Posts Tagged gameplay

L.A. Noire’s Interrogation System

LA Noire header L.A. Noires Interrogation System

Throughout L.A. Noire, the player investigates crimes largely by questioning suspects, witnesses and medical/forensics experts.

The advanced facial animations are used to gauge a rough accuracy of the given testimonies, and, combined with the pre-existing knowledge of the crime and the player’s own intuition (often boiling down to simple prejudices, which I’m sure someone else is already writing a post about) the player chooses a response.

la noire booth L.A. Noires Interrogation System

L.A. Noire does a great job of setting the mood.

This is done with a half-circle of shortcut buttons: truth at the top, doubt on the middle-left, and lie at the bottom. Truth assumes the interviewee’s story is correct; lie confronts them about its validity, often requring the player to present a piece of evidence that contradicts their statement; and doubt hovers somewhere in between the two.

Mass Effect used a similar streamlined dialogue system with its spoked-wheel interface. BioWare wanted a very cinematic feel for the game, including its dialogues, so this made perfect sense.

mass effect 2 dialogue L.A. Noires Interrogation System

The Mass Effect wheel was a pretty elegant solution to a dialogue interface.

The player didn’t need to read through a long list of possible responses, scroll down to his preferred one, then listen to his character speak it back word-for-word. Instead, the desired option could be selected instantly based on a keyword or a short blurb. The locations of these often followed a simple pattern, and a few extra choices were included to allow the player “good” and “evil” reactions.

Some people were not satisfied with this approach as they found that Commander Shepard would periodically say things they did not expect. I never had this problem, but maybe that’s because I assumed Shepard was a pre-existing template I was occasionally steering with my own preferences.

dragon age dialogue L.A. Noires Interrogation System

Albeit a bit more clunky, the dialogue tree worked well in Dragon Age.

BioWare’s other game at the time was Dragon Age, and it used a more traditional dialogue-tree system. This also made perfect sense as the game placed greater emphasis on creating a player avatar and defining him/her through interactions with other characters. Such an approach required much more granularity in the dialogue options, e.g., “What heirloom?” might have been OK as a single choice in Mass Effect, but in Dragon Age it had to be split up into multiple, well-defined choices:

  • How long has this heirloom been in the family?
  • What is its history?
  • Who was the heirloom’s last caretaker?
  • Do you think it’s wise to worry about such things while we’re in the middle of a war?
  • I’m sorry for your loss, but we have to move on…
  • We’ll get it back even if it means going to the ends of the world!
  • We’ve all lost our favourite trinkets at some point; get over it.
  • If we come across it, you’ll be the first to know!

And so on.

Of course L.A. Noire stars a strictly defined character, so on the surface it seems more suited to a simplified Mass Effect system than a complex Dragon Age one. However, its dialogue scenes are not casual, open-ended conversations.

They’re interrogations.

These interrogations require detailed information, observation, and a bit of luck to properly resolve. There’s no back-tracking or second guessing, and navigating the system with the vague options of truth, doubt and lie can be a bit frustrating.

For example, if Detective Cole is interviewing the wife of a murder suspect and she tells him that the murder weapon isn’t hers, that might be the absolute truth. After all, the firearm is registered to her husband, and the gun-store clerk confirmed his identity.

If I select “truth,” though, it might permanently close off that topic of conversation. Since the gun is a pivotal clue to the case, I want to get all the information about it that I can.

la noire interrogation L.A. Noires Interrogation System

He seems like he's holding on to some extra information, but I'm afraid of pushing him as it might result in Cole leaning across the table and repeatedly punching him in the face.

There’s always the “doubt” option, as in I doubt she’s telling the full story, but I have no idea how Detective Cole will react to it. He might console her with a soft tone and ask her if there’s anything else she can remember that might help the police prove her husband’s innocence. On the other hand, he might start screaming at her about obstruction of justice and how her sleaze-bag of a hubby will never survive prison.

It’s impossible to tell what the player character will do, but that could be remedied with more detailed conversation options (and perhaps more conversation options in general). As things stand, I’ve repeatedly found myself taking the wrong conversational turn not because my assumptions about the case were incorrect, but because I failed to properly convey them to the game.

Now this might seem like a major complaint, and although it’s significant, it doesn’t ruin the experience. The interrogations don’t always have to be successfully resolved, and a few sparse hints aid their traversal.

la noire cole pissed L.A. Noires Interrogation System

Take it easy, Cole! All you've got on the case is circumstantial evidence!

I also commend the developers for  sticking to their guns. There are no extra HUD meters that break the suspension of disbelief, and the dialogue sequences largely rely on the script, the actors’ performances, and the technology behind them. The results are quite immersive, and actually much more intense than the checkpoint-rich action sequences.

I just think the game would’ve benefit from more information to accompany the delicate and often volatile interrogations.

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Infinity Blade Bits

infinity blade header Infinity Blade Bits

With the recently announced Deathless Kings update, I figured I’d take a quick look at the extremely popular Infinity Blade.

The bits:

— The entire game consist of only about a dozen or so “pit-stops” along a short but branching path. Each stop can include any of the following: a one-on-one battle, a treasure, a fork in the road, or any combination of the above.

infinity blade 1 Infinity Blade Bits

Moving from environment to environment is done automatically, allowing the player to appreciate the vistas while hunting down optional loot.

— Traversing the environment is automatic, with the player’s avatar walking along a rail from one pit-stop to another. These segments can be fast-forwarded, although they represent opportunities to collect extra loot via a hidden object minigame. Unfortunately, there’s not a whole lot of randomization to the placement of objects, resulting in the player quickly memorizing all the potential treasure spots.

— Combat is timing-based and includes dodging (pressing either the lower left or lower right area of the screen), blocking (pressing the lower middle area of the screen), parrying (swiping in the opposite direction of an incoming attack), casting spells (tracing magic runes on the screen), and attacking (tapping/swiping the enemy itself).

— Although blocking is the easiest of the defensive maneuvers, each subsequent attack degrades the equipped shield and can eventually destroy it.

— In order to score hits reliably, the player must create openings by successfully dodging/blocking/parrying incoming attacks. The player can even stun the enemy with a well-placed counter, initiating a slow-motion effect complete with a hotspot that can be stabbed for extra damage.

It’s a small feature, but it works well as it prevents the player from swiping around as quickly as possible in order not to miss any opportunities to deal bonus damage. The only downside to this is that some enemies have ridiculously long wind-up periods that seem like slow motion, suckering the player into attacking at the wrong time.

infinity blade 2 Infinity Blade Bits

Enemies are usually much larger than the player, but it's still fairly easy to deflect their blows with the proper timing.

— Occasional segments where the combatants’ weapons clash add further variety. These result in a tug-of-war that has the player rapidly tapping the screen in an effort to overpower the enemy and score a few free hits.

— The battles progress through phases accompanied by cinematic transitions, e.g., an en enemy retreating over a bridge and away from the player’s onslaught. When an enemy is defeated, it goes into a stunned phase that allows the player to score a bunch of free hits (each one granting an extra bit of experience) before being dispatched with an auto-executed fatality.

— Infinity Blade has a bit of a Demon’s Souls vibe, both in aesthetics and gameplay. The visuals and the God King’s speech are somewhat similar, as is the ability to retain one’s stats/equipment after dying (admittedly, though, Infinity Blade is much more forgiving than Demon’s Souls).

— The enemies level up with the main character, and although the encounters are always the same, the opponents’ armaments change with each subsequent playthrough.

infinity blade 3 Infinity Blade Bits

Each piece of equipment has its own experience counter that -- when leveled up -- adds to the player's base stats.

— One final note of interest is that each equipable item gains experience along with the player. This not only encourages equipment-swapping for visual and physical improvements, but also to maximize the rate of advancement. In a game that’s largely loot-based, this works great as an additional motivator for seeking out extra treasures.

I had a few issues with Chair’s breakout hit Shadow Complex and its plethora of mechanics, but I found Infinity Blade a very focused and enjoyable experience.

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The Magical World of Final Fantasy IV

Final Fantasy IV header The Magical World of Final Fantasy IV

Every couple of years I find myself replaying Final Fantasy IV. Part of the reason is a steady stream of remakes coupled with a bit of nostalgia, but an even bigger part is that FF IV is actually a really good game.

Like many RPGs, FF IV is an abstraction of a fantasy world. Its planet is peppered with just a few notable locations, and each of its kingdoms comprises only a handful of houses. Beyond these somewhat awkward limitations, though, the setting is structured in a very interesting way.

Final Fantasy IV intro The Magical World of Final Fantasy IV

It begins!

The feudal world is pretty standard, but it’s also infused with numerous traces of human religion and mythology. The summoned monsters include deities from Norse, Greek, Hindu and Arabic legends, and there’s even a couple of weapons made famous for being wielded by Arthurian and Japanese heroes. None of these elements are logically tied together, but they represent iconic touchstones of many cultures, ensuring that most people who play FF IV will find aspects of it that are familiar yet mysterious.

The game’s own original mythos also revolve around crystals and the moon, both of which contain a plethora of mystical associations. While all these elements might not make for the most original setting, they do create an aura of magic and intrigue that’s more universal than the series’ later focus on hyper stylized aspects of Japanese pop culture.

Final Fantasy IV After Years The Magical World of Final Fantasy IV

FF IV proved popular enough to warrant a a few small sequels -- a rare occurrence for the series.

FF IV’s world does not change based on the player’s choices, but its storyline fuels numerous large-scale events: Leviathan attacks and sinks a ship, dwarf tanks battle an invading force, the Giant of Babel wrecks havoc on the planet’s surface, etc. A further sense of life is added to the overworld through various modes of transportation: yellow and black chocobos, the hovercraft, and three different types of airships.

On a smaller-scale, the towns are filled with their own personal touches. The citizens of Agart ponder the legends of their subterranean ancestors while bomb shards are scattered throughout the ruined village of Mist. The towns are populated by a sparse cast of supporting characters, but each locations has its own distinct layout and overall feel. Many are also associated with individual dungeons and offer unique items for sale, promising exotic upgrades just around the corner.

Aside from facilitating a varied pace and providing background depth, towns also help to make the setting come to life. By physically travelling from one location to another, the player discovers the layout of the world and how to orient himself within it. This might not seem like a big deal, but it’s a much more immersive approach than a linear series of videogame levels. Simply put, the cohesiveness of the world anchors the player and helps to suspend his disbelief.

Final Fantasy IV treasure town The Magical World of Final Fantasy IV

Finding hidden treasures in towns and dungeons is always fun.

The dungeons are also varied, but they don’t rely on dubious one-time gameplay gimmicks common to current day JRGPs, e.g., sneaking into a guarded compound. Since the game’s story dictates which characters are in the party at any given time, the treasures in each area are also conveniently synced with the player’s troops.

In addition, the dungeons contain lots of secret passages and some unique attributes — e.g., the damaging tiles leading to Feymarch that require Float to be cast on the whole party, or the Lodestone Cavern where wielding metal equipment brings instant death — but the greatest variety comes through in the battles.

And FF IV has a great battle system.

Final Fantasy IV rubicante The Magical World of Final Fantasy IV

Rubicant, the gentlemanly boss, heals the entire party before entering combat.

Each character’s profession is reflected in combat, bringing together story and gameplay. Kain the Dragoon utilizes massive aerial attacks, black and white mages cast offensive and defensive spells respectively, Edward the bard-prince strums along songs of dubious usefulness, etc.

These abilities come into play against a variety of enemies, all of whom are imbued with a certain sense of personality. Some foes are resistant to magical elements, others counter physical attacks, and a few even inflict punishing status effects (like the swamp hag surrounded by giant frogs that cast toad at the end every turn, morphing the party into a group of feeble amphibians).

Final Fantasy IV sisters The Magical World of Final Fantasy IV

The Delta Sisters do a great job of teaching the player about the Reflect spell and how to use it to launch powerful attacks against other reflect-protected enemies.

Since the story dictates the party’s makeup, the player is often forced to switch up his tactics. A single fighter with 3 mages must keep them all in the back row so they can safely launch their powerful spells, while 3 fighters and a single mage have to preserve MP for healing or make more liberal use of Osmose/MP restoring items. The items are also great as they represent a steady stream of collectibles that are actually useful in combat. They give each character something to do even when they’re facing a foe that’s immune to their innate abilities, providing some extra options for what would otherwise be boring battle scenarios.

The combat encounters are never puzzles with a single solution. The player can simply gain enough levels to overpower the enemy, but he can also utilize various strategies that might prove effective, e.g., the undead are extremely weak to phoenix downs/elixirs/healing magic, but they’re also susceptible to fire and can be dispatched with simple physical attacks. Of course daring players can simply choose to run away from standard encounters and only fight the bosses, but it’s a bit tricky to pull off.

Final Fantasy IV moon The Magical World of Final Fantasy IV

A pretty obvious spoiler: you end up going to the moon!

The internal logic of all the items, spells and abilities is quite consistent and gives depth to the world, but it also shines through in other areas of the game. My favourite example of this is how often spells are cast outside of combat (especially considering the abstract nature of the battles and how separate they are from the rest of the game): Palom and Porom use the petrifying “Break” to turn into statues and save the party from a deadly trap, Rydia melts a blockade of ice once she gets past her traumatic aversion to fire spells, the citizens of Mysidia exact revenge on the protagonist by turning him into a pig and other “polymorph” critters, etc.

FF IV is a relatively simple RPG by today’s standards, but its overall structure still holds up. In fact, I prefer its setup to most current entires in the genre, but if you want to (re)check it out, I’d first recommend reading up on the various version differences. Whichever one you choose, though, you’ll get a nice little world to explore.

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God of War Bits

god of war header God of War Bits

Yes, the third entry in the God of War series has just come out, but I figured I’d take a quick look at the original and some of the aspects that made it stand out.

The bits:

  • Kratos, the protagonist of God of War, is an ideal lead for the game. He’s vicious and perpetually enraged, but he’s also a broken down soul searching for salvation. Kratos is promised an end to his pain by the gods, and he’ll do anything for that reward. This nicely sets up the game and its plethora of brutality.

    god of war 7 2 God of War Bits

    The swirling carnage of Kratos' Chaos Blades.

  • Kratos’ main weapons are the Blades of Chaos, two large daggers/cleavers fused to this forearms by long chains. The weapons provide an instant fix to short and long-range combat as they can be held by their hilts or swung around by their chains.

    Each swing also produces an orange-tinted trail of energy, masking collision and clipping issues while creating a visually appealing “ballet of violence.”

  • The upgrade system is somewhat interesting as it forces the player to hold a button in order to drain a 2D vial (often multiple times) of its contents. This gives the upgrading process a somewhat kinetic feeling and forces the player to more thoroughly reflect on the collected experience points.
  • Unlike so many of its clones (and sequel(s), from what I understand), the upgrades to the moveset come in batches. I actually prefer this approach as it rewards the players with stronger attacks, new types of offense, and new move combos all in one package.

    The alternative is to let the player purchase upgrades individually, which often results in messages stating that the player can now do a “X, X, X, X” combo instead of a “X, X, X” one. Maybe it’s my background with fighting games, but I personally dislike this. As the player, I always have the ability to push a single button four times in a row, and I somewhat resent a game for not letting me execute that combo until I pay for it.

    god of war 1 2 God of War Bits

    The Sirens in God of War actually occupy a desert area and can be tracked by following their song.

  • Each enemy in the game has a different attack pattern, but their overall abilities and techniques are pretty similar. The main two exceptions are the Gorgons and the Cerberi.

    The gorgons emanate a green beam that automatically follows Kratos, forcing the player to roll out of the way or simply run away. If Kratos is in the beam’s path for too long, he turns into stone. He can shake out of it if given enough time, but while in the stone state, a single hit will shatter his body. A neat little touch is that Kratos will die if turned into stone in mid-air as the fall will instantly break apart his body.
    The Cerberi on the other hand are pretty standard enemies that often start off as little pops. If given enough time, though, they’ll grow into large beasts that are much more dangerous, encouraging the player to focus on eliminating them first in virtually any scenario.

  • The player cannot control the camera, but this is used to set up and frame some pretty dramatic shots. One of the first involves running up the stairway to Athens where two large pieces of cloth are suspended over the city’s gates. The camera pans down to Kratos’ feet, looking up at him as he ascends the steps, and as he finally enters the city, it zooms away to show a gigantic version of Aries laying siege to Athens itself.

    The automated camera works well for the most part, but it does tend to fall apart when backtracking through levels as it can leave Kratos running towards the screen with the player unable to see where he’s actually guiding the character.

    god of war 3 2 God of War Bits

    The temple of the Oracle.

  • The puzzle elements are of the pretty standard block-pushing/lever-pulling variety, but some can be real head scratchers. They also provide periodic breaks from the combat and tend to be action/timing oriented.
  • Some of the puzzles require multiple steps and are deeply tied into the linear level design. A perfect example of this are the concentric Rings of Pandora that need to be individually rotated and aligned. With each successful rotation, a new level opens up that must be completed before moving on to the next step of the puzzle.
  • Since the levels are pretty linear, the incentive to defeat the enemies is often represented by red energy walls that dynamically create mini-arenas where all monsters must be killed in order to proceed.
  • Certain enemies — especially the slow, lumbering ones and the archers far off in the background — tend to hit their own allies during the chaos of battle. This is always fun and entertaining, and provides some unexpected breaks in the combat.

    god of war 0191 God of War Bits

    Sliding down a rope, not worrying about the archers for a change.

  • Although Kratos is meant to be a ruthless and powerful warrior, he can’t grab or indiscriminately whale on anyone but the weakest enemies. Many will avoid or interrupt his combos, but various cues are used to telegraph these moments.

    The audio hints are especially useful as some of the smaller enemies can be hard to pick out in the midst of battle.

  • Various enemies can be finished off with a quick-time event. These not only serve as a visual reward, but have a bit of strategy associated with them.

    All enemies release experience orbs when defeated the old fashioned way, but some will drop either health or magic recharging orbs when finished off with a unique “fatality.” This approach gives the player an organic way of selecting which reward he’d like to receive.

  • Although Kratos is not an acrobat, there are numerous traversal segments that break up the combat. These include sliding down or shimmying across ropes, scaling vertical walls, balancing on thin walkways, and jumping across various platforms.

    The vertical scaling is particularly fun as it allows Kratos to quickly move around by pressing the jump button while letting him slash at enemies and grapple with them. By pressing the throw button, Kratos can pull down the enemies above him by their ankles, or grab the enemies beside him and slam them face-first into the wall. A neat aftereffect of this is that falling enemies tend to hit and take down their partners, and after the enemies fall off-screen, red orbs fly up to indicate that they’ve been defeated and the player hasn’t been cheated out of a potential reward.

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    The vicious and agile Gorgons.

  • In one section of the game, Kratos must physically move some statues in order to block the spawn points of enemies. It’s a neat puzzle as it happens during combat and must be completed in order to safely walk across the tight-beams leading to the exit.

    Another example of this type of organic combat-puzzle is using the Medusa head to turn an enemy into stone as it steps on a pressure plate.

  • During Poseidon’s trial, Kratos comes across a room full of soldiers suspended in cages. He must first lower one of these still-alive prisoners, then kick the cage down to a small incline and push it up to the temple’s entrance. As Kratos moves the cage, he must occasionally deposit it in front of some rock outcroppings to prevent it from sliding down while he fights the enemies that spawn along the way.

    Upon finally reaching the temple, the cage is placed on a pressure plate that makes two columns extend from the wall and turn to face the cage at either side. Once the setup is complete, a final lever is pulled in order to make the columns spit fire and burn the victim trapped inside, awarding Kratos entrance to the next area.

  • Hades’ very-red underworld has a neat visual effect where countless souls are perpetually falling down from the sky while Kratos jumps from platform to platform.

    god of war 13 God of War Bits

    The Hydra fights ends with Kratos actually diving into its open maw to retrieve a key.

  • The penultimate battle has Kratos facing off against his dopplegangers while trying to protect his family. The enemies attack both Kratos and his wife and child, and the player has the option to hug his family, restoring their health while draining his in the process.
  • The bosses of the game are definitely its highlights, epic in scale and requiring a specific strategy/environmental interaction to defeat. Among many abilities and attributes, the bosses are unique in that they can restore Kratos’ health and magic mid-battle following a particularly successful attack.

    Another common aspect they share are the health bars, although each one is presented with a slight variation. The Hydra has three individual bars for each head, the Minotaur’s healthbar is actually obscured by a metal plates that fall off once his armour is smashed (until the bar is revealed, he cannot be damaged), while Aries himself shares a healthbar with Kratos and each successful hit heals the attacker while damaging his opponent.

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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 alternate exit 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

Baking bread in Ultima VII was far from a requirement, yet it's often used by fans to exemplify the game's 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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