Archive for April, 2010
The Consistency of Game-Worlds
Posted by The Management in design on April 30, 2010

On a purely aesthetic level, the repeated usage of art assets has advanced a great deal since the copy-and-paste days of tile-based games. More often than not, a simple rock can now be viewed from multiple camera angles, its body can be scaled and rotated along three different axes, lighting and shading can be used to illuminate or obscure it, texturing tricks can be employed to differentiate its surface from that of other rocks, and particle and shader effects can enhance it with extra visual flair.
These techniques prevent a game-world from coming across as a clearly defined series of asset-stamps. Of course the base assets can still be spotted if one looks hard enough, but, at least at a quick glance, they make for visually varied environments.
As the quantity of the base assets increases, though, and as more and more of them are individually edited, the scenes these objects compose become increasingly unique. This borderline hand-sculpting of a game’s world creates very pretty visuals, but it also introduces issues of recognition.
To illustrate this, I’ll use the original Assassin’s Creed and Uncharted 2: Among Thieves. The first title is an open sandbox while the second is a fairly linear experience, but both games contain their fair share of environmental traversal.
With Assassin’s Creed, it’s incredibly easy to assess any given location, and by extension the player’s available actions. This allows him to waltz into a previously unexplored area, cause a bit of havoc, and make a quick getaway. Every ledge, beam, outcropping, etc., is instantly recognizable, and their functionality effortlessly parsed.
In Uncharted 2, on the other hand, every part of a level tends to be uniquely structured. This results in some impressive vistas, but prevents the player from instantly recognizing how he can interact with their individual components. Of course the game is tightly structured and pretty forgiving, and tends to separate its platforming from its combat, so split-second assessments are rarely necessary. Humans are also very good at grouping and categorizing objects, so the assets’ visual permutations are fairly easily digested.
This aesthetic variety does become more of an issue, though, when the player incorrectly guesses at the properties or functionality of an individual object.
It might seem a bit odd that all the ladders in Assassin’s Creed are pretty uniform, but once a ladder is encountered, its purpose is clear for the rest of the game. The player never debates whether he can climb a ladder positioned at a steep angle, or whether such a ladder can hold his weight. There are also no ladders with missing rungs, or ladders adorned with ornamental cloth, so there’s never any risk in performing the climbing action itself.
Such drastic visual tweaks often require substantial alterations to the assets’ physical properties, e.g., the crumbling ledge can’t be grabbed, the steep slope must initiate a custom scaling animation, the angled column needs to be walled off by an invisible wall, etc. These special cases not only have the tendency to break the suspension of disbelief (why exactly can’t I hop over a dinky fence when I can effortlessly jump across a giant chasm?), but they can also foster bugs and glitches.
Large amounts of customization need to be meticulously tracked, and their combinations are significantly more difficult to predict, test and smooth out. As an example, during my playthrough of Uncharted 2, I managed to clip through a piece of architecture that had no collision checks associated with it, and climbed up to an area I clearly wasn’t supposed to reach. Both cases resulted in Nathan Drake promptly falling to his death (the second one even took him outside the bounds of the map itself).
These seams in the game-world are quite jarring and break player immersion, and, in my opinion, highlight how a more basic but consistent setting can actually appear more elegant and believable.
Sub-Terrania Bits
Posted by The Management in art, games on April 17, 2010

Sub-Terrania is a physics based, side-view shooter in vein of such titles as Thurst and Gravity Force. It was developed by Zyrinx, a studio composed of demo scene veterans, and was a difficult but enjoyable Genesis title.
Bullets:
- Sub-Terrania has something of a photo-realistic aesthetic that’s also reflected in its gameplay. The physics require pin-point thrusts due to limited fuel supplies, gravity drags down projectiles, momentum dictates collision damage, attachable items add extra weight and inertia, etc.
- Although there are only 3 tile-sets for all the maps, each level contains unique puzzles and visuals. These can vary anywhere from a laser-reflecting mirror to a giant hopping robot. Although the functionality of these elements is reused, none of the assets ever appear twice, and even the enemies and environmental objects are changed up pretty frequently.
All these concepts make for a very nice, non-repetitive experience where the player knows something new is lurking around every turn.
- All the destructible elements are man/alien made, and are composed of dozens of tiny tiles. Each one of these tiles has its own collision box and health value, adding granularity and creating a very gradual and satisfying sense to the destruction.
- The overall game can be quite unforgiving. The ship’s shields are drained whenever it comes in contact with anything on the map (except when landing on flat surfaces which provide a much needed respite), the player’s shots can destroy precious powerups, and — unfortunately — the level maps only are only shown in between stages.
- Whenever the player’s ship explodes, it releases a shower of particles. Each one of these obeys collision checks and plays a sound effect whenever it comes in contact with the environment, putting a cacophonous exclamation point on the player’s death.
- If the player runs out of fuel, his ship begins to billow out smoke and proceeds to plummet to its demise (all the while accounting for its previous trajectory). In this state, the ship blows up as soon as it touches anything, which can happen mercifully quick or last quite a few seconds.
The small touch creates a dreadful but aesthetically pleasing game death effect.
- Some of the enemies’ physical attacks carry a tremendous force that can send the player rocketing across the map (often to an almost-instant death). These moments can be quite surprising considering the somewhat plodding pace of the game, and add a menacing touch to the numerous adversaries.
- As the player journeys further and further underground, satellite data becomes increasingly sparse. At first, key locations on the map stop being pinpointed, but soon the mission-goals themselves become garbled up, and eventually the briefings disappear altogether. Rather organically, this creates a feeling of foreboding and also reinforces a sense of progression.
- The last levels of the game increase the pull of gravity, but also introduce underwater areas that constantly drag the player’s buoyant ship to the surface. Although the player can obtain an item that — when manually used — pressurizes the ship and temporarily inverts its underwater handling, it’s only of small aid (especially when the water is eventually replaced by hazardous pools of acid).
- Early on in the 9th and final stage, the player can obtain an item that grants him unlimited fuel. This is an extremely helpful and empowering upgrade, especially considering the game-wide scarcity of the resource.
- In something of a twist on punishing the player, the end-game boss battle is not restarted if the player dies. Instead, if there are any lives left, the ship simply respawns right in the middle of the fight.
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ROM Hack Goodness
Posted by The Management in games on April 11, 2010

The practice of editing ROM images has been around for a while, and it’s probably best known for inserting crude sexual jokes or making games much more difficult.
Of course that’s not its full gamut.
There have been plenty of ROM hacks that tweak games in various interesting ways. Some are even complete overhauls, clearly resembling the originals but providing lots of new content.
I find all of these quite interesting as they represent additions and alterations that the games’ fans clearly desired. There’s quite a few of them too, so here are just a few that caught my eye:

Rockman 3 Endless.
Rockman 3 Endless
Something of a backport, this hack brings Mega Man 9′s Endless Attack mode to Mega Man 3. It’s a standalone patch, not just a small modifier, and it’s a good example of a feature/mechanic of a sequel that the fans wanted to bring back to an earlier incarnation of the series.

Mortal Kombat II Unlimited
Mortal Kombat II Unlimited
It took ages of EGM posting certain spoofed rumours to convince developers of fighting games that implementing some playable hidden characters in their titles was a good idea. Eventually this became quite common, but not before Mortal Kombat II was released. To make things right, this hack not only allows the player to take control of the secret characters, but also to play as the bosses.

Chrono Trigger Coliseum
Chrono Trigger Coliseum
New worlds, quests, enemies, spells, etc., are always longed for with beloved RPGs, but realizing a fan-fiction piece in-game is quite a lofty task. Instead, this hack concentrates on providing a varied gameplay experience by creating an arena where the player (and optionally his party) can compete against numerous enemies for prizes.
Like I mentioned above, these are just scratching the surface, so what are some of your favourite ROM hacks?
Contra: Hard Corps Gallery
Posted by The Management in art on April 5, 2010

The Contra series has always included lots of visual flair. The 16-bit titles in particular turned virtually every level into a unique theme park ride filled with real-time scripted events. Variety was always key, and here’s what it looked like in Contra: Hard Corps.
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