So, as I might have mentioned before at least a thousand times, I spent much of my leisure time over the last 16 months or so playing through the Infinity Engine RPGs, including playing
Planescape: Torment for the first time. I enjoyed
P:T so much that I went on to give
Fallout a try, and that compelled me to play
Fallout 2. Somewhere early on in that game, though, I finally got sick of isometric RPG madness and turned to my games backlog (which had slowly been building up, understandably, during my year-and-a-half hiatus). So over the last two weeks since my return from Phish Driving, I've put some time into a bunch of critically-acclaimed indie games that I thought might be worth my $5 here and $10 there. Some were and some weren't. This...is their story.
I wrote recently (well, fairly recently) to complain about the tendency
of “RPG-lite” mechanics to creep into nearly each and every genre
and game
coming out of AAA development houses nowadays. I prefaced that post
by establishing that I'm definitely not against the practice of
genre-melding in general, but that if you play enough games over
enough time, it becomes much easier to spot a fad as compared to a
legitimately creative remix of conventions. I went after the new
Tomb
Raider in
that post, for no real reason other than that I'd just read about it
that day, and was
confused over what, if anything, the “RPG” portion of the game
added to the overall experience other than functioning as an
acknowledgment of the apparent requirement that all new AAA games now
include a Distributing Skill Points That Don't Effect The Actual
Gameplay In Any Meaningful Way At Preset Intervals Throughout The
Game minigame.
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| This is actually the New Game screen from the latest Pac-Man sequel. |
I
suck at foreshadowing, and this is my slow, plodding way of telling
you that I'm going to discuss something similar in this post.
This
time, though, I'm going to lay off on slagging AAA games (for once)
and focus on a topic nearer and dearer to my heart: all those
adorably quirky low(er)-budget-type games. See, now that I've finally
wrapped up my Infinity Engine bender, I've been putting in some time
toward the gargantuan task of whittling down the To Play queue that I
built up over the last 16 months. So far, I've played through a few
of the better-reviewed and cheaper-priced “indie”* games that
have come out lately and have been very happy with a few of them but
surprisingly disappointed with the others.
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| Yes, yes, I see you. You're very charming. However, you're not fun to play AT ALL. |
The
ones that I haven't enjoyed all that much generally share two qualities: a) RPS loved
them, and b) they have “roguelike elements.” a) is weird because
generally my tastes and those of the writers at RPS
are
pretty much entirely compatible. As in, like, I should probably be
married to and living with their collective hivemind instead of
dating my girlfriend. But whatever, tastes is tastes.
I
want to talk about b). Because while I don't think the cases are
entirely equivalent, I think there's a lot of similarities between
AAA developers' love for “RPG elements” and “indie”
developers' love for “roguelike elements.” And, because this post
isn't structurally complicated enough as it is, I'm going to discuss
this while trying to review Teleglitch.
So hold on to your rhetorical GPS and gods willing, we'll all wash up
on shore alive together at the end.
I
try to write as much about games I dislike as ones I like. Writing
about a game you like is easy: you talk about how awesome it is and
on top of that, you have the motivation of trying to win over other
fans of the game and expose them positive gameplay experiences like
the ones you presumably had. Writing about games you dislike can also
be easy: you can just talk shit about how terrible they are and
wallow in the internet stupidity of any flamewars that follow.
Generally when I write about a game I don't like, though, it's
because lots of other people whose opinions on games I respect
really, really like said game and when I find that I still hate
playing it after giving it five hours of my life, I begin to suspect
there's something wrong with me. Sort of like that moment in a grad
seminar when everyone else is finding deep, intellectual meaning
within a text and empathy with all the scholars who have heaped
effusive praise on it and you're just sitting there having not even
read it all the way through because last night it struck you as so
muddled, pretentious, and purposely inaccessible that you just threw
it across the room. Clearly, everyone else is right and you're just
stupid, right? Well, maybe.
Teleglitch
has
been a sort of indie** darling lately, one of those games that
reputable games writers and fans can both agree is fantastic. I
disagree with all of these people because I've put a good
double-fistful of hours into the demo*** and I don't just find it
boring but actively dislike it. If I tell you why, maybe we can both
find a little slice of peace together. Because I know this matters to
you.
Anyway,
Teleglitch is
one of those games that sounds awesome on its face, and, honestly, I
almost just bought it based on a brief description and RPS's
enthusiasm. Fortunately, the demo stopped me. Teleglitch
is
a low-fi atmospheric shooter. Mechanically, it's of the Hotline
Miami
variety: top-down perspective, steer with the keys, aim and fire with
the mouse. But to compare it directly to H:M
would be disingenuous; they're very different games, aiming for very
different effects. Teleglitch
reminds
me maybe most directly of Doom
and Doom 2.
But not brutal-chaingun-slaughter-party Doom.
Doom played
on Ultraviolent skill level, where you always ended up having to
punch and chainsaw your way through three levels in a row because
there just weren't enough bullets. Where you had to kill two
Cyberdemons with a pistol because that's all you had left. Where you
spent five levels below 20% health constantly, jumping at the sound
of each and every enemy.
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| Like this, only with just bare fists. |
This
approaches a description of what Teleglitch
is
like. But, honestly, it's even more like Doom
played
on Nightmare! skill level, where all of the abovementioned qualities
apply, but your experience is underscored by the fact that, unlike
Ultraviolent, this skill level isn't designed to let you win. The
game is less about reaching the end than just trying to see how far
you can get before you get killed. And that's where it (both
Nightmare! Doom
and
Teleglitch)
lose me.
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| "Would you just stop killing me [SPLAT!] I just want to talk [BLAST!] I think this might be a compelling experience [KILLIFY] if you would just [MURDER?] stop [BEASTS!] oh, forget it." |
In
addition to functioning pretty satisfyingly as a top-down,
hyper-difficult Doom,
Teleglitch throws
in procedurally-generated levels (surprise!) and random loot drops
that result in lots of different weapons and other tools that help
you survive for another few minutes. The effect is a game that
is
incredibly atmospheric, and that (at times, at least) hits that sweet
spot the best roguelike games camp out on: the joy of finding and
deciding how to best deploy random loot to increase your chances of
survival.
Unfortunately, you will not survive, and so eventually this loot
discovery seems pointless. There's nothing that's actually going to
keep you alive for more than another minute or so in that chest, so
how cool is it to be able to build a panzerfaust out of some
explosives and a cardboard tube, really?
And
here's where I zig-zag my way back to my post on Tomb
Raider:
Teleglitch feels
like a really good game that was made into a roguelike because
everything is just supposed to be a roguelike now. As far as I'm
concerned, the procedurally-generated levels really add nothing to
the game (the environments are all so similar that even if I was
going through the exact same level each time, I probably wouldn't be
able to tell one room from another). The extreme difficulty is just
not fun because I never feel like I'm accomplishing anything, and any
progress I make from my previous run-throughs ultimately ends up just
feeling like luck. Teleglitch
doesn't
feel like a game to me. There's nothing to learn, except that you will die,
always. And I guess this is fun for a lot of people but not for me.
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| This seems especially unnecessary. |
I
want to learn from games. I love a game that places you in a
compelling gameworld and convincingly makes you part of a larger,
fictional drama, but really, when it comes down to it, all I really
need out
of a gameplay experience is that feeling of slowly but satisfyingly
mastering the gameworld's rule system and progressing as a result.
World of Goo
absolutely
excels at creating this feeling. Another game I played recently,
Blocks That
Matter,
does too. Solutions aren't spoon-fed to you by any means in these
games, but they are games that make it clear that solutions are
there. If you're not seeing them, it's on you. In Teleglitch,
it feels like there are no solutions; everything just feels futile.
This
seems to be the case in many recent games where roguelike elements
are included “just because.” And I hate to see this because
despite the fact that I haven't been a roguelike fan for years and
years like I'm sure you have been and I've never played Rogue
or
Dwarf Fortress,
I really like a lot of the elements of the genre. I've had an
absolute blast playing games like Desktop
Dungeons, Red Rogue, and
Mysterious Castle.
But each of those games, despite their difficulty and (in some cases)
neverendingness, always make me feel like I'm getting better, and
that if I fail quickly it's because of some failure on my part of
apply what I've already learned. When I die in Teleglitch,
it just feels like the game got pissed at me for living for 4 entire
minutes and smacked me down before I got too uppity.

Without
their roguelike elements, Desktop
Dungeons would
be a bland number-crunching puzzle game and Red
Rogue would
be an artistically interesting but otherwise standard platformer.
Without its roguelike elements, Teleglitch
would
be a really engaging, atmospheric top-down shooter that I would
probably still be playing.
What gives?
*
I still really don't like this label being broadly applied, but
that's a topic for another day (or previous posts).
**
This game really is just made by one guy (I believe) and so I'm
laying off the quotes.
*** I've
been assured by the internet that the demo is just the beginning of
the full game, so it's not like I'm missing out on hugely varied
content that would change my opinion were I to play the full version.