Friday, March 7, 2014

Pathfinder: The game of finding your own path

In the last year of me going dark (before my resume to posting last month) i had taken to a hobby that i always wanted to try but never had the time or the courage to do. Tabletop RPG's. we're talking classic pen and paper D&D shit. The game that most people would picture a bunch of 30-year-old pimple-faced nerds living in their mothers basements and working at some retarded, dead end profession like Mall Security playing. But truth be told that's only like 95% of the community and while it takes some digging and soul searching to find the other 5%, they are there and i want to write this post now because i think i may very well have finally found them.

When i originally started playing it was a lot of research trying to figure out which MMO i wanted to play.because since the dawn of D&D, the market has become somewhat diverse. After some heavy duty research i decided that i wanted to stick to Pathfinder. And i'll give you the reason why in the form of some superfluous backstory that you don't necessary need or want.

D&D, the original pen and paper rpg debuted in 1974 by Gary Guygax and his friend Dave Arneson. Together they continued to improve upon the original idea of the game until 1997 when TSR, the company run by the two original creators was purchased by Wizards of the Coast. WOTC continued to produce for D&D and came out with their very first D&D product which was now Dungeons and Dragons 3rd edition. 3rd edition did some thing radical in the sense that it unified both the basic D&D and the AD&D (Advanced D&D) rules into one game and did a lot of refinement to the systems to improve gameplay as well as releasing the entire backbone of the game on what is called an OGL (Open Game License). This meant that third parties could take the system that was set in place by 3 and 3.5 edition of D&D and create their own works out of it without any hassle.

One company that decided to create content for the D&D Game system was Paizo Publishing. They had created their own universe for the game as well as a large supplement of modules and apocrypha for this new world that they created. When paizo's products got wildly popular, Wizards of the Coast pursued them for copyright infringement which angered paizo as they were doing nothing wrong acording to the OGL. Paizo decided to break away from the D&D scene, taking with them all of the content that had made them famous, rewrite all of the rules for D&D 3.5 and release their own pen and paper which they titled Pathfinder. Pathfinder, as such has taken the world by storm and has become one of the most popular pen and papers to date and with good reason.

I digress though. Since i've started playing Pathfinder i've been playing both roles, the role of DM (Dungeon Master) who creates the story, atmosphere and direction for the players and the role of the player, the one who creates the dialog and interacts directly with the world that the DM sets up. The player side is pretty easy, the hardest part is mustering the courage to actually have a conversation in character with your fellow players who are all doing the same. But as a DM it gets very difficult you have to keep track of the players stats, the monsters, the monsters stats, the initiative rolls, the dungeon itself, creating unique and engaging prompts for each room and making it all challenging and have that fun factor that keeps hem coming back for more. For people who are less on the creative side, there are the paizo official modules which offer you a linear quest line that has suggestions on monsters and prompts premade for an engaging experience that if you follow them will make for a successful session. But for people like me? i hate that. i can't sit down and study a dozen rooms, then recite them verbatim on game day. I prefer fluid experiences for my players and to do that i've discovered that i just need to make out maps, with named locations and maybe a prompt here or there and just fly everything else off the cuff. to me it becomes a much more organic experience for me which translates to a much more organic experience for the players. Best yet, i'm currently making my own campaign which is a series of modules strung together in a linear story. 

It's important to get a feel for how you can DM Successfully. or play successfully for that matter. What is fluid for you to have a great user experience is crucial in a pen and paper because it really is all left to the imagination and without that you'll find your experience lacking and thus unenjoyable in the end.

Wednesday, March 5, 2014

The Rise and Fall of Hobby Shops

Recently one of my favorite game shops (and by favorite i mean the only privately owned one that was even remotely close to me) closed. It's kind of a sad occasion because in this specific instance it wasn't even a case of they couldn't make the bills due to lack of sales like most other hobby shops. In this case it was a conflict with the property manager which caused the owner of said shop to decide it was no longer worth it to keep the store up and running and thus decided to close up shop of all their locations indefinitely.

So why exactly do local, privately owned game shops close so frequently? we see it so often and it's kind of disappointing to the participants of the hobbies. I am a firm believer that for whatever reason there is generally not enough activity. Unfortunately for it to be financially feasible to run a hobby shop you need to consider the market you're going to be tailoring to and then consider the largest trends in that market. You  can't afford everything under the sun so at this point you need to pick and choose what product you will stock and what product you won't. Card shops that focus on the holy trinity of card games: Yu-gi-oh, Magic and Vanguard tend to be very successful with a stable income but that income is not to the point where the company could safely make an expansion into any other market for fear of losing a large chunk of change on product that wouldn't sell. Other hobby shops tend to do alright, but most other hobbies are so incredibly expensive that the purchase rate at which these items are moved is almost detrimental.

Also, with other hobbies there are no randomized packages of items that can all be used in unison to create something successful. Generally things like Miniature War Gaming have boxes that contain only one or a small quantity of like models and they generally tend to be extremely expensive. Which leads to a lower purchase rate. Because, where you could go to walmart and drop 20 bucks to buy a deck-builder's box full of 285 magic cards and have all the essentials you need to get started in the hobby, you would need to go to an actual hobby store or a games workshop and buy a boxed army which costs 120-200, then any additional "units" you wish to purchase would range from 20-120 bucks by themselves. The investment is colossal and just that starter army is enough for a 500 point army when most regulation tournaments are run at 1500 points or 2000 points so even if you bought all starter armies and played with all the mediocre units that provides you, you'd be looking at a minimum of a $360 investment to get started.

So where does that put hobby shops? it puts them in the grave, that's where. Nobody can thrive because hobby companies hijack the prices on their product to the point where it is the epitome of a luxury item and then people shop for items from third parties with discounted prices or ebay for pre-purchased items and the same hundred thousand models get cycled except for the elite who have too much discretionary cash and too much free time. This in turn puts companies to their death.

Now granted my hobby shop closed it's doors after a long run because the dispute they were having made it no longer a feasible business model in any respect to remain open, and that's a disappointment and also an outlier in the graph of why hobby stores close. Generally they close because the primary companies price their products so that nobody can survive except for the mother shop and it's little spawn.

Monday, March 3, 2014

Game Review: Bioshock Infinite

HEY LOOK EVERYONE I'M REALLY CRAZY LATE TO THE PARTY!" i screamed one time as i barged into where a party had been only a couple hours ago, and now i found myself standing in front of two of my very close friends doing the nasty on the floor about 10 feet from me. That's kinda how i feel about Bioshock: Infinite. I'm really late to a really amazing party and boy am i embarrassed that it took me so long to get there; but what i saw when i got there was really kinda hot.

So, with all of those disgusting images tenderly laid out in your head let's get on with the review! Bioshock Infinite is a wolf among sheep when it comes to the bioshock series. A series that has constructed itself on the idea that your choices mean something in the overall scheme of life and your personal and direct effect on certain situations has been thrown out the window for quite possibly the most "on-rails" experience you will ever know in a -shock game since maybe System Shock. But this isn't a bad thing for the game and let me tell you why.

The story itself is compelling enough to grab you by the nipples and jerk you into the story quickly and it keeps giving you occasional purple nurples just to make sure you're still paying attention. So it doesn't really feel like you're on rails any more than you were in the last super compelling game that you played where the story captured you deeply and spoke to you on personal levels.

Don't get me wrong, there are "choices" but they don't bear the same weight as they have any any of the previous games in the bioshock series, and by not bearing the same weight i mean they don't bear any weight at all. It was almost like Irrational was just making Bioshock 3 and then decided half-way through that they didn't want the same thing they had in the last few games so they rewrote just the ending of the story to help you understand why you're not getting 3 different endings.

So to help put all that i'm saying into context here's a brief synopsis (totally not giving anything away by the way):

You play as a Private Investigator named Booker DeWitt who apparently has a gambling problem with the wrong people and also has previous military experience because the game opens up with you on a rowboat being dumped out at a dock leading up to a *drum roll* lighthouse! Oh but wait, this is totally NOTHING like the last lighthouse. This one is all 1912sy and marion harris and will the circle be unbroken. oh and you go up in some rocket that's way ahead of the technology curve for 1918 than is logically safe to announce but whatever. TOTALLY not the intro to Rapture in the opposite direction. Anyways, your one cryptic objective is to navigate this pre-equal rights city in the sky called Columbia to locate a girl. Of course, there are some complications that come in the way and the society ends up being so much more technologically advanced than the rest of the world you wonder why they haven't taken over yet and of course you've got your 1910's versions of big daddies as well as pretty much all the special splicers from rapture turned into new 1910's versions of the splicers and oh they're not plasmids now, they're vigors which have really cool bottles that you can buy online in limited supply for about 400-600 dollars.

This game despite being bioshock in the opposite direction had some really cool mechanics added to it which gives the game a new breath of life to combat as well as the delivery of the story which i thought was incredibly cool. Right about the time you get 80% done with the game your head will be full of the irrational games industry standard "full of wat". But around the last 5 minutes or so of the game they'll take that and break it like they're shooting for the moon. You'll feel yourself lost and confused and a little bit disappointed at the ending until you spend another 5-10 minutes reading some dude's review on the game which will explain everything to you perfectly then your mind will explode you'll instantly want more.

Thinking that Burial At Sea would just be a continuation on the Infinite storyline during the days of rapture you'll probably drop the 20 bucks on the season pass and play it only to find out that if you think of the ending to infinite and what the whole game was about, burial at sea kind of awkwardly fits in but in reality has nothing to do with Infinite itself except for a few cheeky puns. Still worth the play though if you can separate Burial at Sea, the DLC, episodic "expansion" to infinite from infinite itself which is counter intuitive but whatever.

Definitely recommend Bioshock infinite. It was a fantastic 15 hours of play for me that proved to have some challenging points and the ending was mind blowing as usual but in a different way.

Saturday, March 1, 2014

The Burnout Point

Back in April of 2012, i posted a blog post that outlined some useful tips and tricks for people who were new to college. I made a Brief reference to something called the burnout point and said it was a discussion for a later time and i feel like it's time to hold that discussion.

I think part of the reason i never really wrote a discussion about the burnout point before now is because i had never really hit it until this final semester. I think it was culmination of things that led to my discover of this. First off, i have never had the unique opportunity of trying to work full time and go to school full time at the same time. another thing is after all the push-backs and delays that my college has placed in front of me with no hope of maneuvering past them quickly, i feel like these two associates degrees that i will be graduating with in 3 months have been long overdue. And i'm a little emotionally and mentally exhausted about the whole mess.

There have been a lot of changes to my life. My old car broke down to the point of no return, i bought a brand new car with 161 miles on it. I needed to get a full time job to ensure that i was able to pay for said car, but i discovered that washing dishes for just a little over minimum wage for 20-30 hours a week wasn't exactly going to cut it nor was it my preferred type of job. I've also gone from being single to being engaged and attempting to plan a wedding. Fortunately the powers that be saw me worthy to get a job in computer repair and while i'm technically making more than i did washing dishes, i'm bringing home less because i now have a comprehensive benefits package that includes a pretty nice pension and all of the medical insurance benefits. With travel time included i've ended up working over 50 hours a week trying to get this very last semester finished and all i want to do is either give up and quit or be done with it all tomorrow.

It never helped that my college board kept adjusting the class requirements for my degree so that almost every semester i had some new and usually shitty change to look forward to working out with my degree. But i think it's safe to say i'm burning out. It suck to feel so close to something great and yet so far, and then to look behind that something great and see it's only paper thin and that to get the real something great you've got another journey, equally as long, ahead of you again to do it all over.

Unfortunately this is what our country's education system has become. To be able to do anything that's not entry level you need a degree or to at least be working TOWARDS a degree. And you have to have plans of actually finishing it too.

It might just be a case of senioritus that i'm contracting because i never really hit that wall when i was in high school but it's hitting me now and it's hitting me hard. between my job, my school and my fiance and all of my previous commitments there's no time for me to just sit down, and stare off into space. Since i'm getting 6.5 hours of sleep every night on a good night, and most nights i'd be lucky to get 5.5. i'm running on fumes and low on want to.

So back to the original topic. What is the burnout point? The burnout point to school faring people and blue collar workers is the wall, not unlike "the wall" you hear runners talking about all the time, you hit when your plate is so full it affects your sleep cycle and all you want to do is give up. So how do you fix it? The unfortunate thing is, you've got to piss some people off, say you're sorry but you just don't have the time this week to do that thing they want you to do with them. Don't obligate yourself to anything else instead unless it's yourself. Spend that one day just doing whatever it is that gets you relaxed. Whether it be watching tv and eating popcorn with no shirt on, or taking an easy-paced hike through one of the local parks. Then when you're done doing that. go to bed early. get one good nights rest and monopolize it.

This can be your little micro-vacation to yourself. It's unfortunate but i think sometimes we, as humans, tend to load up our plates too much trying to satisfy others and we quickly forget about ourselves in the mix. When that happens and you've ended up with nothing left for yourself? you start to burn out. To quote bladerunner "the candle that burns twice as bright, burns for half as long." It's important to remember than when managing our time because it is the only precious resource that matters to the individual.

Thursday, February 27, 2014

Why do video games cost $60?

This has been a huge question in the video game industry since the dawn of the "Next-gen consoles" which included the 360, the PS3 and the Wii. Trying to figure out why exactly the cost has gone up because i mean what is really so special about video games now that weren't so special back in 2006/2007 when the gaming industry took that big step forward? well a lot of the information i've found is pretty universal and here it is in a nutshell:

With the increasing graphical quality that newer video games required and the more intricate coding and higher licensing costs the need to raise the cost of video games grows and is justified by giving us this demographic of where every dollar in the 60-dollar schema goes to:


  1. Developer Costs - $20
  2. Retailer Cut - $12
  3. Console Licensing - $12
  4. Publisher Overhead - $9
  5. Marketing - $7
So we can take a quick look at this and go okay, that makes sense. Especially of you're a console gamer. It costs a lot because there's a lot of leg work involved in the transaction of video games and everyone needs their pound of flesh. But what about PC gamers? Why are we stuck paying the exact same cost as console gamers? Let me illustrate why we shouldn't have to. There is no console licensing cost. Most AAA companies make their own engines in the first place whether it's console based or not so that SHOULD be bundled into developer costs. With the dawn of Digital Distrbution platforms like steam and Origin, the retailer cut has significantly decreased since there are no CD's to make, no CD's to ship, no storefront employees to pay on an hourly basis, etc. AAA companies generally have their own in-house publishing service so that could also now be bundled into developer costs and decreased significantly. Marketing stays the same. So where does that put us? probably somewhere in the ballpark of the following:

  1. Developer Costs - $23-25
  2. Marketing - $7
  3. Retailer Cut - $3 - $4
so reasonably, computer games should ONLY cost about $33-36 now for PC games instead of the exact same 60 that everyone else pays. Keep in mind for companies like EA who develop, publish, and sell their own products and have their own digital distribution platform, and don't have to pay any royalties to put their ads up. all of that 36 dollars a game would translate raw profit no distributing money to other people it all just goes straight to their pockets.

Now i know what you're thinking? is it really fair that PC gamers should get to pay less than console gamers for their games? Well i think so. The initial investment of a decent gaming machine (not even a ship of the line) is much larger than the initial investment of a console. If even if you build it yourself. And by doing this you have an individual platform with which you can do with whatever you please. Is it the fault of PC gamers that they have chosen a system that does not have licensing fees and has improved access to video games? Not in the slightest. So why exactly should they be slighted for exactly that?

Console gamers walk into console systems knowing that they are purchasing the video game equivalent of an MRE and with that comes more loyalties because companies need to do more on the back end to make your experience as close to a PC's experience as possible. Convenience pays, so i think it's entirely justified. However with the introduction of the XBM and the playstation store could the prices go down a little on microsoft games and sony games? absolutely because it goes back to the most basic argument that i was making that companies like that, who own all the pieces to make games from start to finish independently really don't have the $40 dollars of third party expenses that a third party developer of lesser wealth and status would have.

Take it as you will this is just my belief that game companies are getting away with a lot of things they probably shouldn't be getting away with these days in terms of their pricing structure. in 2006 and 2007 a pricing structure like this was necessary but it has no longer become necessary in a lot of situations in the last 2 years. And the reason they cling to it is we're used to it. 7-8 years used to it and it works for them.

Tuesday, February 25, 2014

Game Review: Elder Scrolls Beta 2/7-2/10

I know the version of the beta i'm reviewing is a little long gone, but i really felt it necessary to discuss the beta because this game has resparked a passion for the MMORPG genre in me that started dying with World of Warcraft: Wrath of the Lich King and officially died a few weeks after the release of Cataclysm.

Let me start though by explaining what, for me, ruined the genre. Because it was a myriad of reasons, not exclusively World of Warcraft or it's short comings. For starters, i was abrasive towards the free to play movement at first. When it first hit the ground, nobody really had it dialed in with how to do it. It was one of life's great mysteries "what do we do with this? Even if we open a store we won't make the fat wads of cash that we used to make with a subscribe to play format!" Well time went on and it got a little better with the general removal of pay to win stores (i say general because there are still some out there, sadly) and the implementation of fair scaling for everyone regardless of whether you're a monthly subscriber or dumped entire paychecks into the Pay to win store all at once. Another huge reason i got tired of the system was the community. It seemed like World of Warcraft spawned this community of hateful, rude and just overall terrible human beings. I will avoid calling them 12-year-olds because that's largely a farce according to the studies i've read. but never the less that community spread like the plague from one MMO to the next ruining everything in it's path. Even in the ESO beta the chat was constantly alive with the generic "let's compare this MMO to WoW" conversation which is really old and annoying but at least those same players didn't try to ruin the game for everyone else because they see it as WoW's inferior. It's like there's this WoW nazi-esque regime that's out there to create the one true MMORPG master race which consists of nothing but heartless human beings all playing WoW and refusing anything else.

Finally after the Free to Play structure came around this mass exodus from what is commonly called "the holy trinity" gameplay happened where there were no longer identifiers such as tank, healer, or DPS attached to the classes, it was more of a "everyone puts in their fair share" mentality. This approach to MMORPG's is all fine and dandy except for the fact that the earlier games that took this approach, went about the classes in a very definitive holy trinity manner and yet threw all of their trinity specific abilities at the wall repeatedly until they broke. So for instance Tanking classes would exist with real tanking abilities like shout for instance. It would draw aggro for a few seconds until the rogue would use it's new tanking ability and since the rogue did so much more damage, the tank would lose aggro. This caused for a lot of anxiety across holy trinity players and a lot of angst on the forums where tank players would complain that their class was broken and everyone would ignore them because according to some arbitrary master play, they really weren't they were just sharing the wealth. it also had one other effect on the game though. It got to the point where like 60% of players all played rogues because they were a nice well-rounded all-inclusive class. They could do crazy damage, they could tank with the high aggro amounts they pulled and they could keep themselves alive with the crazy high amounts of dodge they could stack.

Now i firmly believe that ESO should be considered a game planted securely in the second generation of this style of MMORPG's because of the way this system has been refined. It is not going to be a free to play with a pay to win shop, it is going to be a subscription based game with AAA-title level graphics. The classes have all been refined so that while no one class performs a specific task they all perform well and balance with each other in a way that won't dismantle the classic make-up of a group, Which may not really be necessary becasue every dungeon can be run with 1-4 other friends depending on the level of the dungeon and the level of you and your friends. As far as i can tell classes generally come with at least some minor healing ability as part of removing that official healing class and spreading the burden of staying alive to everyone in the group.

Anyways, i digress. ESO feels like just the next installment to the Elder Scrolls saga. The race you pick dictates the faction you play and the faction you play dictates the starting area you find yourself in. As a Nord, Argonian or Dunmer (drow elves) you will find yourself on a small island off the coast of skyrim and you fight your way to the mainland, then quickly get transfered to morrowind before you have time to explore all of skyrim. (which is fine with me seeing as Skyrim probably wasn't even recreated for this game, it was probably just copy pasted from Skyrim to ESO). Morrowind gets a breath of fresh air from it's graphical enhancements and takes on a new life of it's own with it's new overtones. As Altmer, bosmer and khajiit, you start on a small island in the summerset isles that is predominately Khajiit and you fight yourself to the small official summerset isle island and i imagine from there you would go to Valenwood but i never made it that far. And as Redguard, Breton, and Orsimer i do not know of where you start or find yourself as i never made a character of that faction to check out but i'm sure i will next time the beta window opens up and then i will revise this blog post.

The questing feels fluid which is important in the Elder Scrolls universe. Where in World of Warcraft all of the quests for the entire zone were clumped up at a central hub that usually has some form of housing near it and then there were a few quests to be had at the actual questing areas themselves, There are very few quests in the central cities in ESO, and the rest are pretty naturally scattered across the entire map. You could be running in the middle of nowhere and notice the little carrot on your compass that lets you know there's a quest to be had somewhere nearby, you go and  grab that, and it takes you out into the middle of nowhere again. Or you could be running along and in very Elder Scrolls fashion find some old ruins to go exploring. Come out of those ruins with more experience and a bag filled to the brim with loot to show for it.

The currency in the game is gold. Nothing else, just gold, and to make it fair, most items will not sell for more then 10 or 12 gold pieces. The reason why this is fair is because there is a quick travel system where you can actually travel from one resurrection spot to another for a certain gold quantity that generally starts at 44 gold a jump and goes up from there depending on how far the jump is. I think their goal was to make the quick travel appealing but also make it expensive so that it's not something you just go out and buy every time you travel. They want you to experience the world in the same method you experienced it in the elder scrolls 3-5 and possibly 1. New gear from the store doesn't really help too much with the gold quantity as a new piece of gear in the first major city you land yourself in will cost you anywhere from ~300-750 gold. With the amount of gold you get from gear and exploring at the first 10 levels, that equates to about 4 hours of work per piece of equipment. It's actually much more cost effective to not sell any gear and just craft your own.

Which brings me to the crafting system in the game. It's very intuitive. There's no "pick two professions and have at it!" With this game, everyone starts as level one in every profession. Everyone starts with the ability to make every weapon, and every piece of armor imaginable with the materials they can craft with. The starting metal is iron, starting wood is maple, starting leather is made from hide scraps collected from dead animals with hides and cloth is collected either from other clothes that you dismantle or plants. The catch is: it's only slightly less time consuming to craft your own gear as it is to buy gear, the only difference is, you save boatloads of money, and you get better stats.

You start with Raw materials, you have to "extract" craftable materials from those raw materials at a ratio of 10:8 raw materials to craftable ones. You need a minimum of 10 to craft materials. You can't do any other denominations. So if you have 23? you're only making 2 batches of craftable mats with 3 left over. Once you craft them, every piece of gear (weapons or armor) has a different base value. This base value give you a level 1 piece of equipment. For instance an iron helmet will cost 5 iron ingots to make a level one. 6 iron ingots will craft a level 4 helmet. 7 will craft a level 6 helmet and from there it goes in level increments of 2 per craftable mat. The materials have a max level pre designed in. For the level ones i think it's 15 or 16.

There are specialty metals that you can use to make your gear look faction specific. For instance, bone makes your gear look like Bosmer gear (Wood Elf). Molybdenum makes your gear look nordic, etc. and you can add gems to the crafting process to give your gear special abilities like +2 to armor value and spell resistance. But the catch with those is that you need to have researched them to use them on that specific piece of equipment. Every piece of gear starts at the rating of common (White titled) even if it has gems crafted into it to give it special stat increases. you need craft leveling items to increase the quality of the creation. For instance smithing from common to uncommon (green titled) will require grinding stones. Each grinding stone used will give you a 20% increased probability of succeeding in increasing the quality of the equipment. if you fail at increasing the quality, the piece of equipment disappears as well as it's gems and materials.

For combat it feels just as fluid as it did in all of the other games. There is no more dual wielding magic/weapons like there was in Skyrim as far as i can tell and if you're not paying attention too much, the other players just seem like other inhabitants of the universe which makes for a unique individual experience when you want to play alone and an equally unique group experience when walking through tows.

Overall i would strongly recommend this game, even in it's beta state, to anyone whose a fan of the Elder Scrolls series and willing to pay a $15/month sub fee after purchasing the game. I'm sure we will get years of entertainment out of the game so long as we continue to Support it for Bethesda.

Sunday, February 23, 2014

Game Review: To The Moon

So where do i start about To The Moon? Well, i honestly have to say that i wasn't quite sure how good the game was going to be just by looking at the screenshots that were provided to me on the steam page. I wasn't sure if it was going to be a Final Fantasy 2 meets Prince of Persia style game or what because the screen shots given don't really give too much away. And neither will i except for giving you a brief synopsis as well as a description of some of the gameplay bundled in with my overall review.

To The Moon is a classic 2D rpg with forced perspective. ALL of the controls can be summarized in 9 different keys/buttons: The left mouse, the arrow keys and the WASD keys... in that order. The developers, Freebird Games seemed to realize that in order to make a game of this graphical simplicity work really well for them they needed to keep the controls deadly simple. Everything is intuitive to a T which is necessary since this game is so literally story driven.

Story is everything in ths game and i would like to emphasize this point. If you're not one to do a lot of reading in the text box devision or if you're just looking for another game to spend $10 bucks on and troll your way through expecting enjoyment, you should probably stop reading here because no amount of anything i say or do will make this game pleasurable for you. You really need to be willing to sit down, have zero combat and read everything for this game to be a pleasurable experience.

So enough of the fore-warnings. What is this game about? Well, in a way, the title says it all. What way is that? Probably not the one you're thinking of, and it's definitely not the reason you think it is until you're about 2/3rds the way through the game. Basically you play as a pair of employees from a company that specializes in "granting wishes" to people who are a few days from dead via the manipulation of memories. As this not-so-dynamic duo, you receive a new client who's wish is to go to the moon, and the entire game is the story of not only how you achieve that wish for the client, but also about the clients life, and how even the smallest things can leave a huge print on our souls. So large that they can never be erased.

I was seriously sucked into this game. it took me roughly 8 hours to complete which seems like a short time but to sit down and start playing then finish the game without even so much as getting up to move is the test of an amazing game. And even with that short of a play time, i was able to attach myself emotionally to every character in the story, and i experienced genuine emotion for them as they went through their own arcs.

SO, to anyone who is reading this looking for a reason to buy or not buy this game, i'm telling you right now, it's worth the 10 dollars on steam that it's going for right now, it's definitely worth whatever discounted price it's at when you read this. Buy it, play it, cry a little, get pissed off a little, and get some new material that will make you seriously question the print that you have left on the lives of others as well as the prints that people have left on you.