Category Archives: Pixel Perfect

Some games just do something perfectly.

Kentucky Route Zero: Mysteries Abound

A common complaint about video games is that they often lack good stories. While that’s a debatable topic – there are many good examples as well as bad ones – it’s easy to see that a lot of story experimentation is coming from smaller games. Indie developers have less to lose and more creative freedom than most big-budget titles, so they have the opportunity to tell non-traditional tales.

Kentucky Route Zero is one such game. The episodic indie adventure, which is available on Steam now and in its second part of five, is certainly playing with the idea of keeping the player in the dark. It’s a little too early to tell if Kentucky Route Zero is a good story, but it’s certainly an interesting one. And it has my attention.

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It’s hard to to explain what KR0 is about, because the game is mystery. The story seems to be more about the player figuring out the world than a normal one-two-three act structure. You play as Conway, a middle-aged delivery truck driver, and Shannon, a younger electrician. There’s a heavy emphasis on the supernatural and unusual, but no one seems to question the mysterious nature of anything in the world.

So these two (as well as Conway’s dog, which you can name yourself) find themselves searching for “the Zero” a road that will take Conway to his final delivery destination. When they do find it, it leads to some sort of other world and even more questions. Even in the “real” world there are unusual sights, such as people who disappear after you talk to them, or empty churches with music playing in them. Is any of this real? Is everyone dead? Is it all a dream? Am I doing this story any justice with this cliche questions?

Hopefully the mystery will be revealed as the episodes continue.

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KR0 may not answer the big questions in it’s first two episodes, because its main focus is on the character moments and utilizing it’s brilliant art style to create set pieces. There are dialogue options in almost every conversation, and while it’s unclear how much of the story they actually alter, they can certainly change the player’s perception of the characters. Entire backstories can be different for each player, or even glossed over and ignored depending on what you choose.

While the characters may just be blank spaces, you get to color them in how you want. Although the story beats don’t change based on your choices, your connection to the characters might. One example with Conway: when asked about his past, you can answer positively about his parents when he was a child, regretfully about the mistakes he made as an adult or philosophically about how the present and future are more important things to worry about. You only have one answer, and each one allows you to build your “own” Conway, even if that aspect of his character isn’t essential to the plot.

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Besides the engaging story the game also features simply spectacular artwork that really has to be seen to give it justice. Even the screenshots here aren’t the same as seeing the game move from one scene to the next.

So while this description may not have been the clearest (because the game itself isn’t always clear) I can safely say I am really enjoying this adventure so far. Maybe the questions will be answered, maybe they won’t. Either way the journey seems to be what KR0 is all about.

Due to editorial disagreements with how game reviews are often graded, we don’t have formal reviews yet on Pixel Legends. This series (as well as Broken Pixel) are as close as we get to doing so. As you can imagine, I’m wholly in favor of Kentucky Route Zero and I recommend you check it out if you like adventure games, mysteries or amazing art.

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Tomb Raider: Is Lara Croft a champion in feminism?

Hard to believe this is the same girl who was so remorseful over killing a deer.

Hard to believe this is the same person who was remorseful over killing a deer.

Boobs and sexual innuendos.

Those are the anchors that game developers Core and Crystal Dynamics have used to develop one of the few, and most popular, female protagonists in video games: Lara Croft. After nine major entries in the series and a slew of spin offs for mobile consoles, Lara has always remained scantily-clad and ever so flirtatious.

While this shallow character may have sold well against equally shallow characters of the ‘90s (ahem, Duke Nukem), video games have changed drastically since Lara’s PSOne debut. Now, games require budgets that rival movies and capture audiences that far surpass those of ‘90s.

More importantly, or at least I would like to think, we expect more than cleavage and sexuality from female characters. We want to see characters develop, their struggle and their eventual victory. When developers are too focused on refining boob physics and writing lines of sexy banter to create a deep character, the result is a flashy gimmick, not a protagonist.

There are so many opportunities that are missed by relegated females to supporting roles and making them objects to be saved. Leading ladies in movies like Zero Dark Thirty, Kill Bill, and the Alien series are groundbreaking and feature powerful characters that, I’d argue, are much more captivating than their male counterparts.

While there admittedly there are some standout roles in video games for female supporting characters, gamers are hard-pressed to find a strong female protagonist. Alyx Vance from the Half-Life series is beyond charming, but she’s still a sidekick. And yes, she subtly flirts with the silent Gordon Freeman throughout the game.

One of the only notable female stars is Samus Aran of the Metroid Prime series, was portrayed as a man throughout most of the original game (which is available in CoinLooting site) until she finally takes off her armor. The result is shock value, not a breakthrough in video game feminism.

After Tomb Raider was announced by the new publisher Square Enix, I was hopeful. Covered in blood and dirt, this new Lara seemed tougher yet fallible.  Her movement and animation was poised but aggressive. She no longer had the showy flair of a gymnast as she scaled rock faces and slid down a mountain, dodging flaming debris from a crashing plane.

There was no sign of campy flirting or any slow tilts of the camera showing off Lara’s figure. And while the final product is not without character development flaws, it has delivered one of the finest female protagonists that I have seen in a game.

Sure, many have cited Lara’s abrupt transformation from innocent survivor to stone-cold killer as one of the game’s major flaws, but we should focus on what Crystal Dynamics did right: create a protagonist that can stand-up to the adventure game greats such as Nathan Drake and Lee Everett.

In the Tomb Raider reboot, Lara is captivating because she is human. The initial escape scene where she is impaled by a piece of rebar is harrowing and wince-inducing. Player’s feel for her as she cries out in pain, and cheer her on as she collects herself and manages to keep moving forward. At first she runs and hides from enemies. By the end of the game, she’s facing them head on, jeering and antagonizing them as thousands fall to her arrows, bullets and climbing axe.

A hero we can be proud of.

A hero we can be proud of.

Not once does Crystal Dynamics portray Lara as an object of sexuality. She has no love interest in the game and no vampish dialogue. Her primary motivation is saving her platonic, female friend, Sam.

As players, we are attracted to Lara as a character because she is a badass, not because she can cartwheel while shooting dual pistols in a tight bathing suit. There is no sheen of overt sexuality that keeps us from appreciating the humanity of Lara.

While games have a long way to go in terms of improving the stories they tell and the characters that they develop, this new Lara is a step in the right direction. Because few developers have attempted to create strong female characters, there are so many opportunities to explore and so much potential.

I believe that by creating deeper characters, both male and female, video games can become more than a pastime of male twenty-somethings. It’s my hope that they will become narrative works of art, that can have as much of an impact on our society as films and literature.

And one of video game’s bustiest broads is spearheading the way. What  beautiful irony.

Game Dev Story: Mixing depth and instant gratification.

Mobile gaming is a strange beast that many companies have been recently capitalizing on. The audience of these games is generally casual gamers, so usually mobile developers show no love for the mainstream audience. This works for the mobile platform because most of the time someone, including gamers, don’t have enough time to actually play a full on game during a train ride or in the waiting room. Although are there games that walk on the thin line of being just short enough yet are deep enough to be addicting for a long period of time. Game Dev Story is just one of those games.

A fantasy where bugs always get fixed.

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Bastion: How to Perfectly Mix Story and Gameplay

If you’ve been listening at all to our podcast, you might have heard me raving several times about Bastion by Supergiant Games.  There are several reasons why I simply adore everything about this game. The smooth gameplay, the beautiful art design, the superb musical score (which you would have heard in our first episode) all work together seamlessly.  But what really draws you into Bastion is its engaging and genuinely interesting story.

“That [story] may not sound like much…but wait till you hear it.”

And isn’t that the truth.

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