Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

Friday, March 7, 2014

Bioshock Infinite

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...

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.

Thursday, December 13, 2012

Vanquish

Another game that I played while waiting for Borderlands 2. Vanquish is on speed or something. The amount of stuff that's happening on the battlefield combined with the speed at which it is happening is pretty breahttaking. At its core it's just another third person shooter, but oh boy have they done things right. Some things that should be forgotten from the start include things like plot and characters both of which are ridiculous. That aside, it is really easy to see where the game gets its praise.

A typical sitatuation in Vanquish involves a lot of soldiers on both sides of the battle. The player is usually not alone so friendlies can draw some enemy fire. This is good, because it doesn't take a whole lot of damage to get killed in Vanquish (I played on hard, my new default for any game). It's this deadliness combined with the vast amount of projectiles flying all around the battlefield that separates the game from most third person shooters. One too bold move is all that is needed to get killed. Although staying in cover and carefully shooting from there is basically a sound strategy, your allies will start quickly falling if you take your sweet time. Quick elimination of enemies is the name of the game, and Sam has just the right tools for that. He is armed with an unfortunately named combat suit (ARS) and a weapon system that is mostly a lame explanation for how he can carry exactly three guns at once.

In particular there are two special abilities that empower the player. One is a massive speedboost that allows Sam to quickly travel across the battlefield in a sliding position. He is not immune to damage, but enemies have a really hard time hitting him. This ability allows the player to hit'n'run, flank or even rear enemies effectively and also to reach enemy positions quickly. Using this ability is the key to both eliminating enemies quickly and avoiding their fire. The other skill is just a simple bullet time, which is activated by making a dodge roll. This ability is often necessary to survive encounters with multiple enemies and also to shoot down enemy missiles. Some bosses in particular like to shoot out hundreds of missiles (literally). Both abilities drain the suit's battery and overheating is a serious thing because it makes the player very vulnerable. If cover is not immediately found, death is almost certain.

As far as special abilities go, the ones in Vanquish are fairly limited. The same goes for weapons that are mostly standard stuff with a couple of more exotic exceptions. They are however all that is needed to create one of the best shooter experiences ever. This is largely because the encounter design in Vanquish is top notch. The battlefield is always a living thing and each encounter is clearly distinct. There's next to no filler in this game. In this sense it is quite a lot like Zone of the Enders: The Second Runner that featured excellent mission variation throughout the game. Both games also have their share of tough boss battles. Just when you think one boss was particulary nasty, soon enough you are facing two of the same bastard at once. The environment also has a heavy impact on how battles turn out. There's a lot of variation in every aspect that define the game's encounters.

The enjoyment of playing Vanquish doesn't quantify into single elements. It is simply a really carefully designed whole. It underlines two things: difficulty is good for your game and games should go on only as long as they can. Once Vanquish runs out of real content it just ends. No prolonging, no repetition, just a tight package of high-adrenaline missions with lots of variation. I am looking forward to finishing this game again in the future and, unlike most games, I think I actually will because it is not just that long a game. Furthermore with games like this it is often the second playthrough that is actually more fun because that is when some degree of mastery starts to show.

Wednesday, October 24, 2012

Warhammer 40,000: Space Marine

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

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

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

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

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

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

Friday, February 24, 2012

Dark Sector

This game is a rather forgotten piece of history already despite being just some years old. Pretty much a victim of poor marketing. It was brought to my attention through another blog, and since it's still largely available for next to nothing, I decided to give it a shot. On the one hand, yes, this game is yet another cover shooter with all the typical cliches. Yet on the other hand, it is a game with one particularly cool superpower for the protagonist.

Most shooters these days have one distinguishing feature from all the other shooters. One. The quality of the game is up to the use of this feature and combination of level, weapon and enemy design. The pony called Dark Sector has a trick called the glaive. It's a spinning throwing weapon that gains a multitude of uses during the game.

In the very beginning this thing just flies straight forward and is overall crappy. Towards the end of the game, the glaive does a lot more. It can be used to pick up items which makes it a form of telekinesis. It gains a power throw, which does quadruple damage but requires precise timing from the player. The power throw is particularly satisfying as it usually cuts enemies in half or severs heads/limbs. It can be imbued with elements from the environment for some added effects such as electrocution. Finally, the player can control its flight path. By the press of a button, the camera moves behind the glaive and the player can control it. This way the glaive can go past covers, cut down multiple enemies and do some serious precision work. Guiding a power thrown glaive is one of the more satisfying power trips I've had recently in games.

What makes the glaive a successful weapon is how it allows the player to be rather creative. It not only allows creativity, but even demands it. The game even has somewhat non-trivial puzzles where the glaive needs to be used. The game also conveniently limits the use of firearms so the player really needs to use his cool superpower. The explanation is very Metal Gear, but who cares. Firearms still can be used, and the protagonist always dual-wields a pistol with his glaive, which makes it the most usable firearm in the game. Ammunition is quite scarce. While the game is clearly a cover shooter, it also reminds me of superpower games such as InFamous and Prototype.

The game lacks somewhat in production quality and originality.  The characters and plot are crap. Still it does one thing well enough and has the sense to end before it starts to repeat itself too much. I would suggest this game solely for the purpose of seeing the glaive in action. It is simply one of the coolest weapon designs in ages.

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.

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.

Thursday, October 6, 2011

Dead Space

To kick off this new blog, I'll start with something recent. To me anyway. I suddenly had an urge to resume Dead Space. I stopped playing it after a couple of chapters last year and thought I'd never touch it again. Now it's done, and it was in fact quite enjoyable. Observations follow.

1. Why Dead Space is not scary

In this Gamasutra article, Dead Space and several other supposedly scary games are pitted against each other in a scientific study. I cannot say anything about the other games since I have not (yet) played them, but Dead Space is not particularly scary. It was this disappointment that made me stop playing the game last time. Based on my prior observations of horror games, I'll point out the problems.

Dead Space falls into the same pitfall that undermines a lot of suspense from the Silent Hill series: there are lots of enemies. Killable enemies at that. This is a huge problem, because it has been acknowledged time and again that once the threat can be dealt with, it becomes a lot less scary. Enemies in Dead Space do take some skill to defeat effectively but typically they are gone in seconds. Dead Space also does not do a whole lot foreshadowing. Mostly, enemies just appear from somewhere, sometimes trying to get that cheap surprise scare.

While the game is very grotesque, it rarely got me particularly disturbed. By fluff the necromorphs have been human, but when you encounter them in the game, they are so far removed from traces of humanity that the deformation effect does not kick in. They don't look like horribly mutated humans, they just look like monsters. The ghosts in Project Zero (Fatal Frame) are actually more effective in evoking this effect, and they are not even physical beings.

Finally, Dead Space by design cannot evoke the scarce resource effect. Fighting enemies is a core mechanic in the game, and therefore there was no way for the designers to limit the resources available to the player so that ammunition would be actually scarce. Okay, sure, I'm a gaming veteran and I can get a decent hit ratio, so maybe less skilled players will have to deal with scarce ammunition and occasionally take out monsters in melee. However, I remember how things were in System Shock 2 where ammunition to weapons really was scarce. The reason why I think the scarcity effect does incur fear is that although you might have the tools to deal with enemies now, what if they come in such numbers that you don't have enough.

I'm not denying the atmosphere of Dead Space. It was fairly strong. The game just was not scary.

2. Ammunition, Dead Space style

I do now know how popular this mechanic is, but this is my first time encountering it. In short, there are next to none pre-determined drops / crates / items laying on the ground in Dead Space. Instead, the player will always randomly get ammunition for one of the weapons they have equipped or some utility item. On paper this might sound pretty good: players get to use the weapons they like. On the flipside, players are never forced to fight with suboptimal weaponry. I remember how in System Shock 2, availability of ammo played a big part on which weapons to use.

This mechanic might sit better with some games, but I didn't particularly enjoy it in Dead Space. It gives little incentive to make use of all of the weapons and the randomness feels a little bit cheap. It also allows gaming the system by having less weapons equipped. Having enemies drop items consistently also has a side effect: the player can be sure that an enemy is dead when they see the drop. Since some enemies in Dead Space in fact do feign death, this kind of ruins the surprise.

3. Don't aim for the head

Dead Space challenges the headshot trope of shooters. Although cynically speaking it's just replaced with limbshot, the mechanic does in fact serve the game well. Tearing enemies down limb by limb is the name of the game. I liked to start with legs. The point of this mechanic is that damage has a big impact on how the enemies perform. Especially shooting their legs off. It definitely adds to the grotesque feel of the game. After a lengthy battle, the place is littered with severed limbs and limbless torsos.

The mechanic alone would not be as effective without weapons that fully support it. The very first two weapons in the game are best examples. The plasma cutter is a precision tool that can make horizontal or vertical cuts making it far more interesting than your usual pistol (although it is in fact pretty much just a pistol). My favorite weapon in the game, the line gun, fires a wide cutting line which can easily sever both legs off of multiple enemies at once. Oh and there's ripper, an industrial remote-controlled saw blade, which is an excellent tool for close quarters combat.

The limb shooting mechanic and brutal weapons combined make defeating each enemy a highly satisfying experience of mastery. I enjoyed shooting monsters in Dead Space a lot more than in many games I've played previously.

4. The cool UI

Dead Space is highly successful in integrating everything into the game world. The sci-fi theme affords this without suspension of disbelief, and I liked the floating menus etc. as soon as I saw them. Ditto for the guidance system. The simple but clever trick employed in the game is to display every GUI thingy as a holographic projection in the game world. That's all, and it works like a charm.

I do believe that in games that put a lot of emphasis on atmosphere, UI designers should strive to make the HUD go away entirely, and in Dead Space the designers have succeeded without taking any information away from the player. Overall, the designers of the game have done a fairly good job of minimizing the suspension of disbelief.

Conclusion

Dead Space is a good shooter. Its action is satisfying visually and mechanically. The designers have put several solid innovations into the game and made it highly enjoyable. They have done a good job with minimizing the suspension of disbelief. They only falter with the weird resource system. However, Dead Space is not very scary, suffering from the common problems of horror games where a lot of monsters are fought.