Showing posts with label audio. Show all posts
Showing posts with label audio. Show all posts

Friday, April 12, 2013

Sleeping Dogs

Sleeping Dogs was initially one of those games that I just picked up because I had finished one game and the next titles were still on their way in the mail. Ultimately it turned out to be quite a bit more than just a snack. For those not in the know, Sleeping Dogs is a GTA-like that was initially supposed to be a part of the True Crime series. For some unknown reason the original publisher rejected the game, thus the name change and another publisher. Because I have not written about any GTA yet, I am going to include some wider points from the genre's conventions.

1. Backstory matters in gameplay - to an extent!

Sleeping Dogs features one important backstory difference to GTA games: the protagonist is not a criminal. He is an undercover cop who has been tasked with infiltrating a triad in Hong Kong. This sets a different tone to the entire game. Although the mechanical punishments for driving over civilians are quite small, they bear much larger emotional impact on the player if they identify with the protagonist's dual identity. Although I am not particularly happy about killing bystanders in any of these games, Sleeping Dogs puts a lot more emphasis on the ethics of the player's actions. In GTA I hijack cars for leisure with no second thoughts but in Sleeping Dogs I found myself wanting a really pressing need before I could even think about hijacking a car.

There is no in-game punishment for breaking the law, unless the player is on a mission (and then it just lowers their cop score a bit). The mechanic, and also the reaction of the car's original owner are exactly the same in both GTA and Sleeping Dogs. The only difference is the protagonist's identity. Protagonist identity has its limits though, as is also evidenced by Sleeping Dogs: when asked (by a criminal contact) to hijack a specific car, hijacking the car actually feels less bad. This may be because the player can push the responsibility for their actions onto the game. After all, the game gave them the goal to hijack a car - even though they were responsible for taking the mission in the first place (hijack missions are optional)!

This is actually a fairly common ethical conflict in games: the conflict between in-game rewards and the ethical concerns of an action. Game characters do indeed do all sorts of nasty things under the player's control. This picture highlights this particular issue (in a rather parodical way - but it does get a point across). Typically gameplay incentives override any ethical concerns the player might have about the action - especially if the game does not confront the player about their actions. Therefore, although they are supposed to be the ideal hero, players controlling Link in various Zelda games will happily hack away at civilian property. This happens in part because no one cares in the game world. Thus the game is not actively confronting the player.

In Sleeping Dogs repercussions for actions are situational (score is only counted during missions). Even then they still somewhat reinforce the protagonist's identity's ability to control player actions. Furthermore, the rewards for hijacking cars at random are also quite low: garages where the protagonist can summon their own car are quite common. Later in the game they even get the ability to have a valet deliver a to them. Therefore it is not that necessary to hijack cars in order to get some wheels. This design decision is sound; if the game had actually forced the player to hijack cars just to get around, it would have a much harder time to get anything out of the protagonist's dual identity. Of course we can argue that the ridiculous bodycount also conflicts with this identity. However, this is once again a case where the game is forcing the player's hand. It also has its limits; just like I did in L.A. Noire, regardless of crashing into traffic and other property I usually did not choose to control my speeding.

The dual role of the protagonist is also present in the game's structure. The storyline consists of both triad and police missions, all of which need to be completed to advance in the story. All in all this play on identities does distinguish the game's story from a bunch of competitors to its advantage. It also makes it "easier" for the writers to create a more complex and conflicted protagonist. Easier in the sense that certain amount of complexity is already present in the character concept and game structure.

2. The Hong Kong experience

I love GTA titles - Vice City in particular - but there is one major and commonly accepted defect in the entire series: action is typically effing lame, and further destroyed by bad controls. This is commonly forgiven because Rockstar has a tendency to do a marvelous job on every other front. GTA V might not get away so easily though, because Sleeping Dogs has shown how things can be with proper effort. The game takes its inspiration from Hong Kong action movies - a genre of action movies famous for their insane stunts. The illusion would really break with GTA style static combat. Fortunately action sequences in the game are far more diverse. The game puts less emphasis on gunfights for starters. It includes close quarters combat all the way until the end of the game.

Adding more variety is just icing on the cake though. Both types of combat have been made simply a lot better than in any competitors I have played. Hand-to-hand takes its influences from games like Arkham Asylum and Yakuza, and the system is actually very functional. Winning fights against multiple opponents doesn't come down to just one strategy and most combos and other moves have their uses. Some have  been thrown in just for flair of course, but they succeed in creating more diversity. Shortly put, combat stays interesting throughout the game. Gunfights are also more dynamic than usual. The addition of bullet time while vaulting over obstacles gives the player a lot of incentive to stay on the move. It is also easy to switch to close combat at any time - the player can even disarm opponents through grappling.

Hong Kong action wouldn't be Hong Kong action without more dynamic movement. Parkouring is quite easy in Sleeping Dogs but it gives the player better movement range. In particular it makes chase scenes on foor a lot more interesting. If there is one weaker category in terms of game controls it is cars. They behave somewhat weirdly in Sleeping Dogs, and car controls are a bit shaky. However, the driving experience is also enhanced with some Hong Kong flair. The player can ram cars on either side more effectively. The coolest trick in car driving is action hijack, where the protagonist jumps from one car on another to hijack it while it's moving. While this feature is not very commonly used, it adds an important bit of flavor to the game.

In addition to enriching the game's action quite a bit, Hong Kong also acts as a superb setting to the game. Although the game is technically (very) poor on PS3, the city looks impressive and - more importantly - very different from American cities often seen in games. It made me actually wish that there would have been even longer distances to drive just looking at the scenery and listening to the radio. The radio has some weird asian stuff on some channels which is a plus.

3. Travel experience and dialogue

In my last post about Journey, I talked about how simply traveling can be a powerful gaming experience. Journey had a very silent and elegant way of creating that experience. Sleeping Dogs also achieves good traveling experiences but through different means. This is something that I noticed quite a while ago when playing GTA IV (or maybe Vice City even) but haven't written about it yet. The experience of driving changes drastically as soon as the player gets a passenger in their car - not because a companion is present but because they are actually talking. I swear I could play a game of this genre where the only thing the player ever did was drive interesting companions around the place while dialogue is going on. Then again, this is coming from a guy who drove around in circles in Vice City when a good song was playing instead of going straight for the objective.

In a way using dialog in this way during transition draws the player's attention from the fact that they are just doing a transition from point A to point B. In GTA-like games the transition is typically more fun than some other games (such as RPGs where you just walk) but the player still speeds through as fast as possible - unless their avatar is having a conversation with another person. The feeling of there being another person in the car changes the way I drive in these games. Although there's no punishment (other than the occasional shriek of terror) for reckless driving, the presence of a virtual person somehow makes me drive way more carefully. In games where transition is boring by nature, having virtual company makes the experience feel more like a journey. I liked this in Nier for instance where NPCs commented on side quests while I was making my way towards quest objectives.

The reason I think this is important is that it goes to show how story content can change the gameplay experience. Thus it reinforces my stance that prewritten story content should not be treated simply as content that can be separated from gameplay. Disruptive ways of including story content such as cutscenes are kind of so-so, but injection story elements into gameplay parts - like conversations while driving - does affect the perceived gameplay experience. It does nothing to the mechanics but it changes the environment in which gameplay takes place. I think this is something that is not easily achievable without voice acting because text tends to be too disruptive.

Conclusion

At its core, Sleeping Dogs is yet another GTA clone. However, through clever decisions in both story concept and gameplay design, it in many ways surpasses the original. The biggest issues in the game are quite minor. The biggest problem the game had was its framerate on the PS3. It was simply abyssal during cutscenes. Fortunately it stayed quite good during actual gameplay. The game also had some hilarious bugs. My favorite has to be the bus trap: I got into a bus by accident and, opting to cancel instead of choosing my destination, was trapped inside with no way out! I actually left the game running for quite some time and when I came back, I was still in the bus. There were also some (quite common) oversights. It is cool and all that the protagonist's clothes get soaked and bloody. It is however quite less credible when no one reacts to it. Case in point: putting on good clothes to get onto a casino boat - I just couldn't get into a boat to get there without taking a little dip. Of course no one questioned my entirely soaked expensive suit. This oversight is very common in games but somehow I found it much more hilarious in Sleeping Dogs than usual.

Anyway. If you like the genre, play this game.

Thursday, October 13, 2011

Mirror's Edge

This game is one of my current generation favorites. It's too bad we're not likely to see a sequel. It's sad because with some polishing (read: reducing enemy encounters) this concept could easily be one of the best games ever. There are a lot of things done right in Mirror's Edge. My thoughts.

1. Eliminating the HUD

I don't remember if the HUD of Mirror's Edge was really gone, or was it just optional. Nevertheless, my experience with the game happened entirely without it. The game is designed in such a way that it plays perfectly without one. Again, I think this works very well for immersion. Not to say that games with a HUD cannot be immersive. All attention is paid to the game world itself when there is no additional information on the screen, and this can have a huge effect on the playing experience.

One important HUD element in many games is the minimap or similar navigational device. Mirror's Edge has a different way for offering guidance: objects in the game world that lead Faith towards her goal are shown red in the otherwise white game world. Although I first considered playing without the visual aids, I pretty soon turned them back on. The gameplay experience is so much better when the player can run with some decent knowledge of where to go.

2. Tricks to increase physicality

I like to describe Mirror's Edge as the most physical video game I've played. Of course it's not physical in the same way as dancing games. It's physical in the sense that the player is given a vivid feeling of being Faith. The developers have used several neat tricks to achieve this feeling. First of all, Mirror's Edge is in true first person: the developers had done their best to put the camera into Faith's eyes. Looking down, her legs are actually visible, and of course we can see her hands actually perform all the climbing, vaulting and whatnot. They've also made the camera move in pace with Faith's step.

They've done the same with the game's soundscape. Players hear not just Faith's footsteps but also her breathing. Oh and the grunts and all the other noises. The crash of Faith hitting the pavement is one of my favorite dying sounds and made me feel really bad about screwing up. It usually goes without saying that soundscape is much more important for immersion than graphics, and the developers of ME have nailed that.

3. Simple yet powerful controls

The final piece of the puzzle are the games controls. Most of the game is played using only two analog sticks and two buttons. One button means jump, the other means crouch. These are contextualized in a natural way. Crouching while running means slide. Crouching while falling means roll. There is a high sense of mastery in playing Mirror's Edge because while things are relatively easy to do (thanks to the controls), the game never feels like it's doing things for you. Even the toughest tricks still have to be fully performed by the player.

Conclusion

The real genius in Mirror's Edge's design is how everything comes together to support player immersion. The designers have carefully removed everything game-y from the game in favor of a strong experience, and they have been successful. The flow of movement in Mirror's Edge feels really good, thanks to the combined effect of all the things mentioned here. I've yet to play a game that would get close to what ME does in terms of pure joy of movement. Of course, when movement is the game, it better be good.

Friday, October 7, 2011

Lumines Supernova

I wanted to write about Lumines... again. Just wanted to point out the things that make Lumines awesome. Lumines is a block dropping puzzle game. The main hook of this game is how it connects its soundtrack to sound effects triggered by game events, making it a highly involved interactive audiovisual experience. The mechanics also happen to hide a really solid game, and here are my observations of some of the causes.

1. Non-solid blocks

In Lumines, when you land a 2x2 block on top of previous ones so that half of it is left hanging in the air, it doesn't remain that way. Instead, the blocks that were left on top of nothing break off and fall down until they hit something solid. It doesn't sound very revolutionary, and indeed it's not particularly new. In Lumines this mechanic ensures that it's more challenging to figure out how a block will end up. Players need some experience to see what's the best way to drop a block into a particular spot on their "construct".

It also means that when a player "undermines" (connects and destroys blocks so that some of the destroyed blocks are underneath other blocks), they again need some experience to see where all those blocks that fall down will end up. In short, the mechanic makes the game less static, and therefore more challenging to entirely figure out. Setting up combos that make use of this mechanic is an art form in itself, and something I have yet to master.

2. The beat line

In Lumines, when the player connects rectangles of four or more blocks, these are not immediately removed. Instead, they are marked for removal. A beat line constantly passes over the playing field, left to right, and as it moves, it erases all blocks marked for removal (and scores them). This mechanic affords big combos, as the player can build lots of rectangles for removal before removal takes place. It also adds a bit to the player's cognitive load as they need to be aware of which blocks are not going to be around much longer while they are placing new blocks. Combine with the previous mechanic, this makes it sometimes quite challenging to figure out what's a an optimal move for a situation.

Another interesting dimension about the beat line is that its speed affects how a level plays. Levels where it moves slowly afford big combos, but are harder because more blocks will accumulate on the screen between removals. This is especially true in levels where the beat line is really slow, and the falling speed of blocks is really fast. The difficulty of levels in Lumines is therefore controlled by two parameters instead of one, which adds a lot of variance to progressing through the game. Which brings us to the next point:

3. Nonlinear difficulty progression

Lumines does not simply change both its difficulty parameters constantly towards more and more challenge, but instead some levels downplay the challenge in one of the parameters and increase in the other. The levels are arranged such that the toughest levels are often followed by somewhat easier ones. I like how this gives the player a second chance after a hectic level which is almost guaranteed to mess up their stacks. Often in these slack levels scoring is not as important as improving the block structure for the next tougher level.

The downside is that this makes the game much longer to play, as it becomes "impossible" way slower than games where only one difficulty parameter constantly ramps up. After the full cycle of 20 levels, the overall falling speed of blocks increases, so eventually the situation is going to get out of hand (for me its at the first half of the third cycle). The definite upside is that one mistake is not going to ruin the entire game. There is always hope. "If I can make through this level, I can fix that problem. Not all is lost."


Conclusion

Lumines (Supernova) does a lot of things right. It puts a huge cognitive load on the player and succeeds in keeping a player in flow for a long time by introducing non-linear difficulty progression. Thanks to the huge cognitive load, the game is really hard to master. It stays interesting a long time.