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.

Tuesday, February 14, 2012

Final Fantasy XIII-2

Following up my take on Final Fantasy XIII, now is the time to talk about the anticipated sequel. The reason I had expectations for this one was that I really enjoyed a lot of the mechanics of FFXIII but they did screw up with the game's structure. When work started with the sequel, the developers promised certain important changes. They also chose to retain the fighting system. So I got this game as soon as it was available and spent an entire weekend on it. Since then it's been a week of quite intense gaming, and now it is done. For now anyway, there's DLC on the way. Let's see what they did right and what went wrong.


1. Area exploration


The single biggest complaint about the main title was its area design. Three quarters of the game was just one long corridor, and a narrow one at that. There were not any side quests until very late in the game, and all of those were the same (kill X). FFXIII-2 is different indeed. Its areas are wider; they have multiple paths and lots of things to discover. They also have people. People who, like any RPG player will know, will give side quests. Granted, there is absolutely nothing spectacular about the areas of FFXIII-2. They are simply reminiscent of the old era, especially FFX-2, the other true sequel in the history of the series. This serves as an important reminder that sometimes the way forward is backward. It does help tremendously that the developers still have an eye for beautiful scenery which makes the areas really gorgeous to behold.

Traveling between areas is fast. The game has a time travel theme and the characters can freely travel between different places and times through a gate matrix. There's typically more than one version of each location from different eras and they share most of the details. While this can be seen as laziness in area design, the solution is quite alright and there's still enough unique areas. Some quests also involve visiting the same area in different times. Maybe the only complaint would be that there are not many cases in the game where changing something in another era causes a change in a second era.


2. Character development goes Pokémon


It's been known for a while that the game only features a cast of two playable characters, and the third slot in the party will always be filled by a monster. Monsters can be captured, trained and fused together. Sounds a bit familiar, no? It's somewhat less Pokémon and somewhat more Shin Megami Tensei though. With monsters in the equation, the game has two parallel character development schemes. The main characters level up in rather straightforward manner using a system quite similar to the main title. Slightly more streamlined perhaps. Monsters on the other hand level up using specific material items which are dropped by enemies. Although the main character development system does have some tricks for the power gamer, the monsters are the real power gaming element in this system.

The Paradigm system from FFXIII is mostly intact. However, monsters only have a single role. The party can have active three monsters which can be used in paradigms. This means that the third party member is limited to three possible roles instead of six. The system designers have actually even made the choice hard for players because monsters learn a bunch of important abilities that either of the main cast do not. The series has usually had rather omnipotent characters who will at some point be able to do everything, but in FFXIII-2 the player always has to give up something when choosing their monsters. It's still somewhat underplayed, but a fresh change either way.

Since monsters are less flexible, they have been made more potent in their single role. A monster's power is ultimately decided by its stat growth, its unique abilities and its Feral Link, which is a kind of a super move reminiscent of old Limit Breaks in the sense that the meter accumulates over time and the power can be released once it's full. The system has clear winners which will ultimately become the most powerful monsters in the game. However, monsters have different growth patterns. Fast-growing monsters are much cheaper to develop into their full potential. The very best monsters on the other hand grow very slowly and are a huge investment. They are mostly available in postgame.

Even monsters that are not the most powerful in the bunch have their uses through infusion. Each monster in the game learns a certain set of abilities which include both role-independent passive abilities and role abilities. Most of these can be transferred to other monsters through infusion. This means the true power gamer will not simply hunt and train the very best monsters, but also a lot of other monsters who can learn useful abilities. The system is much easier for the player than the system in Shin Megami Tensei titles (which is a topic for another day), but it has a lot of possibilities. Generally it's quite fun to hunt for various monsters in search of good abilities to pass on.

Overall, while the system does not have the depth of SMT demon fusion, it is an enjoyable way to boost the party's power. The process is pretty streamlined and creating a solid monster doesn't take that much farming because fodder monsters can be trained with less powerful store-bought materials. Creating a monster with all the greatest abilities is still a rather big effort but a near-perfect one is more than enough and takes a lot less time to develop. It is also good that monster development is not tied to keeping them in the active party. This makes it much more convenient to train lots of monsters, even weak ones.

For the next game though, I really would like to see more complex main character development. It's been a lackluster in both the main title and this sequel. In the main title, weapons and accessories were a bit trickier to develop but in the sequel there isn't really much customization or gear tuning to do.


3. Difficulty, once again


With most of the building blocks solidly in place, the game's looking pretty good. The one core problem of games in the series has always been difficulty. To put it really simply, they are easy. FFXIII was a curious exception and was, in fact, pretty hard. Some earlier games in the series have also featured rather hard postgame challenges. Unfortunately FFXIII-2 falls under the "way too easy" category. The final boss was surprisingly difficult, but everything else in the main story was just easy. This is made a bit ridiculous by the fact that the game actually has a separate easy difficulty. They could have easily made the normal difficulty a bit harder. Hell, they are even allowing changing difficulty during the course of the game. There is, therefore, absolutely no excuse for making the game too easy.

This time around, the optional bosses are not that much of a threat either. The toughest two do take a while to beat down even with a high level party, but they don't provide much of a threat. I am really hoping that somewhere along the line of DLC releases, they are going to release some fucked up bosses that actually demand the player to carefully develop a strategy and monsters to fit it. You made a solid game, now please provide more reasons to really optimize.


4. Some of these trophies... 


This is a rather quick complaint. To perfectly complete the game, the player needs to collect one fragment (important key items) by playing a slot machine. A lot. They also have a couple of trophies that need the player to do rather boring stuff, and way too much of it. Fortunately all of these are doable by rigging the controller with some rubber bands, leaving the game on and going away to do something more productive. Still, game makers, is this really necessary? By today's standards? I guess it's some sort of tradition that every now and then a JRPG just has to have something that is best done by leaving the game to play itself but this doesn't fail to baffle me. Just saying.



Conclusion


The lack of difficulty is really the only bigger fault with the game. Could be that the lack of good HD console JRPGs has clouded my judgement, but I really enjoyed FFXIII-2. It succeeded in many ways to capture the essence of what makes JRPGs good and it was a true Final Fantasy. Most importantly, it was a blast to play and I already miss it. I liked the story, and surprisingly even the characters in the end. I just hope that Square Enix takes the hint and this will be the direction they are taking new titles in the series.

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, January 30, 2012

Global Game Jam 2012 Post Mortem

Having participated in three game jams last year, I didn't quite feel like doing a full-scale project this time so I kind of pre-decided to make a board game instead. This year the theme was a picture instead of a word: 
















The Concept


I had lots of thoughts about infinity and cycles after seeing the theme. The snake is eating its tail - i.e. it is feeding itself. This was pretty much what I wanted to do. A short game that is played repeatedly, and each time the game is played the game itself grows. The game feeds itself. After viewing the keynote and getting the theme into my head, I bounced some ideas with other jammers and then I went home for a while to gather inspiration. Well, actually I went to eat and watch How I Met Your Mother, but hey, same difference right? When I got to the actual jam site (we had the introduction elsewhere) I had three options: a game where player powers are retained from session to session, a game where world state is retained from session to session or a game where game rules change but are retained from session to session. The game should also be impossible to win on the first playthroughs. So far so good, but where's the game?

My friend, who was in my team in the last two game jams, had an idea about a rogue-like where upon finishing the game, the player's character would become the new boss. "What about the players that don't finish?" I asked - and suddenly I had a game concept. Here it is:

The game is a cooperative board game, which takes a very short time to play. It starts as a one player game. The first player dies very quickly, but in death they gain powers depending on what killed them. The game is then started again, but now with two players: the first player is a ghost aiding the second player. The second player will inevitably die quite quickly. Enter third player, now aided by two ghosts. This will go on until there's enough ghosts to get the last player through the game. The game is meant for gaming conventions as a social game that will gather people together and serve as great passtime between longer games. Ending up with this idea was most likely influenced by the local gaming con that was going on in the same building.



The Design


So I had my killer concept. What I didn't have was a team. I really didn't have any idea for the actual game mechanics either, but I knew it needed to be fast and easy to learn, since new players would be arriving into the table every five minutes or so. Faced with these problems I actually just thought "screw this", went home and watched some more How I Met Your Mother.

The designer never sleeps. Well, not until he is satisfied with his design, or really exhausted. I wasn't actually expecting to make a game this year at all at this point. Sure enough, ideas started to come about as soon as I closed my eyes. By the time I fell asleep I had the game mechanics mostly figured out. On Saturday morning I got off my bed feeling a lot better, and did the component math while taking a shower. I had just pretty much solved all my problems and went back to the jam site, hooked my laptop and started working.



The Game 


The game's working title was Ghost Legion Death Dungeon, which is pretty much the worst name I've come up in a long time. The players explore a dungeon made of square tiles, which will look eerily familiar to anyone who's played Labyrinth. The end conditions are simple: if the players manage to defeat the dungeon boss by pushing through 9 layers of dungeon tiles and spending a bucketload of power tokens, they win. The players lose if they don't find a new hero after the previous one dies.

Gameplay ended up being really simple: monsters, switches and power-ups are printed on some of the tiles. Cubes (stolen from El Grande) of five colors represent power tokens which are the only player resource. Monsters have four statistics: the amount of power tokens that need to be spent to challenge the monster (survive its initial attack), the monster's weakness - spending power tokens of this color boosts attacks against it, kill reward - a small power token reward for defeating the monster, and finally, death reward - the larger amount of power tokens granted to the hero's ghost they die against this monster. Power-ups are simple, they just grant free power tokens for the hero.

Finally since my dungeons would be randomly generated, there was a real chance of getting stuck. To combat this issue I introduced switches. These allow the hero to rotate tiles in the dungeon to create new paths or optimize existing ones. Most switches are trapped though, killing the hero in the process of triggering - such is the life of heroes. Heroes do receive power tokens when killed by traps. Finally to prevent cheap play, I had some rules against backtracking and running into dead ends.

As you can see, I went with abstract power tokens instead of anything specific. Remember, this is a game where new players enter every round and the expectation is that none of these players have played this game before. Can't take forever to explain the rules. Overall, the game is really really simple. The players simply gather resources as a team by 1) killing monsters and 2) guiding the hero to profitable death. A round ends when the hero dies, at which point all players regain their spent power tokens and all monsters in the dungeon respawn. Since players can also freely spend their power as a team, the mechanic is really not different from gathering those tokens into a collective pool.

The fun in this game is not in the finer mechanics of how enemies are fought and defeated but in the higher level mechanic of adding new players to the game. To ensure that players would not have as much reservations, I added a rule that allows players to simply leave the game. All their power tokens are lost so it's  a big loss for the team, but the game can go on if new players are found.

Playtesting


The cool thing about analog prototypes is that they are often much faster to produce. My prototype was finished in about four hours. I ran three playtests on Saturday. I started with a solo playtest just to see how the game would roll out. It wasn't half bad. Okay, it was pretty lame playing alone, but the mechanics were really fast to play.

The next playtest involved other jammers. A game jam can be a tough environment for testing board games - especially ones that require a lot of players! At this point I had no idea how many players it would take to win the game but I guessed that it would be at least ten. I started the game, took the first player position, went into the dungeon and died. Then I invited the next player, explained very quickly what the game's about and in we went together. After a few more rounds there were a bunch of us standing around the table discussing which paths to clear and how the hero should die this time... It was actually really fun! When we hit nine or so players, we started to have deserters what with people being busy with their own projects. We decided to forfeit since it didn't look like we could find enough new players to cope with the loss of power tokens.

My goal was to playtest the game in an authentic target environment: a gaming con! And we had one next door, what luck! In I went, set my prototype, started the game and started to search for new players. At first I had a hard time finding the second player, but then one card game ended and I promptly abducted all the players. With a bunch of players around the table it was much easier to find more players on the following rounds, and this time we managed to beat the game with eleven players. Go us! The game took about an hour and involved all players pretty well. Looked like everyone was having fun and, most importantly, they got a gaming experience like no other. It's not every day that you are invited to play a game and then told "These guys went into the dungeon before you, and we are expecting you to die next. Just try to do so in a profitable way."

Overall I the test sessions were enjoyable. The mechanics were a bit messy with ten players but that's pretty much the only negative feedback I got. I also explained my idea to, well, anyone willing to listen and people were really curious about it. With feedback this encouraging I'll be sure to polish the game for the next event I participate in. With better components the game should be even easier to understand.

Submit... Failed


You won't find this game on the Global Game Jam site. I made my components using a pencil. I intended to make printable components available for download, but I grossly underestimated the time it would take me to do so. I didn't really have any good tools for it, and by the time I realized this I didn't have the time to write a script that would help me with the task. I also spent some time testing another jammer's board game prototype. However, I don't really mind lacking a submit this year. Testing my game requires a lot of people and I honestly don't believe many players are even willing to print board game prototypes.


The Aftermath


Although I didn't +1 to the number of games made this year, it was a successful and far more relaxing game jam than any of the previous ones. Furthermore, my game was true to the jamming spirit: something experimental with no guarantee of it working at all. To my delight it did work. It was fun to watch new players' expressions when they entered the table and also to see how they actively participated in the ghost team's play after their death.This game has the potential to bring new people together, and you don't even need a group to start it. Moreover, it doesn't even require long-time commitment.

I'm not particularly proud of the finer mechanics of the game or its strategic depth. There really isn't much of the latter. The game's difficulty is mostly dictated by the number of available players.However, the finer mechanics are fairly easy to polish with solo testing. Most importantly the core idea works and that alone makes me more than happy for my weekend's achievement.

The game was finally titled Ghost Brigade after one of the best Finnish metal bands. So, to end this lengthy post with hopeful thoughts: "Ghost Brigade - coming soon to a gaming convention near you!"

ps. Anyone want to do dungeon themed art?

Friday, January 27, 2012

Soul Calibur 4

I've gone through this same argument so many times that I might as well write my point down. I liked the instant kill system that was in Soul Calibur 4. Most players apparently didn't since it's not going to be in 5, what with getting replaced by very Street Fighter-y super meters. Lame.

The Soul Calibur series has never been the most popular fighting game among serious players. There's reasons for that, but I'm not going to go there. Still I do think that the instant kill system that was in Soul Calibur 4 was one of their best ideas. Had they put more effort into making rest of the game more seriously competitive and less effort into making boobs and breakable clothes, who knows? Then again, maybe boobs are the way to go, since at least the series is making enough money to keep the sequels coming. But seriously, let's not get distracted with the boobs.

Instant kill in a fighting game sounds like a bad concept until you actually know the mechanics behind them. Guilty Gear has had them for quite a while and in that series they are most often not worth it. In SC4 they also made them at least a bit tricky. In addition to the usual health gauge, characters also have a soul gauge. The gauge increases when doing active stuff like attacking and guard impacting and decreases when blocking attacks. The amount of soul gauge damage which is dealt when attacks are blocked varies from attack to attack. After enough damage the gauge will first start flashing red and after a couple more hits it's gauge break time. This is the instant kill window. Pressing all four buttons when opponent's soul gauge breaks ends the round right there with an instant kill animation.

If you read the last paragraph carefully you might've noticed what this system does to the game. That's right, it encourages active playing style, or rather, punishes sitting behind block. Most characters had attacks which did pretty heavy gauge damage, resulting in break in just six or seven hits. For some characters going for gauge break was actually a viable strategy. The system also made the game state more fluid: when your soul gauge is flashing red it's time to act. Respectively, if the opponent's gauge is flashing red it's time to bring out the soul crusher moves. The gauge actually did change the game quite a bit. Until Namco blew it. Turns out most players did not like the system, so they decreased the soul gauge damage of all moves in the game a lot.

There's always strong opinions about nerfing, but this time I really feel that the choice was utterly, inexcusably wrong. The number of instant kills in real play went from approximately 1-2 per match to 1-2 per twenty or more matches. In other words, insignificant. So Namco just chickened out and basically took out an entire mechanic from their game. The one mechanic that actually made the game different from its predecessors and also other fighting games. Now they're just going to replace it with something safer and I think that is really, really lame.

I guess I still end up trying SC5. The series is still the coolest fighting game series with weapons in it. I just wish they competed with Tekken and Virtua Fighter for quality rather than with Dead or Alive for boobs.

Tuesday, January 17, 2012

The World Ends with You

The World Ends with You is a weird game in its genre. It's a Japanese RPG with lots of pretty unique stuff. I played it quite recently and sadly cannot agree to its greatness, but nevertheless the combat system there deserves a write-up. Not because it was particularly great but because it was really, really good at keeping the player busy. By busy I mean, really, too busy.

Unlike most DS games I've played, this one really incorporates the two displays into its game mechanics. Usually the top screen is only used for showing some information in a convenient way but not here. In combat the game is literally split between the two screen. The main character is always on the bottom screen, and his ally is always on the top screen. Enemies on the other hand appear on both screens at the same time. Why this is so is explained in-game but I do not remember the specifics. Anyway, this is the starting point to the madness that is playing The World Ends with You: two screens, one character per screen. Here's the punchline: one player-controlled character per screen.

The control scheme is in fact pretty genius. The main character is controlled using the stylus and the ally is controlled with the four directional buttons, or the four action buttons if you are left-handed with your stylus. The main character can be dragged around to make him move. In order to attack, the player must do specific actions with the stylus, depending on what pins they have equipped. These actions are simple: draw horizontal or vertical lines, touch a spot, hold a spot, draw a circle etc. Most of them were simple enough, although one I never figured out how to get it registered. Making the main character move was the harder part. The game is hectic, and more often than not my attempts to drag the main character registered as attacks instead.

So while you are drawing symbols on the lower screen and dragging the main character around to make him avoid attacks - which alone would have been enough for one game's battle system mind you - there is also stuff happening on the other screen at the same time. Pressing left or right starts an attack in that direction, but to actually execute the attack, the player needs to navigate through a combo chart. This involves pressing into the same direction, and possibly pressing up or down at some point, until the chart reaches a card and the attack is executed. Why bother with selecting the route through the chart? Well, each ally has their own mechanic for the cards. This means you don't want to just pick any cards from the chart but actually very specific cards.

So by now are we not only attacking with two characters and trying to keep one alive, but also trying to keep track of what card is needed next from the combo chart. Uh-oh. But wait! There's more! The ally can also take damage from enemy attacks and needs to be kept alive too. Their defensive actions are simple, just press down when not attacking to perform a dodge or a block. However, these need to be timed to enemy attacks, which means keeping an eye on both screens' enemies. Phew, I was totally overwhelmed. I mean, both screens would have made a fine combat system on their own. Playing both at the same time is mind-blowing, but unfortunately also very, very frustrating. The developers were kind enough to provide an automatic mode for the ally which takes over if the player is not touching the ally controls. However, the auto ally is not very good at picking cards or defending attacks, so in tougher battles player attention will be required on both screens.

The system was fun at first with so much to do, but I never got any better at juggling everything at once so when the game proceeded it just got more and more frustrating and I found myself switching to easy more than a few times. I probably should have just relied much more on the autopilot. Maybe. Yes, it's a curious system and really unique. Yes, it would have been a great co-op. However, juggling everything alone was maybe stretching things a bit too far this time. All in all, I can understand the praise the game has received, but it's clearly not for everyone.

The game did have a cool soundtrack. Stuffing all that on a DS cartridge must have been quite an effort.

Thursday, January 12, 2012

Final Fantasy XIII

The thirteenth Final Fantasy got quite a bit of bashing. Soonish Final Fantasy XIII-2 will be out, and I had a strange desire to play FFXIII again. I played it two years ago for the first time and I found it less deserving of bashing than most people. The game has its problems, but they were not as severe on my second playthrough, and there are some things that really shine.

1. Linear structure, narrow vs wide


This got bashed a lot. The game only goes forward most of the time which seems to annoy a lot people. Not me though. The same thing was discussed a lot when Final Fantasy X came out. Unlike its predecessors, the game didn't have a large world map but was just a series of, well, basically, straight corridors. People complained but I didn't really see a problem there. The world map was just an illusion of freedom anyway because these games have always been extremely linear. The only problem I saw in the structure FFXIII was that the areas were too freakin' long. For the first time around anyway. On my second playthrough I had the sense to run past most enemies which actually made the areas pretty manageable.

I also do not see the point of having huge areas if there's nothing in them. This was what they did in Final Fantasy XII. Many people praise the game for its large areas, but there's nothing there. Large areas should have something that makes them worth exploring. If there's not, then why not just use narrow areas. FFXIII has only one really large area, and surprise surprise, there's actually content in that area. FFXIII-2 is going to have a less rigid structure and is themed around time travel. At least on paper that sounds interesting.

One problem the game does have with structure is that the storytelling arc seems really... arcless. Somehow the writers have failed to introduce important turning points in the story, and it kind of seems like it's missing the middle of the story while taking far too long to get through the beginning.

2. Active time battle, finally worth it


The Active-Time Battle system which has been present in most games in the series since FFIV has for a long time been a bastard child of turn-based and realtime systems. A poor one at that I might add. On paper it sounds okay. Each combatant has a wait time between their turns. When the time gauge fills, they get to act again. The problem is that timing of actions is hindered a lot by not allowing simultaneous actions so combatants will still act as though they were on turns. It doesn't really work as intended and feels frustrating compared to pure turn-based systems that often have more depth anyway. Final Fantasy X is case in point because it's the only FF game after the ATB was introduced that actually uses turns instead. Lo and behold, combat in FFX is much better than any of the ATB games.

The basic problem with the system is that it is frustratingly hard to predict in what order actions will take place. Especially since by default the timer runs during animations. FFXIII solves the basic problem of ATB quite easily: it allows simultaneous actions. Everything happens as soon as either the command is selected or the ATB gauge fills. Suddenly the system is actually interesting instead of frustrating because now the grand idea that timing of actions should matter actually works in practice. It only took them what, 9 games (the sequel of FFX used ATB) to make the system work properly.

3. Paradigm system or the art of doing AI allies right


Unlike previous games in the series, FFXIII only gives the player direct control over the party leader. The remaining up to two characters are left in AI control. I'm not intimately familiar with the AI behavior, but it seems to work with rather simple rules. The clever innovation that makes this system tick is called Paradigm. Demystified it means allowing the player to change the roles of the entire party quickly from a simple menu. The game has six roles, more or less equivalent of classes. Each role has a very specific purpose and skillset. When a character is active in one role, the skills of other roles do not apply. A paradigm is a role configuration. In a paradigm each character has an assigned role. The player can set up to six paradigms for their active party.

Being limited to six paradigms forces the player to think about their strategy and what roles would work together well. Not only does each role have a skillset of their own, they also boost the entire party. Therefore a paradigm with all characters in the same role has everyone more effective in that role than a paradigm where everyone has a different role. The reason the AI can work so efficiently is in the limited nature of roles in the game. When in the Synergist role, the only thing a character can do is cast buffs on the party. When in Commando role, they can only attack the enemy. After this it's a simple matter of checking what is known about the enemy and making a decision based on that. Enemy casts fire spells? Protection from fire gains priority. Enemy is weak to water? Cast water spells, if available.

Paradigms are changed mid battle by bringing up the menu (one button press) and selecting a paradigm from the list. This is really quick, and much better to use than any command systems I've seen in other games. I would really like to make it a standard for all games involving independent AI companions. Put simply, I would like to see this: "when I select this, you will only use these skills". Of course FFXIII builds heavily around the system, which means that the player is rather busy changing paradigms. Timing of paradigm changes is one of the most important tactical skills in FFXIII. Since the system runs in basically real time, it really keeps the player involved in battles while controlling only one character and still never having to pause to order their allies. The game can afford to get hectic because the player has really effective controls. It makes the player feel busy enough but never too busy.

Conclusion


I really liked the battle system in FFXIII, and I'm expecting a lot from FFXIII-2 as the developers are going to keep the system mostly intact and make improvements where the original was lacking. The game's going to be out in February, so I'll know soon enough.