Why I Love, Love, Love, Love A Link Between Worlds

A Link Between Worlds

I haven’t been very impressed with the past few Legend of Zelda games. Actually, that’s putting it a bit too lightly; I think the past few Legend of Zelda games are terrible. And I don’t mean “terrible” in a relative sense, with me comparing them to the incredible highs the series has achieved in the past and calling them failures because they don’t have quite the same resonance. No, I mean “terrible” as in “these really are some lousy games.”

And so I didn’t get my hopes up about A Link Between Worlds, which was released this past week after many months of buildup. After all, I’ve been burned a bit too much by the past couple of releases. And yet I took the plunge anyway, and I’m glad I did. Not only because I absolutely adore the game on its own merits, but because it’s helping me to see, and to articulate, the problems I’ve had with the series lately. It not only illuminates them…it seems to deliberately atone for them.

The game, as you can probably tell from the comparative screenshots above, takes place in the same world as A Link to the Past, which is quite likely my second favorite Zelda game. I even chose it as my favorite thing from 1991 when asked to make such a selection, and it’s a choice I absolutely stand by. It is, for all intents and purposes, an absolutely perfect video game experience. And I’m choosing my words carefully here; I really do think of it as an experience.

The plot is not much to speak of; it doesn’t go much further than the standard boilerplate “kingdom in peril” that the first game already used, and it doesn’t really get any deeper here. But that’s a good thing. Yes, that’s right…for all of the bickering about chronology and intra-series cross references and alternate timelines, worlds and universes, Zelda is at its strongest when it doesn’t try to tell a story.

Flash back to your first time playing the original game. I can’t tell you that your experience with it was anything like mine. Actually, I can more or less promise you that it wasn’t…but that’s okay. In fact, again, that’s a good thing.

I remember playing it as a kid and being absolutely terrible at it. It was fun, don’t get me wrong, but with a wide open world like that, I wasn’t sure what to do. And I don’t mean that I was confused about my objectives…I meant that I did not know how I would survive.

At this point in my life, I was used to video games that broke their experiences into sequential chapters. Whether it was clearing a board of pellets and ghosts or leaping triumphantly at a flag pole, I felt as though I was in good, careful hands. I’d have to use my own cunning to figure out a way to achieve that goal, but there was a sense of safety and of security in knowing that somebody, somewhere, had taken the time to organize these things for me.

It’s easy to understand the appeal. If you succeed, you will be assigned the next objective, and it will be a little harder. And that was okay, because we trusted them. Games were designed as gradual challenges, to be ratcheted up at regular intervals. I may not have known what was coming next, but I trusted that it would never be unfair. I was secure.

The Legend of Zelda opens with its blackness parting like a curtain, revealing a stage upon which you are the only actor, in a show with no script. There is no security. There is simply a world for you to explore. And that’s why it’s remembered so fondly today, and why the series is still alive; there was a genuine sense of adventure, because the literal unknown stretched out in all directions around you.

Your experience of fumbling through the game is a lot different from my experience of fumbling through the game. 200 people could be asked to give a play-by-play of how they made it through The Legend of Zelda, and the only overlap would be in the tiny details. They collected the pieces of the Triforce. They slayed Ganon. They rescued the princess. Everything else would be — and must be — a more personalized story, something unique to their own experience that enfolded entirely, silently, within their own minds. Compare that to Super Mario Bros., which would be exactly the opposite: the main experience of the game would be identical no matter who you asked, with the only deviations coming in the smaller details…such as where they decided to farm for lives, or whether or not they used a Warp Zone.

There’s no right or wrong approach. The continuing success of both franchises proves that well enough. There’s a comforting, charming sense of advancement in addictive platformers, and there’s an unforgettable sense of excitement and surprise that comes along with open-ended adventure.

A Link to the Past built upon the formula of the first game — and rejected nearly everything from the second — to create what was ultimately a much more refined experience. It’s a purposeful retread over old ground, and it’s done for a respectable purpose: there was new hardware, a new controller, and new ways to do so many things better.

And it did do so many things better. The sense of adventure was left intact, but the world felt more real. More deliberately constructed. More coherent. Which only intensified the effect of your inevitable trip to the Dark World. That was a brilliant gameplay wrinkle that worked only because the Light World felt so genuine. It felt like an actual place, rather than a large and varied battlefield. If it hadn’t, it wouldn’t really have meant much to see it in such disarray, to find familiar landmarks gone or perverted, to see the palette of deadness tossed over the formerly lush grass and trees.

When I was a child playing The Legend of Zelda, I didn’t know how I would survive. Survival, for me, was more important than advancement. So I kept to the areas that felt safe to me. I could fight weak enemies over and over again, amass the cash that would let me buy the items that would make me stronger, and then I’d peek out a little bit. I’d let the screen scroll me into a new area. Sometimes it felt safe, because I had more abilities at my disposal. Other times I still felt unprepared, and so I retreated back. The point was, though, that this was a game that I could experience on my terms. The Legend of Zelda didn’t care where I went, or when I decided to go there. It didn’t care about the sequence in which I tackled the dungeons, and it didn’t even seem to care if I tackled them at all.

A Link to the Past was like an incredible punch to the gut, because I felt much safer in the overworld this time than I had in the original game. Sure, there were some difficult enemies, but it never felt like I was more than a few screens away from sanctuary. So I explored more recklessly. I was emboldened.

…until I found myself banished to the Dark World. Just like in the original game, I was in an area that suddenly made me feel overwhelmed. Unlike the original game, however, I wasn’t allowed to go back to my safe spot. I was trapped…and the only way out was forward, through what I dreaded most. Today it’s a development that probably feels quaint. To a ten-year-old boy playing the game in a dark room late at night, however, it was the stuff of nightmares. The Legend of Zelda was a game that had already stripped me of my security, and now A Link to the Past stripped me of whatever small amount of comfort still remained.

The original game didn’t care if you ever grew up and matured as an adventurer. A Link to the Past said, “You mature now, or you don’t get home alive.”

I loved it. And I still love it. I’ve played through it many times since, and it’s an experience that simply feels timeless. Yet there was an unfortunate side effect to A Link to the Past saying “You do this now.” What it did was set a precedent for all of the games that followed. And while Ocarina of Time, Majora’s Mask and The Wind Waker probably constitute the single best three-game run in any series ever, the fact remains that the “adventure” was dismantled.

A Link to the Past relied on the sequential usage of items more than either of the previous games, and it set the stage for the series to rest on its laurels. Whereas items were necessary to progress in the first two titles, they now started to fall into a predetermined chronology. It was no longer a case of choosing to go somewhere on a map…it was a case of choosing to go somewhere, realizing you needed an item to get past the barricade, seeking out that item, finding out you need some other item in order to find what you’re looking for, and so on. Adventure is striking out into the unknown…and by constructing these chains of mandatory causality, the Zelda series gradually forgot what adventure meant.

It found substitutes, of course. Ocarina of Time built a genuinely engrossing story, totally revamped the combat system, and featured positively breathtaking visuals for its day. Majora’s Mask — my particular favorite — delved into deep, hallucinogenic abstraction, and re-built the Ocarina world from the ground up as a Twilight Zone-worthy hellscape of death, despair, and inevitability. The Wind Waker turned the entire concept of a video game into an interactive, gorgeously animated cartoon. There was enough to keep us distracted from the fact that as “open” as they may have still seemed to be, the Zelda games had been reduced to level 1, level 2, level 3, and so on. Those labels were missing, but their effects were felt. The original game was an empty stage upon which you could act as you saw fit. The later games were more like massive murals of great adventures that were thrilling to look at, but which you could never get inside.

Twilight Princess was my first true Zelda disappointment, because it was not only as rigid as ever, but now it no longer seemed to be any fun. The palette was dismal, the character design uncreative, and the gameplay wrinkles just felt like less effective clones of things the series had already done. Skyward Sword rectified the graphical approach somewhat…at least in the sense that it let its characters be characters. But it also featured a control scheme that wanted to be immersive but instead reminded you with literally everything you did that you were just playing a video game. It also featured the most intrusive tutorial character yet…a spirit named Fi that literally never shut up, and would constantly feed you puzzle solutions whether you liked it or not.

The evolution of the Zelda series — and this is something that A Link Between Worlds has made clear to me — has gone something like this: adventure, then regimented advancement, then games that don’t trust you at all to play them.

I didn’t want that. And so I fell out of love with what was once the most exciting adventure a boy could have with a controller in his hands. That was okay, though. People grow up. We leave some things behind, and other things leave us behind.

But A Link Between Worlds won me back. Not just because it takes place in a world we’ve already seen, but because of what it does with that world. Just as the Dark World was a sucker-punch inflicted upon every child in the early 90s, A Link Between Worlds uses the comforting familiarity against us. It reaches back to the game that unintentionally introduced stodginess and rigidity to what was once an open and exciting formula…and it creates a new time-line. In this one, the adventure is still yours to have. In this one, your experience will be different from my experience, and those in turn will be different from the experiences of 198 other people making their way through the game. The series has never left us, but that’s something we haven’t seen in decades.

A Link Between Worlds does to A Link to the Past what that game did to The Legend of Zelda. It gives us largely the same experience, but it builds upon and refines it in ways we didn’t even consider. In this case, it’s down to tighter controls, non-sequential dungeons, and a shop that rents out items to you. Almost all of the items. You can take them and leave them as you please. This means that if you need to melt an icy barricade, you don’t need to figure out where the Fire Rod is, and then work backward through the chain of reasoning to figure out all the items you’ll need before you can get it; you just go rent the Fire Rod.

That might sound like the game is easier, but it’s actually not. It’s more difficult when you have the freedom to do what you’d like to do. Why? Because it’s your responsibility to get it right. The game isn’t providing the gradual accumulation of important items like it used to…it literally lays them all on the table and wishes you luck. For the first time in more games than I can count, The Legend of Zelda trusts me.

And that’s why I love A Link Between Worlds. Forget the lovely graphics. Forget the great soundtrack. Forget the funny dialogue and silly — but addictive — mini-games. All of that stuff has been with us all along.

What matters is that it rediscovered its own sense of adventure, and that, once again, it wants me to have fun playing it.

I hope we do get more Zelda games in this vein. Because it really is a lot more fun when you have responsibility for your own actions. That’s what Zelda should be all about. Not cut-scenes and long lectures from your mandatory helper character, but a sense that it’s up to you to figure this out. The odds are against you, you’re alone, and the fate of the world is in your hands.

Sure, it’s intimidating…but it’s the only way you can correctly consider yourself a hero.

Announcement: The Lost Worlds of Power, call for submissions!

The Lost Worlds of Power

Calling all writers / humorists / parodists / gamers / whatever else you are. This is an official announcement of a one-off fiction anthology that I will be assembling, and I need your submissions!

The anthology is called The Lost Worlds of Power, and I would love to get as many submissions as possible, so please pass this on to any writers you know who might be interested in being published in a collection!

THE LOST WORLDS OF POWER

The Concept: Worlds of Power was a series of notoriously awful and totally inaccurate novels based on popular video games. What we’re doing is writing more of them! I want you to choose a video game (see the rules below) and novelize it. If you aren’t familiar with Worlds of Power, you can read a bit about the series here. You can also read my reviews of two of the books (with excerpts) here and here.

The Final Product: The Lost Worlds of Power will be an electronic, one-off fiction anthology. I will not sell it, and will make no profit off of it. In fact, I will pay out of pocket to have it professionally designed and formatted…and hopefully illustrated. I will host it here for free download, and I’d encourage anyone interested to host it and distribute it themselves as well. It should be something a lot of people can enjoy, and your submission should see a wide and appreciative audience!

The Style: You’ll be writing a “lost” installment in the Worlds of Power series! The obvious route here would be to write something intentionally bad, but that’s not the route you have to take. All styles, lengths and degrees of artistic merit are wanted. If you want to be outlandish and silly, that’s perfect. If you want to write a heart-stopping work of emotional brilliance based on T&C Surf Designs, that’s equally perfect!

The Length: There’s no hard and fast length requirement. Use as much or as little space as you like. The original Worlds of Power books were only around 100 pages long, with large type, so probably around 40 or 45 pages of traditional text. You can shoot for that, or you can let the spirit move you. Personally, I’d encourage you to do the latter.

The Rules: Read carefully, and make sure you adhere to the following rules when submitting:

– Your “novel” must be based on a game that was released on the NES. It doesn’t have to be a game exclusive to the NES, there just needs to be a version of it that existed for the NES (or Famicom). If it was something that was originally an arcade game or was later ported to the SNES or Genesis, that’s fine!

– Games that were actually adapted into Worlds of Power books are not eligible. (Remember, the idea is to write a “lost” installment in the series.) Therefore Blaster Master, Metal Gear, Ninja Gaiden, Castlevania II, Wizards and Warriors, Bionic Commando, Infiltrator, Shadowgate, Mega Man 2 and Bases Loaded 2 are all off limits. You can, however, base your submission on a different game from those series.

– Only one adaptation of any given game will be selected for inclusion. In essence, if I get five submissions based on Super Mario Bros., I will only choose one of them, even if they’re all very good. For this reason it’s probably best to either choose something relatively less popular, or make sure you’re confident that the adaptation you’re writing will be the absolute best I receive!

– Be creative! Don’t just write out the events of the game…have fun with them! Get things wrong. Grossly misunderstand your protagonist’s motives. Skip over the best fights and spend time on mundane interactions with townsfolk! The Worlds of Power books are legendarily off the mark, so warp your filter a little bit! Do your Goombas look like carrots instead of mushrooms? Is Link’s traveling companion a rapping leprechaun? Does the dog from Duck Hunt travel through time and solve mysteries? Are your ideas better than these? I hope so, and I can’t wait to find out!

– You retain the rights to your submission (barring, obviously, any trademarked characters or titles you incorporate). I will only have the rights to collect and distribute it if you are selected for inclusion.

– Multiple submissions from the same author are allowed.

– We reserve the right to edit submissions for spelling, punctuation and formatting reasons.

What if I Don’t Know Anything About Video Games? The original Worlds of Power authors didn’t either! Just use the characters, settings, and / or plots as a springboard. From there, this is your story to tell!

The Prize: There is no financial or physical prize…just inclusion in the one-off Lost Worlds of Power collection. Still, it’ll be fun, and being published in a fiction anthology, no matter how small, is something that will be a great credit toward getting your future work published elsewhere! You’ll also be eligible for the title of First Person to Ever Brag About Writing a Worlds of Power Book.

The Deadline: Januaray 31, 2014. I know. That’s soon. Believe me, that’s a good thing. The Worlds of Power books aren’t known for being particularly well thought-out.

All submissions and questions should be sent to reed.philipj at gmail.com. I’m not picky about the format of your submission, as long as it’s a common file type (.doc, .rtf, .txt, etc.) and you’ve taken the time to proofread before sending it in.

Please let me know if you are interested in submitting. If enough folks are I’ll be more flexible with the deadline. The more the merrier, and I look forward to seeing your submissions!

Credit to James Lawless, die-hard Worlds of Power fan, for the idea!

Animal Crossing: New Leaf is disarmingly disarming

Animal Crossing: New Leaf

Years ago I dated a girl who loved Animal Crossing. Her friends loved Animal Crossing too. That’s not surprising…it was a massively popular game. I had nothing against it; I’d just never played it.

They booted it up one day and passed me a controller and helped me start a new character. I had no control over what my character would look like, and as soon as the game started I was responsible for paying off a home loan and making pointless deliveries to animal-people I didn’t know or care about.

That was the game. Also I had to be extra nice all the time to the animal-people or they’d move out and then, I guess, I’d feel bad about it.

Animal Crossing: New LeafIt didn’t click with me. I got nothing out of it. Again, it was a hugely popular game so I figured I just wasn’t cut out for it. There was no appeal. As Mario I could rescue a princess and as Link I could swordfight and as Olimar I could command armies…but Animal Crossing just gave me a dead-end job in a virtual town and that didn’t feel like enough of an escape from my dead-end job in my real town.

Flash forward to a few weeks ago, however, and I got Animal Crossing: New Leaf. I love it. Genuinely, truly, I think it’s a brilliant game. Even though, from what I can remember at least, it’s very similar to the game that left me cold so long ago.

Things change. Contexts shift. The world spins underneath you and if you’re not paying attention you end up in a different place altogether.

I’m in a different place altogether.

And Animal Crossing: New Leaf is a perfect — I’m not using that word lightly — little Zen garden.

It’s what I need.

The game doesn’t just give you a virtual town full of virtual trees to shake and virtual clothes to wear and virtual bees to chase you around.

Animal Crossing: New LeafIt gives you a place to breathe.

Does it sound sad that someone — anyone — would have to turn to a video game in order to find a place to catch their breath? I don’t think so.

We all need to find a place like that.

Usually, for me, it’s in a book.

Other times it’s in a particularly insightful film.

Sometimes it’s in a conversation over a cup of coffee with somebody I care about deeply and may never see again.

This time, it’s digital. And it’s a world wherein I can rely on things.

Sure, I can hurt the feelings of the animal-people…but why would I? If I’m asked to deliver a package from the frog to the ostrich, I could keep it for myself…or I could follow through and get words of grateful excitement from her. The characters in Animal Crossing appreciate everything you do. They may only be characters…but that kind of appreciation always feels good.

Which is what impressed me about the game most of all. When I first started playing New Leaf I thought I’d go into it with ironic detachment. Why not? A silly little isolated village with its sunshine and rainbows and friendliness? Come on. So I named it Narcisso in tribute to the complex, layered deviousness of the central city in The Crying of Lot 49 and posted silly things on the town message board.

But…that didn’t last.

Animal Crossing: New LeafBecause, without ever censoring me or pleading with me or forcing me to change my attitude…Animal Crossing changed my attitude. It disarmed me…

Sure. I could post mean things. And I could anger my villagers. And I could chop down all the trees.

Go for it, the game said.

But while you do that…the rest of the characters will be over here. Enjoying themselves. And appreciating each other. And, well, being happy.

A lot of games struggle to keep players interested in doing good. They funnel you on a path toward the villain. They prevent you from sending profanity to friends. They oppressively lower your gun if you aim at a friendly character.

Animal Crossing simply makes good behavior preferable.

Want to piss off the aardvark in your neighborhood? Good. You can. But if you’re doing that…why are you doing that?

Wouldn’t you rather share a moment with that aardvark on the beach at sunset? Wouldn’t you want to be her penpal when she reaches out to you because she’s lonely? Wouldn’t you want to make her day by changing into that t-shirt she was so excited to give you just because you’re you and she appreciates that?

It’s addictively, disarmingly, sweet.

It’s a virtual town, as silly and pointless as that virtual, silly, pointless town I tried to enjoy years ago.

But I’m in a different place now…and the value of having a place to breathe — a town that will always have a place for me, no matter what — is immediately apparent to me in a way that it never was before.

We can play a war game because, in reality, we’d never be able to survive a war. We can play a game about a post-apocalyptic wasteland because, in reality, we’d never want to see one. With Animal Crossing we can play a game about making others happy…because we know, in reality, it’s never that easy.

It’s no substitute for the real thing.

Animal Crossing: New LeafNothing ever is.

But it’s nice, sometimes, to visit a world in which comfort and appreciation are reliable aspects of daily life.

The sky is blue, the water is clear, and the dog plays guitar for you on Saturday nights.

It’s your world.

Because, in reality, it’s not.

And as long as it’s yours, you might as well make it a great place to be.

$1 Adventures – Bad Rats: The Rats’ Revenge

Hello everybody! It’s been ages since I posted anything so how about I post something! I’m kind of in the middle of a move and sorting some other things out so hopefully we can get things cleared up and I’ll be back to posting partially-informed horseshit again, or maybe I’ll finally do those Venture Bros. reviews I promised…but until then, why not unwind with a game so cheap, you can buy it with two quarters and get change? (You can’t really, because your payment has to be made digitally.)

As always, click pictures to enlargenate.

Bad Rats:  The Rats' Revenge

Yes, it’s Bad Rats: The Rats’ Revenge, the game so nice they named it twice! …but then only used one of the names anywhere in the game. Seriously, I never saw “The Rats’ Revenge” anywhere but the page from which I bought the game. I guess they realized at some point that it wasn’t technically revenge if the animal they spend all their time killing never did anything to them in the first place but WHAT DO I KNOW.

The game opens with a series of spotlights on computer generated mice (or rats, I guess) as they gear up independently to murder a cat. The cat in question stands on his hind legs and moves his head back and forth in the universal gesture for “fretfulness.” It looks like something I could have put together in 1997 on that stupid 3D rendering program that came with my computer, and it makes the “Money For Nothing” music video look like Wall-E.

Bad Rats:  The Rats' Revenge

Then we get a menu screen where all of the choices are inconveniently written in illegible graffiti, I guess in order to appeal to all the gang members who really want to play an animal-based physics puzzler, but just wouldn’t otherwise feel like it relates to them.

The little rat in the cannon keeps firing himself at the cat in the cage, and the cat is just south of shitting himself in fear. Already this is like Tom and Jerry Go to Gitmo.

I start the game and Jesus goodness does this look horrible.

Bad Rats:  The Rats' Revenge

Of course that’s nothing compared to how it sounds. I start the tutorial, because that’s what’s being recommended to me as a new player, and I really want to properly understand how to insert bamboo shoots underneath the cat’s fingernails. A level begins…with a narrator talking to me.

Only it’s not a narrator. Not a human one anyway.

It’s one of those auto-generated Microsoft voices, with the oddly clipped speech and improper stressing of syllables. They couldn’t even pay an intern $20 to record an introduction? This is cheapness in a way that I’ve never actually seen in a game before, and for some reason this robo-narrator leaves out articles, so that he says things like, “Your objective is to hit ball into vault.”

Or whatever he said.

I couldn’t catch it because I was baffled by why they’d program a grammatically stunted autobot into game to serve as narrator when surely they could have at least asked a friend or family member to read the instructions like…well…a human being.

The game invites me to press the “play” button, and I do. This results in time unfreezing. A ball falls pointlessly out of the air and the cat chained up in the corner starts realizing how wasted its life has been.

Bad Rats:  The Rats' Revenge

The narrator brokenly instructs me to pause the game so that I can place other things on the screen, which will affect the ball and, with luck, will ultimately result in a chained and defenseless animal being disemboweled. I didn’t write down exactly what the narrator said, but I am comfortable assuming it was “Now to be using an pause buttons result for object placing.”

So I place a little rat with a baseball bat underneath the ball. He swats the ball against the wall a few times and then loses interest even faster than I do. That is to say pretty fuckin’ fast.

Bad Rats: The Rats' Revenge

Time to try again, I guess. This time I pile up a bunch of garbage so that the rat can hit the ball up the plywood board or something, which should knock the safe down onto the cat who totally deserves this, but it doesn’t work. The ball bounces out of reach but the rat keeps swinging his bat for no reason as neither he nor the game realizes the ball’s stopped completely.

For a tutorial this is pretty difficult. I don’t mean it’s overbearingly hard or anything, but the point of a tutorial, I thought, was to tell you what to do. Otherwise it’s not a tutorial; it’s just a level with robo-Borat bleating at you for a few seconds.

I try to place the rat next to the cat so that he can just blindly pummel him to death with the baseball bat, but it doesn’t work.

Bad Rats: The Rats' Revenge

I move every item around in every possible configuration, but nothing makes the rat hit the ball into the safe. This is probably because the physics in this game are fucking terrible. The board, for example, can be used as a slope, but when you’re moving it around it might or might not actually adjust its angle, which means you have to keep trying again and again, doing the same thing every time, for it to finally decide to rest properly against something rather than just hover at an impossible slope.

That rat is floating in the air because I moved him there to get him out of the way, and I pressed “play” accidentally before moving him back. He fell onto the concrete and blood came out of him.

Hilarious.

Bad Rats: The Rats' Revenge

By trying the same thing I’ve already tried fifteen times, the rat hits the ball into the safe and the cat’s dead, with its guts and gore splashing all over everything because that’s funny.

To someone.

I assume.

I mean, hey, I’m all for violence as comedy…but isn’t there more to it than dropping something heavy onto somebody WHO THEN DIES?

Bad Rats: The Rats' Revenge

Level 2 begins with a text window explaining that I need to hit the ball into the bomb this time, in order to blow up the cat. Why couldn’t they have just done that with the previous level? Or do they think tutorials by definition have to include a robot haltingly piecing together its first English sentence?

Somehow I don’t think I’m going to be sticking with this game very long, but as long as I’m here I guess I might as well fucking blow up somebody’s beloved pet, huh?

Bad Rats: The Rats' Revenge

I don’t know what the hell to do so I place some rats and a trampoline and some balloons, and one of the rats explodes on the ground and his head comes off, spinning around with the spinal column flailing behind it and what, in all seriousness, the fuck, is this shit.

Bad Rats: The Rats' Revenge

Fun fact: if you take too long to blow the cat into a shower of scorched fur and bone fragments, it will begin to pray for mercy.

HAHAHAHA!! That dumb cat!!!!! He’s so desperate for any kind of comfort at all that he’ll try anything!!!! Anyway, time to kill him!!!!

Or, you know what? Fuck this game.

As a much better game put it, a man chooses…a slave obeys.

I don’t care if the objective is to kill this cat and enjoy the blood geyser. Bad Rats: The Rats’ Sadistic Bloodfuck isn’t convincing me that this needs to be my objective.

This game is crap. It looks and controls like garbage. The endlessly looping soundtrack is that kind of generic guitar music they’d play on sitcoms in the 90s to suggest that those kids with their crazy tunes and their slap bracelets are just so different!

Bad Rats: The Rats' Revenge

It’s a physics puzzler without reliable physics. I’ve played through one and a half stages, and sometimes the same exact setup works in vastly different ways. I have a feeling I was supposed to solve the first puzzle with something more clever than “pile all the shit on top of all the other shit,” but it worked so fuck it.

The game design is more offensive to me than the concept, even if that concept does involve gutting helpless creatures as they plead for their lives. But as long as that is the concept?

I’d rather not, thanks. I’ve got better things to do with my day than indulge this deranged fantasy. It’s the kind of thing somebody in your eighth grade math class was doodling every day in his notebook.

If you’ll remember, you sat as far away from that kid as possible.

Bad Rats: The Rats’ Revenge
Released: July 20, 2009
Price on Steam: $0.49
Regular Price on Steam: $4.99
Price It Should Be on Steam: The market value of one severed rat-head trailing its spinal column.

External: Turtle Tale Name Contest

Turtle Tale name contest

Friend of the website Tony Miller got in touch with me to let me know about a contest he’s organized with Saturnine Games. You can read the whole thing here, but the short version is that their upcoming 3DS eShop game, Turtle Tale, stars a hero that still doesn’t have a name. But you can fix that:

From now until May 31st you can submit name ideas through a number of various outlets. You can go to Twitter and tweet your ideas to @SaturnineGames and @Nintendo_Okie. Be sure to include #nametheturtle in your post. You can send an email to nametheturtle@nintendo-okie.com. If you’ve got a Facebook account you can go to the Saturnine Games page or the Nintendo Okie Facebook Group and submit your ideas there. Entries can be submitted through all of the various means, but please don’t spam the same name to them all, be creative.

Anyone can enter, but if you live in North America and happen to be one of their favorite entries, you’ll also get a free download code for their excellent game Antipole. And I’m not just saying that…when I got the chance to curate my own shelf in the 3DS eShop last summer, this was one of my selections. Here’s why, if you don’t remember. It’s pretty awesome.

Anyway, that’s all…just wanted to pass on the information. Now get turtle namin’!

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