Showing posts with label ps3. Show all posts
Showing posts with label ps3. Show all posts

Saturday, May 26, 2012

An Eternally Dull Adventure in Chopin's Dreams


Remember when I said I was in a book?

I'm still in that book but now you can read one of the two pieces I wrote in that book on the internet! And you can read it even if you're 20,000 kilometres away! How does that even work?

Eternal Sonta is frustrating. It has such a wonderful idea that I forget how awful it is each time I put the game down so that I can play it again with the hopes of "oh, maybe it isn't as terrible as I remembered". It never changes. It's always awful.

Thursday, April 12, 2012

Serving the douche: When usability trumps character



Despite what this article might suggest, I really enjoyed Prince of Persia (2008). Admittedly, it was more flash than substance and could charitably be described as an extremely automated game, but giving yourself over to the rhythmic button presses and silky smooth animation was a worthwhile effort. I like to call these types of games "relax em' ups" as the gameplay is mellow enough to get you into a relaxing groove.

And for my older followers, everything I wrote in this piece contradicts all the nice things I said about Elika before. Opinions, man! What's the deal with them?

Friday, March 16, 2012

Writing Forays!


Hey friends,

I've written a lot about Nier already (Papa Nier or Brother Nier?Ambiguity and Nier) but my piece on nightmaremode.net entitled Confronting Violence in Nier truly, finally, closes the book on what I've been trying to put into words for a long time. Click the link to read about Nier, Epic Theatre, New Game +, and excessive murder all in one piece! SPOILERS AHOY!

Cavia have always struck me as a developer that finally found its feet when they released Drakengard. Nier is in many ways a continuation of what Yoko Taro started in Drakengard and you get the sense that if Cavia stuck around long enough, they would have ironed out all the kinks on the technical side of development and made something really important and recognised. There are the grubby marks of an auteur embedded into each game.

We need more games like Nier. They might not be perfectly executed, but what Nier gets right is far more important than anything else in games: It makes you think.

Friday, February 10, 2012

Nintendo Network Worries


With the announcement of the Nintendo Network, the internet celebrated. Finally, Nintendo were getting serious about online play and incorporating DLC, digital transactions of retail games, and even offering micro-transactions for developers if they were so inclined. But with such a step, Nintendo are now entering the murky waters of shady business practices. Despite Satoru Iwata's insistence the company will still value their customers, they are ultimately a business, and I can't help but get nervous with a service that allows Nintendo to easily go down the same path other publishers are embracing with their DLC. Cut content intentionally saved for DLC, unlock codes, DRM, broken game releases – these are the realities that face the industry today, and while we may cry out in complaint, there are too many of us that concede and buy into publishers shoddy treatment of costumers. We support this behaviour. Not only that, we actively disparage companies like Nintendo who refuse to “update” their development process to allow this sort of behaviour, a strange Stockholm Syndrome effect exclusive to the video game community. I understand that the internet is responsible for countless beneficial aspects for modern game design like encouraging a viable indie game development scene, online multiplayer (divorced from the Project $10 shenanigans), and even re-contextualising the high score as Achievements and Trophies respectively, but at the moment the bad elements outweigh the good ones. This needs to change.

Developing an appreciation for what Nintendo were doing this generation (and still are, to some degree) is a good place to start. Nintendo, in their dedication to “withered technology” over the brand new, shied away from the industry's decision to embrace an always connected gaming platform. While Xbox 360 and PS3 rushed towards the internet in reckless abandon, Nintendo were content to plod along behind them. With the prospect of an internet-enabled machine, patches and updates that were once confined to the PC became a possibility for consoles. Bugs could be fixed, online multiplayer could be continuously adjusted to accommodate unpredictable player behaviour, and even firmware updates could dramatically change the OS of the console. While Xbox 360 and PS3 games were typified by their now PC-like surroundings, the Wii was a bastion for the “old guard”. There were never any concerns when buying a Wii game that you would be getting an incomplete experience. Quality was a problem, but that's a worry for anyone familiar with the industry. What you were getting on the disc was the complete, definitive experience and it was playable as soon as you placed the disc in the machine. No “Day 1” patches and no downloading game data to a hard drive. While Nintendo Wii games typically have a firmware update on the disc now in an effort to stop the homebrew market, they still take a considerably shorter time to start playing than the rest of the gaming landscape. These efforts to instantly plunge you into the game with little hassle should be commended in an age of delayed starts.

The absence of DLC has also given Nintendo products a complete “feel”. You buy a Nintendo game knowing that, a year down the road, you won't be seeing an Anniversary Edition released with all the DLC bundled together. You're getting the definitive version right from the beginning – no exceptions – and that sort of thing is valuable to a customer. It's also valuable to preserving the history of the medium. With multiple different SKUs, nothing is definitive and it muddles what the core experience is. Who's to say that the golden Lancer in Gears of War 3 is more or less important than the vanilla Lancer? Or that the Dragon Age armour in Mass Effect 2 is more or less important than the standard armour? You might scoff and call this trivial but the inclusion of such “exclusive” items fundamentally change a player's mindset inside a game. You're not really inside of the world of Mass Effect when you're giggling over a item from another video game world. The reference breaks the fiction. It creates two differing emotional responses, and with neither version defined as the definitive experience by the developer, it lessens whatever they're trying to make us feel.

There can be a lot of good in DLC and online connectivity. Rockstar used DLC as an opportunity to make complete sequels to GTAIV that resembled the expansion packs of old on PC. Online demos are another great feature that ensures you know what you're getting into before you hand over your money. The dark designs of online connectivity far outweigh all the good that accompanies it, however. Nintendo are only just beginning to treat online play as a serious business aspect of game design and there are an awful lot of pitfalls along the way. What's stopping Nintendo from looking at other publishers DLC behaviour and supporting that? We actively encourage that business model. Ultimately, a business exists to make money and there's nothing wrong with that. Video games are a business. Nintendo's journey into the online world has the potential to treat customers with respect, we just have to support the correct behaviour.

Saturday, January 21, 2012

Vanquish and Bullet Hell Shooters


Video games have revolved around avoiding attacks since its inception. Dodge the missiles of the other player in Spacewar!, shoot back at them. Avoid the ghosts in Pacman, collect the dots. Don't run into the Goombas in Super Mario Bros., jump on top of them. It's a natural, instinctual reaction when combat is the primary mode of interaction. For every chance you get to hit something, there's an equal chance you're going to get hit in the process. This dichotomy is best represented in shooters and shoot 'em ups, as combat is so heavily involved in these games, and it's in these genres where deviations and experimentations of this formula have flourished. First-person shooters have gone from circle strafing to deal out and avoid damage to implementing a constantly recharging shield for your character in combat, thereby changing tactical consideration from “using the most powerful weapon to dispatch the enemy as quickly as possible in order to preserve health” to “experimenting with the systems and mechanics of the game and enjoying the reactions of your choices”. Third-person shooters, a genre that was slow to find its voice in the market originally, have taken huge strides with the implementation of a cover system. Here, the player is not only paying attention to how and where their character is positioned, but also how long they need to stay our of cover in order to take out an opponent, and finding openings to move forward in the battle and flank their targets. Shoot 'em ups stuck on a relatively linear progression of change where dodging attacks and shooting back at enemies was the modus operandi right up until the bullet hell evolution. Where previous shoot 'em ups only had you avoid simple enemy fire, bullet hell shooters had you avoid a maze of bullets that covered the screen, darting around the slow moving projectiles as you nervously shot back. It was a fascinating twist on the genre that was promptly subverted by the fine folk at Treasure with Ikaruga, a shooter that made the player deliberately crash into bullets and absorb them – provided their ship was the right colour. Projectiles were divided into two categories, black and white, and by switching your ship's polarity to match the attacks, the player could fly through the bullets unharmed. This simple switch up altered the way a player approached the battlefield – instead of moving in between the spaces of gunfire, you were confined to following the path of your enemy's attacks. It was brilliant and inventive design that could never be replicated in the same genre without severely impugning on some form of copyright, or facing the wrath of a thousand fanboys.

Vanquish, despite being a third-person shooter, has very prominent bullet hell shooter elements. Normally, the developments inside of the shoot 'em up genre are divorced from the developments of first and third-person shooters. Shoot 'em ups are difficult, high score focused relics of a period when video games were only about that – the very definition of a niche genre. But, the decision to meld the mechanics of a third-person shooter with the underpinnings of a bullet hell shooter made Vanquish a much more approachable, and entirely unique, shooter in the swirling sea of Gears of War knock offs.

The most noticeable aspect of Vanquish's beating bullet hell shooter heart is that there's gunfire everywhere. Enemies hound you on foot with excessive bullet fire, and bunches of missiles rocket straight up into the air, twisting and curling about, before spiralling down to hit you. Foot soldiers are mixed with giant, hulking robots and powerful vehicles and quickly spread out in all directions. The traditional Gears of War controls couldn't hope to adequately cover the sheer amount of action happening on screen in Vanquish. The slow, hulking, weighty movement of Marcus Fenix and Dom Santiago work best when confined to a tunnel. Enemies come towards you in Gears of War and you press through them, always going forward. There's no reason to backtrack in Gears of War because the game isn't designed with that in mind. Even the controls reflect this attitude by placing the ability to turn around on the right analogue stick. Moving left and right on the left analogue stick simply makes Marcus strafe left and right, always facing forward. Vanquish, with its enemies coming from all directions, doesn't have the luxury for these type of controls and in recognising this, the developers have freed up the right analogue stick for camera and aiming only and designated movement entirely to the left one. Sam Gideon doesn't strafe, he runs in every direction at the same pace regardless. This diverse range of movement means that combat is as much about dealing damage as it is about avoiding it; the fundamental core of the bullet hell shooter.

This freedom of movement also extends to the use of cover. Cover is your lifeline in Gears of War but is mostly temporary in Vanquish. I actually died more by bunkering behind cover than I did from simply being out in the open. The main reason is because cover is destructible and enemies are all too eager to destroy it as soon as possible. There's also never really a point in the levels where you can dive behind cover and hope to be reasonably covered from every angle. Chances are that while you may be covered from gunfire in one direction, the soaring, curling missiles will rain down on you at any moment and force you out of safety, or a group of enemies will flank you from another point. It means that Vanquish has a great sense of pace – you're always on the run and trying to find the best position to attack your opponents from, no matter how short lived it is. Cover is a charade in Vanquish, a left over fragment of the third-person shooter genre in order to ease the player into a sense of familiarity.

The biggest giveaway of Vanquish's bullet hell shooter aspirations comes from the inclusion of a score bar, that most archaic system of video game design. Not only do you get points from killing enemies but they're also deducted when you die, or when you stay behind cover for too long (another reason to avoid cover at all times). It's a system in place that rewards skill and knowledge of enemy placement, of knowing what's about to come up and how to defeat it, to abuse all the combat options available to you in order to rank up the highest score. To ignore it in favour of simply completing the list of levels in Vanquish is to ignore what is so compelling about the game. Other inclusions, like the game's risk/reward melee attack that completely drains your shield and leaves you open to damage at the price of dealing massive attack damage, tie into the respective power ups of shoot 'em ups. Even the simple idea of weapon data being stored inside of Sam's suit and transforming the gun in his hands into various different shapes is analogous to the weapon switching in shoot 'em ups where little weapons and doodads hover around your ship, waiting to be used in the battle.

This is all relatively meaningless to the experience in Vanquish, but I couldn't help but see a curious connection between a genre I typically don't enjoy and the otherwise traditional elements of a third-person shooter. I wouldn't say Vanquish is an exact rendition of the mechanics of a bullet hell shooter inside of a shooter but the influence is definitely there, and it adds a much needed burst of speed to an otherwise slow moving genre. In an industry where there isn't an awful lot of permutation and differences between titles, Vanquish sounds out as unique experience. I don't want a sequel for it, I just want to see that same driving enthusiasm in other games to reinvent the simple act of avoiding attacks.