Indie

Updating My Life

Young Bob Dylan via AllMusic

Sooner, rather than later, life catches up to you and does a wonderful thing: create less time. Time is always moving forward and never backward. Sure, you have a past; look at it, your past brought you to where you are today. Thank it. Cherish it. Know you are doing something right which brought you to your future, your present time. As the great Bob Dylan said: “the times, they are a-changin’.”

Hello everyone, welcome to an update about my life.

My last post was on February 15, 2015. I was fortunate enough to interview the great Jim Guthrie to discuss his masterpiece, Sword and Sworcery LP – The Ballad of the Space Babies, and his newest collaboration album with Solid Mas, One of These Days I’ll Get It Right. While this was my first interview, I do have one more that I have been keeping under wraps. I was able to interview an indie video game writer who is currently writing the story to one of my most anticipated games to come out (vague sentence is vague). Not only that, but I have a two panels from PAX South that I would like to share with the world since I am not able to find them online.

Correct Translation via GBATemp

Let it be known that my goal is to start writing again; I miss it, I need it, I want it. My itch to write is like a mosquito bite (rhyming and stealing). I will be honest, part of my dilemma to start writing about video games again revolves around my new job. I cannot say much about what I do, but I am having a blast.

The past couple months have been a blast with booked weekends with the family, my birthday celebration, a new computer and new console. Not only that, but I was able to beat a number of games that I wish to discuss as well. Since I love organization, let me break everything down in a chronological timeline.

The Snow Storm

It’s Tricky! via Game Rant

Texas is not known for its snowy weather. My first day at my new job was closed! The streets were so bad that nearly all of North Texas closed down because of icy roads and tons of accidents. Before I even started my job, I had a day off.

During this time, I was at home without any of my consoles; such a tragedy. Luckily, I had one form of entertainment: my phone. I decided to finish up a mobile game called Duet. This was no ordinary action game for touchscreen devices; it required memorization and cat-like reflexes. The player controls two colored orbs through mind-bending obstacles. The orbs could move clockwise or counterclockwise depending on the players fingers. Simple enough, right? Wrong! If one orb perishes, then the player must start over.

Duet At Its Core by Duet

This cringe-worthy, rinse-and-repeat game left a huge impression on me. Not only was it difficult, but Duet’s ending felt like an accomplishment instead of a hassle like many free-to-play mobile games. Who knew that two different colored orbs could make a game rise to the top and look down upon so many bad mobile games.

Obsession for Perfection

Hitman Go logo via Hitman

Within the month of March, I was able to beat four different games. On March 1, 2015, I perfected Hitman Go, a turn-based puzzle game, and beat Shadow of Mordor. Both games exceeded my expectations. Hitman Go was an easy video game to pick-up and play. However, perfecting every level was exhausting. I was able to get Hitman Go from the Humble Bundle Mobile Bundle for an incredible price, but I do not own an Android phone. Luckily, a little application called Andy helped me through this predicament by emulating the game on my computer. The best time to play this game was between the hours of 10 p.m. and 2 a.m. because it was relaxing even when it frustrated me.

Rayman Legends via We Got This Covered

During the same time, I was working on another game in which I wanted perfection; Rayman Legends. On March 9, 2015, I was able to conquer Rayman Legends, but decided to stray away from perfection. Reason being that there was too much content for me to handle. This game not only had its normal levels, but it also had boss levels, re-imagined boss levels, a completely separate game and daily, online challenges; the sheer amount of content puts most games to shame.

Rayman Legends was taking up so much of my time, that I thought it would be better to focus on other video games. It is one of my favorite platforms to come out in years, and will reign as the best free video game Xbox One has handed out. Maybe one day I will return, and aim for that 100% goal.

Final Fantasy XV

Rawr! via Gamespot

On March 21, 2015, I beat one of my most anticipated game demos (yes, a freaking demo): Final Fantasy XV: Episode Duscae. Wow, just, wow. It is hard to describe. This incredible demo made me “giddy like a little schoolboy.” I anticipate the game will be even better than this little sneak peek, and it was worth the $60 (I am working on Final Fantasy Type 0, I swear). I do not want to go too much into detail about the demo since I would like to share my thoughts on it in a separate post. This phenomenon deserves an Early Impression. Look for it in the future.

If You Build It, They Will Come

Field of Dreams of Course via Giphy

I have some big news: I built my own gaming rig! It was an informative experience. One of my good buddy’s helped me put it all together and all of my friends helped me choose the most perfect parts. If you would like to see my build, check it out here: PCPartPicker.

I was really nervous when creating this beautiful PC. Reasons? Well, it was expensive. I am not the cheapest person in the world, but I want to make sure I buy everything for the right price. Sure enough, I was able to get a lot of my parts on sale. The most notable purchase was my 240GB solid state drive that I payed $100 for (talk about a crazy good deal at the perfect time).

I decided to go with a GeForce GTX 960 graphics card because I liked the price for its quality. I did a lot of research at Tom’s Hardware, Amazon reviews, Newegg reviews, and other benchmark websites to help me choose my incredible graphics card. I have never seen video games look this good before! My last computer was a MacMini (running Windows most of the time), so this was a huge upgrade.

If you would like to add me on Steam, my username is Lucky Lightford. I love to play Indies the most on my machine and will buy Grand Theft Auto V really soon.

A New Console

N64 Kid via Youtube

Not only did I build a computer, but on March 28, 2015, I decided to purchase a Playstation 4. Why would I do such a thing if I own too many consoles and a new computer? Well, the price. It was during a GameStop promotion where I was able to turn in my old Playstation 3 for a good amount of credit. My final price for the Playstation 4 was $142.14.

I will explain how it was possible in another post since it was a fascinating savings adventure. If you would like to add me on Playstation Network, my ID is Lucky_Lightford (I really hate the fact that I cannot have an actual space).

Thank You, Gosling via Teen

The Current

Currently, I am working 40 hours a week (unless you count the 48 hours I put in two weeks ago), playing tons of Bloodborne, watching an wonky show called iZombie, loving every second of Game of Thrones and living life to the fullest.

My dream is to write more on here, but I cannot keep those promises for the time being. My job is quite stressful and I will be moving out of my apartment in a month or so. However, I can promise that I will keep on gaming and think of more ideas for my blog. Let me leave you with this, a little of me playing Bloodborne.

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The Interview with Jim Guthrie

Jim Guthrie “Head” -er via Noted

Jim Guthrie is a Canadian singer, songwriter, and composer of the brilliant Superbrothers: Sword & Sworcery EP indie hit. Jim is one of my favorite video game composers (even if he might not consider himself one) and it is all thanks to his Sword & Sworcery LP – The Ballad of the Space Babies soundtrack. Before I even played the game, I listened to this incredible soundtrack and was blown away. Never have I heard so many musical ideas in a video game that surprised me.

The more I listened to the Sword & Sworcery LP, the more I wondered about its inspirations and music theory. About a month ago, I contacted Jim for an interview via Twitter. I was ecstatic that he was happy to oblige. To my amazement, within a day of my email, he wrote back answering all my questions about his musical career, his new projects and eye-opening aspirations. Below are the questions I asked him and his reply with little notes thrown in for good measure.

Pretty High Up There by Game Pressure

Casey: Thank you for taking time to read my email and random tweets. It is not everyday you get a chance to talk to people you admire! What made you the musician we see today? Did you go to school for music?

Jim Guthrie: Self-taught. I can’t even really read music but I’ve always heard music in my head like it was playing on the radio. I started playing guitar when I was 16 or 17 years old. I started recording my sloppy ideas on a little pink tape recorder and bought a cassette 4-track (Fostex X-18) soon after. All of my friends (at the time) didn’t play music so I taught myself bass, drums and keyboards etc. I also experimented with writing songs and instrumental music and learned how to arrange it all on the 4-track.

The Fostex X-18 via AVF

Looking at your Bandcamp page, you have an album from your former band In Royal City. I would label your music in the indie genre, but when you were up-and-coming, indie wasn’t a household name like it is now. Did you think you guys would make it big, or were you ahead of the times?

We weren’t “big,” no, but the album ‘Alone At the Microphone’ was nominated for a Juno (Canadian Grammy) and we were signed to Rough Trade in the UK for the album after. We were very ‘DIY’ and didn’t have any outside funding. We booked our own tours and made our own CDs etc. We were all really good friends and we were having the time of our lives booking these scrappy little tours and playing all over North America and Europe. We never got rich but that wasn’t the point. I was making music everyday of my life…and still do.

What led you to writing video game music?

In all honesty it found me. I’m going to go out on a limb here and say I wouldn’t even really call what I do “video game music.”  It’s music and it’s in a video game but it’s not “video game music” you know what I mean? I’m speaking in the context of S&S. To further explain: right from the start we described our idea for the game as “an album you can walk through” so that’s partly why the music works as an album.

Music Generator Cover via GameFaqs

Before you worked on the music for Sword & Sworcery, did you have an idea for the music before seeing the game?

I had some instrumental music laying around (that I recorded on Playstation 1 using MTV Music Generator) when I met Craig (creator of the game) and he really liked it so we used a few of those tracks as a launch pad.

Note: The following questions are about specific songs off of the Sword & Sworcery LP.

 

Dark Flute’ is one of my favorite tracks from Sword & Sworcery. It reminds me of the Neverending Story. Where did the inspiration come from? The intro was very different from anything I’ve heard. The rhythm is simplistic and repeating, but that is one of the best parts about it. If you look into music theory a little more, it almost makes no sense to include it with such chords, but you pulled it off masterfully.

Yeah, the bed tracks (the loopy sounding flute at the start) was made on the Playstation and I just loved that sound. That dreamy pulse is the sound that inspired the loop. I just went where it led me. Then I overdubbed the melody in Garageband using bass, guitars and more synths. And I think you’re right – if I knew anything about music theory, I probably wouldn’t have made this music. All the credit goes to my quirky, self-taught nature. That goes for everything I’ve ever written.

Lone Star,’ talk about a great track walking/driving to. It is mellow, clean and upbeat. The song is very catchy. Where did that come from? Did you hit some keys and think, that may work?

That started off as a guitar song back in 2000 and long before the game. I just was playing a simple progression and noodling over top of it. I even home recorded a song with a friend of mine where we both sang on it with those chords and that hook. It wasn’t until a year or two after that I transposed it over to the MTV Music Generator and then it wasn’t until years after S&S came along and I just sort of made it longer, added more instrumentation and found a place for it in the game.

The Prettiest Weed’ is a great title for a powerful song. Your crescendo with the background organ building was perfect. The drum beat is perfect and the synth was entered in after the break was satisfying. When writing music, do you keep in mind all of the dynamics? With this song in particular, how did you go about create the drums?

I play the drums but I’m not exactly John Bonham so I use a mix of my own playing and drum programming with midi to get the performance I want. ‘The Prettiest Weed’ was also a song that just wrote itself once I had that piano part I just heard the rest of song in my head so I spent a week trying to figure out how to replicate it.

‘The Ballad of the Space Babies,’ you knew I was going to have to touch on this song right? Vocals in the beginning, is that you or did you hire a vocalist? Whatever you did, it was an incredible effect that fits perfectly with the ambiance. This may be the most relaxing song on the entire soundtrack. Where did you inspiration come from on this piece?

I like to have lots of different instruments and noise makers around. I used an old keyboard called an Casio SK-1 on this song. I sampled notes from my piano into the SK-1 and looped them to get the pulse. The voice is my voice sampled using the SK-1 and pitch up. I also used the portamento feature to give it a cooler sounding slide up to the note. It all just comes from experimenting with all the sounds I have at my fingertips.

Casio SK-1 via Wikipedia

‘And We Got Older,’ your ideas in the intro is exactly what I was a doing on my ukulele a year or two ago. How did you do it? Where did it come from? I was in shock when I heard this song.

Again, you’ll be shocked to know that I recorded this song in 1997 or ’98? This exact version. I released it on a homemade cassette in the summer of ’98 and then put it on a CD in 1999 called ‘A Thousand Songs’ (which was basically a best of compilation of all the cassettes I put out in the 90s) and then Craig loved the song so much that we made it work with the game. It’s just another weird little tuning I had made up on the uke and then I layered drums and synth strings on a cassette 4-track. I don’t even remember how I managed to pull it off but it’s one of my personal faves as well. But yeah, it’s around 18 years old!

Sword & Sworcery was hugely successful and the soundtrack especially caught gamers’ attention. Did many people try to contact you afterwards? Did you consider doing another project?

I’ve had people email me almost everyday since the game came out. Some asking me to compose for other games, some asking questions for blogs and some just saying how much it all means to them. It’s really quite amazing. Since S&S I’ve done the music for the film Indie Game: The Movie, I’ve also done music for another game called Sound Shapes (one level) for PS3, PS4 and Vita.

If you don’t mind me asking, how has sells been on Bandcamp with the Sword & Sworcery extras that come with it?

The sales have been very good. Between Bandcamp and iTunes it’s sold around 30k digital copies. It’s crazy.

Current and Future Projects

Are you working on any new indie game soundtracks today?

I’m currently working on a game called Below with Capy Games. I have no idea when it will be done but here’s one of the many trailers for it:

Your newest album, One Of These Days I’ll Get It Right, featured many of your tracks remixed by Solid Mas. One reason I really enjoyed this album was because it actually reminded me of The Avalanches and their album Since I Left You. How did this project come to be? Did you overlook the entire process or did Solid Mas roam free? Do you believe this album helped you gain more listenership?

I met Cooper (Solid Mas) last year at a Christmas party and we hit it off. He was a big fan so we decided to do this remix album because he’s an insanely gifted hip hop producer. He sent me ideas and did most of the heavy lifting for each song. I would just give feedback and say ‘it should get choppier here’ or ‘it should blow up here’. I would also hum melodies I heard into my phone and send them to him and he would put them in. It was very fun and easy to work on this album. It hasn’t sold as well but we’ve still managed to sell a few hundred copies so far.

 

Do you have an idea for a video game project with your own music involved? If so, will you pursue?

I’d like to make a little music app of some kind but I’m too busy with Below so it might never happen but maybe…

 

If you want to hear more of Jim Guthrie’s work, please visit his Bandcamp page here. You can listen to his newest album collaboration with Solid Mas here. Also, Jim provided me with two interviews he did with Create Digital Music and The Verge that go into detail about his music process and how he was chosen to compose the Sword & Sworcery soundtrack.

 

Early Impressions: Adventures of Pip

Adventures of Pip shirt from Tic Toc Games

Adventures of Pip shirt from Tic Toc Games

PAX South came and went. It was a wonderful experience that I will never forget. One game out of the hundreds that were there left a good early impression on me: Adventures of Pip.

Adventures of Pip is a Kickstarter game made by Tic Toc Studios. The game centers itself on nostalgia, which is not a bad thing. We have Shovel Knight that reminded us what it was like to play as Scrooge McDuck again, we have Broken Age that takes a point-and-click adventure game to the next level with two protagonists, and Amplitude which is the successor to the first Amplitude released back in 2003.

Pip’s Three Forms via Kickstarter

Adventures of Pip is a side-scrolling action platforming game with a twist: a character that can evolve/devolve. There are a lot of inspiring games within the Adventures of Pip such as the Super Mario Bros., Donkey Kong, and even the Legend of Zelda. The story is very basic, where a princess gets stolen by an evildoer and she must be rescued. However, the gameplay is what makes this game stick out from other indie games out there.

The Demo

I was surprised to see the game I backed on Kickstarter at PAX South. On the last day of the convention, I gave the demo a try. The Adventures of Pip demo was short, but that did not take away from my experience. The controls were solid. The running and jumping mechanics responded well with the Playstation 4 (PS4) controller (this was also the first time I ever used a PS4 controller). Since the expo was so loud, I could not hear much of the music or sound effects.

Pip as Gif via Kickstarter

The Gameplay

Pip has three EVO forms: 1-pixel, 8-bit and 16-bit. Pip can traverse tiny hallways and jump on creatures that can carry him across spikes when he is 1-pixel. Also, this tiny, red pixel can jump higher than the other forms. While in this form, Pip is very responsive and easy to control.

1-Pixel Pip via Kickstarter

Pip’s 8-bit-self was my favorite of the three forms. 8-bit Pip has the agility of a gazelle and can wall jump like Samus. He also has a short jab, but I did not use it in the demo since the enemies were sparse. There was a tiny problem with this form; Pip attached to walls like scotch tape. I spoke with the publisher, Shereef Morse, about this problem and he assured me that it will be fixed by their next demo at PAX East.

8-Bit Pip via Kickstarter

Pip’s final form is powerful with all his 16-bits. He is a bulky, tough and wields a champions sword. Pip can slice through bricks, push over blocks and destroy enemies with ease. During the demo, there were not many chances to play as this powerful form. After watching many videos (and gifs) and demos of 16-bit Pip, it is easy to tell that he will need to evolve into this form to take out the most powerful adversaries.

16-Bit Pip via Kickstarter

The Environment

After watching the demo played by other PAX participants, the environment never ceased to amaze me. The colors and detail in textures made the demo ‘pop.’ There are not many games that fully capture an environment like this (unless your name is Shovel Knight). There were hidden areas within the demo with chests and villagers aplenty.

Part of PAX South Demo via Gamers in Beta

The demo was based on a portion of the game within a Temple. The mechanics of the game were easy to pick up from the start. For example, the demo taught me how to jump on enemies heads to reach higher areas. If I jumped on enemies heads that had a blue glow, it would give Pip the power to evolve/devolve. Thankfully, if I accidentally jumped on their head and missed a secret area, they would respawn later (I am not sure if that was for demo purposes or that is a game mechanic).

Near the end of the demo, I felt anxious and excited. Walls were closing from all around and I had to run as fast as I could. If blue blocks were in the way, I had to evolve/devolve to break them. There were walls that were too high, so I had to evolve/devolve into my 8-bit self and wall-jump as fast as I could. The ceiling and ground level were about to flatten me into no pixel Pip, but was able to evolve/devolve into 1-pixel Pip to fit inside a narrow space from harm. This entire scenario is what made this stick out from side-scrollers without time limits. Adventures of Pip could be one of my favorite indies this year based on this demo alone.

Pimping Pip Art via Nintendo News

Conclusions

Overall, Adventures of Pip has great ideas, amazing controls, and needs little tweaks. Each time I would pass by the booth, two people were always playing with smiles on their faces. I remember hearing from onlookers the phrase, “Awe, he’s so cute.” And I mean, look at him! That tiny, 1-pixel Pip is cute. I have a good feeling about this game and cannot wait to see the final results later this year. Adventures of Pip releases in May 2015 for the PC, Mac, PS4, Wii U, Xbox 360 and Xbox One.

Wait, who is this Pip? via Amazon

The Fall and Rise of the Skating Empire

A Proper Kickflip in OlliOlli by The Verge

The Incredible Dream

Tony Hawk’s Pro Skater created the skateboarding genre for video games. The first few games performed well, but saw a decline after Tony Hawk’s Pro Skater 4. It was not until 2014, when OlliOlli revived the skateboarding genre and gave me hope.

“If I had to pinpoint one tipping point, from skateboarding being underground to truly mainstream… it was probably the release of our video game in 1999. That brought a lot of attention to the skating world because of its success, and it inspired a lot of new kids to try to skate. But, it also made people appreciate skating that maybe would never do it themselves, and understand the intricacies and difficulties of it.”
– Tony Hawk; from an interview conducted by CNBC

Tony Hawk’s 900 via Reddit

The Great Beginning

My much younger self knew what skateboarding was, but I was never truly interested in it until the first Tony Hawk video game was released in 1999. I remember the first time I played Tony Hawk’s Pro Skater. It was not the full game, but a demo. I was still in my Nintendo stage and only had a GameBoy, Super Nintendo and Sega at the time. My family could not afford a Playstation, so I had to rely on the nearest mall, a friend’s house, or even Sears to play any games from that console.

I remember playing Tony Hawk’s Pro Skater at my good friend’s house who lived down the block from me. My friend did not own the full game, so we played a demo disc from Pizza Hut that only had one level. That one level entertained us for hours. We loved trying to beat each others scores, bail in the most painful ways, and try to discover all of the interesting tricks.

The Warehouse Level via Gamasutra

Tony Hawk’s Pro Skater was released August 31, 1999 on the Playstation. I did not own the full game until December 25, 2000. That day changed gaming for me since it was the day I received both my Nintendo 64 and the Tony Hawk’s Pro Skater game. I remember hooking it up to our old television and being blown away by the graphics at the time. I spent hours beyond hours trying to beat the entire game and perfect my skills along the way. I remember my favorite skater was Chad Muska; partially because he could do a frontflip, 360 shove-it rewind, and he wore a backpack.

I continued to play the Tony Hawk skateboarding series for as long as I could handle it. I remember that I rented Tony Hawk’s Pro Skater 2 often, but I never owned the game. When the GameCube came out and I saw Tony Hawk’s Pro Skater 3, I knew I had to have that game. The third game was easily the best in the series based on graphics, music, and crazy level designs. Since I did not own many GameCube games, I played this third installment non-stop (along with Super Smash Bros. Melee).

Tony Hawk’s Pro Skater 3 Airport Level via Gameological

The Abysmal Fall

After Tony Hawk’s Pro Skater 3, I lost interest in the series. I must have been in high school around the time they released the next few Tony Hawk games, but I thought they were all rehashed from the older ones. I did rent Tony Hawk’s Project 8 and perfected that game, as I did other Tony Hawk games, but it was not as fun. It felt bland with nothing new added to the series. When Tony Hawk: Shred released, I knew the skateboarding genre for video games was over. Who wanted to do fake tricks on a skateboard controller? Not only that, but a new competitor with superb controls, Skate, was on the market (which was fun, but still not the same). It would be years until I played another skateboarding game.

A Rad Combo via Sticktwiddlers

The Eternal Rise

Back in 2014, I gave OlliOlli a try. The tutorials were simple enough, but the game did not make a big enough impression to keep me interested. Skip to 2015. I am looking through my Steam library and found OlliOlli once again. After I started the game up, I learned how to fully comprehend this amazing indie skateboarding game.

OlliOlli is like the brilliant lovechild of Tony Hawk’s Pro Skater and a 2D platformer. Its fast-paced gameplay has 27 unique tricks and 11 smooth grinds. The developer, Roll7, created a game that surprised everyone, and it gave those who loved the Tony Hawk series hope for the future of skateboarding games.

The difference with this game compared to other skateboarding games is the fact that you must click a button when you land. If you land sloppy, you get less points and the combo is broken. The point of the game is to get through each level with a high score while completing the challenges. It sounds simple enough, and that is what makes this game work.

A Sick Landing by Softpedia

The levels get harder the longer you play. You may see three flights of stairs and a few grinding posts in the first levels, but by the end, you will find neon spikes, grindable helicopters, and random beachgoers impeding your progress. By the last levels, the chaos may be too much for some, but your confidence will build as you progress through the game. One tip that I did not find out until the end of the game is that when you are about to grind, you need to hit the same button as if you land to get an even bigger score and faster grind.

Anticipate Greatness by Digital Spy

The Reputable Future

Roll7 is hard at work making OlliOlli 2. This is one of my most anticipated indie games since I want to see what new features crazy level designs they might have. Word is that Tony Hawk is working on another game for consoles, which has me pretty excited as well. Skateboarding games have provided a ton of entertainment for me and I hope that the new generation of gamers can appreciate skateboarding like I do, thanks to the Tony Hawk’s Pro Skater series.

 

 

Conquered Games of 2014

Video Game Accomplishments via MRWGifs

Backlog, I hate the word. I choose not to put any of my games in that list. Instead, each individual game I conquer goes into a cleaner, better list. A list that shows the date and name of each game I beat. I started this list back in 2013 and will continue to make a list each year. The reason why I love this list is because it shows my gaming habits and brings back memories of games that I might have forgotten. One thing worries me each time I look at this list: it looks like I game less and less each year. Am I losing interest in video games? Do I focus too heavily on certain video games? Maybe, just maybe, my life is becoming more important than video games?

Stacks on Stacks of Games by Pioneer Project

Enough speculation; here is my list:

January

  • 01/01/14 – Dead Rising 3*
  • 01/02/14 – Dead Rising 3 Overtime Mode
  • 01/10/14 – Papers, Please (2 different endings)
  • 01/14/14 – Need for Speed Rivals (Racer mode)*
  • 01/19/14 – Rogue Legacy*

February

  • 02/07/14 – To The Moon
  • 02/08/14 – Do You Remember My Lullaby (interactive movie/game from the “To The Moon” creator)
  • 02/15/14 – Poker Night 2 (Tournament’s Won = 1)

March

  • 03/18/14 – Metal Gear Solid V: Ground Zeroes

April

  • 04/11/14 – Cool Pizza
  • 04/20/14 – Rayman: Jungle Run (100%)*
  • 04/22/14 – Trials: Fusion

May

  • 05/03/14 – Metroid: Fusion (3:47 with 46%)
  • 05/26/14 – Super Time Force

June

  • 06/06/14 – Mario Kart 8 (50cc)
  • 06/14/14 – Mario Kart 8 (100cc)
  • 06/14/14 – Wolfenstein: A New Order
  • 06/27/14 – New Super Mario Bros. U

July

  • 07/04/14 – 140
  • 07/04/14 – Shovel Knight
  • 07/13/14 – Assassin’s Creed IV: Black Flag

August

  • 08/03/14 – Final Fantasy X
  • 08/03/14 – Final Fantasy X Eternal Calm (interactive movie/game)
  • 08/24/14 – The Banner Saga
  • 08/30/14 – Finding Teddy

September

  • 09/01/14 – Invisible, Inc. (Early Access)
  • 09/21/14 – Kingdom Rush*
  • 09/21/14 – 10000000*

November

  • 11/28/14 – Kalimba (Beta)

Please Note: The games with a * were started in 2013.

Conquering 29 games is pretty successful, especially when you consider three time-consuming games I did not put on this list: Titanfall, Destiny, and Super Smash Bros. for the Wii U.

Titanfall’s Shot Put via Reddit

Titans Can’t Fall

Titanfall is a game that is meant to be played online. The story is insignificant and, possibly, pointless. If you wanted to beat the “story mode,” you had to join matches in progress and hope to play two different sides of the story. I did complete both factions, but the game does not end there. I do not want my story for a shooter to consist of playing online matches. The only way I would consider Titanfall fully “complete,” is by completing 100% of the achievements (which is nearly impossible). The only achievement that is next to impossible is “I Killed Them All” achievement.

The “I Killed Them All” achievement consists of killing all the enemy pilots during the evacuation phase, single-handedly. That means when your team wins, the losing team has a chance to escape by boarding an evacuation ship. First of all, if you are on the winning team, there is a good chance that your team members will attack and kill any enemy pilots who are making their way to the ship. If, somehow, all the pilots get inside the ship without being killed by your team members, you must be the one to destroy the ship before it departs. However, since everyone will be shooting at the ship, it is nearly impossible to be the one that gets the final shot off. This achievement is nearly impossible, and I know I will never achieve it with the diminished number of people who play now.

The Never Ending Game via TFJ

Destiny’s “Endgame”

Destiny never ends. I have completed all of the story missions (including the new Dark Below expansion), but that does not feel like I beat the game. I almost wanted to consider beating the raids on their hardest difficulty was “beating the game,” but I just cannot do that. I continue playing the raids over and over again to get better gear or upgrade my current gear. It never stops and it almost seems pointless at times.  It feels as if there is no ending to this game since there are continuous updates, expansions, and possibly hundreds of hours of gameplay.

Sleeping Soundly via Mii Gamer

Super S-“Meh” Bros.

Surprisingly, the newest Smash Bros. is not all it is cracked up to be. I love the game, it is polished and well balanced, but something is missing from my experience. The main reason it feels “meh” to me is because my friends have lives of their own and cannot usually come over to play this party game, so I have no one to look at my awesome kills, swift dodging or bat-swinging madness. Playing this party game solo is not quite as thrilling as it is with a group of friends, but I have beaten the single-player mode with seven or so characters, and I own two amiibos (Little Mac and Fox). It is a fun game to pick-up and play, but only for a few minutes. I have not tried to play online much since it is not the same as having the person next to you and talking trash. Players can complete this entire game by either collecting all of the trophies or unlocking every challenge. Since this can take nearly 120 hours to complete, and since I have lost motivation to play, there should be no surprise as to why I haven’t been able to add Super Smash Bros. for the Wii U to my list.

Conclusions

I have no idea where I will end up this year with video games. I beat two games already this year, but continue to play Destiny more than ever. I want to work on all the games I received during Christmas and try to get away from Destiny. I do not believe I am losing too much interest in video games, I just have other priorities that are more important. Video games are not a lifestyle, it is a hobby. I would rather look at my accomplishments in video games, and be impressed rather than force myself to play every video game on the planet. Luckily, I have tons of video games that I am looking forward to playing in 2015.

Scott Pilgrim Always Continues via The AWL