News 5/7/22: Diablo Immortal, Toy Story pinball, Metroid music takedown

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Paul Tassi at Forbes (really? wow) mentions that it’s been discovered that not only does Diablow Immortal have significant pay-to-win aspects, but also contains measures that drastically decrease drop rates if you get too many rare items in a day.

Anthony Culinas over at The Beta Network reviews cute platformer Grapple Dog! Verdict: he likes it, mostly!

At Rock Paper Shotgun, C.J. Wheeler talks about Obsidian’s murder mystery game Pentient, which is illustrated in a style akin to medieval manuscripts! It’s always nice to see a game eschew the boring push towards photographic realism.

Gizmodo’s Andre Liszewski brings up a new controller from 8BitDo that puts all its buttons on the face. No shoulder buttons remain! It’s intended for accessibility purposes, although that doesn’t mean anyone can’t use it. And it’s only $35! Sadly it only works with the Switch and Android devices, although I don’t see why it couldn’t be put to use on PCs too? Is it blocked from working on PCs somehow, and for some reason?

Lauren Morton at PC Gamer mentions Backfirewall, a puzzle game set inside a smartphone with an outdated OS. It’s mentioned that it has a demo on Steam.

Samuel Claiborn at IGN brings information about Jersey Jack’s upcoming Toy Story 4 pinball machine, designed by Addams Family and Twilight Zone designer Pat Lawlor! I have a friend who’s really jazzed up to get their hands on it, and has preordered it, despite it selling out in three minutes and costing $15,000!

Under our new policy of one link to a major news site per news post, we have Ollie Reynolds covering Nintendo’s typically hamhanded takedown of fan content, this time of fan remixes of Metroid music. Sheesh, N!

News Roundup 6/15/2022

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

The gaming internet has been abuzz with the Wholesome Games Direct presentation, a huge collection of low-key and adorable amusements that only want your love! Please adopt one today!

The most notable thing I noticed about Patrick Arellano’s article for CBR.com about 10 games that inspired copycats is, Rogue isn’t one of them!

Boone Ashworth at Wired Magazine says Meta, the company formerly known as Facebook, is slowing its hardware plans. I also hear from its parents that it’s putting away its leather jacket and sunglasses, but still plans to get that tattoo.

At Rock Paper Shotfun, Katharine Castle tells us about Stray, a game where you play as a cat in a post-apocalyptic world full of robots. Some are mean, but some are friendly, including one your kitty protagonist wears as a cute backpack! It mentions that the platforming involved is unique in that it prevents you from upsetting notions of feline grace by just not allowing you to make bad jumps. I mean, that’s okay most of the time, but what if I wanted to play as a kitty klutz? Believe me, they exist.

Interesting news from Muhammad Ali Bari at Twisted Voxel on Crash Bandicoot 5, being developed by the always-wonderful Toys For Bob!

We post a lot of articles from Nintendo Life here, we have noticed, to the degree that we are considering a limit to the number of times a single site can be featured in a single news post. Well, we haven’t done that yet, so the three Nintendo Life posts this time out:

Brian at Nintendo Everything presents a translation of some text from Nintendo’s recruitment site, talking about the creation of all the furniture in Animal Crossing New Horizons, much of it done by outsourced labor.

Video Games Chronicle notes, through the auspices of Jordan Middler, that Diablo Immortal has the lowest user Metacritic score in history: 0.2! It seems to be a huge pushback against its play-to-win aspects. There might be a bit of a pile-on effect going on there, but it’s a significant sign of how public reaction to it has turned.

CBR.com’s Patrick Arellano presents a list of ten mistakes that still haunt Sega. Many times these lists are pretty light, but this one makes some significant points, especially about the rancor between the Japan and U.S. branches of the company around the Genesis through Dreamcast era.

And Popkin at Boing Boing presents the Game Boy that survived a bombing. They don’t make ’em like that anymore.

Keith Burgun on Diablo: Immortal

We like the work of indie game designer Keith Burgun here, and he has a new essay up about Diablo: Immortal, comparing it to other free2play and gatcha-style games. Diablo: Immortal, as has been noted previously by our intrepid alien newscaster Kent Drebnar, has been outright banned in two countries for its unusually rapacious loot system.

The piece begins with a long quote from the Diablo: Immortal subreddit that really tears into the game. It states that the game is worst than the standard f2p, calling it the worst example of play-to-win, and liking it to slot machines at the nearby gas station. (A condition that, here in the state of Georgia, is not far from reality. There are video poker machines here all over the place.)

Keith uses it to launch into the damage that gatcha patterns have done to game design in general, that its assumptions have soaked into gaming in ways beyond mere monetization. This include:

Diablo: Immortal’s daily quest report
  • mechanisms like random drops
  • drop odds made explicit in the game’s UI
  • star ratings for items
  • repetitive gameplay designed to entice players to grind away at it to increase the number of drops they get
  • overuse of crafting
  • making quests into a kind of progress treadmill, with explicit UI, requirements and rewards given as a cost/benefit exchange, and
  • having many things in the game “level up” in some manner.

To all of this I exclaim “hear hear!” I would just point out that a lot of these trends in fact originated in MMORPGs. What is a star rating for an item but another form of a colored rarity loot system?

I would even argue that loot itself has become a degraded concept. All of these things are geared towards “releasing endorphins” or delivering “dopamine hits.” If an executive above your team is speaking in those terms, my advice to you is to bail, if you can, you aren’t making the world a better place. If you are thinking like this, please reconsider why you’re making games.

There is more I have to say on this issue, but rather than steal any of Keith’s thunder I’ll let him explain it, and do my own ranting at some other time.

Keith Burgun Games: Diablo: Immortal and Aesthetic Gacha-ism. Images in this post are taken from a gameplay video from Blizzplanet on Youtube.

And this is off the subject but I can’t believe the internet hasn’t made much comedic hay out of a series that can name an ability Hungering Soulfire and keep a straight face.