Showing posts with label controls. Show all posts
Showing posts with label controls. Show all posts

Friday, November 7, 2014

Dragon Age: Origins (and a little bit of Mass Effect) - Part 1

Time to do another package deal. I have never written about Mass Effect in this blog even though I have played the first two. I'm pretty sure it happened before starting this blog so I'm not exactly obligated to according to my own rules. Dragon Age on the other hand is a game I have played quite recently, and it has a lot in common with Mass Effect. Might as well throw them all together. I have touched the topic of BioWare games earlier but now it's time to dig a bit deeper into one specific title. As usual I took forever and a half to start this game. I think I first wanted to play it as soon as it was released. I ended up playing it in 2014. Back then I didn't own a very modern PC, and I feared the PS3 version would not give me the same experience. I also had quite recently played a modded version of Baldur's Gate, and figured I might want to mod Dragon Age a bit too. "A bit" turned out to be about 30 individual mods, although most of them were simply graphical or environmental improvements.

1. Can you hear the dice?

For people who didn't like Mass Effect's rather close relatedness to first person shooters, Dragon Age was refreshing news. It promised to return back to the good old times of Baldur's Gate, giving the player control of the entire party from a bird's eye view. Although BG was a bit tedious to play at times, I was still looking forward to this. Although the game draws its inspiration from BG, a lot of things have naturally been modernized. The combat system is also BioWare's own instead of ye good old Dungeons & Dragons (well, Advanced Dungeons & Dragons back in the day). It's not that far removed from, say, the fourth edition of D&D really. Generally it's fair to say that things have been streamlined all over the place. Inspiration has been drawn from my all time favorite source (sarcasm detector says beep!): MMORPGs. Abilities are now cooldown-based with stamina/mana cost added on top.

Back in the day, most abilities, including spells, had limited uses per in-game day. This led to hilarious amounts of resting at times, but as a system it wasn't all that bad. Cooldowns on the other hand are often more spammable, and unfortunately this shows in their design: they are really lackluster. It's nice and all to have a bunch of skills, but you know what's nicer? Skills that have an actual noticeable effect. Sure, most of the higher level skills have noticeable effects, but that still leaves a ton of relatively irrelevant skills to fill the player's action bar. I do like to think there's a reason for this - at least in the source. Having an action bar (or two) full of active abilities gives the player something to do while their character is auto-attacking endless mobs in MMORPGs. Whether pressing buttons in a sequence is interesting or not is another question in itself.

Looking back to Baldur's Gate there actually are not nearly as many active abilities - and most of them have use limits much stricter than cooldowns in modern games. Indeed, most of the combat is about looking at characters auto-attacking mobs. The difference between a modern MMORPG and BG? Well, there's at most six characters for the player to control in BG. The tactical dimension of moving them around more than makes up for the fact that they are mostly just doing basic attacks. So, what happens when we add few handfuls of active abilities with small effects to all characters? Well, mostly it just becomes more tedious to play. When the impact of a single ability is close to zero, activating it feels a lot like an extra hoop to jump through. It's also important to note that impact is not a static property of an ability. Instead, it also depends on the game's enemy and encounter design. More about that a bit later.

As stated, there definitely are abilities in Dragon Age that have a clear impact. Higher level mages can clear mobs with powerful area of effect spells, given suitable conditions. Likewise, higher level rogues have skills that actually increase damage output significantly enough that it can be called burst damage. Yet most abilities are only weak buffs, debuffs or disables etc. They certainly have a statistical effect but its presence is hard to notice in a real-time battle system with 4 party members. The only sensible way to use all these small abilities is to set conditional statements for the AI to use them - at least for the other three party members, but it certainly doesn't hurt to do this for everyone. After these meaningless little skills have been automatized the player can then focus on activating the bigger abilities at opportune moments. However, at this point it's rather questionable to include such meaningless abilities in the game at all.

Basically it comes down to decision-making. If the difference between using a skill off cooldown (i.e. as soon as it comes available) and using it at opportune moments is not significant, then the choice of when to use the skill is not meaningful. There are many ways to deal with this problem: you can turn these skills from active to passive, or proc-based; you could increase their impact and the cost of using them; or you can just remove them. The "how" is ultimately a matter of game balance. The important part is having a suitable amount of meaningful decisions in the game and minimal amount of meaningless decisions. The latter are just noise, and they make the game irritating to play. That's the noise of the dice being rolled way too many times during a simple combat encounter. I guess there is a general phenomenon here at work, somewhere: making it appear like more is happening by dividing all actions into smaller units. Doesn't work. At all.

2. Iconoclastic Hammer of Infernal Devastation (+1 damage)

The rant continues and I'm afraid it won't be done by midnight. I have went on about this topic at least once before but I have the perfect excuse to revisit it. Let's compare equipment in BG and DA! The comparison is slightly unfair as BG enjoys a certain amount of familiarity bias from an old school AD&D nerd like myself. Equipment in DA is very - you guessed it - MMORPG-esque. Well, to be fair, they are a bit more interesting than that. Closer to Diablo 2 I'd say, of all the games I have played and actually remember. There's a lot of numbers. I didn't count exactly, but I wouldn't put 15 different numbers on one item beyond the realm of possibility. Generally speaking, more numbers equals more dimensions along which to compare pieces of equipment. One-dimensional equipment systems are incredibly boring: two pieces are either exactly equal, or one is simply better than the other.

As dimensions increase, player choice increases with them. I might want to wear weaker armor, because it grants other bonuses that I rate higher. However, if multiple dimensions are parallel to each other, meaning diminishes and overt complexity is introduced in its stead. For example, critical hit rate, critical hit chance and percentage-based bonus damage are often different ways to increase average damage per attack. Percentage bonuses are more stable, but over time the net result is the same: a double damage crit with a 15% chance equals 15% bonus damage with enough repetitions (in a simple system at least). Although it might be somewhat up to taste whether you want a higher crit or just more damage, to make an informed decision you'd need to whip out a calculator when two weapons are near enough each other in average damage. Or, you know, just don't give a damn and use the one that looks cooler I guess.

Situational bonuses (e.g. elemental damage, bonus vs enemy type, damage type resistance) are another beast entirely. Strictly speaking, they can be an attractive way to make more items legitimate choices. I mean, if a weapon is better against dragons than any other weapon in the game, it remains situationally useful, does it not? Well... it depends. A lot, actually. In a sense, actually using the item in its situational context is usually not a real choice (after all, it is the best option). However, there may be strategic decisions to make if there is a cost to equip the item - for instance, in Dragon Age the player may have two weapons equipped and swapping them is effortless. In this case the "cost" of equipping any given secondary weapon is that it takes your only secondary slot. So there is a decision: what to equip. Meanwhile, switching between primary and secondary weapons is free from the game mechanics perspective.

The overall cost of messing around with equipment also includes an external cost: effort cost, i.e. how much additional effort the player needs to expend in order to make the switch. For a very simple example, let's say switching to my anti-dragon sword kills a dragon approximately 15 seconds faster. If it takes 20 seconds to actually bring out the damn thing, it's not worth it. Even if it's close, or even slightly faster, it may feel too much of a hassle to be actually bothered with. On the other hand, if the effort cost is zero (e.g. alternative weapons are bound behind different, equally reachable action buttons), it's also a non-decision. Generally speaking, all sorts of effort costs are detrimental to choice, and should not be used as balancing factors in this context. There are other contexts where effort costs are valid balancing factors, especially if they have a skill component.

To summarize: situational equipment only makes sense if  the player has to make meaningful decisions about which to use. Probably the most common approach is to have a limited number of quick access slots coupled with a real cost for reconfiguration (e.g. inventory cannot be opened during combat). In conclusion, situational bonuses are certainly a dimension, but only a secondary factor in deciding a character's main equipment kit. Despite the flood of numbers, most equipment in Dragon Age falls on a neatly tiered scale so ultimately not a whole lot of choice is involved. Although, some armors are so goddamn ugly that I occasionally just had to use a slightly weaker one. Then again, for female characters, that's almost every piece of armor in the game. Which brings us to another important factor that influences equipment choices: player experience.

Let's face it. Despite occasionally having cool names, a collection of numbers doesn't really cut it when it comes to items being cool. So for all their numbers, pieces of equipment in Dragon Age just aren't all that interesting. This is where the AD&D background of BG comes into play - especially in BG2. We can even argue that comparing a sword +1 to a sword +2 is not all that different from comparing two items in DA - the difference is just made more obvious. At the same time, the scale is more visceral. However, the really interesting stuff comes in the form of unique magic items. Named items that clearly differ from anything else in the game. A lot of these items give the player new abilities and truly unique mechanics that are not available anywhere else in the game. The amount of oomph is simply superior to a collection of numbers. While in DA a sword is always used in the same way, in BG a sword might have abilities that create entirely new strategies.

Furthermore, as most of the items come from the well-known AD&D and Forgotten Realms lore, they are already iconic - and their names have meaning. Some of them are also batshit insane, like the Deck of Many Things - an item that's almost a sidequest in itself - or the talking sword (name forgotten). Whether there is more meaningful choice considering equipment in BG is debatable though, as they still mostly fall on a rather tiered scale. However, they are definitely several magnitudes more exciting. They are also much harder and time-consuming to program. It is easy to see why developers these days prefer collections of numbers. Once you have the system down, generating equipment is just a matter of drawing up some numbers - which is something computers are very good at. It's also easy to balance, and effortless to re-balance. Just tweak the numbers.

Sadly, the oomph is gone - equipment has become just another piece in the mathematical character optimization machine. While making choices based on numbers is still meaningful, individual items are not memorable at all, and the excitement of finding new equipment is massively diminished. That's the sad reality as RPGs become games of numbers. In closing, a couple of examples. Borderlands 2 walks the border of numbers and uniqueness quite successfully. While most of its items are indeed just numbers, truly legendary weapons have unique properties that make them behave like no other weapon in the game. Another one is Dark Souls. If you only look at numbers, the equipment system seems really one-dimensional. However, each weapon is truly defined by its attack animations - its player experience - so that choice is first and foremost based on play style preference.


3. There and back again - travel time: eternity and a half


This pretty much continues where I left off with the Tales rant about ridiculous detours in games. Detours are not as much of a prominent problem in Dragon Age. Granted, every faction the player needs to visit to get them pledge their allegiance demands a series of quests before agreeing - so it's basically business as usual. In the very least these are actual subplots with player choices, and in many ways feel much less like hoops to jump through. So what's there to rant about? Well, very briefly: dungeon length. I have touched the topic in the past, but if any game has truly tried my patience with long dungeons, it's Dragon Age. It doesn't even necessarily mean the problem is at its worst here, it just means it feels most aggravating. This is due to several reasons, one of which is the combat system deficiencies outlined before. On its own, even that would be fine though.

The real problem then? The sheer amount of encounters per dungeon. There's a fight in literally every fucking room and corridor in the game. Which, again, in and of itself is not aggravating - just incredibly annoying. I've had my share of these in games before (like Xenogears, omfg). What really makes it toxic is that there are like three different enemies in the game. The variety of encounters is mindbogglingly low, and going through the motions again and again is really tedious - primarily because the game has a fuckton of meaningless abilities and the NPCs tend to have a really hard time staying where you want them to be (or if they do, they don't do anything at all). Although you can make combat more interesting by increasing difficulty, it becomes so time-consuming that it's just not worth it. Most encounters have the same structure anyway: sneak up on soft, deadly targets (mages, archers), then mop up the rest. Rinse and repeat in every room and corridor. Later on in the game you can fortunately use broken AoE combinations to kill enemies before they even reach you.

Mass Effects 1 and 2 suffer largely from the same problem. The amount of fighting really drove me insane - or, well, bored, actually. The problem is the same: there just aren't that many enemy types in the game. I think ME2 did best of the three games in this category. In all games the dungeons are just too long, and too repetitive. In Dragon Age the only real difference you seem to get between most dungeons is new textures in the environment, and new flavor for the same old enemies. I get it, we are supposed to be fighting darkspawn throughout the game because they are everywhere. Just, could there maybe be more than three types of them? No? Ok, I am exaggerating a bit, but three is not *that* far off, unfortunately. It's kind of the same in ME: there's this one race of enemies that forms the major threat in the game, and they have like literally three different types of units. That, and dungeons are effectively just long FPS corridors.

So, here comes the unfair Baldur's Gate comparison again. Admittedly the first Baldur's Gate suffers from many of the same problems (except it's composed of massive amount of outdoor areas and somewhat less dungeons) - largely because the level range 1-7 is in fact quite boring in AD&D in general. BG2 on the other hand is miles ahead. Taking advantage of iconic AD&D monsters, the game offers a far wider variety of challenges in combats. Many of its dungeons are also more interesting with devious traps and puzzles, or optional challenges that yield worthy rewards. Which is another point: if items are not exciting to find, why bother spending any longer in dungeons than is mandatory? Overall, the ratio of meaningful encounters to meaningless ones seems simply much better (or maybe it's the nostalgia talking). The number of enemy types is probably a magnitude or two higher too.

Variety of challenge is the key. In BG2, enemies have abilities that are absolutely bonkers and - as a consequence - very threatening. High level mages have ridiculous protections; vampires drain levels; beholders cast all sorts of crazy shit at you, including instant kills. It's even possible for characters to be entirely erased from the game, permanently. Think about that, and compare it to the watered-down enemies we get in games these days. Since player abilities - especially those of mages - are equally nuts, strategy choices have much higher impact. The games feel so different in comparison. To me, in DA it feels like most of my decisions increase my party's overall effectiveness by like 10%, whereas in BG2 the chance of winning can go from zero to 100% with good strategy. In a way, I could say that in DA everything progresses at a steady pace, whereas BG2 is incredibly explosive in nature - often literally.

All that, and I'm pretty sure BG2 also has shorter dungeons.

Conclusion

So, to summarize this wandering rant, these modern BioWare games - Dragon Age in particular - seems to suffer from everything being watered down. Certainly this makes it a more balanced game than Baldur's Gate 2, but at what cost? Going through the game feels like treading through some gray substance at a steady pace - a really slow pace at that. The game just throws these seemingly endless encounters at the player, each containing a mixture of the same enemies you just killed in the last room. Reaching new levels doesn't feel much like anything as most abilities lack substantial impact. Finding items is reduced to a sense of "wow, better numbers". Quantity over quality, it seems, and it just doesn't work. It never does, not for me. As a game of high fantasy dungeon crawling, DA is just garbage. If there's a mod that removes two thirds of all encounters in the game, I recommend using it - that just might make it work.

In the next part, I'll go through some reasons why I still managed to play through it.

Tuesday, September 9, 2014

Tales of Xillia/Graces f

Getting lazy again and doing two games at once! Well, there's that, and the fact these are quite similar in many ways. It's a normal series thing, kind of like Final Fantasy before FFX and later games started messing around with things more. So yes, both of these games have the same fundamental game mechanics and core systems. The biggest differences can be found in character development, combat system details and various subsystems. Tales seems to be one of those series that are kind of reliable, but nothing truly amazing ever seems to come out of it. That's just my impression, and I might be terribly wrong. It does, however, definitely hold true for these two games I have played. One distinctive feature of the series is that you can play battles with up to four players. This makes it ideal for social RPG marathons because there is no need for taking turns holding the controller. Which is why I picked Xillia up initially in fact.

I don't feel like doing a complete analysis. I'll just go off on random tangents instead. Wherever that may lead.

1. Detour gaming

Rant time! This applies especially to Tales of Xillia, as the game is my source of inspiration for writing about this phenomenon. The point is still valid for many games, and even other works of fiction. Xillia is just particularly obnoxious. There's some minor spoilers about the game's structure, but nothing specific really. The game starts with Milla trying to destroy a device. She fails and has to retreat. Then we get to follow how she attempts to get back to the lab, to destroy the device once more. However, there's a but. One does not simply walk into... well, might as well call it Mordor. The next twenty or something hours of the game are basically spent running into yet another obstacle that ruins yet another way of reaching Mordor. When we're finally down to the very last option, the game still manages to throw several hours' worth of hoops for us to jump through.

In other words, the story does not actually proceed anywhere in the first twenty or more hours of the game. There is literally no progress in the plot. There's just an endless ball of side plot threads, all of which are incredibly pointless. They just have to get the player to visit every corner of the world, no matter how lame the excuses to do so are. The first half of Tales of Graces f feels a bit like the same in the sense that it too has the player run across the world map before the plot truly starts moving ahead, but at least it moves. Xillia just kind of spins in place. Ironically, once it actually gets somewhere, Xillia's plot is fairly good. Naturally once it gets to the good bits, it starts to move too quickly. It's kind of the same for Graces f, but at least it is somewhat more balanced with its pacing.

I stopped watching The X-Files because the series just throws bucketloads of fillers at the viewer. Same thing happens in anime a lot. Typically, not only does the main plot stand still for the duration of an entire episode, often interpersonal relations of the main cast do not develop either. Even if the individual filler episodes are great from time to time, it is still really annoying when the fiction does not grow. I love growth. These days I very rarely watch movies at all because they're hardly comparable to the massive arc of growth offered by extended works of fiction. I also expect this growth from such fiction, and get upset when it fails to deliver, choosing to unload filler after filler instead. That said, I haven't really found anyone who actually likes the kind of structure Tales of Xillia offers. So perhaps this is not just a personal quirk of mine at work in this rant.

The incredibly subtle parallel here is that I consider the hoops (subplots) in Xillia as something very similar to filler episodes. I think it's a fair comparison. In both cases, the main characters get diverted from their primary task into doing something less important (although technically it supports their main goal because it's an obstacle). The subplot often carries no weight beyond its own time frame either, which makes it a completely irrelevant event once it is over. It also often involves grinding down a horde of enemies that otherwise would have been left untouched. Yes, I do realize that by playing JRPGs I literally signed up for killing endless legions of enemies, but I'd rather encounter them while getting towards a worthy goal - otherwise it feels like I'm eradicating them just so that marketers can claim another +10 hours of gameplay in the box.

Games don't even need to necessarily have any stupid detours. Taking forever to get anywhere is just as frustrating, but it's a subject for another entry. Overall, I do admit my reaction to detour gaming these days is a lot stronger than it used to be in the past. The key factor here is time, or rather the ever-ironic relationship of time and money. Way back when I had all the time in the world, my ability to actually buy new games was rather limited. Back then a game had to offer a significant amount of gameplay hours to justify paying a full price. This made me a lot more tolerant. These days as I have a stable source of income and money to spend, the very fact of my employment kind of cuts into my gaming time. This has lead me to value my time all the more, and I have started to expect the same respect for my time from games. So, I feel a bit offended when they do not.

Perhaps it's a sign that I should finally ditch my long-lasting love for JRPGs. Or at least stop playing the titles that seem okayish, not great.

2. Real-time battle, almost there

The Tales franchise sports real-time battles, and they have been doing so for quite some time. At some point they switched to 3D battle fields, but to my knowledge the basics have stayed roughly the same throughout the series. As we have discussed in previous entries, real-time battle systems generally need to somehow control the flow of battle so that players cannot just mash buttons and hold enemies in stagger infinitely. In this regard Tales is a bit chaotic. Basic attacks generally don't offer much stagger and the stagger resistance of enemies didn't seem constant, or was dependent on their own state (e.g. they cannot be staggered mid-animation). I am not sure how exactly stagger worked in these two games - the system wasn't really all that transparent.

Of these two games, Graces f felt a bit more fast-paced, with more emphasis on tempo control. Although the games feel very similar on the surface, a number of differences contribute the difference in feel. For instance, Xillia controls ability spam through the equivalent of mana. Graces f does no such thing; instead it has a different point mechanic that controls the length of combos. It's quite similar to the system in Star Ocean 3. The end result is that while it's possible to hold an enemy staggered for the duration of an entire combo, at some point you'll simply run out of steam and have to wait a few seconds to regenerate combo capacity. This is the battle flow control mechanism that puts forces the player to play defense for a bit instead of brainlessly mashing combos in. In Xillia mana kind of acts as a similar mechanism: although repeatedly casting spells can hold enemies in place, you'll eventually run out of mana.

I did play most of Xillia as a caster so I cannot attest how it works for other character types. Overall I felt that the amount of control players can have over enemies is in similar levels; perhaps slightly stronger in Graces f. On the other hand, the amount of control players have over their allies is slightly higher in Xillia. In Graces f all other party members are almost completely autonomous; in Xillia, the player can choose to link their character with another character to have them work as a pair. Since we were playing with two players, we both had a link partner, whereas I'd imagine there would be more switching involved when playing solo because links between different characters provide different benefits and combination attacks. Both games have the option to bind a few abilities of non-controlled characters to buttons, allowing the player to invoke them when needed.

Overall I feel there's a bit of a redundancy problem in both games. They have a lot of depth, but fall short in utilizing it. With 3 AI controlled characters in the battle field, a lot of stuff is simply out of the player's hands. For instance, in Graces f you get quite significant bonus damage if you hit all of an enemy's weaknesses in one combo. There are so many different weaknesses that a single character can rarely do so, which means you have to hope that your allies have the sense to fill in the one's you cannot hit. It also requires a lot of memorization because attacks can have up to four different attributes, and the player has a combo tree of 16 attacks and another 4 attacks on top of that. You can always check the attributes in a pause menu, but it gets tedious. Xillia reduces the amount of available attacks drastically, and it also simplifies the weakness system to a more familiar element based one.

Another difference that may seem small but vastly influences the battle flow is free run. An interesting feature in Tales is that normally characters move in a 2D line in respect to their target (i.e. just near or far). Free run can be activated with a button, and it allows a character to move freely. In Graces f, free running depletes combo capacity, limiting it use heavily while in Xillia it's free. It follows rather naturally that you'll be using it a lot more, because it's the best way to avoid enemy attacks. In fact, since Graces f has a quick step dodge (also costs cc), there is very little use for free running. The end result is that Xillia involves a lot more running around and crossing distances is fairly quick. In Graces f evasions are done in a tighter space, and covering larger distances actually takes quite a bit of time. Xillia also has jumping which Graces f does not, and it seems very useless and mostly annoying. Jumps are slow, which makes accidental jumps quite dangerous.

I slightly preferred Graces f's gameplay, primarily because its controls are more stable. Accidental jumps aside, Xillia also has an annoying habit of characters not facing the right way after free running, which results in a lot of spells cast off-target. Neither of the games get to the same level of enjoyment as my long time favorite Star Ocean 3. Tales combat feels quite entertaining, and most of the time it's fast - a massively important factor in a game with hundreds of battles. Unfortunately enemies do not vary all that much, which makes stuff a bit repetitive. There are some alleviating factors however, and we're about to move on to them.


3. Character design musings

In both games, all characters have their own unique mechanics. I find this commendable, as opposed to games where all characters can be made into carbon copies of each other. These mechanics felt more emphasized in Xillia though, and were not that big of a factor in Graces f. There clearly had to be a reason why I chose to play just one character though, so let's look into this a bit. First of all, one problem I have with both games is that all character upgrades come in very small pieces from a system that has hundreds of nodes to activate (the systems are a bit different, but the rewards are not). A +3% conditional bonus here, a +2 stat bonus there etc. This means it's really hard to actually make any sense of a character's play style and advantages in just a glance, and it takes quite a lot of fights to grasp it in practice too. Arguably this could also been seen as a strength.

There is however something to be said about the actual impacts of different playstyles on characters. If you look at Dota 2, there's 108 different heroes and all of them have a distinct impact on how the game plays out. Meanwhile, in tales, it felt like I could have any party of four characters and the combat experience was no different - unless I would have purposefully avoided taking a healer with me, but that's just stupid. So, while each character may feel a bit different to play, the overall combat flow remains largely unchanged. I acknowledge that I did not particularly explore my options, because I largely had a "whatever works" attitude. The reason for this is the lack of variety in enemy design - the game very rarely forces its player to adapt. In Graces f I also didn't feel like memorizing a new combo tree too often so I stuck with the main character.

I don't often change characters just for variety. I only change when the game throws a curve ball my standard roster cannot handle, or if I feel combats are going too slowly. Sticking with the main character usually works well enough, because they're generally designed to be quite straightforward to play and still effective, and also the most well-rounded. I don't like playing healers or supports that cast buffs in real-time combat systems, because usually the AI is actually better at these roles (healing a low HP character or refreshing an expired buff are both very simple rules) - and it's usually more boring. In a cast of six characters there's typically one healer, one buffer and four others who usually do either physical or magical damage (or very rarely both but they're usually worse than focused characters). This leaves four feasible options to choose from.  

Because I don't trust AI in these games, I generally aim to play the character that is the most crucial for my strategy to work. Admittedly it's a bit unfair to make comparisons to Star Ocean 3 because I sank some three hundred hours into that game and experimented with everything. However, even on my first playthrough I felt more pressured to change my controlled character throughout the game. It would seem that for all their unique mechanics, characters in either of these two Tales games don't really have that different impact - some are just more tedious to play than others. It kinda comes down to the fact that there are just multiple ways of doing the exact same thing. If you compare to something I have hyped less, like Xenoblade, even that game had more pressing selection criteria for characters because they actually did different things.

Might be this is just my impression, and the system actually offers more than I got out of it. I also do commend the effort. It just really feels like - as long as you've got the basic requirements covered - there really isn't much of a difference between party configurations. It's also worthwhile to remember that it's not necessarily a problem with character design; it could just as well be a problem with enemy design. Ultimately it's always the game's challenge that drives players to adapt and make good use of their options. Certainly there are players out there who appreciate options just for the sake of having variety, but for me it feels like waste of interesting character design. In one regard Tales does fine: non-active party members still receive a lion's share of experience, so they at least do not fall behind.

Conclusion

Although there are a lot of individual minisystems in both games that are kind of curious, I will cut this post short here. Overall both games are decent JRPGs, but not really special in any regard. This really hurts them a lot, because mediocre JRPGs seem to be all we're getting these days - especially on home consoles. They're hurt by sloppy storytelling. All of their good ideas also kind of blend into a grey mix where nothing seems to really matter a whole lot. The end result is an experience that is kind of bland until you have put enough hours behind to develop some affection for the characters and their antics. This is actually another commendable thing about the series: it has a lot of (optional) banter between characters. Although it's quite cliched, it's highly entertaining and brings life to the otherwise mediocre characters. Some scenes - particularly in Xillia - are just downright absurd.

Overall, I might have loved this series a lot more had I played it like ten years ago. It was entertaining enough for these two games, but I'm not really dying to get more. Maybe for a full 4 player cooperative experience? Xillia 2 is out there, but it seems like yet another mediocre game, with just one benefit: recurring characters - but that's a topic for another day.

As a final note, maybe I should re-visit Star Ocean 3 and see if it's actually as good as I remember it to be.

Monday, February 24, 2014

DmC - Devil May Cry

This article is about the 2013 reboot of the franchise. I have played all games in the original series - most of them a lot in fact. I wasn't very enthusiastic about the reboot but after reading some reviews it sounded like it might not be that bad after all. Then it wound up in PS+ instant game collection which was my cue to grab it and give it a spin. I'm sensing a pattern here... Honestly this article is almost not worth it to write. I've said almost everything before (here and here, and probably elsewhere too).

The game has gone through a lot of westernization - especially Dante. He now looks like an emo rock star, and his vocabulary has been expanded to cover clever words like "fuck". Now he's also the archetypal reluctant hero type who grows to the occasion. Wow. Such original. Amazingly enough they've managed to retain at least a small sliver of the original Dante's charm. On the plus side, the game's plot is more sensible and in all its cheesiness pretty fine. Demons are controlling the human world through media and with pacifying energy drinks. Throw in a sexy girl sidekick who gets to play damsel in distress and we have pretty much everything that's needed for a good old 'murican hero flick. It's a rather obvious social commentary, especially aimed at news propaganda. The outrageousness of all the lies in the in-game news broadcasts made me chuckle a few times. I guess that's something, right?

A lot of negative things could be said about the game's fiction but let's just skip that and move on to actually playing the game. The core gameplay of the original series is surprisingly intact and - I dare say - even better at times. Most importantly, the core dynamic is there: Dante has tools for everything the game throws at you; the question is, can you utilize them? The developers are stating this rather boldly too: the game has a difficulty where even a single point of damage kills Dante. I didn't get that far, but I haven't entirely abandoned this game yet - I might go for another playthrough at some point on a harder difficulty. Like its predecessors, it's entirely possible to play the game through in one sitting, especially after the initial playthrough. This is another thing that is advantageous to games such as DmC. If the first playthrough is effing long, it's hard to bother with a second one.

The series has always been one where mastery of the battle mechanics is the driving motivator. By the end of the game, the player has become proficient with their weapons and fairly knowledgeable about different enemies in the game. Then they get to do it again with harder enemies. The series has also always rewarded diversity: the player is awarded style points for alternating between attacks and combos. Good controls are a cornerstone for both of these drivers - and DmC hits that nail right on its head. For once I don't even feel a need to bash camera controls. The game features a free camera without target locking which should be a recipe for disaster but turns out it's not. Fast-moving enemies cause problems with this kind of setup, but DmC doesn't actually have any. All enemies also have appropriate sound cues when they are about to attack, which makes even off-camera attacks avoidable.

There's another really important game usability point on DmC. Dante is effectively wielding three weapon sets at once: in normal mode, he uses a sword and one gun or another; in angel mode he uses an angel weapon; and in demon mode he uses a demon weapon. The important point is the way you switch between these. Holding the left trigger puts Dante into angel mode while the right trigger puts him into devil mode. As soon as they're released he is back in normal mode. This is simple yet brilliant, because the alternative - one that was experienced with Vergil in DMC3 special edition - is using the same buttons to cycle through the three. There is a huge cognitive problem with cycling: the context changes. Pressing the left trigger can give you any of the three weapons depending on which one you are holding right now. It doesn't sound too complicated on paper, but it's really easy to get confused when switching weapons in a hurry. The DmC way of dealing with three modes has no such issues because the left trigger always puts Dante into angel mode.

That's pretty much all I really have to say about DmC. It's an enjoyable game and does a lot of things right. Probably Dante is a bit too powerful in this game because the devs have gone overboard with a lot of things. I think it's actually entirely possible to finish battles in the game without ever touching ground. Dante can pull himself to enemies and he can pull enemies to himself, and use combos that keep both him and the target in the air. Then again, it feels cool to do so, especially when you are able to pull five plus enemies into the air with you and keep them all there. Boss fights are surprisingly rare in this game, and I'm not sure what to think about that. I feel like there could have been more. At least the ones in the game all feel different from each other.


Friday, August 23, 2013

Ninja Gaiden Sigma

Talk about unfinished business... I started Ninja Gaiden Sigma over two years ago. I stopped playing it around halfway through because it was kind of frustrating. Furthermore, Mirror's Edge happened. I never got back to NGS, and actually lost my save when my PS3 hard drive died. Yet for some reason I decided to pick it up again quite recently and managed to complete it. There's not actually that much to write about NGS, especially since not-so-long ago I did a piece on Metal Gear Rising: Revengeance. That piece pretty much contains the most important things to say about the genre in general and Ninja Gaiden Sigma is no exception.

The game is notorious for its difficulty and to a large extent this is true. Unfortunately, as usual, some of the difficulty comes from bad usability. We already covered bad camera. Although the problem is not as agravating in NGS as it is in Revengeance, it still gets pretty bad. Unlike Revengeance, NGS has a 360 degree block which means even stuff that comes from outside the camera angle can be guarded against. At least mostly - there's a bunch of unblockable attacks. The fair amount of unblockable attacks is also what makes a simple guard more interesting in NGS than it is in most other games. Any extended period of guarding gets punished with damaging unblockable attacks like throws. This prevents the game from getting too static. Overall, static is definitely not a word one would use to describe NGS. Staying on the move is the best defense.

It is therefore a bit disappointing that controlling movement is effing frustrating at times. For some reason it often feels like Ryu just plain refuses to register directional inputs correctly, leading to disastrous evasive moves. The feeling of being in control of the action sometimes just is not there. Unlike Devil May Cry or Revengeance, NGS also feels more like designed in such a way that taking damage is not entirely avoidable. Because of these reasons, the game just was not as sharp as those two. It is however much sharper than God of War or Dante's Inferno. Towards the end of the game it also seemed like the enemy designs mostly competed for unfairness rather than trying to provide more interesting challenges. Nevertheless, the game's difficulty peaked around midway, precisely where I quit the last time. This is where most enemies had ranged direct-hit attacks (i.e. not avoidable projectiles).

Although sometimes I felt the player's ability to control Ryu was not what I expected, Ryu's ability to control the pace of combat was pretty much top tier. This is where the game's strength lies: there's tools for everything. Ryu's ability to stay on the offensive is superior, and is achieved through a couple of means. First of all, enemies are staggered properly which makes it possible to actually control even crowds of enemies. Second, certain moves have built-in invincibility frames which allows Ryu to do stuff even when cornered. There's a downside of course: some enemies are best defeated by spamming invincible attacks. Against most enemies, even defense can be quickly turned around into offense with well-timed counter attacks. I'm not the most skilled player so I can only imagine how effective a really good player will be with these tools. My streaks mostly ended when I got tangled up with the controls.

Another thing that is noteworthy in NGS is the usefulness of different weapons. Variations aside, there's basically four different weapons in the game, and each has a distinct use. The basic sword (or the dual katana variant) is your default weapon and it excels in mobility, allowing Ryu to quickly move from enemy to enemy no matter how scattered they are. Staff is a solid choice against groups of enemies because of its wide hit areas and excellent counter attacks. Another good crowd control tool is the heavy sword, but it really shines with its ability to stagger even some of the biggest enemies in the game. Finally there's a nunchaku type flail which is superior against massive swarms of weak enemies and generally good when being static doesn't hurt Ryu too much. All in all, different weapons don't exist just for flavor - a feat a lot of games can't boast about.

Although I felt at times that the game was difficult for the wrong reasons, most of the time it is difficult for the right reasons: everything in the game - Ryu included - hits hard and goes down fast. Even bosses have pretty short life bars, all the way to the final boss. This is something we have gone through time and again, so I won't go into any more ranting about it. In conclusion it can be said that Ninja Gaiden Sigma is mostly deserving of its reputation as a difficult game and is mostly definitely a true game of skill. It might not be my favorite because ultimately it doesn't feel as thought-through as some other titles and also because it's a bit too fast-paced for me. Regardless, although I'm not looking forward to playing it again, I might at some point play the sequel.

Wednesday, June 19, 2013

Metal Gear Rising: Revengeance

Primarily Revenvengeance is just another swordplay action game. Granted, it combines the familiar gameplay mechanic to a series mostly known for stealth and crazy plots. The latter is of course intact in Revengeance as the plot makes very little sense at any point. As a game it follows most of the tropes in its genre, including the bad ones.

1. The camera problem

Indeed the biggest issue I had with this game was its camera and honestly I cannot recall a fast-paced action game where camera would not have been an issue. In slower games like the Souls series camera works just fine most of the time (some bosses in at least Dark Souls made the camera go batshit though). I do find it curious that developers insist on making games with very fast-moving enemies while keeping the camera very close to the protagonist's back. If the enemies move slow enough, there is no issue because they cannot suddenly strike from far beyond vision range. Fast-moving enemies also make all kinds of locking systems a pain, because once you lock onto one, it's going to get rather nauseating.

The camera issue is quite simple: in real life, when fighting with melee weapons, people are perfectly able to glance quickly at their sides/behind to see what is going on there. So far there has been no viable way to do this in games. The thumbstick, your friendly neighborhood camera controller, cannot do both accurate and fast. If the sensitivity is fast enough to allow quick glances, you can bet it won't be accurate enough for anything else. It is also far more disorienting to do quick perspective changes in games because the player lacks body sense in the situation. The situation is worst in first person action games, which I think I discussed in my analysis of Dishonored. Moving the camera behind the player's avatar does, in a way, simulate peripheral vision and also the ability for quick glances by showing what is going on the sides.

The situation is somewhat remedied by game mechanics in some games. Devil May Cry has fixed camera angles but experts find it quite playable because of two features: one, all enemies make a sound before attacking; two, jumps and dodges have invincibility frames at the beginning. This means that even attacks from out-of-view enemies can be dodged at all times if the player is careful enough. The system in Revengeance is a bit problematic in this regard because its primary defensive system is parrying and the player is required to press the left thumbstick in the direction of the attack and time the parry correctly. The game assists in this by highlighting when enemies are about to strike, but this is of little help if they are out of view. For this reason Revengeance is somewhat more infuriating with its camera problems than most games in the genre.

One way to deal with camera issues I believe Revengeance should have taken would be to move the camera further. The downside of this of course is that as enemies become smaller, they attacks are harder to discern. However, the game already uses rather blatant highligths and discerning those should not be a problem. Unless it is a technical limitation, I don't think there is any acceptable reason for the camera being so close - especially if they are unwilling to make enemies jump around a lot less. In summary: close camera + fast enemies is a bad combination, but especially so when the primary defense mechanism relies on the player being able to discern each attack's direction. It gets even worse near walls, because the camera does sudden resets (instead of, say, making the walls invisible when they would obstruct the view).

Although the camera problem is rather ubiquitous in this genre, that doesn't mean it should be accepted. Here's why: bad usability is a shitty way to make a game challenging. I highly doubt that Platinum Games wanted to make camera control into a central mechanic in Revengeance - and since it's not part of the core gameplay, it should not get in the way. Some people have excused things like bad controls in Silent Hill because they somehow add to the game's feeling of helplessness. I say we should stop excusing things like this - there are other ways that don't rely on frustrating the player.  

2. Feedback matters

If you have not read it yet, this article does a lot to explain Revengeance's appeal. In short, the violence itself is not the source of the appeal. The violence is just a graphical metaphor for the truly appealing force: feedback. The messy headshot is a very clear indicator that you did well. Revengeance pretty much takes this to the extreme. It is indeed hyper-violent, but not for the sake of violence. The most violent stuff happens in cutting mode, where the player is allowed to literally cut stuff to pieces with rapid slashes. This mode can be used to instantly kill any normal enemies. Furthermore, if you make a cut in the right angle and hit the enemy's power core, Raiden will grab it from the splitting body and instantly refill his health and the energy meter you need to do these cuts. That right there is a very powerful indicator of success - a positive feedback loop even.

So the game reinforces your behavior of scoring instant kills not just with a cool visual effect which in itself is rather satisfactory - it also gives you the power to do more instant kills quicker. Perfect parries are similarly rewarded: you get a cool effect, your meter refills and you get an instant kill option right there. Overall, anything that the player does "right" gives satisfying visual effects in the least, and often gameplay rewards that enable the player to do even more cool stuff. Other important things like stagger have been well implemented. All this makes the game a very satisfying experience. The over-the-top attitude shows not just in cheesy cutscenes, but all over the gameplay. Lesser action games could learn a lot from Revengeance. Platinum Games definitely have a knack for making the player feel empowered when they succeed.

Dante's Inferno is one example of a game that could learn a lot. I'd also throw God of War to the lot, although I'm risking a lot of flak doing so. The games share a lot of genes. Most importantly, battles in both of these games feel very stagnant compared to Revengeance. It just feels a lot more like attrition where the player slowly chips life away from enemies. The weird thing is, these games share most of the mechanics with Revengeance. They just do so in a manner that is several magnitudes less satisfying. They have instakills, and they reward instakills too, but the oomph factor is severely lacking. One key difference is pace. Revengeance is wicked fast. The player hits hard, as do the enemies. Enemies fall left and right, often in mere seconds. It feels like the game is constantly moving forward whereas Dante's Inferno in particular feels like you are forever stuck in every single fight.

Conclusion

Revengeance - even with its flaws - is definitely one of the better games in its genre. It's up there in the company of Devil May Cry (original series) and Ninja Gaiden. It doesn't have any revolutionary mechanics. Rather it just does the basic gameplay in a manner that totally reinforces good play. Although I did compare it to God of War, the games are actually in slightly different categories in my opinion. God of War is more oriented towards casual audiences who might not be as interested in mastering every technique in a game. The difference is quite subtle because on the surface these games feel very similar. Revengeance is purely devoted to one thing: fighting enemies with style, whereas games like God of War throw in a fair bit of exploration and trivial puzzles for a more varied experience. Revengeance is much more suitable for the DMC/NG crowd.

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.

Wednesday, October 24, 2012

Warhammer 40,000: Space Marine

I actually didn't intend to play this game at all. However I had already finished Darksiders 2 and Borderlands 2 was more or less around the corner. Not enough time to play any of the games I had particularly planned to (Dragon's Dogma for instance) but enough time for some quick playthroughs and I just happened to find this one for next to nothing in a supermarket. I used to be a Warhammer 40k player so the subject matter did have some meaning to me. In a nutshell, that is what keeps Space Marine going really. The game captures the feeling of the ultra-dark 41st millennium. The protagonist and his two pals feel are very much in canon to the grim lore; getting to massacre orks with familiar tools of destruction like bolters, chain swords and even freaking lascannons and thunder hammers has a certain oomph that generic no-name shooters would lack.

The scene towards the end of the game where reinforcements finally arrive and storm a chaos-infested bridge together with the player almost brought a tear to my eye. It also made me wonder why there wasn't more of this in the game. Most of the time the player hangs with just his two pals (who seem to be immortal) and they explore all sorts of industrial complexes like in any bread-and-butter shooter. Most of the best scenes in the game are ones where imperial guardsmen are involved because it immediately feels more like war. That's kind of what you would expect from a WH40k game: war. There's a plot in the game that kind of justifies the level design. As far as plots go, I guess it is fitting and does give the designers a solid excuse to get the player to shoot chaos marines, cultists and infantry instead of orks for the later part of the game. Oh, and also witness orks and chaos shooting at each other which is also cool.

Still I feel like less plot - more battlefield would have been a better solution for this game. Nevertheless, the bodycount reaches hilarious numbers - I really wished there would have been a kill counter in this game. In many scenes the green stream of orks is almost neverending. Most importantly, they die with satisfying amounts of violence and gore. Melee finishers especially are ridiculously brutal. The Emperor's justice is ruthless. The way theme is handled is the biggest strength of this game. It also means that people who don't give a rat's ass about Warhammer won't get much out of this game. Without the theme Space Marine is just a pretty average action shooter/slasher with huge waves of enemies.

The game's control scheme was a bit weird to my taste. Normally shooter/slashers have a separate aiming mode; outside it, the character faces the way he is moving. Space Marine does this a bit weirdly because the aiming mode is always on and the character is facing at whatever he is targeting. Until you press a melee attack, at which point he slashes at whatever direction the movement stick is pointing. This is really confusing at first. Then again, melee in this game is more or less button smashing, so the controls don't create much frustration. I still have to wonder whether they should have done the usual thing and separate melee and shooting modes from each other.

The game doesn't have any silly things like crouching. Who needs cover when you have a power armor? Health regen is Borderlands-y; armor regenerates but health is only recovered by delivering the Emperor's justice via killing blows. The coolest single gadget in this game was the jump pack. It sounds pretty boring but they've really buffed it up. It doesn't just allow quick vertical movement but also enables powerful dive attacks that are guaranteed to crush anything on the immediate landing spot and push others way back. Most importantly, targeting these dives is easy. It's a great change of pace whenever it gets used in the game (two or three times total I think), and when combined with the almighty thunder hammer the jump pack becomes even deadlier.

While Space Marine offers even less new things than Darksiders 2, it's yet another reminder that subject matter matters. The grim and dark future of the 41st millennium is for many people the ultimate setting for hilarious bodycounts and senseless violence.

Wednesday, June 27, 2012

Dissidia 012 Final Fantasy

I briefly mentioned Dissidia in my previous post on Crisis Core. I realized that I haven't actually written about it, even though there's some stuff there that does deserve mention. In case you haven't guessed yet, Dissidia is yet another Final Fantasy spinoff. In a sense it's the ultimate fan service game for the franchise. It brings together heroes and villains from all games in the main series to fight epic duels in an endless conflict between good and evil (such an original plot there!) Although it's about Final Fantasy characters facing off, it's not really a fighting game in either 2D or 3D tradition.

1. Full 3D Combat, Anime Style


Dissidia is truly three dimensional fighting. It is more reminiscent of third person action games than fighting games in this sense. All in all, it's a strange fighting-action-rpg hybrid. By saying that Dissidia is truly three dimensional, I mean that every dimension is used in almost equal fashion. On average characters tend to spend as much time in air as they do on the ground. Considering all the insane crap these characters do in their respective main series games, I think this is highly appropriate. Most importantly, it portrays the characters as truly powerful individuals who literally defy the laws of physics. For a game controlled with just six action buttons the range of movement is pretty amazing.

The characters run quickly across the ground, they jump high and can do fast evasive maneuvers. They cannot exactly fly, but evasive maneuvers can be done in the air and they work a lot like air jumps. On top of this, some characters' aerial attacks help them stay afloat. Terra for instance can pretty much stay in the air for the entire match, using her long range spells to harass her opponent. While characters cannot fly freely, they can use dashes to cross distances along the ground, across air, from ground to air or air to ground. It's a simple mechanic: as long as the players holds the dash combination, the character charges towards his locked-on target. This allows melee characters to quickly close in on spellcasters. The dash can be modified by certain skills to charge away from the target or even to allow dashing into chosen direction (I'm not sure how this works though).

A lot of attacks also knock the opponent all around the battlefield. Ground attacks can send the opponent flying forward or into air. Aerial attacks can also send them crashing down. Smashing opponents against walls, roofs or floors opens options for more damage. Finally there's the chase mechanic. Some attacks that launch opponents into the air allow chasing. A chase is always a 50-50 guessing game. Guessing wrong can lead to more chasing (or crashing into something). Guessing correctly opens the option to counter with a similar guessing game. All in all, these mechanics combined make sure that combat really moves across battlefields.

2. Brave New Damage


Instead of going with the traditional way of trading blows for direct damage, designers of Dissidia have chosen a different approach. Yes, characters still have hit points and eventually these will be reduced to zero. However the way there is a bit different. The game features two kinds of attacks: HP attacks that deal the actual hurt, and bravery attacks that are used to power up HP attacks. Characters have a bravery gauge. This is a number that indicates how much the damage next HP attack that connects will inflict. Unless nothing special happens, bravery is a zero-sum game. Each bravery attack that hits gives the attacker bravery and takes as much away from the defender. It's an interesting concept - no matter how much you connect with bravery attacks, damage only realizes when you connect with an HP attack. If you guessed that HP attacks are slower and therefore hard to connect with, you are right.

The system is not just a simple zero-sum game though. Connecting with an HP attack uses up all accumulated bravery. Although it raises back to the initial level fairly quickly, there is a serious risk in spamming HP attacks: getting hit while at zero bravery inflicts a 'break'. Whenever an attack breaks the opponent, the attacker immediately gains a huge bonus to their bravery. The bonus comes from stage bravery which is also reset when it's collected. When stage bravery is high it is especially important to avoid breaks. Gauge resets and breaks cause the total amount of bravery in the game to fluctuate. Finally, a lot of summons affect bravery in some way. Summons are once per battle effects that are equipped and can do a wide variety of things (multiply, freeze, reset etc.)

Overall, the system allows for two types of builds. Characters that have high initial bravery can try to connect with HP attacks often, taking advantage of the fact their bravery resets into high number soon after connecting. Alternatively characters can build for bravery damage and aim to score a few charged up HP attacks. The choice between these two strategies depends a lot on what kinds of attacks a character has. Some characters have HP attacks that are really hard to avoid and/or safe to use while others rely on solid bravery attacks. While HP attacks don't differ in damage, there's still a lot of reason to have more than one - they differ in speed, hit area and other stranger factors, all of which dictate what kinds of situations it can connect in.

Conclusion


Although the game has other aspects - what with being an RPG and all - they are not particularly interesting. Character development is pretty standard. Abilities are gained in a linear fashion. Learned abilities are equipped using a point cost system. Each character has a limited number of attack slots. Characters can also wear equipment and choose an assisting character who can be summoned into the battle. But yeah, all that's pretty standard, we've seen it before. Overall, the game is really good at portraying battles in hyperpowered anime style - a style highly suitable for Final Fantasy characters. The combat system is something that should be looked at when thinking about real-time RPG systems, especially when trying to make it really flashy. Dissidia is fast and has insane attacks but at all times it remains easily controllable. For a fighting game I am pretty sure that it is not balanced enough to be really taken seriously.

Wednesday, June 20, 2012

Crisis Core Final Fantasy VII

Crisis Core is one of the three big productions from the Final Fantasy VII 10th anniversary compilation. With the mediocre-at-best fanservice movie Advent Children and the horrible third person shooter Dirge of Cerberus, the compilation looked a lot like a big money grab. What distinguishes Crisis Core from the pack is that it's actually a roleplaying game - something where Square-Enix is still relatively strong. Action-oriented with real-time combat, sure, but roleplaying game nonetheless. It's a prequel with lots of familiar characters and appropriate amount of fan service, but it is also a pretty solid game. The main character is Zack, who was mentioned on several occasions in Final Fantasy VII.

1. How hard can hard be


Knowing that I was about to play a Square-Enix RPG, I decided to finally break my habit of playing most games on normal for the first time around and chose hard mode instead. Little did I know that the hard mode was in fact added to the North American version as an afterthought and the game failed to mention how hard the hard mode is. When I finally got pretty badly stuck in the game maybe halfway through, I got curious and checked from the source of all gaming information (GameFAQs). To my shock, the hard mode was no small adjustment - they had multiplied all monster stats by the average factor of 3.5 and up to 5. Whoa. A small mention in the difficulty selection menu might have been appropriate, huh?

Anyway, challenge is usually fun. What was not fun was that save point placement was sometimes very frustrating. But wait, it gets better! This game features unskippable cutscenes, yay. They are just unacceptable in this day and age. The game also does a really poor job of explaining its most important non-combat mechanic but I'll write about that under its own section. On hard mode players are really expected to really use that system to their advantage so a little more information would have been nice. Sure, it's kind of a JRPG standard that you'll need GameFAQs as a complementary game manual to actually understand how the game works. Just for future reference, not all standards are good.

2. Let's fight in real time!


In the Final Fantasy franchise, real-time combat has been reserved for spinoffs. Curiously they - at least the two instances I have played (Dissidia and Crisis Core) - have mechanics that are better than the main series' active time battle (prior to FFXIII). The system is not particularly special. It is more or less Final Fantasy VII transformed into real-time action. Actions are chosen from a menu using shoulder buttons and performed with X. This is system is okay and pretty much required given the number of available buttons on the PSP. It really only falls on its face with items. The item submenu should have used a unique icon for each item. Items are used relatively rarely so memorizing their positions in the menu does not happen automatically while playing.

Attacks in the system are very simple and in this sense the system was quite disappointing at first. However attacks do have appropriate hit stun, evasion is not overpowered, physical attacks do critical damage from behind and guard only covers the front sector (although rather generously). Because of these factors, movement and timing are essential to survival in Crisis Core, especially on hard mode where enemies really dish out the hurt. Because of hit stun, it is possible to pin enemies or be pinned by a chain of attacks. It's also a good idea that they gave evade a proper recovery time. In many action games, evade is generally quite powerful get-out-of-jail-free card, but in Crisis Core a poorly timed evade can lead to a nasty chain of back hits.

On hard mode the game really is surprisingly defense-oriented. A lot of the harder fights require preparation to guard against the most common element attacks and most debilitating status effects. Even poison is nasty in this game because poison damage causes stagger and interrupts Zack's actions. All in all, it is very important to not get hit. Zack can often pin down single enemies simply with his attacks but multiple enemies can get really troublesome really fast. This is often typical for games that have hit stun as a mechanic. For the delight of Devil May Cry fans, attacks are properly telegraphed, giving the player an opportunity to react before getting hit. Evades also have invulnerability frames during the animation.

I have one complaint. The game's auto-targeting sucks. Zack doesn't target the closest enemy, he targets the enemy closest to his line of sight. This is a rather poor mixture of targeting the closest enemy and manual targeting (hitting where you're facing). For example, let's say there are two enemies. One is really close and the other is behind it, on the other side of the battlefield. You evade the closer one's attack, getting behind its back in the process and try to hit it, only to realize that the targeting has switched to the far away enemy instead and Zack starts running across the battlefield. Fortunately you can cancel your attack by doing an evade but really, this should not happen. It also makes targeting specific enemies a bitch sometimes.

3. How random can we make this?


(Almost) every JRPG tries to add its own tricks into the combat bag. Crisis Core introduces Digital Mind Wave (DMW) which is essentially one big slot machine that's constantly running. Sounds very random, and it is too. There's actually two modes: normal and Activating Phase. The DMW has multiple roles: it controls the flow of battle with buffs; it acts as the game's limit break system; and finally it even controls character development to some extent. The most common are the buffs. They are short time advantages such as removing casting cost from spells or invulnerability to one of the two damage types, or even complete invincibility. These buffs are mostly to add a little variance. With zero MP cost you can go crazy with spells for a while. Immunity to damage is less useful than it sounds because the attacks still cause stagger but it can be useful in a tight place.

Activating Phase is more interesting. It is basically a limit break system that activates when the same character lines up on both left and right slots. If the third slot also comes up with the same character, a limit break is activated, resulting in a damaging attack or a bigger buff. They also give Zack a varying amount of HP, MP and AP back upon triggering. This is an interesting mechanic because it lends a hand to the player by restoring Zack at random intervals. Finally, before unleashing the limit break, Zack is invulnerable against all attacks for a short while. This has been done so that all attacks that were already coming out are carried out against Zack's invulnerability before the limit break activates. Although the player cannot directly affect this, it is a neat mechanic because it often opens up opportunities for attacking or getting out of trouble.

To make it just a little more complex, there is a chance for Activating Phase to change into one of two special modes, summoning and, well, special. Especially the latter one has even wilder effects which can give the player free items are level up their materia. The DMW is in charge of leveling up materia in another way: if two of the same number line up in Activating Phase, the materia in that corresponding slot gains a level. Zack gains a level if three sevens line up but this is not in fact completely random - the game runs a hidden experience calculator which eventually forces level ups to happen. Materia development on the other is completely random.

From the description it might seem that the system is truly too random to be of much use. It would be so if it weren't for DMW materia. These handy things can be equipped to make specific effects a lot more probable. There is one DMW that actually makes Activating Phase in general a lot more probable for a while. I found making that DMW more probable be equipping its materia a solid strategy for some of the harder encounters (remember, even limit breaks that you don't really need give free restoration and a breather). This sort of indirectly controlled randomness is in fact a quite interesting mechanic. By sacrificing some flexibility (materia slots), the player can manipulate the odds of getting free goodies to his favor.

4. Fusing for win


To my experience, when a development system is named Fusion it tends to be great. Atlus has demon fusion, there was monster fusion in FFXIII-2 and there is materia fusion in Crisis Core. It's a surprisingly complex system so it is very weird that the game doesn't really reveal its true importance to the player. It's portrayed mostly as a way to create new materia. However, it has a much more important function: raising materia stat bonuses. These start at very low values which makes fusion seem rather useless. This couldn't be much further from the truth - materia stat bonuses are the most important avenue for stat development. The system has a bunch of rules that are left for the player to discover (i.e. read from GameFAQs). It actually needs one key item from a side quest before it becomes really useful. That item allows using items as a component in fusion, which strengthens stat bonuses further.

Once the player actually figures out the system, it is quite clever. Because materia can only gain levels when they are equipped, there are also some serious considerations about which ones to wield - farming levels for materia reduces the number of more useful materia that can be equipped. The reason I like this system is that like Junction in FFVIII, it gives the player a powerful parallel development lane. Leveling up is just a general indicator of progress while real leaps in power are made by crafting materia with solid stat bonuses. This imbues character development with a lot of really meaningful choices for the player. It is what truly distinguishes action RPGs from plain action games.

Although I like the system, there is one particular problem with tying stat bonuses to equipped abilities. Because transferred stat bonuses in fusion are always halved, moving stat bonuses between materia is not feasible. This makes endgame builds rather rigid. At some point the player needs to decide which materia they will ultimately equip, and stack the big bonuses on those materia - and keep them there. There is still some flexibility: in fusion only one materia loses half its stat bonus (the weaker one). So by manipulating fusion results, it is possible to transform materia into other materia, but there are limits because of the system rules. Most importantly, the most powerful materia in the game cannot be transformed from any other materia type and fusing almost anything with them transforms them into other, weaker materia.

Overall, all the systems combined, the game does allow for quite a lot of builds. However, it does suffer from the Final Fantasy Syndrome. I just named this syndrome, but it is very prevalent in the series so the name is fitting. In short, a game that suffers from the syndrome has certain skills / equipment / whatever that are so obviously more powerful than anything else in the game that not using them would be stupid. In Crisis Core there is one peculiar materia called Costly Punch that is ridiculously overpowered. Immediately upon getting it, I reached the increased damage cap with it. It also ignores pesky things like enemy defense which makes it an ultimate weapon against, uh, everything. Curiously hard mode didn't become a steamroll with this materia because even normal enemies can stand and deliver ridiculous amounts of damage.

5. Bonus: Not so random encounters, or wallhuggers unite!


There was another curiosity about Crisis Core I forgot to mention. The game doesn't exactly feature random encounters. It also doesn't show the enemies on the map. So what does it do? Well, the environments in the game have these invisible zones where battle (with random enemies) commences. Usually, not always. Confusing huh? It gets better though: the zones typically do not go from wall to wall. Zack can avoid most battles in the game by tightly hugging walls while moving. It's uh... a very interesting solution. I kind of appreciate the fact that it's possible to not have to fight every single encounter in the game but really, invisible zones?

Conclusion


Crisis Core has surprisingly lots of depth. This seems to be a common trend in Final Fantasy spinoffs - the riskier ideas are realized in them instead of the main series. I guess it's a sound strategy from SE because the spinoffs are typically played by their core fans who are prepared to tackle more complex systems. It's still not Shin Megami Tensei complex in Crisis Core, but enjoyable enough to warrant full post-game experience all the way to the ultimate boss. I haven't gotten there yet but I have a good feeling that I will. The game also goes to show that SE really should include a hard mode in every single one of their games. Only difficulty demands players to learn and use various systems in these games.

Tuesday, March 13, 2012

Deus Ex Human Revolution

Around the time this game was released I decided to play, for the first time, the original Deus Ex so that I could eventually play the Human Revolution and look at it from the proper perspective. Playing both of these games for the first time within half a year of each other provided an interesting viewpoint. Games, even really good ones, have come a long way in ten years. Human Revolution is yet another game that does a lot of things right. As did the original at its time no doubt.

1. Stealth action, finally done right


I have never been a big fan of stealth games. In some contexts I'm down with it, but extended periods of avoiding gazes is too often an experiment in frustration. While Deus Ex and also Human Revolution have gained praise for offering the player choices, the emphasis is on stealth action. Human Revolution in particular rewards being undetected with both experience points and game achievements. The firefights can get pretty brutal too.

Gameplay that emphasizes stealth has certain unique challenges related to uncertainty. For instance, it is highly important for the player to be able to see which way enemies are facing. While it might be realistic not to show any aids in this, going entirely without aids is really frustrating. Human Revolution uses a radar which shows all enemies as long triangles, making it trivial to figure out which way they are looking. Augmentations can be bought to let the player see the enemies' cones of vision in the field, which can provide extra help for moving around undetected. However, I felt the radar was sufficient enough. It's worth noting that without it I would have just shot my way though the game. Which is exactly what I did in the original Deus Ex.

Other source of uncertainty, resident in first person games, is the question "is my character hidden?". This is not always clear because the character's dimensions are not visible to the player. Human Revolution provides a graceful solution to the problem: when the character enters cover, the camera backs away and shows a third person view of the situation. Furthermore, the game only allows the player to take cover behind objects that are in fact large enough to hide the protagonist. It even has smooth mechanics for moving from cover to cover in such a way that the main character is guaranteed to stay in cover at all times and move silently. The third person view also allows the player an unrealistic but much needed ability to see what's going on on the other side of the cover.

Much like Assassin's Creed which uses automation to portray the protagonist's superior abilities and allow the player to focus on planning, the availability of information in Human Revolution does the same. They can even get away with this lack of realism. After all, the game is about human augmentation and all abilities are explained through them. Most importantly, sneaking past enemies and taking them down unseen is highly satisfying.

Admittedly Human Revolution might not be the first game to all this right, but it is in my experience. I admit that I haven't played Metal Gear Solid games much because of the abysmal controls and camera view in MGS2.



2. Inventory, ammo and what is this


The core gameplay of Human Revolution is rock solid. That doesn't mean the game would be entirely without flaws. Let's start with the antique inventory. It is true that slot-based inventory has been a staple in games since - I don't know, forever? - but I'm inclined to think that it's not a very modern solution. There has to be a better way than playing tetris with different sized rectangles on a grid. I have never liked playing around with the inventory in games, and often these limitations of carrying capacity feel really artificial. It cannot be a question of realism because these systems never are realistic. Game balance is the more likely reason to limit what the player can have with them. But why the grid? It makes no sense. A list is much nicer. You can still have a limit on how many virtual slots the character can carry, and have a number for each item to tell the player how many slots it takes. If you really want that grid then please at least give me a good automatic sorting system.

The weirdest thing in both Deus Ex and Human Revolution is the clip size of weapons. Clips in this world are ridiculously small. Semiautomatic pistol with 6 bullet clips? Combat rifle that can hold 20 at a time? You got to be kidding me. I don't even find a game balance justification for this one. The game does its best to support multiple playing styles, but constant reloading really limits options in combat. It also just feels wrong. This is supposed to be the future, so how come they cannot build decent weapons? There was also a bit of a power imbalance between lethal and non-lethal weapons. A single hit from any non-lethal weapon is guaranteed to incapacitate the target, but against some enemies a headshot from a sniper rifle is not.

Conclusion


Human Revolution is a really successful game and a clear improvement over its legendary ancestor from a modern player's point of view. The game had a solid pacing with enough dialogue between action scenes. Levels in the game were not too huge and didn't start to drag at any point. The persuasion system was good, even though I didn't mention it in detail. I did find a it a bit disappointing that just like in the original, the player simply decided the game's ending in the final moments.

There was also the issue of boss fights which were not really suitable for the game. They've gotten a lot of fan rage for a reason. Forcing the player to fight rather deadly enemies in a game where it is possible to put everything into stealth abilities is not a good idea. However I actually didn't find these fights very hard. I just applied a lot of explosives to the problem and it went away. Still, the boss fights really don't fit into the game's general feel. The original allowed players to circumvent at least some boss fights (it didn't have many anyway) and that was a much better solution.

But yeah, I liked Human Revolution. Enough to get its pricey DLC Missing Link and I have to say that it was also very enjoyable.

Monday, March 5, 2012

Assassin's Creed: Brotherhood

I've taken up a new tradition of playing exactly one Assassin's Creed each year. Seems to be a good pace since I didn't feel bored with Brotherhood at any point. Dunno what will happen with Revelations, but I will be playing it next year. Nevertheless, it is a surprisingly good series. The first game went wrong in many ways, sure, but the sequel and Brotherhood are both excellent examples of good game design on many fronts. Let's take a look.

1. Empowering the player


Assassin's Creeds are sandboxes and the player is almost omnipotent within. The protagonist is a master assassin with all the appropriate skills. What's spectacular about Assassin's Creed is that the designers have found a way for the player to truly feel empowered by each and every one of these skills. Every trick in the master assassin's bag is at the player's fingertips. Commanding Ezio to do all these things is as seemingly effortless for the player as completing the task is for the assassin. This is achieved through a lot of helpful automation. The marvel in Assassin's Creed is how well all this automation has been implemented as it rarely makes mistakes. The controls are not perfect, but they are quite close, and most importantly they are really powerful.

What's achieved by these powerful controls is that the player is empowered to truly take upon himself the role of a master assassin. Execution is never hard, but the planning is, and that's what's largely left for the player to figure out. More importantly, the player is capable of constantly doing awesome feats and can decide for themselves which feats to use where. Perhaps the prime example would be Ezio's ability to instakill enemies while attacking undetected. There are many different scenarios to do this. The simplest is to walk behind and enemy and stab them with the hidden dagger. Or a pair of enemies once dual hidden blades have been obtained. Ezio can just easily kill enemies by dropping on them from high above with perfect precision. The latter feat is achieved quite easily in the game because Ezio always has a target if there is one within range. There's no need to lock onto enemies separately (although that can be done to make the camera follow them).

All the systems in the game follow a simple control scheme which is really easy to learn and does a lot of things with the press of one or two buttons. The manual dexterity requirement is really low - Assassin's Creed is the thinking man's action adventure game.

2. Combat 


Combat also follows the rule of empowerment through effective controls. What's remarkable about combat in the series is that while it's not very realistic, it feels right. Once again, execution is easy but effective fighting requires planning and careful positioning. Ezio can easily dodge or even counter enemy attacks. He can lay waste to multiple enemies in a kill streak. With all this power, he still loses very quickly if the player just attacks mindlessly. The combat system is all about waiting for an opening, followed by quick retaliation. Ezio moves gracefully in combat, and automation takes care that fighting looks cool. More importantly, it feels cool. It is also fairly slow-paced. This means that getting into a fight is always a delay. Although fights are rarely difficult and often very satisfying to fight, it is often at least equally satisfying to avoid them by silencing enemies one by one.

The most important change in Brotherhood over the previous title is that the secondary weapons are now actually usable in combat. Depending on what main weapon Ezio is using, holding the attack button makes a secondary weapon attack. Still, the game has a lot of weapons but swapping between them is quite pointless. This I think is one thing the developers should look into. Pretty much any weapon can handle 99% of all the situations. With swapping weapons being a bit too clumsy, this leads to a lot of things that largely go unused.

I do have one complaint about horseback fighting. The game now features horses as an important means of travel, and they can also been seen in combat. However I found it a bit weird that attacks from horseback are really, really weak. In most cases it is much faster to simply dismount and take the enemies on on foot than try to whack them from horseback. If horses are involved in later installments of the series, I hope the developers give riding attacks a whopping damage boost. I want to ride through my enemies and absolutely smash them.

3. Lots to do is not content unless it's also fun


This is an important lesson for sandbox games. Giving the player freedom do a gazillion things is not enough. What's really important is to make every single thing that the player is able to do fun. This is the lesson Assassin's Creed developers have taken to heart. The Rome of Brotherhood is full of things to do and they are almost always guaranteed to be fun for the player. Hell, even starting an entirely pointless fight can be fun with the game's combat system. Sure there are always some misses in the huge amount of side missions available, but they are in the marginal. The takeaway is simple. There's no point in including a task in a game if that task is not fun to perform. There's also no point in repeating a task that gets boring easily.

Conclusion


Assassin's Creed: Brotherhood is a must for anyone involved with action adventure design. So many things have been done right that it's hard to count all of them. Could be that things are even better in Revelations but I haven't checked it out yet. I'm more curious about Assassin's Creed III though, since it is finally a completely different setting and should take the series into an entirely different direction.