Thursday, September 11, 2008

SPORE!

Don't listen to what the reviewers are saying, or the idiots on the internet. Spore is amazing. Every part of it is awesome. Evolving your creatures and society is incredible. Everything is great.

Without further ado, here are some animated GIFs that the game AUTOMATICALLY made (I didn't even know they existed until I was looking around my spore directory). These animations show some of the creation process that went into the different stages of my creature.

First, here's me, creating a Sandworm from scratch:


And here is the creation of my space ship, the Arturan Mega-Platypus, from scratch:


And now, a selection of important evolutions of my creature (there were more, this is just a small selection):




Here you can see how radically my creature changes through its evolution. You can watch as I add legs to my small creature. After that you can see me add arms. Then I add another set of arms, which eventually turns into a set of weapons. The mouth and overall bodily structure also changes quite a bit. I made most of those changes in order to give my creature better stats and help it survive better. When something didn't work right, I removed it. When something worked well, I did more of it. The player of the game is playing the role of Natural Selection. It's awesome and educational!

Also, I want to mention that there are some people who actually think Spore is "evil" because it "promotes evolution." I have one response. Spore "promotes evolution" the same way Super Mario "promotes gravity." Thank you, that is all.

Tuesday, August 5, 2008

Genres and Innovation

This is probably going to be a cynical rant, but I'm just getting fed up. The emergence of "game genres" and formulaic game structures within those genres is seriously hurting innovation in the industry. This has been building for a long time, and it isn't a new problem, but I feel the situation has been thrown into sharper focus lately. To an extent, the very same thing is happening in Hollywood with the film industry, so this is not endemic to the game industry. First, I'll start at the beginning - chronologically - with the original of the game industry as it pertains to this discussion. I will then move on to the state of the gaming industry today, and the causes that have led to the stifling of innovation and "newness." Finally I will discuss what I predict for the future.

Back in the 90s, games as a medium was still new. It was evolving. Developers tried different concepts and ideas. Production costs were low so there was little risk involved. Many games were distributed as "shareware," free versions of the games which could be unlocked to the full version with payment. Think of it as an extended demo. Individuals decided to program games because they wanted to make something fun to play, and then decided to distribute it for others to enjoy. New ideas were toyed with and manipulated, and some went on to success. Among these, the concept of first-person shooters that began with Doom, and was copied so extensively that a genre of games - which had before been termed "Doom Clones" - came about called "First Person Shooters" (FPS). There was enough variation between games like Quake, Half-Life, Deus Ex, and even outlying titles in the genre like Descent, that the genre came to be known based on the one similarity all these games shared: namely, the first-person viewpoint and shooting elements made them more similar than different. This "Doom Cloning" has set a precedent that continues today, but I'll get to that in a moment.



On consoles, this trend of game "cloning" was especially prevalent. "Mario Clones" became "Platformers," for example. More recently, games that copied Chrono Trigger and the Final Fantasy games came to be known more generally as "Japense RPGs" (JRPG) and all share similar characteristics. This is basically how genres came about. During this time period, however, each genre had a first game which was later copied ad nauseum. There were many more genres at that period of time that have since become much less popular. Among these: adventure games, puzzle games, vehicle simulation games and flight combat games have all become scarce. Consoles experienced a major upheaval of established traditions by the advent of 3D technology with the Playstation, Saturn, and N64, but many attempted to simply "port" 2D genres to a 3D environment. This achieved limited success, as well as spurned needed innovation, but at the end of the day developers went right back to "cloning."



We see, today, the culmination of this philosophy of "cloning" successful games to the point that it stifles real innovation. Out of the innovation of the age of shareware and genre-defining games, we've shifted into an age where every game must follow some established genre rules.

Let's first look at FPSes. FPSes until around 2001 had mostly copied Quake or Half-Life with regards to many major gameplay mechanics. Health pickups or health stations were used and games had puzzles to solve. As soon as Halo came out, it stood out as the best console FPSes of its time. It featured a regenerating shield system combined with the standard health pickups, little to no puzzle solving, and a focus on extreme linearity and combat itself. It wasn't a bad game, and it did things refreshingly differently for its time. It featured drivable vehicles which was rare for FPSes, and especially the multiplayer component. I enjoyed playing the game on PC quite a bit. Things went downhill with the sequel, Halo 2.



Halo 2 was average at best and boring at worst. The game removed the health system and pickups in favor of relying entirely on a regenerating shield model. If you could avoid being hit for several seconds, your health would regenerate itself completely. If you got hit without a shield, unlike the first game, you had no "HP" to account for. You would just die in a couple of sustained hits. The game added use of a few new weapons, and the ability to "dual-wield" certain guns, but beyond that the gameplay became far more repetitive and linear. The lack of quality in the single player mode is most likely a result of the focus on multiplayer. Regardless, the massive success of Halo 2 led to the new trend of console FPSes copying many aspects of it, which in my opinion is a step backward for the genre. Let me elaborate.

Regenerative health, the ability to only carry a small number of weapons at any given time (usually 2 to 4), a dedicated button to use a melee attack, and a dedicated button to throw grenades, are all frequently copied features. You can notice many of these in the following games: The Call of Duty series; Gears of War; Portal; Mass Effect; Assassin's Creed; Timeshift; Resistance Fall of Man; Project Origin; Mirror's Edge. This is a trend that will not go away.

Another example is the "gritty" or "grey" or "colorless" appearance that I'd like to say started with Gears of War, but carries through on most games that use the Unreal 3 engine since then. Guilty games include: Gears of War (duh); Call of Duty 4; Timeshift; Mass Effect; Resistance Fall of Man; Killzone 2; Project Origin; Unreal Tournament 3; Rainbow 6 Vegas series; Army of Two; Frontlines Fuel of War; Turok (latest); Fallout 3. For some reason, making a game look grey and dirty makes it feel more "realistic." I personally think it just makes the game more "ugly."



These individual problems are just symptoms, though. Games have massive budgets these days. Making a huge game that ends up flopping can put a developer out of business. Gamers also continue to demand better graphics and physics, which increases the cost of many large game releases. For this reason, risk taking is discouraged. Developers strive to follow certain formulas that they hope will lead them to success. Modern FPSes follow the formulas I just mentioned, with very few exceptions (the most notable lately being Bioshock). JRPGs today try to follow the standard for the genre set by Square Enix's games. Even original concepts like the upcoming game Mirror's Edge, which tries to simulate the experience of a rooftop-free-running courier, will have guns you can take from enemies and then shoot, from a first-person perspective. Essentially, it will be an FPS, but with the option of carrying a gun or not, in addition to the free-running gameplay. The fact that the developers felt the need to do this saddens me.




It's simply inconceivable in this age to think of a major game release in which you don't engage in combat with something. Portal, for all its puzzle solving and fun, had enemies in the form of turrets and the final boss. This is one game convention that has not been shed lately nor will be any time soon. Think of how much more unique Mirror's Edge would be, if the game had no enemies, only platforming and free-running puzzles, perhaps time trials or hidden areas, with incentive to keep a running "flow" going to build momentum. The developers had to pigeon-hole the game into the "FPS" genre in order to appeal to the widest audiences. Genre-defining innovation has been reduced to a unique FPS title. To take the Portal example, I had my dad try the game because of the puzzles. He enjoyed the spatial thinking a lot, until he got to the turrets, where it became an action game. At this point he lost interest. Why did Portal have to move from portal-based switch puzzles and platforming to turret puzzles? Don't get me wrong, I enjoyed those levels immensely, but I can't help but feel that the game could have been more unique and innovative if it had shed the common conventions of games needing to have combat in some form. The market for peaceful games, however, is just not going to appeal to the kids who crave action. In part, this can be blamed on Halo taking the focus off of tactical gameplay or puzzle solving and onto pure action. It's a step backward in game design. All the copied features I mentioned earlier, all feed into this philosophy of "more action." Mass Effect, a supposed "RPG" by the makers of the amazing Knights of the Old Republic, is literally a shooting game similar to Gears of War, with stat building, special abilities and an inventory screen. The game was praised by critics for having so much action. The most enjoyment I got out of the game was interacting with NPCs and completing side quests which each seemed to involve short self-contained stories. They offered more unique, often non-combative gameplay.

So, I guess I'll generalize and say that the current trend is copying rigidly defined genre formulas, increasing the action and decreasing the complexity. This is due in large part to Halo and the rise of the console FPS, as well as many console FPSes going multiplatform and causing PC FPSes to copy them as well. No one wants to take risks, and profit lies in doing what is known to succeed. Innovation is stifled, and new concepts are pigeonholed into known classes to appeal more. You can see this happening in the film industry, too. Hollywood has run out of new ideas, so they continue to make big-budget movies based on older movies, or TV shows, or comic books, and count on familiarity for the movies to succeed. To a large extent this does work, in both the gaming industry and film industry. This "safe blockbuster" approach generates a lot of money. We've shifted from the days of the 90s where small developers published their own shareware games, to massive megacorporations working to make the most money off the latest trends.

The most obvious counter-argument to this is indie games. They seem to embody the ideal of cheap, innovative games that defy genre conventions. The problem here, though, is they are not large commercial games. They are only experienced by small numbers of people, they're viewed as inferior games entirely because they are "independent," and often they are indeed unpolished or small games built onto interesting concepts. I sincerely hope that Valve will improve things. Audiosurf, one of the most unique and awesome indie games of last year, achieved incredible success by releasing on the Steam platform. Portal also came about because Valve saw the indie game Narbacular Drop, made by a group of Digipen graduates, and decided to turn it into a full game, employing the developers to do so. Valve has also hired developers of major mods of Half-Life, including the teams for Counterstrike, Team Fortress, and Day of Defeat, turning these mods into full-fledged games that have achieved massive success.



Another possibility is Xbox Live Arcade, Playstation Network, and Wiiware. These give more indie gamers outlets to display new games. The problem here is that the developers have to contend with the console publishers to be featured on these services.

To summarize: I'm getting sick of grey FPSes with regenerating health. JRPGs annoy me with too many cliches. Every game feels the need to fit into a certain "genre" and is developers are afraid to leave that comfort zone. Indie games need more support from larger developers like Valve. Question the formulaic designs of almost every major game that will come out in the next year or two. This is the idea of "Clone games" taken to such an extreme that genres themselves are far too restrictive of a concept. Go play games that innovate and challenge assumptions of game design!

Friday, August 1, 2008

Tenchu: Wrath of Heaven


Who doesn't want to be a ninja? Infiltrating fortresses, sneaking past guards, slitting throats, hiding in the shadows; pretty darn cool, right? Tenchu has the unique distinction of being probably the only ninja game around where you play an actual, stealthy ninja assassin. Games like Ninja Gaiden and Shinobi are really hack-and-slash games, not stealth games, they only happen to feature ninjas doing very un-ninja-like things. Metal Gear Solid is more of a ninja game than Ninja Gaiden is; Snake does in the modern day exactly what a ninja did back in feudal japan, albeit with more modern tools. That's not to say Tenchu is a hyper-realistic depiction of ninja life, however. It's a japanese game, and as such, inevitably falls into the hole of demons and robots and magical ninja powers. It's not so bad, though, as the game uses these fantastical elements as an excuse to test your skill in sneaking, or sometimes fighting, rather than changing the gameplay into something else.

So what do you do in Tenchu? You play DEATH PERSONIFIED - ahem, excuse me, ninjas Rikimaru or Ayame - as they sneak through castles and villages and caves and cemeteries, slitting the throats of enemies. Just look in the eyes of this guard: I'm pretty sure he's wetting himself right now.


The levels vary between linearity and openness, which is awesome for pacing. Most of the levels offer multiple branching paths and maze-like layouts, but are still designed to let you get the drop on every guard. The challenge comes from the guard layout and movement patterns, as well as the actual combat. More on that in a moment. As you sneak through the level, you'll routinely be checking corners and backing along walls, waiting for a guard to turn his back so you can pounce.



The guards in this game are pretty much robots. They move along mostly straight-line patrol routes, walking one direction before turning around and walking the other way. It's not very hard to anticipate their movements. The challenge comes when there is more than one guard in a room, because you will then need to take each one out without alerting the others. If you come up to a guard before he sees you, you are awarded a stealth kill which kills him instantly, and looks awesome. If you get a certain number of stealth kills in a single mission, you're awarded a new ability, such as combat moves or wall clinging or a zoom-in camera mode. There is lots of incentive to beat each mission without being seen once. The stealth kills themselves are very rewarding. The camera will change angles to show a cinematic assassination, the animation itself depending on the angle which you approach the enemy. Each character is different, too. For Rikimaru: directly from behind results in a throat slash (and occasionally decapitation); approaching from the side results in multiple torso slices; approaching from above features a fierce stab through the top of the head, and approaching from the front results in a stab through the stomach. There are even contextual kills, such as when you jump down onto an unsuspecting enemy and stealth-kill in mid-air. The system is a lot of fun, and each character has different assassination animations.

To help you get the drop on enemies, you have a variety of tools at your disposal. The grappling hook is by far the most useful, and the most fun. It lets you quickly escape to rooftops or ledges, where you can better stalk your prey. It's also a real thrill in the middle of a battle to throw down a smoke bomb and then grapple to a nearby roof, leaving the enemy puzzled as to how you disappeared completely. There are also multiple ninja weapons and traps. Poison rice will paralyze whoever eats it, letting you kill them with ease. There are bear traps, mines, and caltrops as well, to damage anyone unwitting enough to walk over them. And, of course, there are shurikens and blow-darts to attack opponents from a distance. These won't work very well in the middle of a fight because you have to take the time to aim each one, but for dogs and other assorted enemies, these can be invaluable.

If you do get spotted, you'll have to choose between fighting it out and running away to hide. Fortunately the game sports a decent combat system which includes combos, special moves, and dodges. It's entirely possible, especially if you suck at sneaking, to beat each level dueling every enemy instead of stealth killing them, although it isn't nearly as fun. One problem I have with the fighting system, though, is that it can be unfair at times. If you take a hit, you have a hit-stun animation that is far longer than I would like. Many times opponents can rack up large, deadly combos on you after the initial hit, and you can't do anything at all. The worst offense is the demons in the cemetery who breath fire. If they catch you in the initial flame, you'll be paralyzed losing 30%-50% HP as the flame keeps hitting you, not to mention any other enemies nearby who want a piece of you. The boss battles in the game necessitate combat as well, which is unfortunate. Metal Gear bosses often let you utilize stealth as a means to help you beat them, drawing on the core gameplay for boss designs. Tenchu, however, throws out stealth as soon as a boss fight begins, and challenges you to simply win with your combat.

As I said earlier, the enemies in this game are completely stupid. They do not behave like real people whatsoever. If an enemy spots you and tries to fight you, it is possible to run around a corner and hide, and after only a few seconds the guard will look around, shrug, and resume his straight-line patrol route as if you never existed. If an enemy spots a body, he will, without fail or variation, walk in a straight line to examine the body. If there are multiple bodies in his line of sight, he will do the same to each in sequence. Furthermore, guards have very limited ranges of vision. If you are on a ledge 5 feet higher than the guard, you are effectively invisible. If you are 90 degrees to the side of an enemy, he cannot see you. In fact, it's often possible for you to move even closer toward the front of his vision without being seen. You make no sounds while running, unless you're moving through water or on a hardwood floor, making approaching guards very easy. Metal Gear Solid for the PSX came out a full five years before Wrath of Heaven for the PS2, and it still wipes the floor of Tenchu in terms of the AI as it applies to stealth gameplay.

This last paragraph may sound like I'm being critical of Tenchu. I do think the game would benefit from smarter AI, but at the same time, the stupidity of the AI and simplicity of the stealth elements give the game its personality. Unlike Metal Gear Solid, the challenge is not avoiding being seen, but rather perfecting each level. At the end of each level you are awarded based on how often you were seen and how many stealth kills you made, and this gives the game an arcade feel. It's easy in Tenchu to hide and avoid being seen when you don't want to be. It's harder to stealth kill every single enemy in the game without being spotted once. Much harder. Where Metal Gear Solid rewards you for sneaking past guards unnoticed, Tenchu rewards you for killing them in the most stylish way possible. The robotic patrol paths of guards and the layout of the levels are all designed to facilitate this. If you aren't a fan of stealth games, you still should consider trying Tenchu, because the stealth isn't all that hard, on its own. Stealth is only a tool to help you achieve the stealth kill. This is why the game succeeds so well. It's a different take on the stealth genre. It's a game about silent assassination. It's an actual ninja game.

Wednesday, July 30, 2008

F.E.A.R.


To complete my "horror FPS" theme - the two-post theme I started one post ago with my Doom 3 post - here's the seriously awesome game F.E.A.R. (hereafter known as FEAR because I hate those stupid periods). I beat this a few years back, but I had a hankering for it again so I'm playing through it on the hardest difficulty (which the game helpfully describes as "for masochists"). Now, I play tons of crazy hard 2D games like shmups and occasionally Contra and Metal Slug, so maybe I am a gaming masochist, but FEAR's hardest difficulty level isn't exactly all that hard as long as you abuse the time slow ability for all its worth. In fact, getting into a firefight without slowing time is usually a death wish because in hard mode your health drops FAST. Firefights devolve into leaping out of cover with time slowed down, killing as many enemies as you can, and ducking behind cover to let the ability recharge. The enemies aren't stupid enough to come round the corner single file while you blast each one with a shotgun at point-blank range, so as long as they can't flank you (and they will try) they just hang back and wait for you. The way they should have made the game harder is to slow down the recharge rate for time slow, or speed up the rate at which it is depleted while in use.

Ok, enough about the difficulty level. This game is really awesome for a variety of reasons. First, it's scary as hell. Not in the way Doom 3 is, however. This game won't make enemies pop out at you from behind while running through dark corridors. Instead, this game will make creepy little girls and sometimes ghosts or cannibalistic psychic military experiments run at you from around a corner and then disappear without hurting you, leaving you feeling freaked out. The scares are very well designed. In some parts you'll be ascending a ladder, and upon reaching the top find the girl, Alma, standing there in front of you, before she dissolves into nothing. Other times you'll come around a corner and see, in a dark corner of the room, the girl creeping along like a spider, disappearing into the shadows. And still other times, you'll approach an open door, to have it slam in your face, the lights to go off all around you, and then the hallway starts bleeding. In contrast to the cheap dumb scares of Doom 3, these are harmless, freaky scares that leave you creeped out. This culminates in the final cutscene of the game before the end credits. I won't say what it is, but if you've played the game you know exactly what I'm talking about. And if you haven't, this has to be the craziest ending in all of videogame history (with the possible exception of the ending to the game Bad Dudes: "Hey dudes thanks, for rescuing me. Let's go for a burger... Ha! Ha! Ha! Ha")


As for the enemies themselves, they will sneak up behind you, but only during a firefight and because they're really smart. This game has the best AI in existence, no joke. You'll almost always know there are enemies ahead or around a corner by the sounds of radio chatter or just seeing them in front of you, but once a fight has started you just cannot predict them. The AI will take cover intelligently, will flip bookshelves or desks or chairs over to hide behind them, will lob grenades to flush you out of a hiding spot, and will take alternate routes to get behind you whenever possible. When I say they're smart, I mean they could almost pass for online opponents in a multiplayer game. On one occasion, I was concentrating on the enemies right in front of me on a scaffold, only to be surprised and killed by a soldier who had jumped off the scaffold down to my level and ran around behind a large tank in order to flank me while I was distracted. Another time, I approached a patrol, and took out one guy ahead of me without being seen. The enemy squad leader yelled "recon" and one guy ran around the corner to find me. I took him out with a shotgun. Now, in most FPSes, the rest of the AI would dutifully follow the first guy, each getting shot one after another as they rounded the corner. Not so in FEAR. They immediately stopped coming (I waited half a minute for any more to round the corner), and fanned out behind cover waiting for me. One moved to get a good angle of attack at me by taking a longer path around boxes and cover so he would remain safe. Others hid around corners of their own so that when I eventually left my hiding spot I was suddenly under attack by three guys simultaneously. I died more times than I care to remember trying to get past this part. It's not often in a game you can be outsmarted by AI, but in FEAR it's a common occurrence, and it still never feels cheap. It just feels fun. I laugh when I get killed by a soldier who had moved around behind me and shot me from behind. I laugh because I know I left that window open for him to use that tactic against me, and the next time I would try to fix that mistake. This is called immersion, folks! I don't know if I've ever seen an FPS since FEAR with even an equal level of AI. Crysis sometimes comes close, but the AI in that game is way too inconsistent. Basically, good AI like this ought to be standard in FPSes right now, but too many game studios focus on multiplayer these days to put any real effort into crafting an amazing single player experience.

So, this game is pretty much a long series of firefights in different environments and against different enemy layouts. The enemies are, for the most part, identical soldiers. There's one super-soldier enemy with a penetration gun that is hard to take down, and there's one robot thing that can be annoying to fight, but overall the enemies don't vary much. Honestly this just isn't a problem though. I don't care. The standard enemies are fun enough to fight as it is. I'll quickly touch on the time slow ability because it's an integral part of gameplay. It slows down your perception of time, allowing you to react faster. It doesn't let you actually move faster, or shoot faster, it only symbolizes fast reflexes. I love that. It's not a super-power like in some other games (Timeshift). It's also very necessary, because you can see the matrix-like trails of bullets and this can help you successfully avoid damage.

Time gets really slow, much slower than the time slow ability in Timeshift, and far slower than the abilities in Max Payne, so you can really see how it helps you deal with enemies. It also recharges pretty quickly, so you rarely feel pressured by being out of "mana". This leads to a bit of imbalance but it's not a huge deal.


So, the final element that makes this game stand out is the effects. I know, I always say I don't care about graphics, but this goes beyond graphics. When you shoot at anything at all, there are TONS of effects going on. There's dust, debris, sparks, explosions, changes in lighting, all sorts of things going on. If there's books around, shooting will result in little pieces of torn up paper floating around in the air. Shooting a wall will create 3D chunks torn into it. In the aftermath of a firefight, all that debris lingers and fills the room and looks awesome. This has nothing to do with how nice the game looks and everything to do with how visceral and fun the firefights feel. Believe me, if you play it, you'll know what I'm talking about.

The next game, Project Origin, is looking pretty good so far. It won't be out for a while, but it already promises excellent AI, good effects, the ability to knock over desks and objects to make cover for yourself, and even a pilotable mech suit. My one problem with the game so far is the regenerative health, but let's hope it doesn't detract too much from the experience.

Tuesday, July 29, 2008

Doom 3


This image sums up Doom 3 pretty well.

This is your basic corridor-shooter. You walk down dark (like, pitch black) hallways, and enemies pop out at you from ceilings and hidden wall compartments and floor panels, and usually right behind you. You shoot them, they die, you keep moving. In my opinion it's the worst breed of horror: the jump out and surprise you style. It's not smart, it's not actually creepy, it's just designed to surprise you from behind a lot. I can't stand movies like this and it's annoying in a game.

The enemies aren't much fun to fight either. There's zombies that walk slowly toward you and take about 5 head shots to kill. There's demons that throw fireballs at you from a distance, and you just dodge the fireballs and shoot them. If they are too close, they'll scratch you in the face like some sort of feral cat, which makes your view shake wildly and thus makes it difficult to shoot them at all, even with a shotgun at point-blank range. If you get caught against a wall, it's entirely possible that you'll be stuck taking massive damage every few seconds from a claw-swipe, until you just get lucky and pop off a shot in the right direction. The zombies do this too when they get close. There's also marines, who shoot you with guns. As far as I've seen they have perfect aim and will always hit you if they can see you. You can't dodge their shots. I've tried bunnyhopping and strafing wildly while sprinting, but I continue to take bullets. They start shooting the moment I leave cover too, so I can't pop out for a few shots before hiding again and expect to avoid damage. And any game where you cannot avoid being damaged no matter how skilled you are is not fair, in my opinion. Ok, so there's also a few faster moving dog-demons. They run at you and scratch and bit at you. If you backpedal while sprinting, and shoot at them, you'll be fine. It's not all that exciting. There are probably more enemies, but I haven't beaten the game yet. I'm not too optimistic though.

Another major problem, which is probably the most common cited about this game, is the fact that you can't turn on a flashlight while you have a gun out. You need to put away the gun and get out the flashlight to see in the dark, i.e. the entire game. Yes, you can do a flashlight bash attack in case you get surprised, but it's completely useless. I've never even noticed the attack doing damage. There are mods that fix this problem, but that doesn't change the fact that the original game has a seriously annoying flaw that could be potentially game breaking.

The old Doom style of hunting down colored key cards to progress has actually been kept, in some form. You have to find PDAs that belong to certain people in order to have access to locked doors. Unlike the original Doom games, though, getting each key card does not involve any puzzle solving. It involves finding a locked door, being told which PDA you need, and then backtracking (while having even more demons jump out at you in areas you had already cleaned of demons) long enough to see a scripted event like a demon busting down a previously closed door to scare you. And the PDA is usually somewhere back there, past even more hordes of demons that you don't see until you get hit from behind.

It sounds like I hate this game, but that's not entirely true. It's incredibly simple, it relies on the cheapest scare tactics around to keep the game exciting, and it features some really annoying or boring enemies. Sometimes, though, I just feel like playing a mindless FPS where you shoot demons in dark corridors. It hearkens back to a simpler time, where you had Quake and Doom and maybe even Serious Sam, games that just required you to shoot, shoot, shoot. Doom 3 won't keep your mind engaged or keep you interested in anything about it, but mindless fun is a nice change of pace from FPSes that challenge you to think tactically to survive, games like Crysis, Team Fortress 2, FEAR or Half-Life. There's a time for each type of game.

Monday, July 28, 2008

Timeshift


When the game came out back in October, I tried the demo. It was pretty fun, but after I read some pretty unfavorable reviews I decided not to bother with the full game. Something lately compelled me to download it and try it out. Maybe boredom. In any case, here's my impressions.

To start with, it's clearly a console-based FPS. The game is set by default with (I think) an FOV of 80 degrees, which is substandard for PC games. I switched it to 90 as soon as I noticed. It carries the annoying trend of only allowing you to carry a couple weapons at a time, three in this case. Developers and console gamers will say this makes the game "more tactical" or something but really it's just compensating for a controller's lack of buttons. Having fewer options doesn't make a game "more tactical," it makes it "simpler." Furthermore, the design of levels and overall gameplay is definitely based on the assumption that the player cannot turn quickly, another console symptom. The flow of gameplay is such that you'll enter each area/corridor and see the enemies in front of you. They won't pop up behind you or flank you. Everything you need to deal with will be in front of you. That's not to say the design is bad, per-say, as it does offer tactical challenges, it's just that it is simpler and less frantic than it could otherwise be (see Crysis). Finally, of course, the game has regenerative health. Ugh. Given the context of the game, it would have been SIMPLE for them to implement a sort of health pickup system or even health station system like Half-Life, but no, they decided that was too complicated for the console gamers.

With that basic complaint out of the way, I'll talk about the game on its own terms. First, I just have to mention that the story is laughably bad. It tries to be edgy by having those flash to white screen with a sound effect and go into a cutscene/flashback things that many games tend to do nowadays, but the game just fails completely. The cutscenes are rare, convey basically no information, and frankly seem shallow. I found myself skipping most of them. After I watched the beginning of the game I learned that someone stole a time-trsvel suit, and then your character conveniently has another one to hunt down the first one through time (an actually cool premise). After that, you travel to this dystopian future that is, of course, a muddy grey Gears of War look-alike with a tiny bit of steampunk thrown in. I actually like some of the elements of the world the game creates. The oppressive big-brother figure on televisions everywhere, the sparse scenes of resistance fighters, it all reminded me a lot of Equilibrium, especially how the rebels all look up to you as a super-soldier after they learn about you in the beginning. It's a good feeling.



Aside from that, however, the story offers absolutely no reason behind anything you do in the game. I've played it for hours now and still have no idea who stole the other time suit and why I should care. I assume he's the reason I'm in a dystopian future right now instead of someplace awesome like the Cretaceous period, but I still just have no motivation to find him. And speaking of motivation, why the hell am I running around this grey world shooting enemies in slow motion? The game just plunks you down into the world, hands you a gun, and says "shoot those guys for 15 hours." I'm guessing about the length of the game because I did not finish it (you'll see why in a moment). Anyway, the rebels just sort of make you run errands for them even though you have no idea who they are. At one point you hop onto a dirigible and man turrets to shoot down enemy planes. Why? I have absolutely no idea. They don't give me any reason why I should. Now, normally I don't care that much for a story in FPS games, but in this case the fact that they tried to insert a story into the game, and failed so miserably, stands out a lot to me.

So, since the story obviously isn't really there, how's the gameplay? It basically comes down to shootouts, in varying environments against varying enemies. Very occasionally there's time puzzles, which I felt were vastly underutilized. The game is entirely based on the "timeshifting" abilities, of which there are three - in chronological order...or reverse chronological order...actually I have no idea: time slow, time stop, and time reverse. Two of these, the latter two, are pretty much unique to this game, but as any long-time gamer knows slow motion has been used to death pretty much since the Matrix came out in 1999. The most notable bullet-time games have been the Max Payne games, FEAR, Gun, all the Matrix games (duh), and Star Wars: Jedi Outcast (also known as the best multiplayer game in existance). Of all of these, FEAR is the only straight FPS to utilize it, but the fact of the matter is Timeshift is not treading new ground here. Where it does tread new ground, however, is the other two powers.

Time stop freezes everything around you except what you physically touch, apparently. You can freeze time, and then pick up a gun and shoot it at regular speed. The temporal mechanics of that make my head hurt, but I can forgive it. It's darn useful. It's a shame this is the shortest-lasting of the three powers. Because of the regenerative health, using time stop refills your health bar much faster. This is good because your health will drop RAPIDLY when you're being shot at. Also, you can use time stop to run up and grab an enemy's weapon from their hands. When time resumes, they stand there with a stupified look on their face for a moment before running away. It's a fun feature but I wish there was more to it; as it stands, that's about all you can do with time stop aside from the odd puzzles. It works as a more effective, but shorter, version of bullet time.

Time reverse is almost entirely useless except for a single scenario: a grenade sticks to you. This is the single time you will use this power, aside from the odd time-reverse puzzles (some of which are very creative). You can't actually interact with anything during time-reverse, you can only reverse things which have already happened, and then change them when time resumes in the (near) past. This feature seems to have so much wasted potential, it's a shame they didn't do anything more with it.

I want to talk briefly about the time puzzles before moving on. They're a mixed bag but I see a lot of potential here. Here's a list of all the puzzles I can recall from my several hours of playtime:

-reverse time to move through a hallway before it explodes and collapses.
-freeze time to walk over electrocuted water safely.
-freeze or reverse time to walk up a ramp without the other end falling down from your weight.
-freeze time to walk through fire safely.
-freeze time to get through a gate that will close immediately after being opened.
reverse time to ride an elevator that can only be raised by manually turning a crank that is outside the elevator; thus you have to turn the crank to raise the elevator, let it fall back down, then reverse time, get into the elevator, and ride it up. This one was my favorite.
-freeze time so you can climb onto a platform that can only be raised by a button located elsewhere, and ride the platform up as time resumes. This is used to get height to jump over a nearby fence.

That's it. Many of these puzzles are repeated, too. Most of them are simplistic and obvious, while a couple are actually pretty ingenious and took me a few minutes of trial and error before solving. The good puzzles reminded me of the gravity-gun puzzles of Half-Life 2 and that's no small feat. If we could see a better balance between really tricky time puzzles and combat, this could have been a much better game overall.

The shootouts themselves are also a mixed bag. Some of them are pretty well-designed, with open areas and opportunities to show off the sometimes awesome AI. It's hard to tell in Timeshift when the AI does something that's scripted and when it does something on its own, and I think that's a great thing. It's not as fun to fight as FEAR, but it occasionally does surprise. It's too bad most of the game isn't really designed for the AI to stand out. Often you'll be moving through an area and see, at the far end of the area, the enemies come streaming through doors and run for you or for some nearby cover while shooting at you. The enemy knows where you are. It does not feel pity, or remorse, or fear. It will find you. Stealth is completely impossible in the game. If you can see the enemies, they can see you, and this often comes off as just too scripted. When you're moving through the levels with the enemies, though, they do show surprisingly good tactics most of the time. Expect to be grenaded, expect - rarely - to get flanked, and expect turrets to be occupied by a second enemy after you've gunned down the first. Unfortunately, with only the three time powers (one of which is almost useless and the other two delivering almost the same gameplay quirks), and pretty repetitive enemies and environments, the game gets old. It took a while before it did, but it did, and that's always the sign of poor design implementation. A truly good game does not get old. That's why it's still fun to play Super Mario.

Finally, does the protagonist of this game look at all familiar?

Thursday, July 24, 2008

N64 Games to get on the Wii Virtual Console

F-Zero X

If you like fast-paced racing games you probably already love the F-Zero series. I'd played the SNES one but that was it. Well X definitely blows that out of the water. Insane tracks with loops and jumps and tunnels, along with 30 racers in each race, and insane speed, add up to one intense experience. It has a really smooth framerate too which never stutters once. I wish more games focused on that nowadays (and even other Nintendo games of that time period didn't, see the next game for details).

Star Fox 64

The classic rail shoot-em-up from Nintendo. This, to me, is the natural 3D version of the 2D scrolling shmup. I don't want to say "evolution" because it's just different, not necessarily better or more advanced. Regardless, Star Fox 64 is an awesome arcade-style game with branching level paths, a (simple) scoring system, and a set number of lives. The major problem with the game is that it's plagued with slowdown. Like, all the time. I've tried the game with Project64, and it's a major difference compared to playing it on the Virtual Console. Now, it's not gamebreaking by any means, and during gameplay you probably won't notice it, but during cutscenes and particularly busy sections of the game when the screen is filled with explosions, you'll definitely see it. Still a great game though.

Sin & Punishment

This is another rail shooter, in the same genre of Star Fox, but also entirely different. It's more like a scrolling 3rd person shooter/platformer, with a melee weapon on top of it. This is made by Treasure, so it features many of their signature bosses and styles. I know some people might not be into that style, but for those of you who love Radiant Silvergun and Ikaruga, you'll definitely love S&P. It feels more like a shoot-em-up than perhaps even Star Fox, with actual bullet patterns and attacks to dodge, as well as memorization necessary for scoring the bonus items and amassing a large hit count. I'm still trying to 1cc this game, and it's really difficult to do. I heartily recommend this game to absolutely anyone who enjoys action games.

Oh yeah, I also own Mario 64, but I think everyone on earth knows the reasons that game is great. (although Galaxy is better)