Alright, time for this. I was really interested in this game from its initial hype although I cannot exactly remember why. I know for certain though that one reason was the introduction of Elizabeth because I'm always into character-driven games. As a game it's not mechanically that different from previous Bioshocks. There are however some things I didn't really write about earlier, and then there's of course the whole issue of Infinite's story - which is something that definitely needs to be discussed. For the record, I once again forfeited getting this game for a long time and then got it as PS+ freebie. I'm such a bad gamer, never getting games for their full price tag (that's not *entirely* true, but close).
1. Battle Arena Infinite
This is the thing I really want to get out of the way first. It felt like Infinite is structured differently (either that, or my memory of Bioshock 2 is not as sharp as I think). Splicers were present in small bunches almost everywhere across Rapture and could often be picked off without attracting the attention of an entire army. Not so in Infinite's Columbia. The player is fighting more organized forces - Columbia's security forces - and because of this each encounter feels more like an arena battle. I actually didn't like this at all because it creates an unwelcome bipolarity - battles are almost completely separated from rest of the gameplay. I wasn't able to pinpoint this earlier, but now that I think about this kind of bothered me in The Last of Us too. However in Infinite the problem seems to escalate just a whole lot more, culminating in the game's horrible final battle.
It's like every encounter in the game is deliberately designed shooter puzzle whereas in Bioshock 2 it felt more like just encountering splicers in their natural habitats. Sure, the fact the player is fighting organized troops does make this kind of design more plausible. Still it feels like no one's really guarding anything in Columbia - everyone is just waiting in position for the player to come along and be entertained. But I wasn't entertained. I tried to follow the game's plot but the game kept constantly interrupting me with these long-ass fights. Encountering an enemy here and there keeps exploration more interesting, but being interrupted by an arena battle at every turn feels like an obstacle course. Some may find this weird coming from a JRPG buff like myself; however, typical JRPG battles are short (and they're kind of the game's main content anyway). Battles in Infinite just seem to take forever.
The fact that Infinite takes place in the living city of Columbia instead of a dead one like Rapture sounded good on paper. However, turns out it means that most enemies will be ordinary soldiers with their ordinary weapons, and suddenly we realize that this right here is a problem. There are a few enemies that use Vigors (the game's magic powers) instead of guns, but there's literally just two types of them. Add another two special enemies: one a walking war machine and another a mechanical hulk... and that's pretty much everything. Variance has never been a strong point of Bioshock enemies, and Infinite only seems to make it worse. Arenas contain all sorts of tricks that try to make things more interesting. Skylines allow fast movement around the battlefield, and for the player to instantly pick off enemy soldiers with skyline attacks. On top of that, Elizabeth can pull things like weapon caches, friendly turrets and additional covers into reality.
Oh, and what's up with the weapons in this game? I have not seen weapons this incredibly boring since... well, I actually cannot remember. The fact that, yes, we do get awesome magic powers, is no excuse to use zero imagination with weapons. It should really be the opposite because there already is some pretty strange technology in the game. We literally get nothing beyond the standard pistol-shotgun-machinegun-rifle-rpg combination (ok, we get a grenade launcher-y thingy) and holy shit these weapons do fuck-all damage (at least on hard, not sure why I even chose that difficulty). We even get two different versions of each basic weapon and they are almost similar to use. What the hell? The biggest plus in this entire system is the fact that while the player can carry ammunition for all types of weapons, only two actual weapons can be carried at a time which at least kinda forces the player to try out most weapons.
The superpowers are pretty cool honestly, although even they felt a bit watered down from Bioshock 2. You can't really fight with just them though because the availability of salt (read: mana) is pretty low at times - so I just ended up using the most cost-efficient powers most of the time. Just overall I did not like fighting in Infinite as much as I did when playing Bioshock 2. I probably make it sound a lot worse than it actually is but you have to remember that the positives from my previous write-up apply. As a side effect of the way weapon carrying capacity is limited, the game actually doesn't suffer as much from the reverse difficulty curve problem. Indeed, the player cannot carry much of anything except ammunition and money. The last battle was actually the most difficult, although perhaps not for reasons I would have liked it to be.
It's worth notice that the battle arena format in itself is not necessarily bad design. It works just fine in many games that emphasize combat above things like progressing the plot and exploration. A couple of very recent examples would be Remember Me and Devil May Cry, or Vanquish if you'd rather compare Infinite to another shooter. Bioshock Infinite just isn't a combat-first game. At least I didn't want it to be and - looking at the amount of effort put into the game's world, plot and Elizabeth - I think neither did the devs. The (excessive) arena battle structure simply doesn't feel right for this game. It's actually something that's really common in games at the moment, and I fear after Infinite it's going to bother me a lot more than it did previously.
2. The balance of exploration
This is another topic that I could have written about a while ago, but it hasn't really occurred to me. It's a Bioshock tradition (inhereted from System Shock) that every corner shall be explored. Every desk, every trash can etc. can be opened and looted for various rewards. Recording devices make it extra worthy to explore because they give more information about the background story and its central characters. This is honestly just fine - I don't mind exploring when I get rewarded. It doesn't even feel too weird, because especially the first two Bioshocks lean into the survival direction and there is no rush to get anywhere. So yes, it does make sense to look around for money, ammunition and other resources. It's a bit of a different story for Infinite because the game is more about getting out of Columbia fast. Anyway it's not that relevant a topic.
I have been wondering about the design considering exploration. Exploration is in a way an interesting concept because at the same time it adds to the game's value through making it longer. Then again, at the same time it does to a certain extent detract from the game's value by making future encounters easier because the time went exploring generally translates into bigger resources. The ratio of this time-to-resources exchange depends heavily on the game as does the actual value of additional resources. The interesting question about this whole exploration dynamic is its balance point. When designing challenges of the game, what's the expected amount of exploration? If the game has a clear "main path", then it would kind of make sense to use resources along that path as a reference. But yeah, I'm just throwing this out there as a question: how designers generally approach this exploration-resource-challenge triangle?
3. Elizabeth
Spoiler alert!
It's hard to not write about Elizabeth. Her role in the game was hyped a lot by the developers and she does indeed play a pivotal role in the game's narrative. Once again I don't exactly remember what we were promised but it is very clear that Elizabeth's role in the game is getting heavy emphasis. She's this weird kind of a mix. In one way she's a fairy tale princess: she has unique powers, and she longs for freedom in the tower she's being held prisoner. In another way she's a self-reliant rogue-like character who can stay out of trouble in fights and scavenge her surroundings for resources. Even stereotypical helpless female characters come with some powers of their own these days as an attempt to make them contribute something beyond tits and ass. In Elizabeth's case clearly more thought has been put into the attempt but she still has the sidekick-y vibe.
The devs have gone perhaps a bit too try-hard though. They really want the player to care about Elizabeth. She gets put into scenes that show off how sweet and innocent she is; she provides her share of witty banter; and... boy does she get captured often. Towards end of the game there's a particularly cheap scene where she is basically tortured in captivity which I just felt was a bit unnecessary. I mean by that time it has been clearly established that Comstock is a twisted fuck, there's no need to underline it further. It's a common problem with game plots - everything needs to be taken into the extreme and stressed to death. I also don't really agree with the decision to make Elizabeth's head bigger than the other characters'. They did so to make her emotions more visible but to me it just made her feel a bit creepy. Besides, it's a shooter, and therefore perhaps 90% or more of Elizabeth's presence in the game is audio.
Basically the devs pull all sorts of tricks when all they would have really needed to do was to leave good enough alone. As a traveling companion I really did like Elizabeth. She has her own personality and pride, and her presence in the game brings it much-needed life. Columbia in itself simply isn't as interesting as Rapture, so the fact that there's a companion really helps. It's sad that she has to become a plot object in many cases.
4. The plot
Spoilers possible.
The game does have an ambitious plot and I think it's kind of the central piece, even more important than Elizabeth. I did like the plot itself. Admittedly I'm easy to entertain when it comes to plots. I don't really actively look for inconsistencies or stuff like that and usually don't give a shit about realism either. There are a lot of game plots that are so obviously stupid they bother even me, but I guess I'm willing to overlook more than the average game critic. So when a game like Infinite starts playing around with alternate dimensions I get in to the positive wtf set of mind, like I do when watching David Lynch movies. Infinite is curious in the sense that it handles its theme and plot with great care but at the same time botches horribly. The biggest problem is the really slow build-up - for most of the game hints are very subtle. Then the game goes and does the worst thing possible: it explains itself in one swift motion, at the end of the game. Although the plot is clever, it's disappointing when it's just laid out like that.
Other than that, the theme is handled well. Even some of the game mechanics are tied to the plot, most remarkably respawning when Elizabeth is not around to revive Booker. Windows to alternate dimensions also explain certain technological advances that are otherwise out of place, as do they explain certain similarities to Rapture. Elizabeth's powers also make use of the alternate dimensions theme and eventually we get to jump between timelines. The amount of dimensional travel is a bit of a letdown because there aren't that many jumps. Most of the game time is spent in one timeline. Likewise, the timeline where we spend the latter half of the game seems to be there just so even more enemies can be thrown at the player. It's not like we take a trip to witness a darker side of Columbia, it's a one-way ticket to a battlefield. The way a huge portion of the back story is told through audio logs is fine as it rewards exploration. At the same time, the fact they are not obtained automatically makes them more special to the player.
All being said, I did find this twine parody of the game incredibly funny (obvious major spoiler alert).
Conclusion
I could describe Infinite as a nice attempt. It's very promising in many respects, but also falls short with most of them. Like the plot which to me was perfectly fine, but then is kinda ruined with horrible storytelling. Another issue is that the game simply isn't structured to portray the story all that well, largely because so much time is spent fighting arena battles. The whole game is actually a bit like that: any progress is constantly halted with distractions. So I guess it's too game-y for its own good while at the same time not being that great as a game. This article was a bit rushed because I really want to move on to writing about Lightning Returns...
Showing posts with label first person. Show all posts
Showing posts with label first person. Show all posts
Friday, March 7, 2014
Bioshock Infinite
Tags:
combat,
exploration,
first person,
shooter,
story,
weapons
Thursday, January 10, 2013
Dishonored
Dishonored was a rare exception for me: a game I did not particularly intend to play until I read its review. Actually I did not even read the entire review in fear of spoilers. I simply looked at the score, some of the closing words and knew I would have to get this game. It was in fact my very first impulse purchase of a game on its release date for a very long time. I should not be so surprised of course; the game has a setting that is hugely inspired by Victorian England, and it has a superpowered assassin. The fact that it was a stealth game (which I am often quite suspicious towards) did have an astonishingly small impact on my decision. My liking of Human Revolution likely played a major role in setting my expectations right for Dishonored. The game was indeed very charming; not only was it artistically rather unique, it turned out to be excellent on the gameplay department too.
1. Easy does not equal bad
Let's get this immediately out of the way: Dishonored is by no means a hard game. This is largely evidenced by the simple fact that I - with my rather low patience for stealth in general - was able to complete almost every missions without raising a single alarm or killing anyone. This gets me to a point I have discussed previously: not all games need to be hard. Dishonored is more about creativity than execution. The tools the player has at his disposal are simply so damn powerful that he is more or less a god of stealth (or murder should he so choose!). It is exactly this effortless creativity that makes the game feel so open. I rarely felt I was being guided to use a certain path, or even that I was given a limited number of paths to choose from. I just felt like I was doing exactly what I wanted to do and how I wanted to do it. Although the game is very different from Assassin's Creed, in this one particular aspect they are very similar.
"Modern games are too easy" as an argument for why they (modern games) suck is something I'm rather tired of hearing. Difficulty simply is not the only possible way for games to create a powerful experience. Even player taxonomies clearly state that challenge is the primary reason for playing only for a certain part of the gaming audience. The actual problem that often gets attributed to lack of difficulty (which I also do, and often, when RPGs are concerned) is that the player is not provided with any incentive to use their wide variety of abilities. However difficulty is not the only way to create this incentive as is shown by games that depend more on player creativity. Games like Dishonored. Admittedly, the game's primary superpower, Blink, is so damn good that there was little use for the other powers. However the game's perceived degree of freedom is so immense, that it is absolutely possible for a roleplay oriented player to go through it in a very different manner.
Interestingly, if the game was more difficult, there is no guarantee that the degree of perceived freedom could be maintained. In a way difficulty always comes with a tradeoff: dominant strategies. In a way difficulty in itself controls player choice in a way that is harmful to a game's roleplaying appeal. If a game is hard enough, certain choices tend to be emphasized because they have higher utility in beating the game or can even be practically mandatory. Although we can argue that such games should be designed in such a way that are choices are equal, they rarely are. I will be the first to say that there is absolutely nothing wrong here in a more broader sense, but if a game wants to appeal to a roleplaying audience then it must be acknowledged that too much difficulty will be hurtful to it. You might argue that the most hardcore player will always find a way to do exactly as he likes. However, the roleplaying audience is not guaranteed to have the patience for training so much! (for the sake of clarity, by roleplaying I now mean playing a role, not the act of playing a computer RPGs)
All that being said, I think in general the stealth game genre benefits more from letting the player make it through in their own style. Increase of difficulty in these games more or less simply increases the number of retries it takes to get through a given segment and can end up being more about memorizing enemy routes than anything else. By providing the player with superpowers that let's them mess with the natural order of things, Dishonored makes stealth easier in a welcome fashion.
2. Speaking of controlling the player...
One thing that I do not like about a lot of stealth games is that although they advertise freedom of choice, the game has built-in values that ineherently make certain choices more encouraged than others. Often the player is encouraged to not kill anyone and stay out of sight. The more the game emphasizes this, the less there is perceived freedom. Dishonored is by far one of the least offenders. The game does not give any in-game rewards for being a sneaky pacifist. In fact it only does one thing (in-game) to encourage the player to find peaceful solutions: the game's ending is affected by how many people the player kills. Not being detected is just gravy and makes it easier to not kill anyone. So it indeed does feel more like I actually could be killing people off should I so choose.
Although Dishonored fares quite well, this is often messed up in similar games. A lot of games offer greater in-game rewards for being stealthy which is practically saying that the player should do so. This is typically explained by the fact that stealthiness indeed is harder to do in these games, and therefore should be rewarded better. There is nothing wrong with this approach, mind you. Rewarding harder accomplishments is mostly a sound design policy. However it should then be recognized that this endorses certain ways to play and therefore effectively reduces the amount of perceived freedom in the game. For instance, a lot of people have complained about higher rewards for non-lethal methods in Human Revolution (even though there is practically no difference between a lethal and a non-lethal takedown; you just push a different button!)
It would actually make Dishonored even easier if the player chooses to kill everyone instead of passing by them, largely because of one ability which makes corpses vanish into thin air (cool). Still the game's difficulty is not drastically affected by the choice of approach. Yet one nasty controlling scheme does exist in the game: achievement system. A certain playing style (killing no one, never being seen) nets you most of the achievements in the game on one playthrough. I cannot underline how distressingly common this is for achievement systems in general: they endorse a single playing style. This hints the player that there actually does exist a "correct" way to play the game. How hard it would be to include achievements for other playing styles?
Sure, not everyone cares about achievements. But for those who do, it is important to be aware of the fact that achievements do control playing styles. For this reason I usually do not look at the list of achievements before completing the game. Although they do not contain spoilers, I know that they will definitely affect my playing style.
3. First or third?
One interesting innovation for a first person stealth game in Human Revolution was its "cover camera". When the player entered cover, the camera backed up to show the player hiding in third person. I still think this is absolutely brilliant because it removes any sort of guessing from hiding. Dishonored on the other hand stays in the first person. The character does crouch appropriately and so on and can lean out of cover (which can sometimes feel rather hilarious; it's like the upper half of your body is sticking out by no one sees you). The game does a fair job of convincing me that I am actually hidden so I do not take issue with this. I still think the system seen in Human Revolution is better though. Dishonored does have better stealth controls though.
Another thing - especially on consoles - is the first person tunnel vision. Stealth games in partciular are hurt by the lack of peripheral vision in games. It is very hard to take a quick glimpse of your surroundings with game pad controls, and even with mouse this does feel a bit wonky. Third person might feel less "realistic" (because you see your own back) but it does provide a much better feeling of peripheral vision. In Human Revolution you often want to get in cover just so you can see better. Which is a bit weird again but hey, these are games we're talking about. Still it might be true that first person does create greater immersion. I'm still not convinced that it should be preferred over third person in stealth games because peripheral vision is absolutely vital for survival.
First person stealth is still mostly okay. First person melee combat is another issue though. Every game that features excellent melee combat uses a third person camera. The problem with first person is the lack of body awareness. Not being able to exactly see your character's body makes it much harder to get a good read of the combat situation. In real life fencing, precise position awareness is key to successful offense, defense and counter attacks. Certain third person games like Dark Souls simulate this quite well precisely because the player can see the exact position of their character. It is easy to see which attacks will connect and which do not. In first person this is strictly harder because the player cannot know for certain where the character's body is physically located. It often tends to make things more boring too.
Another thing that often lacks from first person games regarding sword attacks is movement. It is very rare to attack without simultaenous forward movement but in first person games the player avatar rarely moves when attacks are made. It can be argued again that the player can of course choose to do so but moving and hitting is an entirely different matter than an actual sword attack with forward movement built into it. It's a small detail and of little consequence in Dishonored because combat is generally avoided. For a game like this, Assassin's Creed should be a suitable role model for combat mechanics. Of course, it would involve switching to third person.
4. But what makes it good
So far I have been largely using Dishonored as a vehicle to get into more general topics. There is not much in the above paragraphs to explain why this game is worth more than a few game of the year awards. One definite key strength of the game is that it succeeds in hiding the fact that it is a game. For instance, most of the time I did not feel like I was playing levels that threw challenges at me - I was merely navigating an environment. Situations did not feel like pre-arranged puzzles with several solutions. Instead they felt honestly open. There are some sections where the illusion breaks, but these are surprisingly few and nowhere the magnitude of, say, Human Revolution boss fights. Instead of levels, the developers have created a world that feels like it could actually exist.
There is a certain continuous logic throughout the game regarding how guards, civilians and plague victims are placed in the levels. Patrol routes make sense (at least to the extent that they still loop without variation). Places are never heavily guarded just to throw an obstacle to the player's way. Instead if they are heavily guarded, there is always something that is important in respect to the game world, not the game. All this supports the perception of freedom in the game because most approaches to a specific place for example are actually feasible. The player is allowed to use their eyes to see possibilities instead of being forced to search for hidden routes or discussing with NPCs to reveal new approaches. Whenever I traversed a route to my target I felt it was truly my own route. This is a powerful feeling.
Speaking of powerful feelings... superpowers! The thing about mystic superpowers is that you don't need to explain how they work, and they can do anything without feeling out of place. Sounds like a cheap shortcut and it kind of is but it works. Dishonored does not have many powers, but they all serve a purpose (admittedly, some more than others). The signature ability, Blink, is a short range teleport that has quite limitless potential. Moving around the open environments using Blink is one huge reason why the game feels so open-ended. The simple mechanism of getting from point A to B without being in any of the intermediary points is quite amazing. It opens up so many unpredictable routes that it is almost ridiculously overpowered. However the act of using it is just so delightful that the imbalance between powers did not even bother me.
There are other powerful tools. Seeing through walls has been done quite well. It is not overpowered, but highly useful. I did use it quite a bit, although of course not as much as Blink.Of the remaining powers, I did not even level up all of them, and used the animal / human possession once or twice during the entire playthrough. If you are into stuff like that, you can find a lot of use for this ability though. The remaining abilities seemed too combat-oriented for my playing style so I found no use for them. I might consider playing the game or at least some missions in a more violent manner just to see how the other side of the game system works.
Conclusion
Dishonored plays most of its cards really well. It is a stealth game that is actually not at all frustrating to play yet manages to stay interesting throughout its duration. It bears no significant design flaws really. Overall it is a game I believe anyone considering a stealth game should play. Overall anyone even remotely interested in the genre, or even just the game's theme, should play it. There is so much quality design to be enjoyed. Of all the games I have played recently (sandboxes don't count!), Dishonored has the highest amount of perceived freedom of choice by far. This is achieved in an almost counter-intuitive way by giving the player so powerful tools that they can effectively break the game. Another strong aspect that supports this perception is the way the game stays true to its internal logic. The game world quite simply feels like a world instead of a series of levels.
1. Easy does not equal bad
Let's get this immediately out of the way: Dishonored is by no means a hard game. This is largely evidenced by the simple fact that I - with my rather low patience for stealth in general - was able to complete almost every missions without raising a single alarm or killing anyone. This gets me to a point I have discussed previously: not all games need to be hard. Dishonored is more about creativity than execution. The tools the player has at his disposal are simply so damn powerful that he is more or less a god of stealth (or murder should he so choose!). It is exactly this effortless creativity that makes the game feel so open. I rarely felt I was being guided to use a certain path, or even that I was given a limited number of paths to choose from. I just felt like I was doing exactly what I wanted to do and how I wanted to do it. Although the game is very different from Assassin's Creed, in this one particular aspect they are very similar.
"Modern games are too easy" as an argument for why they (modern games) suck is something I'm rather tired of hearing. Difficulty simply is not the only possible way for games to create a powerful experience. Even player taxonomies clearly state that challenge is the primary reason for playing only for a certain part of the gaming audience. The actual problem that often gets attributed to lack of difficulty (which I also do, and often, when RPGs are concerned) is that the player is not provided with any incentive to use their wide variety of abilities. However difficulty is not the only way to create this incentive as is shown by games that depend more on player creativity. Games like Dishonored. Admittedly, the game's primary superpower, Blink, is so damn good that there was little use for the other powers. However the game's perceived degree of freedom is so immense, that it is absolutely possible for a roleplay oriented player to go through it in a very different manner.
Interestingly, if the game was more difficult, there is no guarantee that the degree of perceived freedom could be maintained. In a way difficulty always comes with a tradeoff: dominant strategies. In a way difficulty in itself controls player choice in a way that is harmful to a game's roleplaying appeal. If a game is hard enough, certain choices tend to be emphasized because they have higher utility in beating the game or can even be practically mandatory. Although we can argue that such games should be designed in such a way that are choices are equal, they rarely are. I will be the first to say that there is absolutely nothing wrong here in a more broader sense, but if a game wants to appeal to a roleplaying audience then it must be acknowledged that too much difficulty will be hurtful to it. You might argue that the most hardcore player will always find a way to do exactly as he likes. However, the roleplaying audience is not guaranteed to have the patience for training so much! (for the sake of clarity, by roleplaying I now mean playing a role, not the act of playing a computer RPGs)
All that being said, I think in general the stealth game genre benefits more from letting the player make it through in their own style. Increase of difficulty in these games more or less simply increases the number of retries it takes to get through a given segment and can end up being more about memorizing enemy routes than anything else. By providing the player with superpowers that let's them mess with the natural order of things, Dishonored makes stealth easier in a welcome fashion.
2. Speaking of controlling the player...
One thing that I do not like about a lot of stealth games is that although they advertise freedom of choice, the game has built-in values that ineherently make certain choices more encouraged than others. Often the player is encouraged to not kill anyone and stay out of sight. The more the game emphasizes this, the less there is perceived freedom. Dishonored is by far one of the least offenders. The game does not give any in-game rewards for being a sneaky pacifist. In fact it only does one thing (in-game) to encourage the player to find peaceful solutions: the game's ending is affected by how many people the player kills. Not being detected is just gravy and makes it easier to not kill anyone. So it indeed does feel more like I actually could be killing people off should I so choose.
Although Dishonored fares quite well, this is often messed up in similar games. A lot of games offer greater in-game rewards for being stealthy which is practically saying that the player should do so. This is typically explained by the fact that stealthiness indeed is harder to do in these games, and therefore should be rewarded better. There is nothing wrong with this approach, mind you. Rewarding harder accomplishments is mostly a sound design policy. However it should then be recognized that this endorses certain ways to play and therefore effectively reduces the amount of perceived freedom in the game. For instance, a lot of people have complained about higher rewards for non-lethal methods in Human Revolution (even though there is practically no difference between a lethal and a non-lethal takedown; you just push a different button!)
It would actually make Dishonored even easier if the player chooses to kill everyone instead of passing by them, largely because of one ability which makes corpses vanish into thin air (cool). Still the game's difficulty is not drastically affected by the choice of approach. Yet one nasty controlling scheme does exist in the game: achievement system. A certain playing style (killing no one, never being seen) nets you most of the achievements in the game on one playthrough. I cannot underline how distressingly common this is for achievement systems in general: they endorse a single playing style. This hints the player that there actually does exist a "correct" way to play the game. How hard it would be to include achievements for other playing styles?
Sure, not everyone cares about achievements. But for those who do, it is important to be aware of the fact that achievements do control playing styles. For this reason I usually do not look at the list of achievements before completing the game. Although they do not contain spoilers, I know that they will definitely affect my playing style.
3. First or third?
One interesting innovation for a first person stealth game in Human Revolution was its "cover camera". When the player entered cover, the camera backed up to show the player hiding in third person. I still think this is absolutely brilliant because it removes any sort of guessing from hiding. Dishonored on the other hand stays in the first person. The character does crouch appropriately and so on and can lean out of cover (which can sometimes feel rather hilarious; it's like the upper half of your body is sticking out by no one sees you). The game does a fair job of convincing me that I am actually hidden so I do not take issue with this. I still think the system seen in Human Revolution is better though. Dishonored does have better stealth controls though.
Another thing - especially on consoles - is the first person tunnel vision. Stealth games in partciular are hurt by the lack of peripheral vision in games. It is very hard to take a quick glimpse of your surroundings with game pad controls, and even with mouse this does feel a bit wonky. Third person might feel less "realistic" (because you see your own back) but it does provide a much better feeling of peripheral vision. In Human Revolution you often want to get in cover just so you can see better. Which is a bit weird again but hey, these are games we're talking about. Still it might be true that first person does create greater immersion. I'm still not convinced that it should be preferred over third person in stealth games because peripheral vision is absolutely vital for survival.
First person stealth is still mostly okay. First person melee combat is another issue though. Every game that features excellent melee combat uses a third person camera. The problem with first person is the lack of body awareness. Not being able to exactly see your character's body makes it much harder to get a good read of the combat situation. In real life fencing, precise position awareness is key to successful offense, defense and counter attacks. Certain third person games like Dark Souls simulate this quite well precisely because the player can see the exact position of their character. It is easy to see which attacks will connect and which do not. In first person this is strictly harder because the player cannot know for certain where the character's body is physically located. It often tends to make things more boring too.
Another thing that often lacks from first person games regarding sword attacks is movement. It is very rare to attack without simultaenous forward movement but in first person games the player avatar rarely moves when attacks are made. It can be argued again that the player can of course choose to do so but moving and hitting is an entirely different matter than an actual sword attack with forward movement built into it. It's a small detail and of little consequence in Dishonored because combat is generally avoided. For a game like this, Assassin's Creed should be a suitable role model for combat mechanics. Of course, it would involve switching to third person.
4. But what makes it good
So far I have been largely using Dishonored as a vehicle to get into more general topics. There is not much in the above paragraphs to explain why this game is worth more than a few game of the year awards. One definite key strength of the game is that it succeeds in hiding the fact that it is a game. For instance, most of the time I did not feel like I was playing levels that threw challenges at me - I was merely navigating an environment. Situations did not feel like pre-arranged puzzles with several solutions. Instead they felt honestly open. There are some sections where the illusion breaks, but these are surprisingly few and nowhere the magnitude of, say, Human Revolution boss fights. Instead of levels, the developers have created a world that feels like it could actually exist.
There is a certain continuous logic throughout the game regarding how guards, civilians and plague victims are placed in the levels. Patrol routes make sense (at least to the extent that they still loop without variation). Places are never heavily guarded just to throw an obstacle to the player's way. Instead if they are heavily guarded, there is always something that is important in respect to the game world, not the game. All this supports the perception of freedom in the game because most approaches to a specific place for example are actually feasible. The player is allowed to use their eyes to see possibilities instead of being forced to search for hidden routes or discussing with NPCs to reveal new approaches. Whenever I traversed a route to my target I felt it was truly my own route. This is a powerful feeling.
Speaking of powerful feelings... superpowers! The thing about mystic superpowers is that you don't need to explain how they work, and they can do anything without feeling out of place. Sounds like a cheap shortcut and it kind of is but it works. Dishonored does not have many powers, but they all serve a purpose (admittedly, some more than others). The signature ability, Blink, is a short range teleport that has quite limitless potential. Moving around the open environments using Blink is one huge reason why the game feels so open-ended. The simple mechanism of getting from point A to B without being in any of the intermediary points is quite amazing. It opens up so many unpredictable routes that it is almost ridiculously overpowered. However the act of using it is just so delightful that the imbalance between powers did not even bother me.
There are other powerful tools. Seeing through walls has been done quite well. It is not overpowered, but highly useful. I did use it quite a bit, although of course not as much as Blink.Of the remaining powers, I did not even level up all of them, and used the animal / human possession once or twice during the entire playthrough. If you are into stuff like that, you can find a lot of use for this ability though. The remaining abilities seemed too combat-oriented for my playing style so I found no use for them. I might consider playing the game or at least some missions in a more violent manner just to see how the other side of the game system works.
Conclusion
Dishonored plays most of its cards really well. It is a stealth game that is actually not at all frustrating to play yet manages to stay interesting throughout its duration. It bears no significant design flaws really. Overall it is a game I believe anyone considering a stealth game should play. Overall anyone even remotely interested in the genre, or even just the game's theme, should play it. There is so much quality design to be enjoyed. Of all the games I have played recently (sandboxes don't count!), Dishonored has the highest amount of perceived freedom of choice by far. This is achieved in an almost counter-intuitive way by giving the player so powerful tools that they can effectively break the game. Another strong aspect that supports this perception is the way the game stays true to its internal logic. The game world quite simply feels like a world instead of a series of levels.
Friday, January 4, 2013
Borderlands 2
One interesting and sharp contrast between the video games industry and the film industry is that game sequels often surpass the originals. In the movie industry sequels are often obvious cash grabs but in the games industry it is more common for a sequel to raise rather high expectations. The reason for this is relatively straightforward to see: the first game is a risky gamble with a certain budget. Within the confines of a budget and a production time it is not possible to gather the sheer amount of player feedback that is gotten after the game's release. Furthermore if the original sells, the sequel is guaranteed to have a solid budget. Additionally since the concept has been proven, the sequel only needs to enhance it. It almost seems like a lot of games need that second iteration to really shine. Sometimes the second iteration is called "enhanced edition" but in the current market situation, more often than not it is called a "2".
Such is the case with Borderlands, a conceptually very sound and mostly importantly fun game that nevertheless had a bunch of gaping flaws. Uninteresting plot, repetitive scenery/quests and rather colorless character abilities were the three primary complaints about the game. Being a long game, even though it had four different characters, its replay value was quite low. At least for us single player types. Thankfully the game got a load of attention and a sequel was guaranteed. It was indeed one of those games where you could instantly see how much better it can become. Not least because of the DLC quality: 3 out of 4 DLC adventures were significantly better written than the game itself!
1. Goodbye generic side quests
For me this improvement is perhaps the one with the most impact. In the first game, side quests were dull. Your run-of-the-mill MMO stuff: farm or kill things with a an entirely irrelevant text description of why exactly this should be done. Almost none of the side quests in Borderlands 2 are collected from bounty boards and even the ones that are still involve NPC communication throughout the quest. Moreover, side quest assignments range from mildly weird to absurd. This combined with the well-written humorous dialogue during the quests makes most of them just as memorable as the main quest itself - if not more so! On the first play through the game side quests are not done just to obtain rewards - you actually want to experience them in all their wackiness.
The importance of meaningful side quests is often overlooked by game developers. The rationale probably goes something like "people who do side quests do them anyway" which to some extent is likely to be true. Quality does trump quantity here. Advertising that your game contains a thousand quests is a clear signal that these quests are going to be generated and repetitive in nature, done only for the sole purpose of obtaining the reward. Granted, sometimes there is the element of challenge involved too but that seems to be the rare exception. At worst, such games are mere skinner boxes where the player is pressing the lever repeatedly in hope of a reward. I highly prefer the Borderlands 2 way where some quests are rather lenghty and they are fewer in number, but they all form an experience that can actually be called content without feeling cheap.
Of course it takes resources to write quality quests. Each quest in Borderlands 2 has most likely required some effort from an actual writer, and of course from the quest designer. They didn't come out of a spreadsheet. The tough truth about resources and effort in regard to side quests is that if you don't have what it takes to do good ones, how about not doing them at all? Why spend any effort at all into making some ridiculous attempts to make the game longer when you could spend all your limited resources on the core game? Each quest should provide something to the player: real gameplay and/or content. By real gameplay I mean gameplay that is unique to this quest, something that makes the player feel they are actually doing something meaningful or challenging.
Borderlands 2 mostly provides meaning through dialogue content and that is fine. The actions that are taken during side quests are more or less the same stuff that the player keeps doing throughout the game: shoot and loot. That is what we came here for anyway. Another approach that I wholeheartedly approve is the opposite: no dialogue content, just challenge. Post-game dungeons and bosses fall under this category. The connecting factor is that both of these approaches provide meaning to the player. In the Borderlands 2 approach the meaning to the player is to enjoy the more or less insane ramblings of the eccentric NPC cast of the game. Although we may look at this additional story content as a reward for completing the side quest, I would argue that it is more meaningful to the player to do the side quest because it grants the quest giver more personality.
I care a whole lot about NPC personality. Whether they are believable or not is of no particular consequence as long as it is entertaining to listen to their banter. Because I care, it is also more meaningful for me to complete an assignment for a character. Although them liking me for it is just a piece of code inside the game's logic, the effect persists. Even research shows that humans project a personality on products even when one is not desgined into it, so it is no wonder that products that do have built-in personality can affect emotions. Since the interpersonal context has been made meaningful, there is more motivation to complete the given quest. I could go on about the personality of video game characters for another blog post or two, but we've gotten quite sidetracked already. The conclusion of this rambling is that the side quests in Borderlands 2 are successful because they are written in a way that enhances the quest giver's personality.
2. Dem skill trees
A big issue in the first Borderlands was the inability of skill choices to affect gameplay. Most skills were merely simple buffs that gave a bonus percentage to something - usually damage with one weapon type or another.While this does have some consequence (primarly, which weapons to use) it doesn't really create different styles to play. The fact that skill tree choices do not have a huge effect on gameplay might be seen as positive in more action-oriented genres, but Borderlands has strong RPG roots. And in an RPG, the way you build your character is supposed to have a large impact on how you play the game. It is about creating a character that suits your own play style. If it is not possible to emphasize play style through skill selection, the character is bound to lack identity.
This is actually of particular consequence in more action-oriented games like Borderlands because player skill is a significant factor in choosing a play style. A player who is a great sniper is likely to be more successful with a skill build that emphasizes high, single shot, long range damage even if strictly mathematically a short range assault build would be better. Because the choice of optimal play style is affected by game-independent factors (player ability), there is less inclination towards the infamous cookie-cutter builds that are plaguing a lot of MMOs. Since there is an opportunity to create interesting skill choices even without a completely balanced skill tree, the developers of Borderlands should have felt obligated to do so. It is not a surprise then than one of the most anticipated changes promised for Borderlands 2 was an improved skill system.
On the surface the skill system looks alarmingly similar to its predecessor. Each character has one active special ability and three specialized skill trees which modify stats and the special ability. Again a lot of these skills are numerical increases to some aspect or another. Skill trees are divided into levels, and taking a total of 5 assignments in a tree opens up the next level. There are definitely more skills to choose from though. While there are no additional active skills, there are a whole lot of conditional skills, some of which stack. The important difference is that a lot of skills now do clearly affect play style and that they combo with each other. Another interesting aspect is that since the game is so action-heavy, skills often work differently in use than what they look like on paper. This would be horrible without respecs, so fortunately the game offers an inexpensive way to do so. Now it is actually interesting to experiment with different builds.
Dividing each character's skills into three specific trees is a good solution in at least one sense: for players who do not want to bother with experimenting, it is easy to see which tree to build for a certain play style. At the same time, a more adventurous gamer may find that their build can be improved by taking skills from two separate trees or even all of them. The only limitation is that such a diverse skill build cannot involve any skills very deep in the trees. This might be good for reducing the possibility of overpowered comboes, although during my playthroughs with two different characters I didn't really come up with any. Regardless, one tree is likely to by any build's primary tree which defines the core play style. There are basically 3 hard play styles for each character, creating a total of 12 options (15 with the DLC character). Most importantly, builds now really feel different to play.
3. Apply polish - lots of
The improvements are not huge but together they make for a much stronger game. However it doesn't stop there. Borderlands 2 also has its share of smaller improvements, most of which are tied to giving the game more distinguished character. One of the best ideas is to give different equipment manufacturers their own identity and manufacturer ability. This guarantees that weapons in the game behave in a wider variety of ways than they would with just randomly generated stats. It is different from unique special abilities because after trying one weapon from a manufacturer the player can project how different guns from that manufacturer would be like.Ultimately it is still the hard numbers that define which weapons to use but in case of somewhat equal stats, weapon manufacturer can be a large factor in decision-making.
Another thing I liked is that there is now a lot more variation for what special abilities shields can have. The decision of which shield to choose now has more factors then its sheer stopping power. Many shields have offensive qualities which can be used to counterbalance their weaker protection. The addition of more variation also extends to enemies. On a less game mechanical note, environments are also way more varied. No more endless wasteland; we have snow fields, grass, industrial complexes and towns. Finally, the game has been finished with a lot of care paid to the details. Everything is consistent with the game's slightly disturbed character. This shows in more or less everything, loading screen tips included. Simply put, the entire package is very charming.
The game also has increased challenge built into it in the form of a new game+ and a "raid boss" which I have yet to defeat. The first DLC brought another similar challenge. I'm looking forward to killing them all at some point. Another strong point is the improved co-op play that has been made quite effortless and better supports players who are at different stages of the game.
Conclusions
Borderlands 2 is a prime example of a second iteration that really brings an already functional concept to blossom. It addresses all the flaws of its predecessor in an agreeable manner. It also goes beyond, with more effort put into writing in particular. While predictable, the main plot is enjoyable to follow and, as noted, the side quests have been superbly written. All the strengths of the original have been retained and really the only thing I missed was Lilith's phasewalk ability. Another "problem" with the game is that getting to know all characters does take a lot of time. I have yet to manage this feat but I got a strong feeling that I am not yet done with this game.
Such is the case with Borderlands, a conceptually very sound and mostly importantly fun game that nevertheless had a bunch of gaping flaws. Uninteresting plot, repetitive scenery/quests and rather colorless character abilities were the three primary complaints about the game. Being a long game, even though it had four different characters, its replay value was quite low. At least for us single player types. Thankfully the game got a load of attention and a sequel was guaranteed. It was indeed one of those games where you could instantly see how much better it can become. Not least because of the DLC quality: 3 out of 4 DLC adventures were significantly better written than the game itself!
1. Goodbye generic side quests
For me this improvement is perhaps the one with the most impact. In the first game, side quests were dull. Your run-of-the-mill MMO stuff: farm or kill things with a an entirely irrelevant text description of why exactly this should be done. Almost none of the side quests in Borderlands 2 are collected from bounty boards and even the ones that are still involve NPC communication throughout the quest. Moreover, side quest assignments range from mildly weird to absurd. This combined with the well-written humorous dialogue during the quests makes most of them just as memorable as the main quest itself - if not more so! On the first play through the game side quests are not done just to obtain rewards - you actually want to experience them in all their wackiness.
The importance of meaningful side quests is often overlooked by game developers. The rationale probably goes something like "people who do side quests do them anyway" which to some extent is likely to be true. Quality does trump quantity here. Advertising that your game contains a thousand quests is a clear signal that these quests are going to be generated and repetitive in nature, done only for the sole purpose of obtaining the reward. Granted, sometimes there is the element of challenge involved too but that seems to be the rare exception. At worst, such games are mere skinner boxes where the player is pressing the lever repeatedly in hope of a reward. I highly prefer the Borderlands 2 way where some quests are rather lenghty and they are fewer in number, but they all form an experience that can actually be called content without feeling cheap.
Of course it takes resources to write quality quests. Each quest in Borderlands 2 has most likely required some effort from an actual writer, and of course from the quest designer. They didn't come out of a spreadsheet. The tough truth about resources and effort in regard to side quests is that if you don't have what it takes to do good ones, how about not doing them at all? Why spend any effort at all into making some ridiculous attempts to make the game longer when you could spend all your limited resources on the core game? Each quest should provide something to the player: real gameplay and/or content. By real gameplay I mean gameplay that is unique to this quest, something that makes the player feel they are actually doing something meaningful or challenging.
Borderlands 2 mostly provides meaning through dialogue content and that is fine. The actions that are taken during side quests are more or less the same stuff that the player keeps doing throughout the game: shoot and loot. That is what we came here for anyway. Another approach that I wholeheartedly approve is the opposite: no dialogue content, just challenge. Post-game dungeons and bosses fall under this category. The connecting factor is that both of these approaches provide meaning to the player. In the Borderlands 2 approach the meaning to the player is to enjoy the more or less insane ramblings of the eccentric NPC cast of the game. Although we may look at this additional story content as a reward for completing the side quest, I would argue that it is more meaningful to the player to do the side quest because it grants the quest giver more personality.
I care a whole lot about NPC personality. Whether they are believable or not is of no particular consequence as long as it is entertaining to listen to their banter. Because I care, it is also more meaningful for me to complete an assignment for a character. Although them liking me for it is just a piece of code inside the game's logic, the effect persists. Even research shows that humans project a personality on products even when one is not desgined into it, so it is no wonder that products that do have built-in personality can affect emotions. Since the interpersonal context has been made meaningful, there is more motivation to complete the given quest. I could go on about the personality of video game characters for another blog post or two, but we've gotten quite sidetracked already. The conclusion of this rambling is that the side quests in Borderlands 2 are successful because they are written in a way that enhances the quest giver's personality.
2. Dem skill trees
A big issue in the first Borderlands was the inability of skill choices to affect gameplay. Most skills were merely simple buffs that gave a bonus percentage to something - usually damage with one weapon type or another.While this does have some consequence (primarly, which weapons to use) it doesn't really create different styles to play. The fact that skill tree choices do not have a huge effect on gameplay might be seen as positive in more action-oriented genres, but Borderlands has strong RPG roots. And in an RPG, the way you build your character is supposed to have a large impact on how you play the game. It is about creating a character that suits your own play style. If it is not possible to emphasize play style through skill selection, the character is bound to lack identity.
This is actually of particular consequence in more action-oriented games like Borderlands because player skill is a significant factor in choosing a play style. A player who is a great sniper is likely to be more successful with a skill build that emphasizes high, single shot, long range damage even if strictly mathematically a short range assault build would be better. Because the choice of optimal play style is affected by game-independent factors (player ability), there is less inclination towards the infamous cookie-cutter builds that are plaguing a lot of MMOs. Since there is an opportunity to create interesting skill choices even without a completely balanced skill tree, the developers of Borderlands should have felt obligated to do so. It is not a surprise then than one of the most anticipated changes promised for Borderlands 2 was an improved skill system.
On the surface the skill system looks alarmingly similar to its predecessor. Each character has one active special ability and three specialized skill trees which modify stats and the special ability. Again a lot of these skills are numerical increases to some aspect or another. Skill trees are divided into levels, and taking a total of 5 assignments in a tree opens up the next level. There are definitely more skills to choose from though. While there are no additional active skills, there are a whole lot of conditional skills, some of which stack. The important difference is that a lot of skills now do clearly affect play style and that they combo with each other. Another interesting aspect is that since the game is so action-heavy, skills often work differently in use than what they look like on paper. This would be horrible without respecs, so fortunately the game offers an inexpensive way to do so. Now it is actually interesting to experiment with different builds.
Dividing each character's skills into three specific trees is a good solution in at least one sense: for players who do not want to bother with experimenting, it is easy to see which tree to build for a certain play style. At the same time, a more adventurous gamer may find that their build can be improved by taking skills from two separate trees or even all of them. The only limitation is that such a diverse skill build cannot involve any skills very deep in the trees. This might be good for reducing the possibility of overpowered comboes, although during my playthroughs with two different characters I didn't really come up with any. Regardless, one tree is likely to by any build's primary tree which defines the core play style. There are basically 3 hard play styles for each character, creating a total of 12 options (15 with the DLC character). Most importantly, builds now really feel different to play.
3. Apply polish - lots of
The improvements are not huge but together they make for a much stronger game. However it doesn't stop there. Borderlands 2 also has its share of smaller improvements, most of which are tied to giving the game more distinguished character. One of the best ideas is to give different equipment manufacturers their own identity and manufacturer ability. This guarantees that weapons in the game behave in a wider variety of ways than they would with just randomly generated stats. It is different from unique special abilities because after trying one weapon from a manufacturer the player can project how different guns from that manufacturer would be like.Ultimately it is still the hard numbers that define which weapons to use but in case of somewhat equal stats, weapon manufacturer can be a large factor in decision-making.
Another thing I liked is that there is now a lot more variation for what special abilities shields can have. The decision of which shield to choose now has more factors then its sheer stopping power. Many shields have offensive qualities which can be used to counterbalance their weaker protection. The addition of more variation also extends to enemies. On a less game mechanical note, environments are also way more varied. No more endless wasteland; we have snow fields, grass, industrial complexes and towns. Finally, the game has been finished with a lot of care paid to the details. Everything is consistent with the game's slightly disturbed character. This shows in more or less everything, loading screen tips included. Simply put, the entire package is very charming.
The game also has increased challenge built into it in the form of a new game+ and a "raid boss" which I have yet to defeat. The first DLC brought another similar challenge. I'm looking forward to killing them all at some point. Another strong point is the improved co-op play that has been made quite effortless and better supports players who are at different stages of the game.
Conclusions
Borderlands 2 is a prime example of a second iteration that really brings an already functional concept to blossom. It addresses all the flaws of its predecessor in an agreeable manner. It also goes beyond, with more effort put into writing in particular. While predictable, the main plot is enjoyable to follow and, as noted, the side quests have been superbly written. All the strengths of the original have been retained and really the only thing I missed was Lilith's phasewalk ability. Another "problem" with the game is that getting to know all characters does take a lot of time. I have yet to manage this feat but I got a strong feeling that I am not yet done with this game.
Tags:
action,
balance,
character development,
first person,
quests,
rpg,
shooter
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.
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.
Thursday, February 2, 2012
Bioshock 2
As usual I am late with most games. We are already waiting for the next Bioshock, but I just played the second one. The original Bioshock was the first first person shooter I played on my PlayStation 3. The game was highly streamlined System Shock 2 in good and bad. Bioshock 2 is a somewhat streamlined sequel. The game is more linear and the plot was not as good as the first one's. However, design of the game mechanics has improved in several ways. In this sense it's a rather typical sequel: less interesting story-wise but more fun to play.
1. Plasmids
Plasmids are highly streamlined magic. Using them is no different from using guns from the user interface point of view. Bioshock uses the controller's shoulder buttons as most shooters do. The left side is for plasmids, the right side for guns. The trigger shoots the plasmid/gun and the top button either changes to the next or opens a plasmid/weapon selector if held. The game pauses during selection, which I think is a solid compromise. Overall, switching and using plasmids and guns is really effortless. Bioshock 2 allows simultaneous use of both since the character can hold any gun in just the right hand.
Plasmid mechanics are quite simple but their effects are, all things considered, fairly varying. There's your basic lightning bolt, fire and ice stuff, but also more clever stuff like decoys, security beacons and a lot of stuff I didn't even try out. This is actually a bit of a problem in the game: combat is pretty straightforward and often some of the finer tricks are not much more than a waste of time. This was especially true in the first Bioshock with its ridiculously low number of different enemies but it's not much better in Bioshock 2. Maybe on a harder than normal difficulty there might be more need to use some of the plasmids.
2. Hacking, trapping and gathering
An important part of the System Shock legacy is the ability to hack any and all machines encountered be they security turrets, vending machines or electric locks. This way it's possible to turn Rapture's security against the enemies. In the first Bioshock this was not that useful though. More often than not, the enemies in an area are quite dead by the time the player can get into position to hack the security systems. The hacking minigame, while not bad, was also a bit fiddly. Bioshock 2 improves hacking by two important changes. First of all, the hacking minigame has been toned down into a rather simple reaction test which now happens in real time on the normal game screen. Second, they've added a gun that shoots remote hack darts, allowing hacking attempts from a distance.
Instead of focusing on the hacking mechanics themselves, the design clearly puts more emphasis on purpose of the hacking. These changes succeed in making hacking more purposeful at the expense of making it less complex. It's a solid trade-off and the game's better for it. The new mechanic still forces the player to focus on their hacking attempts for a few seconds and that is all that's really needed from it. If they blundered anything, then it has to be the alarms for failed hacking. Hacking the same device again after raising an alarm ends the alarm right there if the operation is successful this time. Makes it a bit too easy to get out of trouble I think.
The game also features different ways to build traps. Trap plasmids and trap ammunition for weapons. Let's just say that like hacking security, these did not have much utility outside special occasions. Most notable occasions in the first game were fights with big daddies who were the toughest opponents in the game and didn't become aggressive until attacked. This gave the player actually some time to plan how to build their traps. Against normal enemies, it's always the player who takes the initiative. Using traps against them was not really worth the effort.
Bioshock 2 added a new scenario that makes hacked security and traps more useful. The player can now adopt little sisters after defeating their big daddies, and have them gather adam (a resource for buying gene upgrades) from corpses. This gathering operation has the unpleasant side-effect of drawing in a whole bunch of adam addicts, effectively starting an ad-hoc defense mission. These are in fact pretty tough because there's going to be a lot of enemies, way more than even the biggest enemy groups in the game. Finding a good position, laying traps and placing miniature defense turrets to complement hacked security are highly necessary to stay in good shape. Fortunately the little sister herself is immune to damage and is instead interrupted for a while if attacked.
At first these gathering operations were in fact a bit frustrating because they were a huge drain on resources. Later in the game when better equipment becomes available they get quite enjoyable. The switching of roles from attacker to defender gives utility to weapons and powers that otherwise might not see much action.
3. Yet another reverse difficulty curve
Granted, I often explore in hope of powerups, but nevertheless, almost all games get easier towards the end. Bioshock 2 is far more being an exception. The game is clearly at its most difficult in the beginning when the player is armed with only rather weak weapons or weapons with some other deficiency which makes them harder to use. Running out of ammunition and/or health packs is a real risk. The breaking point is somewhere around obtaining the shotgun which makes short work of basic enemies. Towards the end of the game it turns from a decent challenge into an all-out power trip where enemies don't stand half a chance.
In Bioshock 2 particularly, it seems resources just get more and more abundant as the game progresses but enemies do not really become that much more powerful. Money is an especially powerful resource in the game as it allows purchase of relatively scarce ammunition and first aid kits. The end result is that with better equipment the player can at the same time save more resources, but also the availability of resources becomes greater. The loss of several first aid kits in a single fight can be shrugged off later, but is really aggravating in the beginning.
I know it's tricky to balance a game because players are different and most of the time, designers can't really demand everyone to bring their A game. But I'm not particularly good at first person shooters, and I didn't do any massive scale optimization during my play and still the difficulty curve went down like nothing else. I do not think anything would have changed on a higher difficulty except I would have been more frustrated in the beginning.
Conclusion
Although the situation has improved from the first game, the biggest problem with Bioshock remains the lack of enemy types. There's more now, but they are still more or less killed the same way: point and shoot. The game doesn't really require the player to use any creativity with their plasmids or other tools. The game could use more situations that actually demand different approaches. Other than that, Bioshock 2 is pretty well designed. It has great gameplay for a console shooter, decent weapon design, streamlined yet interesting superpowers in the form of plasmids and it even improves beyond its predecessor.
1. Plasmids
Plasmids are highly streamlined magic. Using them is no different from using guns from the user interface point of view. Bioshock uses the controller's shoulder buttons as most shooters do. The left side is for plasmids, the right side for guns. The trigger shoots the plasmid/gun and the top button either changes to the next or opens a plasmid/weapon selector if held. The game pauses during selection, which I think is a solid compromise. Overall, switching and using plasmids and guns is really effortless. Bioshock 2 allows simultaneous use of both since the character can hold any gun in just the right hand.
Plasmid mechanics are quite simple but their effects are, all things considered, fairly varying. There's your basic lightning bolt, fire and ice stuff, but also more clever stuff like decoys, security beacons and a lot of stuff I didn't even try out. This is actually a bit of a problem in the game: combat is pretty straightforward and often some of the finer tricks are not much more than a waste of time. This was especially true in the first Bioshock with its ridiculously low number of different enemies but it's not much better in Bioshock 2. Maybe on a harder than normal difficulty there might be more need to use some of the plasmids.
2. Hacking, trapping and gathering
An important part of the System Shock legacy is the ability to hack any and all machines encountered be they security turrets, vending machines or electric locks. This way it's possible to turn Rapture's security against the enemies. In the first Bioshock this was not that useful though. More often than not, the enemies in an area are quite dead by the time the player can get into position to hack the security systems. The hacking minigame, while not bad, was also a bit fiddly. Bioshock 2 improves hacking by two important changes. First of all, the hacking minigame has been toned down into a rather simple reaction test which now happens in real time on the normal game screen. Second, they've added a gun that shoots remote hack darts, allowing hacking attempts from a distance.
Instead of focusing on the hacking mechanics themselves, the design clearly puts more emphasis on purpose of the hacking. These changes succeed in making hacking more purposeful at the expense of making it less complex. It's a solid trade-off and the game's better for it. The new mechanic still forces the player to focus on their hacking attempts for a few seconds and that is all that's really needed from it. If they blundered anything, then it has to be the alarms for failed hacking. Hacking the same device again after raising an alarm ends the alarm right there if the operation is successful this time. Makes it a bit too easy to get out of trouble I think.
The game also features different ways to build traps. Trap plasmids and trap ammunition for weapons. Let's just say that like hacking security, these did not have much utility outside special occasions. Most notable occasions in the first game were fights with big daddies who were the toughest opponents in the game and didn't become aggressive until attacked. This gave the player actually some time to plan how to build their traps. Against normal enemies, it's always the player who takes the initiative. Using traps against them was not really worth the effort.
Bioshock 2 added a new scenario that makes hacked security and traps more useful. The player can now adopt little sisters after defeating their big daddies, and have them gather adam (a resource for buying gene upgrades) from corpses. This gathering operation has the unpleasant side-effect of drawing in a whole bunch of adam addicts, effectively starting an ad-hoc defense mission. These are in fact pretty tough because there's going to be a lot of enemies, way more than even the biggest enemy groups in the game. Finding a good position, laying traps and placing miniature defense turrets to complement hacked security are highly necessary to stay in good shape. Fortunately the little sister herself is immune to damage and is instead interrupted for a while if attacked.
At first these gathering operations were in fact a bit frustrating because they were a huge drain on resources. Later in the game when better equipment becomes available they get quite enjoyable. The switching of roles from attacker to defender gives utility to weapons and powers that otherwise might not see much action.
3. Yet another reverse difficulty curve
Granted, I often explore in hope of powerups, but nevertheless, almost all games get easier towards the end. Bioshock 2 is far more being an exception. The game is clearly at its most difficult in the beginning when the player is armed with only rather weak weapons or weapons with some other deficiency which makes them harder to use. Running out of ammunition and/or health packs is a real risk. The breaking point is somewhere around obtaining the shotgun which makes short work of basic enemies. Towards the end of the game it turns from a decent challenge into an all-out power trip where enemies don't stand half a chance.
In Bioshock 2 particularly, it seems resources just get more and more abundant as the game progresses but enemies do not really become that much more powerful. Money is an especially powerful resource in the game as it allows purchase of relatively scarce ammunition and first aid kits. The end result is that with better equipment the player can at the same time save more resources, but also the availability of resources becomes greater. The loss of several first aid kits in a single fight can be shrugged off later, but is really aggravating in the beginning.
I know it's tricky to balance a game because players are different and most of the time, designers can't really demand everyone to bring their A game. But I'm not particularly good at first person shooters, and I didn't do any massive scale optimization during my play and still the difficulty curve went down like nothing else. I do not think anything would have changed on a higher difficulty except I would have been more frustrated in the beginning.
Conclusion
Although the situation has improved from the first game, the biggest problem with Bioshock remains the lack of enemy types. There's more now, but they are still more or less killed the same way: point and shoot. The game doesn't really require the player to use any creativity with their plasmids or other tools. The game could use more situations that actually demand different approaches. Other than that, Bioshock 2 is pretty well designed. It has great gameplay for a console shooter, decent weapon design, streamlined yet interesting superpowers in the form of plasmids and it even improves beyond its predecessor.
Monday, December 5, 2011
Borderlands
This is the latest game I finished. I even got through all the DLCs since they came with the game of the year edition. Borderlands is a long shooter and something has clearly been done very right to keep players interested. Although one of the key selling points is co-op play, I actually enjoyed the entire game just fine in single player mode.
1. Power-tripping to the max
I guess there's no denying it. Finding randomized loot is disturbingly addictive. Think back to Diablo. How repetitive the mechanics in that game are? Really, really repetitive. However, the hook of character development in games like Diablo, including Borderlands, is constant empowerment. Every chest is a chance to obtain a better weapon, and every kill is a step closer to the next level. Role-playing games are built on this stuff. It works. Finding that exceptionally good weapon is followed by a gratifying power trip and for a while enemies are dropping like flies. At some point they catch up again making the game more challenging, but eventually you'll get another power trip. And so it goes...
2. Keeping the game going
Borderlands is by no means a challenging game. Especially if played after Dark Souls. However, they do the lack of challenge right. Besides, it's a power-tripping game. One particular trick I liked about the game was Second Wind. It allows fallen players to make a comeback by killing one enemy before bleeding to death. The player gets back up with a portion of their health and fully loaded shields, putting them back into the fight. This keeps the game going most of the time, but there is still enough risk in dying that it is usually to be avoided. It's also possible to (ab)use Second Wind as a tactic (e.g. leave one severely wounded enemy alive, then kill them quickly if you go down). This did feel a little stupid in some boss battles, while in some others it was fairly useless. Overall though, I think this mechanic is cool for a game like Borderlands.
3. Enemy design again
Most of the time the enemy design in Borderlands is sound. Especially critical hits put enemies down very quickly, and their weapons are often really powerful. Occasionally though there were enemies that simply took way too many bullets to put down. I emptied several guns against the final boss for example, and in one optional boss in the earlier half of the game I almost ran out of all ammunition. Partly this was due to the level scaling of damage which I found a bit weird. This meaning that the level difference between the shooter and their target was a factor in the damage formula. Against a higher level enemy even really powerful guns were not doing much. Most of the time the game is paced well enough so that player level is in the same ballpark with enemies. Except...
4. DLC difficulty balancing
One thing I found very weird was the intended level range for the DLC expansions. Three of the four expansions were designed exactly for the same level range. This is weird because the player is likely to gain at least three or four levels during each expansion, which means they will be overleveled at the start of the next expansion. Although one expansion was really nasty for its level range, this still feels like a really weird decision. Sure, there's no guarantee that players will be getting all the expansions. However, that's the way expansions have been made pre-DLC era: the next one will always be more difficult than the last.
5. Random tidbits
Another curious thing about the DLCs was that they were much better written than the core game. Funnier humor, tighter plots and even wackier characters. It felt like the development team hadn't let their writers loose enough when making the main game. Should they follow along the DLC guidelines in Borderlands 2, this bodes well.
Another random thing I just briefly wanted to talk about is the use of cell shading graphics. It makes the game look really characteristic and most certainly stands against the test of time much better than realistic graphics. Like sprite graphics, cell shading just might be a sound artistic decision for games that don't necessarily aim for a wow-effect but rather like to look unique.
Conclusion
I think Borderlands is deserving of all the praise. I went in expecting little since I'm not a big fan of shooters - especially not long ones - but came out highly enjoyed. There's still the biggest challenge undefeated but I'm gonna look for a co-op partner to level up enough and take that bastard down.
1. Power-tripping to the max
I guess there's no denying it. Finding randomized loot is disturbingly addictive. Think back to Diablo. How repetitive the mechanics in that game are? Really, really repetitive. However, the hook of character development in games like Diablo, including Borderlands, is constant empowerment. Every chest is a chance to obtain a better weapon, and every kill is a step closer to the next level. Role-playing games are built on this stuff. It works. Finding that exceptionally good weapon is followed by a gratifying power trip and for a while enemies are dropping like flies. At some point they catch up again making the game more challenging, but eventually you'll get another power trip. And so it goes...
2. Keeping the game going
Borderlands is by no means a challenging game. Especially if played after Dark Souls. However, they do the lack of challenge right. Besides, it's a power-tripping game. One particular trick I liked about the game was Second Wind. It allows fallen players to make a comeback by killing one enemy before bleeding to death. The player gets back up with a portion of their health and fully loaded shields, putting them back into the fight. This keeps the game going most of the time, but there is still enough risk in dying that it is usually to be avoided. It's also possible to (ab)use Second Wind as a tactic (e.g. leave one severely wounded enemy alive, then kill them quickly if you go down). This did feel a little stupid in some boss battles, while in some others it was fairly useless. Overall though, I think this mechanic is cool for a game like Borderlands.
3. Enemy design again
Most of the time the enemy design in Borderlands is sound. Especially critical hits put enemies down very quickly, and their weapons are often really powerful. Occasionally though there were enemies that simply took way too many bullets to put down. I emptied several guns against the final boss for example, and in one optional boss in the earlier half of the game I almost ran out of all ammunition. Partly this was due to the level scaling of damage which I found a bit weird. This meaning that the level difference between the shooter and their target was a factor in the damage formula. Against a higher level enemy even really powerful guns were not doing much. Most of the time the game is paced well enough so that player level is in the same ballpark with enemies. Except...
4. DLC difficulty balancing
One thing I found very weird was the intended level range for the DLC expansions. Three of the four expansions were designed exactly for the same level range. This is weird because the player is likely to gain at least three or four levels during each expansion, which means they will be overleveled at the start of the next expansion. Although one expansion was really nasty for its level range, this still feels like a really weird decision. Sure, there's no guarantee that players will be getting all the expansions. However, that's the way expansions have been made pre-DLC era: the next one will always be more difficult than the last.
5. Random tidbits
Another curious thing about the DLCs was that they were much better written than the core game. Funnier humor, tighter plots and even wackier characters. It felt like the development team hadn't let their writers loose enough when making the main game. Should they follow along the DLC guidelines in Borderlands 2, this bodes well.
Another random thing I just briefly wanted to talk about is the use of cell shading graphics. It makes the game look really characteristic and most certainly stands against the test of time much better than realistic graphics. Like sprite graphics, cell shading just might be a sound artistic decision for games that don't necessarily aim for a wow-effect but rather like to look unique.
Conclusion
I think Borderlands is deserving of all the praise. I went in expecting little since I'm not a big fan of shooters - especially not long ones - but came out highly enjoyed. There's still the biggest challenge undefeated but I'm gonna look for a co-op partner to level up enough and take that bastard down.
Tags:
character development,
first person,
sci-fi,
shooter,
visual
Thursday, October 13, 2011
Mirror's Edge
This game is one of my current generation favorites. It's too bad we're not likely to see a sequel. It's sad because with some polishing (read: reducing enemy encounters) this concept could easily be one of the best games ever. There are a lot of things done right in Mirror's Edge. My thoughts.
1. Eliminating the HUD
I don't remember if the HUD of Mirror's Edge was really gone, or was it just optional. Nevertheless, my experience with the game happened entirely without it. The game is designed in such a way that it plays perfectly without one. Again, I think this works very well for immersion. Not to say that games with a HUD cannot be immersive. All attention is paid to the game world itself when there is no additional information on the screen, and this can have a huge effect on the playing experience.
One important HUD element in many games is the minimap or similar navigational device. Mirror's Edge has a different way for offering guidance: objects in the game world that lead Faith towards her goal are shown red in the otherwise white game world. Although I first considered playing without the visual aids, I pretty soon turned them back on. The gameplay experience is so much better when the player can run with some decent knowledge of where to go.
2. Tricks to increase physicality
I like to describe Mirror's Edge as the most physical video game I've played. Of course it's not physical in the same way as dancing games. It's physical in the sense that the player is given a vivid feeling of being Faith. The developers have used several neat tricks to achieve this feeling. First of all, Mirror's Edge is in true first person: the developers had done their best to put the camera into Faith's eyes. Looking down, her legs are actually visible, and of course we can see her hands actually perform all the climbing, vaulting and whatnot. They've also made the camera move in pace with Faith's step.
They've done the same with the game's soundscape. Players hear not just Faith's footsteps but also her breathing. Oh and the grunts and all the other noises. The crash of Faith hitting the pavement is one of my favorite dying sounds and made me feel really bad about screwing up. It usually goes without saying that soundscape is much more important for immersion than graphics, and the developers of ME have nailed that.
3. Simple yet powerful controls
The final piece of the puzzle are the games controls. Most of the game is played using only two analog sticks and two buttons. One button means jump, the other means crouch. These are contextualized in a natural way. Crouching while running means slide. Crouching while falling means roll. There is a high sense of mastery in playing Mirror's Edge because while things are relatively easy to do (thanks to the controls), the game never feels like it's doing things for you. Even the toughest tricks still have to be fully performed by the player.
Conclusion
The real genius in Mirror's Edge's design is how everything comes together to support player immersion. The designers have carefully removed everything game-y from the game in favor of a strong experience, and they have been successful. The flow of movement in Mirror's Edge feels really good, thanks to the combined effect of all the things mentioned here. I've yet to play a game that would get close to what ME does in terms of pure joy of movement. Of course, when movement is the game, it better be good.
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