearable glasses like the Hololens 2 as opposed to the traditional bulky designs of VR devices, as in the case of the Varjo XR-1. This is crucial to increasing the uptake of MR devices in industries. Users should have as little friction as possible when using MR devices in order to effectively use MR in their daily work/lives. To this end, the Hololens 2 has taken considerable efforts to design a user-friendly device. The device has some of the best specs in the industry which help to provide a comfortable user experience. It is compatible with glasses, offers light, gaze and eye tracking functions, and has voice recognition for commands and control. The breadth of control options enables the user to use the device more efficiently in the real world. The portable device also includes built-in speakers and options for spatial collaboration, helping to revolutionize workplace interactions. 

In terms of performance, the Hololens 2 also boasts some of the best features in the industry. The device has one of the best hand-tracking technologies as compared to other devices, contains a Qualcomm Snapdragon 850, and provides high-resolution graphics through its high frame rate and resolutions. These specifications help push the frontier of the MR industry and its applications. From a developer perspective, the Hololens 2 also has no lack of support from Microsoft. The device also taps on cloud processing power to provide remote rendering for Microsoft azure cloud subscribers, giving it great potential to be a leader in processing power among the MR devices.

While the use case of the Hololens 2 is mainly at the workplace, the leading specs of the device make it an impressive MR headset. While the field of vision is not the largest, the compact design and high ease of uptake make it a leader in the industry. Assuming I had the money, this would be a device I would be excited to try. Nonetheless, between the Varjo XR-1 and Hololens 2, the Hololens is still more affordable and sufficient for most use cases right now. With some of the best specs in the industry which help to provide a comfortable user experience, I believe the Hololen’s technology can be extended to other use cases with further developments, and it would be exciting to see how its other applications continue to push the barriers of the MR industry. This is definitely one example of an MR device developed right and I hope to see more competitive products being rolled out in the industry to help drive the costs down in the long run.