Posts Tagged gameplay

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.

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    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.

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    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.

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    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.

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    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.

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    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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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.

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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.

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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?

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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.

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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.

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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.

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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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Shadow Complex, a Hodgepodge of Game Mechanics

shadowcomplexheader Shadow Complex, a Hodgepodge of Game Mechanics

Aside from raising a few eyebrows with its Orson Scott Card connection, Shadow Complex has received a very welcoming reception. I played the game all the way through, which is more than I can say for most titles I try, and it definitely had its moments. Still, I don’t think its praises are entirely deserved.

shadowcomplex3 Shadow Complex, a Hodgepodge of Game Mechanics

Jason "I'm nobody" Fleming, the protagonist of Shadow Complex.

Shadow Complex is filled with perplexing and downright annoying gameplay choices, but no one seems to have picked up on these. Maybe it’s a sense of nostalgia for a “Metroidvania” — now with a shiny new coat — or maybe it’s just an entirely new generation of gamers enchanted by this particular subgenre. Regardless, I found the game full of dubious bits of design that tugged and pulled at me, preventing me from just letting go and enjoying it as a whole.

Most of these, I believe, stem from a single issue: the game’s lack of an identity.

I don’t mean its bland aesthetics, lackluster story and paper-thin characters, either (although those certainly did not help). What I’m referring to is its hodgepodge of game mechanics that seem haphazardly thrown together. Not wanting to sound completely bitter, I’d like to point these out in a somewhat instructional fashion, providing concrete examples and an occasional way to alleviate or solve the problem(s).

Read the rest of this entry »

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Time4Cat and Indie Tech Demos

I think the first time I saw time-rewinding in a videogame was in one of EA’s NHL titles back in the 16-bit era. Granted it wasn’t a vital part of the game — just a way to view replays — but it’s worth mentioning. No one really thought of tying it deeper into gameplay until Prince of Persia: Sands of Time rolled around. SoT not only presented the concept in an attractive wrapping, but also made it a crucial part of its gameplay and storytelling.

Then, of course, there was Braid.

I was a bit sceptical about Braid at first. It was getting lots of attention from the indie community after only a short demo that showcased a rewinding mechanic very similar to that of SoT. In the end, though, Braid turned out to be so much more. It tied numerous time-manipulation concepts into one of the most interesting and unique games to be released in the last couple of years.

As a result, it’s not too surprising that smaller-scale games have begun to pop up and try to experiment with similar concepts. Which brings us to Time4Cat.

time4cat Time4Cat and Indie Tech Demos

Time4Cat and his magical time-controlling collar.

It’s a relatively simple, single-screen game where the player’s mouse cursor is a cat. Moving the cat around sets random pedestrians in motion, while holding the mouse still stops them in their tracks. The main point of the game is to gather up leftovers that spawn on the playing field but don’t follow the cat-moving time mechanic; wait too long, and the leftovers disappear. Power-ups also sporadically show up and can aid you in not touching any of the pedestrians (which results in a game over screen).

It’s a casual experience reminiscent of Braid’s fourth world, but it’s not nearly as well executed. The reason for this is that it’s simply not tied into much of a game.

In Braid, the Time and Place world was a theme in a larger story, and its time mechanic was central to solving its puzzles. In addition, really good audio and visual effects accompanied the time manipulation (a particularly nice touch was the music playing normally when walking right, rewinding when walking left, and nothing playing while the player stood still). Being part of a larger game also meant that it had a role in its pacing and could be used to reference other parts of a larger experience, i.e., reusing the by-then familiar Donkey Kong level with an all new toolset.

Now Time4Cat and similar titles don’t have to shoot for the scope of Braid, but they’d benefit from being more complete games. After all, proof-of-concept tech demos tend to be forgettable (Tower of Goo), but well executed games are not (World of Goo).

 Time4Cat and Indie Tech Demos

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