Pop-up videos and love.

pop up video Pop up videos and love.

Although I enjoy creating games more than anything, occasionally I ponder what it’d be like to focus on critiquing. If I were to take that path, I have a couple of ideas for “hooks” that could potentially set me apart from countless critics and reviewers. One such hook is (was?) the format of a Pop-Up Video.

The idea is simple enough, although time consuming. Still, it’s a sure fire way to stand out from the crowd, and Ben Croshaw’s Zero Punctuation has certainly shown the benefits of a unique format. Also, the iconic imagery used to convey opinions and trivia in Pop-Up Videos can be extremely preferable to actual voice recordings.

And with the advent of YouTube’s annotations, Frank Cifaldi of Lost Levels has created his own version of the concept:

Obviously it’s missing the visuals of Pop-Up Videos, and there’s a bit of a data overload for the length of the clips, but it’s still good stuff.

The videos also repeatedly mention one aspect of game creation that’s widely recognized but rarely discussed in detail: “the love.”

It’s a nebulous term, and seeing how it’s been a while since I’ve suggested any definitions, I figured it’d take a shot at it.

DraculaX plant Pop up videos and love.

One of my personal favourite loving touches: the plant enemy from DraculaX. It's not a boss, yet it's only encountered once in this semi-secret room along the way to the secret/alternate exist from Stage 1. It's completely optional and there's no prize for defeating it, but it greatly enhances to the atmosphere.

The idea of love in a videogame usually boils down to the romantic notion of a developer so passionate about a title that he surmounts countless hurdles to put his personal stamp on the creation. It’s the extra sprite that’s encountered just once in the game, the playful dialogue between minor characters only accessible upon subsequent replays, an alternate special move for a boss that only appears on the hardest difficulty, etc.

These loving touches don’t carry a lot of bang for the buck. They’re easy to miss, they’re rarely duplicated, and they usually have a minimal effect on the gameplay. If they’re planned ahead of time, they’re often the first elements to get cut when the realities of budgets and schedules rear up. It’s not easy to place any actual value on them, and when removed — or simply not implemented — their absence doesn’t seem very detrimental.

In short, they’re the opposite of the typical bullet-points that can go on the back of a box.

UltimaVII baking bread Pop up videos and love.

The ability to manually bake bread in Ultima VII was far from a requirement in the game, yet it's often used by its fans to exemplify its rich setting.

Somewhat contradictorily, though, they can easily become the most memorable parts of a game. They’re what can set it apart from other titles and make it special to the player, and, in the grand scheme of things, matter a whole lot more than the number of levels or weapons. That alone warrants a definition:

loving touch, n.

  1. An element of a videogame that’s largely inconsequential and easily overlooked, but one that often represents quality and resonates as a unique and defining feature.

What are some of your favourite examples of “the love” in a videogame?

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Tribes of Mexica makeover.

tribes of mexica header Tribes of Mexica makeover.

Over at our Incubator Games website, we’re running a little art poll for Tribes of Mexica. We’re giving the game a bit of a makeover, and we’ve commissioned various artists to present their unique vision for the title.

cipactli concept 1 Tribes of Mexica makeover.

My personal favourite, the "sinister Cipactli."

Check out the rest of entrants right here, and vote for your favourite!

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Mass Effect 2: a few steps forward, and a few steps back.

me2header Mass Effect 2: a few steps forward, and a few steps back.

Mass Effect 2 has been out for a few weeks now, and everyone seems to be raving about its improvements over the original. The framerate is smoother, the graphics have received an overall upgrade, loading times have been reduced, dialogues can be interrupted with paragon/renegade actions, the combat is better, etc. Most of these claims are undeniably true, although some are a bit subjective.

miranda 02 p Mass Effect 2: a few steps forward, and a few steps back.

At least one of the female characters got a hair-upgrade.

For example, I enjoyed the first game’s combat quite a bit. Its weapons contained unlimited ammo but were always in danger of overheating, giving the action a certain sense of rhythm. The characters’ powers/abilities such as Lift and Stasis also provided tactical options and visual “oomph” that’s a bit lacking in the sequel. Of course they’ve been offset by other additions to the gameplay, so it’s not a simple downgrade.

The game actually feels closer to Gears of War now — not as many variables to juggle, manual cover, more visceral feedback, etc. Both systems are good, though, just different, so arguing about them is a bit of a moot point.

screenshot 074 p Mass Effect 2: a few steps forward, and a few steps back.

The creepy husks are back! I always thought that they were underused in the original, both gameplay and story-wise.

There are other, smaller changes that didn’t sit well with me (such as controlling the dinky spaceship model on the otherwise impressive galaxy map), but what I see as ME2’s major failings — especially when compared to its predecessor — are its story and narrative, and the overall homogenization of its gameplay.

The actual story of ME2 is composed of three main points: bad aliens show up, a MacGuffin is retrieved to combat the aliens, the aliens get blown up. That’s it. There’s very few revelations, very little progression, and the aliens’ motives — and the end battle — are pretty ludicrous. There’s just not enough meat on the bones here, especially for a game that’s 20+ hours long.

The main reason for this is that ME2 is structured around a “suicide mission” akin to that of The Dirty Dozen. This premise works well for the movie as a concrete plan is hatched and the recruits have a clear motive for signing up: they’re all convicts fighting for their freedom. ME2 follows a similar structure, but only one of the characters — a scientist who can research the aliens’ technology — has a logical connection to the story. The other 10 (or 11, depending on how you look at it) are mostly badasses who sort of tag along.

Maybe it’s because they somehow know that the player will spend the majority of the game running around solving their personal problems (usually with guns) while awaiting the go-ahead to save the galaxy?

screenshot 022 p Mass Effect 2: a few steps forward, and a few steps back.

Of course there's still sex in the game, but now with even more clothes on.

Either way, the mission itself is vague, revolving around a harebrained scheme to somehow strike at the enemy’s homeworld. There’s quite a few logical plot-holes here, and the whole thing comes across a little forced.

ME2 also lacks the interesting NPCs of the original. The Council and Captain Anderson don’t seem too concerned that their privileged commando is not dead and has actually joined a terrorist group, and there’s no equivalent to Saren and his villainous cronies. Instead, the galaxy turns out to be a very small place where numerous characters from ME1 make perfunctory appearances. It’s neat at first, but eventually wears thin as the player wades through a perpetual stream of serendipitous run-ins.

anderson 01 p Mass Effect 2: a few steps forward, and a few steps back.

Commander Shepard's return to the Citadel proves very anti-climactic.

The gameplay changes fare better for the most part.

A large portion of ME1 has been been cut down and streamlined, and there are plenty of general improvements (although the UI is still pretty bad). The new approach to missions and progression is so consistently predictable, though, that it gives off a vibe of exploring a game rather than a world.

Each major location has a safe, single-map hub from which the combat missions are accessed. The player is never in any danger while exploring these areas, and the missions themselves are generally shorter and even more linear than in the original. For the most part they also revolve around recruiting new characters and gaining their loyalty, but lack the gameplay and aesthetic variety found in the story-centric quests.

masseffect2 005 Mass Effect 2: a few steps forward, and a few steps back.

Mass Effect 2 focuses more on the legally dubious areas of the galaxy. They look pretty enough, but generally lack the aesthetic variety of the original.

The completely optional side-quests have replaced the Mako-exploration, and are even shorter. They usually involve some rudimentary puzzle-solving and provide extra variety, but are very hit and miss. The bigger problem is that they’re all the same length and don’t offer anything special. The Mako-exploration from the first game was flawed, but at least it created a great sense of scope and exploration that’s missing in the sequel.

ME2’s side-quests contain no hidden characters, no special weapons, and no significant surprises of any kind. Just like with the game’s other missions, you soon learn exactly what to expect instead of being awed by the wonders of alien worlds.

joker 01 p Mass Effect 2: a few steps forward, and a few steps back.

Although Shepard now has many more customization options, the other characters' outfits no longer change based on their equipment.

Of course there are other things to harp on, but the overall game is quite good. It’s just a shame that during BioWare’s sprint to fix the complaints of the original game, the company forgot some of the things that made it notable in the first place.

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The IGDA Board elections.

igda header The IGDA Board elections.

The IGDA is electing 5 new board members, and if you’re a videogame developer, you might want to cast your vote(s). The minimum $48 Core membership is required to do this, but it’s a pretty important election that will have a large impact on the organization.

I’ve already submitted my ballot, and I hope that David Edery gets one of the eligible spots. I’ve only ever spoken to David a few times, but he was very approachable, and his business acumen would certainly benefit the IGDA. Being the former head of XBLA’s world-wide portfolio, David has given out various lectures on digital distribution, and continues to write insightful commentaries on the ever changing videogame market. I believe his knowledge could prove very beneficial to the IDGA and its members, and would help us adapt to the trends (and sometimes the hard-to-accept realities) of the business.

For a more robust assessment of the candidates, though, feel free to check out Scott Macmillan’s analyses of the entrants.

Whatever the results, I hope they’ll bring some concrete improvements to the oft-criticized IGDA.

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Borderlands bits.

borderlands header Borderlands bits.

Borderlands became something of a media darling when it was released late last year, and it’s currently being supported with lots of downloadable content. I could never quite bring myself to finish it, though, but I got close, and I jotted down some of its pros and cons along the way.

borderlands character selection Borderlands bits.

Borderlands' relatively seamless character selection.

  • The intro of Borderlands — complete with the song that accompanied the TV ads — is filled with personality. However, beyond its first 5 minutes, Borderlands quickly loses its ambiance and becomes a fairly sterile game. The cell shading is pretty enough, but the world is very repetitive and its denizens seem to be permanently nailed down to the ground. My guess is that this was a conscious decision to simplify NPC interactions a la Diablo, but it comes across a little drab and uninspired.

    borderlands boss Borderlands bits.

    One of the game's more impressive boss battles.

  • The character classes in Borderlands are all actual characters, i.e., playing the Sniper means playing as Mordecai, which is a clever way of instilling some immediate flavour to the roster.
  • Each character possesses only a single ability that is activated with a dedicated button press. This actually works out quite well, with all the other skills being either passive, “always-on” on traits, or bonuses that are activated directly through the player’s actions, e.g., receiving a bonus to the rate of fire once a few enemies are killed in a short window of time.
  • A few of the quests have some scripted events like a mining facility blowing up, but the majority are rather dull. For the most part, the quests involve killing individual targerts and collecting items, and come across almost randomly generated rather than designed.
  • The stores found in the game all contain a special “sale” slot. The items in these slots are mid to high tier early on in the game, and are a nice bonus to the regular inventories. They’re also accompanied by timers that count down in real time, creating a pretty effective “get ‘em while they last!” feeling.

    borderlands lilith the siren intro Borderlands bits.

    Stylized characters with stylized intros, definitely a far cry from the Borderlands' space marine like roots.

  • Borderlands’ enemies are often susceptible to certain “elemental” modifiers (corrosive, incendiary, electric, etc.), and some even contain specific weak spots. These might not be immediately obvious as they’re not exactly glowing red spheres, but damage amounts clearly indicate that shooting an enemy from behind might yield better results than unloading into its armoured head.
  • Much like in MMOs, enemies occupy distinct areas and are grouped together by their power levels. These levels are not tied to their appearance, though, so it’s not uncommon to encounter the same scrawny punk at level 5 and level 20.
  • The health of the enemies, especially the bosses, can be bizarrely high. The only way to defeat some of the quest targets with my character build was to get them stuck on the map’s geometry so I could safely shoot ‘em for 10 minutes straight, often running out of ammo in the process.
  • Ammo in general is plentiful, although inconsistently distributed. It’s pretty common to go for long stretches of time without any bullets for the character’s main weapons, something that made my comparatively weak but rechargeable alien weapon indisposable. Well, that is until I found an apparently cheap item that respawned ammo at a lightning fast pace.

    borderlands vehicle1 Borderlands bits.

    The less said about the game's vehicles, the better...

  • Randomly generated weapons are one of the game’s high points, consisting of multiple visual pieces, elemental modifiers, and even unique bullet behaviour, e.g., the shotgun fires multiple projectiles with each round, while the alien weaponary launches energy beams that travel in expanding sine waves.

    Of course the weapons also contain various statistics such as base damage, rate of fire, clip size, range, and reload speed, but the game doesn’t visually indicate how these attributes are affected by the player’s own skills. This makes it very difficult to gauge a weapon’s usefulness just from its description, which is a pretty big issue considering how often new weapons are obtained.

  • The “Save Your Life” mechanic kicks in whenever the character’s health if fully depleted. During these phases, the screen goes monochrome and the stationary player is given a few precious seconds to kill an enemy in order to be resurrected.

    This works really well and makes intense firefights less frustrating, although it can also be a bit annoying when the character dies while killing the last enemy in the area. A simple timer that auto-resurrects the player if left unmolested for a few seconds would’ve solved the issue.

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