{"id":315,"date":"2012-12-25T01:37:29","date_gmt":"2012-12-25T01:37:29","guid":{"rendered":"http:\/\/greatapes.ca\/blog\/?p=315"},"modified":"2012-12-25T06:58:46","modified_gmt":"2012-12-25T06:58:46","slug":"top-5-video-games-of-2012","status":"publish","type":"post","link":"http:\/\/greatapes.ca\/blog\/2012\/12\/top-5-video-games-of-2012\/","title":{"rendered":"Top 5 Video Games of 2012"},"content":{"rendered":"<p>I&#8217;m going to run down a few of the games I most enjoyed this year.\u00a0 But before starting, I just want to list a few games that I haven&#8217;t played yet that I very much intend to.\u00a0 The omission of the following games from this list is one of time, not of quality &#8211; Need For Speed: Most Wanted, XCom: Enemy Unknown, Far Cry 3, Borderlands 2.<\/p>\n<p>One thing I will say is that I found 2012 to be a pretty disappointing year for games.\u00a0 I&#8217;ve felt for a while now as though the AAA console side of the industry has been moving away from the kinds of games I find interesting.\u00a0 Almost everything is a shooter of some sort or other now.\u00a0 When I think about all the great games even one generation of consoles ago, even those that had guns featured them only tangentially (Metal Gear Solid 2 &amp; 3 come to mind, Silent Hill 2 &amp; 3 as well, etc.) The JRPG, my favourite genre, has all but dropped off the face of the Earth.\u00a0 The last good JRPGs I can think of, Lost Odyssey and Eternal Sonata, came out 5 years ago.\u00a0 And while I used to be a big fan of action-adventure games, there&#8217;s virtually nothing like Beyond Good &amp; Evil being released anymore.\u00a0 Action-adventure games these days have too much action and not enough adventure.\u00a0 So I found 2012 to be a fairly unimpressive year for gaming, and I hope 2013 offers more.<\/p>\n<p>But now, let&#8217;s dive into the best games of 2012.<\/p>\n<p><!--more--><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>5. <\/strong><strong>Dishonored<\/strong><\/span><\/p>\n<p>Dishonored seemed to come out of nowhere.\u00a0 I&#8217;d never heard of it until this spring, when Garnett Lee mentioned it on the Shacknews podcast as a game he&#8217;d seen behind closed doors that was really going to blow people away.\u00a0 Over the course of the year information began trickling out about the game.\u00a0 First an exciting cinematic trailer.\u00a0 Then some gameplay.\u00a0 Then more gameplay.\u00a0 Suddenly everyone was talking about it.\u00a0 Part of what made it seem so fun was that it was such a rarity: a big budget game with a new world to explore, and we hadn&#8217;t been exposed to it until shortly before it was released.\u00a0 Before any of us had even played the game it seemed so exciting just because the circumstances surrounding it were so unusual.<\/p>\n<p>And how about the game itself?\u00a0 It mostly succeeded, although not quite.\u00a0 The first few levels of the game (after the tutorial area) felt fresh and open and vibrant.\u00a0 They seemed full of possibility.\u00a0 They were big, open spaces (or had the appearance of it, anyway) with big, open gameplay.\u00a0 You could run into enemies head on, though your pistol was not very effective; you could use your magical abilities to confuse or frighten your foes (even possess them!); you could use the fun new Blink ability to shoot up to the rooftops and evade your foes entirely, looking for the perfect line through the rooftops where no one could spot you.<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/dishonored.jpg\"><img loading=\"lazy\" class=\"aligncenter  wp-image-324\" title=\"dishonored\" src=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/dishonored.jpg\" alt=\"\" width=\"512\" height=\"306\" srcset=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/dishonored.jpg 640w, http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/dishonored-300x179.jpg 300w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><\/a><\/p>\n<p>And then, somewhere along the journey it loses its way.\u00a0 Levels become closed off.\u00a0 Stealth becomes less viable and also less fun.\u00a0 Deaths seem to come frequently (at the urging of Rock, Paper, Shotgun I played the game on Hard, so maybe that contributed to that aspect of the game).\u00a0 I came to realise how unrewarding the stealth often was.\u00a0 While Metal Gear Solid turned stealth into a game of cat and mouse, where the chase was often half the fun, Dishonored said you were either hidden or fighting; fleeing was often useless and never fun.\u00a0 And then there&#8217;s the plot, which was neither entertaining nor enlightening.\u00a0 The game increasingly falls back on a tired bag of game design tools, like audio logs, diaries, and one of my least favourite game experiences: getting captured halfway through the game and losing all of your powers.<\/p>\n<p>It sounds like I&#8217;m pretty down on the game, but I think that&#8217;s because it showed so much promise.\u00a0 Parts of the game are brilliant.\u00a0 Parts of the game could have used more work.\u00a0 But it was almost always fun, and those glimpses of excellence are enough to land this game in my list.<\/p>\n<p><strong><span style=\"text-decoration: underline;\">4. Torchligh<\/span><span style=\"text-decoration: underline;\">t 2<\/span><\/strong><\/p>\n<p>Diablo 3 may very well be my most played game this year, if measured by the number of hours played.\u00a0 That&#8217;s largely because it had cross-platform (Windows\/Mac) co-op, and I&#8217;ve played through it with my girlfriend with every character except the Witch Doctor.\u00a0 (Because the Witch Doctor is pretty terribly racist.\u00a0 Check out <a href=\"http:\/\/us.battle.net\/d3\/en\/class\/witch-doctor\/\">this page<\/a> to see how Blizzard portrays it.)\u00a0 While Diablo may have logged more hours for logistical reasons, Torchlight 2 is unambiguously the better dungeon crawler.\u00a0 In fact, measured purely in terms of gameplay, Torchlight 2 might be the best game I played this year.\u00a0 On a mechanical level it&#8217;s pitch perfect.\u00a0 It&#8217;s well balanced, lovingly crafted, and exceedingly fun from moment-to-moment.\u00a0 Now, I&#8217;m a guy who values other stuff in games too, like story, character, and setting, as you&#8217;ll see when you get further down the list.\u00a0 For that reason, Torchlight 2 sits a bit back on my list.<\/p>\n<p>But while you&#8217;re playing Torchlight 2, oh what a game it is.\u00a0 There are so many moments in Torchlight where I find myself saying &#8220;Why couldn&#8217;t Diablo do this?&#8221;\u00a0 Some of them are simple, like the fact that resource management (health and mana) is far more tactical in TL2.\u00a0 Some of them are big, like the fact that boss fights last longer and involve more complex tactics, completely changing how you have to approach them (while in Diablo 3 bosses are all just damage sponges, and not even very good ones most of the time).<\/p>\n<p style=\"text-align: center;\">\u00a0<a href=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/TL.jpg\"><img loading=\"lazy\" class=\"aligncenter  wp-image-327\" title=\"TL\" src=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/TL.jpg\" alt=\"\" width=\"512\" height=\"320\" srcset=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/TL.jpg 640w, http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/TL-300x187.jpg 300w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><\/a><\/p>\n<p>To some degree it&#8217;s hard to describe why exactly I like Torchlight 2 so much, especially in comparison to the other games on this list, about which I have an awful lot to say.\u00a0 The best way to describe it is to say that the moment-to-moment tactical decision making is just tremendously fun, and very involving.\u00a0 It&#8217;s a game that requires you to pay attention virtually all of the time.\u00a0 For a game about bashing things in the face, it provides a surprisingly large variety of ways to do it between different character classes and the viable builds within them.\u00a0 I felt like the individual skills I was using at any given time, combined with the varying tactics needed to beat different kinds of enemies, made the game feel far more active, more engaging than Diablo 3.<\/p>\n<p>There&#8217;s variety in other places, too.\u00a0 The environments, drawn in a comic book style, are frequently a sight to behold.\u00a0 There&#8217;s a great mixture of sprawling outdoor environments and claustrophobic indoor environments, and which one you&#8217;re currently in affects the tactics that are viable.\u00a0 You almost always have several quests at any given time, and travelling around the map finishing them up is fun.\u00a0 The Phase Beasts lead to challenge rooms that frequently require the player to approach them in ways that a standard encounter wouldn&#8217;t.\u00a0 There&#8217;s just so much here that&#8217;s so cleverly designed.\u00a0 It&#8217;s a joy to play.<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>3. Guild Wars 2<\/strong><\/span><\/p>\n<p>Unlike Dishonored, which approached very suddenly and felt like a mystery, Guild Wars 2 is a game I&#8217;d been anxiously waiting for since April 2010, when ArenaNet released its <a href=\"http:\/\/www.arena.net\/blog\/guild-wars-2-design-manifesto\">Design Manifesto<\/a>.\u00a0 The ideas it contained, and those put forth by ArenaNet in subsequent press for the game, made it sound like they were turning the MMORPG genre into something fresh and exciting.\u00a0 They talked about breaking up the &#8220;Holy Trinity&#8221; of DPS\/Tank\/Healer, of making the game more social, of ridding it of the grind.\u00a0 Did they succeed?\u00a0 I think they mostly did.<\/p>\n<p>Many of the games innovations seem so obvious it&#8217;s unclear why they hadn&#8217;t been done by someone else.\u00a0 Removing &#8220;revive&#8221; skills and simply letting any nearby player revive a fallen character makes it feel like you can rely on others in combat.\u00a0 Because experience is granted for reviving a downed character, strangers will often revive strangers they run across on their adventures; brilliant.\u00a0 Giving experience points to every player who takes part in a fight rather than just the player who first attacks a monster is a great way to foster cooperation.\u00a0 Making loot drops unique to each player cuts down on ridiculous fighting over who gets the goods after an enemy has been defeated.<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/gw2.jpg\"><img loading=\"lazy\" class=\"aligncenter  wp-image-325\" title=\"gw2\" src=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/gw2.jpg\" alt=\"\" width=\"512\" height=\"288\" srcset=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/gw2.jpg 640w, http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/gw2-300x168.jpg 300w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><\/a><\/p>\n<p>In fact, if there&#8217;s one thing that I love most about the Guild Wars 2 experience, it&#8217;s that the game constantly finds ways to make players want to work together, even if they&#8217;re strangers and may never cross paths again.\u00a0 This makes the game feel genuinely massive and social at all times.\u00a0 The world events, not exactly an innovation but very well done in GW2, add to this too.\u00a0 There is virtually never a downside to working with other players to accomplish your goals and there is almost always something to be gained from it.\u00a0 I&#8217;m a huge fan of online games that cause players to want to work together by the very nature of their design (Left 4 Dead would be another excellent example), and Guild Wars 2 absolutely nails this.\u00a0 People will frequently talk about how online games prove that people are really selfish and destructive, but games like Guild Wars 2 show that it&#8217;s really all about what the design supports.\u00a0 Give people an environment where teamwork is more fun, and they&#8217;ll jump on the opportunity to help each other out.<\/p>\n<p>There are other great things about Guild Wars 2, too, like the joys of simply exploring and the fact that the game rewards you for it, but as this is getting a bit long already I&#8217;ll leave my praise there.\u00a0 With all that said, you may be wondering why a game worthy of this much praise isn&#8217;t higher up my list.\u00a0 There are certainly faults in the game, like the fact that you more or less max out on power and unlock all of your abilities very early on, reducing the feeling of growth that is often pivotal to RPGs.\u00a0 And the combat, for all the tweaks they&#8217;ve made to the MMORPG format, is still not tremendously impressive. Also, while the game has great depth and many innovations, it&#8217;s incredibly poor at teaching you to play.\u00a0 I know we live in an age where MMO players scour wikis and message boards for strategies, builds, etc., but it boggles my mind that in 2012 a game like Guild Wars 2 could be released that doesn&#8217;t even explain something as important as the fact that your off-hand weapon gains different abilities based on what primary weapon you have equipped.\u00a0 Players shouldn&#8217;t have to find that out by accident!<\/p>\n<p>Part of it too, is that for me GW2 partly succumbs to its excellent pricing model.\u00a0 Because there is no subscription to play, I don&#8217;t feel any particular sense of urgency to return, knowing that content will all still be there when I want it.\u00a0 Having written so much praise for the game though, I&#8217;m suddenly pretty keen to get back to it.<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>2. The Walking<\/strong><strong> Dead<\/strong><\/span><\/p>\n<p>The Walking Dead is all sorts of things that video games usually aren&#8217;t.\u00a0 It&#8217;s episodic (released in 2-3 hour chunks roughly once a month for five months).\u00a0 It&#8217;s only $25 (I picked it up for half that during one of Steam&#8217;s sales).\u00a0 There aren&#8217;t a lot of guns.\u00a0 There are lots of female characters, and none of them runs around half naked with big, bouncing boobs.\u00a0 There&#8217;s a lot of dialogue, and it&#8217;s pretty smartly written.\u00a0 It may go without saying that I was pretty stunned when it won Game Of The Year at the Gametrailers\/Spike TV Video Game Awards.\u00a0 And while you&#8217;ve seen that it&#8217;s not #1 on my list, I still think it was well deserved.<\/p>\n<p>One of the main complaints levelled at The Walking Dead is that it only offers the illusion of choice.\u00a0 Since the game is marketed largely as one where the player is frequently faced with difficult plot and character-related decisions, this could be seen as a pretty major blow against the game.\u00a0 But I think that attack it&#8217;s misguided at best and ignorant and mean-spirited at worst.\u00a0 All video games offer illusions.\u00a0 Video games are illusion machines.\u00a0 And the illusions that The Walking Dead offered me were some of the most enthralling illusions that I&#8217;ve ever been offered in a video game.<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/wd.jpg\"><img loading=\"lazy\" class=\"aligncenter  wp-image-328\" title=\"wd\" src=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/wd.jpg\" alt=\"\" width=\"512\" height=\"288\" srcset=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/wd.jpg 640w, http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/wd-300x168.jpg 300w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><\/a><\/p>\n<p>This is a game that you owe it to yourself to play, and since so much of it revolves around potential spoiler territory I&#8217;m going to try to avoid describing too many specifics.\u00a0 But here&#8217;s an example of why the game is so great.\u00a0 The game primarily revolves around the relationship of the player character, Lee, and a little girl named Clem who he is protecting.\u00a0 Their relationship provides moments of tenseness, tenderness, and all sorts of things in between.\u00a0 It involves some of the most moving scenes I&#8217;ve ever experienced in a video game.\u00a0 But if the game were just the story of Lee and Clem, it wouldn&#8217;t be what it is.<\/p>\n<p>No, to me the thing that really makes the game tick is Kenny.\u00a0 Kenny is from the southern U.S.\u00a0 He speaks with a drawl.\u00a0 He has a handlebar moustache.\u00a0 He drives a truck.\u00a0 In any other game, Kenny would be a disaster, a joke for educated suburbanites to laugh at and feel superior to.\u00a0 In The Walking Dead, he&#8217;s a complex, empathetic man whose love for his family is the force driving him to stay strong in a world full of despair and uncertainty.\u00a0 He&#8217;s central to many of the game&#8217;s scenes.\u00a0 He clashes with many characters, including Lee, when he feels that there&#8217;s a way to do things that would be better for his family.\u00a0 Over the course of the game, I developed a bond with Kenny as strong as the bond I&#8217;ve formed with any other video game character.\u00a0 I&#8217;d defended him, I&#8217;d fought with him, I&#8217;d wondered if I&#8217;d be better off without him, and I&#8217;d stood side-by-side with him through the worst the world could throw at me, knowing it was me and him against the world.\u00a0 The plot is threaded through Lee and Clem&#8217;s relationship, but Kenny and his family are what makes the game truly special.<\/p>\n<p>It&#8217;s not a perfect game.\u00a0 The addition in later episodes of what essentially amount to first-person shooter controls in a few sections was a real let-down.\u00a0 And the story as a whole gets too action-heavy in the last couple of episodes, which is a shame because The Walking Dead works best when it&#8217;s a character drama rather than an action game.\u00a0 Additionally, given that this is a game from Telltale, whose previous works include the excellent Sam &amp; Max games and the terrific Tales of Monkey Island, I was disappointed that there were virtually no puzzles to solve.\u00a0 But none of those things significantly detracts from the experience.<\/p>\n<p>And in the end . . . I didn&#8217;t cry.\u00a0 But I was pretty choked up.\u00a0 The Walking Dead was the most emotionally satisfying experience I had with any piece of fiction in 2012.<\/p>\n<p><span style=\"text-decoration: underline;\"><strong>1. Mass Effect 3<\/strong><\/span><\/p>\n<p>After saying all that about The Walking Dead, and after all the criticism and controversies surrounding Mass Effect 3, ME3 is still my favourite game of 2012?\u00a0 It is.\u00a0 I&#8217;ll begin where it makes sense, at the end.\u00a0 There&#8217;s no way around it, the ending of the game is terrible.\u00a0 But it&#8217;s not terrible for the reasons that it&#8217;s frequently criticised for.\u00a0 No, it&#8217;s terrible because it&#8217;s a deus ex machina, and deus ex machinas are without fail a shitty way to resolve a story.\u00a0 Apart from the ending itself, the entire last hour or two of the game seems very tonally different from the rest of the series and doesn&#8217;t quite work.\u00a0 It&#8217;s yet another example of a story that starts out by building a great mystery (way back in Mass Effect 1) and then unravels when the mystery is solved.<\/p>\n<p>There are other problems with the game too.\u00a0 The first Mass Effect was a role playing game with some action elements.\u00a0 The second Mass Effect was an action game with some light role playing.\u00a0 ME3 tilts slightly back toward the role playing end of the spectrum, but it&#8217;s still primarily a third-person shooter.\u00a0 It&#8217;s still not a very tactically involved game, there&#8217;s still not much customisation or character growth (in gameplay, not narrative terms), and it still relies almost entirely on twitch reflexes rather than statistics.\u00a0 It does at times have problems dealing with the complexity of what&#8217;s come before, including a number of problems with the narrative that ME2 introduced (like the unnecessary diversion of the Illusive Man storyline).\u00a0 Because of the possibility that virtually every primary character in Mass Effect 2 can die at the end, ME3 isn&#8217;t able to treat the ME2 characters with the gravity or screen time that I think they deserve.<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/me3.jpg\"><img loading=\"lazy\" class=\"aligncenter  wp-image-326\" title=\"me3\" src=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/me3.jpg\" alt=\"\" width=\"512\" height=\"288\" srcset=\"http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/me3.jpg 640w, http:\/\/greatapes.ca\/blog\/wp-content\/uploads\/2012\/12\/me3-300x168.jpg 300w\" sizes=\"(max-width: 512px) 100vw, 512px\" \/><\/a><\/p>\n<p>Nevertheless, it&#8217;s a fantastic game and, up until the final section, a fitting end to a great series.\u00a0 People complain that they felt that decisions from previous games didn&#8217;t affect Mass Effect 3 enough, but I found decisions I&#8217;d made affecting ME3 at every turn.\u00a0 Take, for example, the game&#8217;s ability to pursue romantic relationships with other characters.\u00a0 In Mass Effect 2, my Commander Sheppard had entered a relationship with Tali.\u00a0 In Mass Effect 3, before Tali had even entered the story, the option to have a romantic relationship with other characters had been closed off.\u00a0 This may sound minor, but it&#8217;s not: on account of a decision I&#8217;d made in a previous game, characters in Mass Effect 3 became more <em>emotionally distant<\/em> from my Sheppard.\u00a0 Most games simply let the main character sleep with as many characters as they want, many even reward the player for it through achievements.\u00a0 But in Mass Effect 3, my decision about a relationship in a previous game still carried narrative weight.\u00a0 That&#8217;s fantastic.<\/p>\n<p>Another example of why Mass Effect&#8217;s story-telling is so great: Steve Cortez, the man who manages Normandy&#8217;s armory.\u00a0 During a conversation with Cortez, he mentions that his husband died in a Reaper attack.\u00a0 The game doesn&#8217;t make a big deal about the fact that Cortez is gay.\u00a0 Neither does Sheppard.\u00a0 He&#8217;s not &#8220;Steve, the gay guy&#8221;, he&#8217;s &#8220;Steve, the guy who cares about his spouse&#8221;.\u00a0 This may not seem like much, but given the lack of gay characters in the vast majority of games and the excessive homophobia in some gaming communities, it actually speaks very highly of Bioware.\u00a0 This matters not because I want games to tick off a nice &#8220;liberal&#8221; checkbox in their plots, but because it&#8217;s moments like this that show that Bioware is capable of making games that are really genuinely mature.\u00a0 In an industry where &#8220;mature&#8221; is so often a marketing tool meant to indicate excessive vulgarity, Bioware at its best is capable of creating a much more relatable &#8220;maturity&#8221;, one that reflects the depth and the humanity of real people.<\/p>\n<p>As I said when describing Torchlight 2, story in games matters to me.\u00a0 And until the last little bit, Mass Effect 3 nails its story.\u00a0 Many players complained that the ending didn&#8217;t allow them much closure on their relationships with the various members of their crew, but that&#8217;s missing the point: the whole game is that closure.\u00a0 The main characters, like Liara, Tali, and Garrus, receive closure on their stories in the lengthy sections of the game that take place on those characters&#8217; home planets, and elsewhere in the story as well.\u00a0 The major decision made on the quarian homeworld <em>is <\/em>the closure on Tali&#8217;s story.\u00a0 And those sections of the game, which take up a significant portion of its playing time, feature great level design, beautiful locations, and emotionally gripping narrative.<\/p>\n<p>I know I&#8217;ve not said too much about how Mass Effect 3 plays, but it is a lot of fun to play.\u00a0 I wish it were more RPG and less action game, but as far as action games go it&#8217;s well designed, well balanced, and pretty unique (even if it does involve a lot of shooting, the tech\/biotic powers change up the format quite a bit).\u00a0 Torchlight 2 may be the best game I played this year in terms of mechanics and The Walking Dead may have had the most involving story, but Mass Effect 3 was the game that combined story and gameplay in the way that most engaged me.\u00a0 That&#8217;s why it&#8217;s my game of the year.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m going to run down a few of the games I most enjoyed this year.\u00a0 But before starting, I just want to list a few games that I haven&#8217;t played yet that I very much intend to.\u00a0 The omission of the following games from this list is one of time, not of quality &#8211; Need [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[14],"tags":[],"_links":{"self":[{"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/posts\/315"}],"collection":[{"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/comments?post=315"}],"version-history":[{"count":19,"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/posts\/315\/revisions"}],"predecessor-version":[{"id":336,"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/posts\/315\/revisions\/336"}],"wp:attachment":[{"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/media?parent=315"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/categories?post=315"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/greatapes.ca\/blog\/wp-json\/wp\/v2\/tags?post=315"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}