Showing posts with label afro samurai. Show all posts
Showing posts with label afro samurai. Show all posts

Tuesday, July 28, 2009

The first rule of working in the games industry is: There's never enough time to play all the games you want to play

Sigh.

After finishing Afro Samurai a couple of weeks ago, I haven't had much time for "big bite" gaming. My panel at Casual Connect went well (I'll post a link to slides when they're available) and I've been keeping busy with clients trying to get their games out for the holiday season.

My gaming needs have mostly been filled with "small bite" experiences. Mostly Facebook games like Farmville, Farkle, Scramble, Wordscraper, and Backgammon. And I've sprinkled in some short doses of Plants vs. Zombies (mostly playing through the campaign again and trying to harvest some new plants in my water and night gardens).

Scramble, Wordscraper, and Backgammon make sense to me. I love anagram games -- and I'm willing to play Backgammon with folks who want to extract revenge on me for beating them soundly at said-anagram games. I truly suck at Backgammon.

Farmville is one of those Zynga games that I'm basically playing as an exercise in learning more about how this kind of sim/god/world building game integrates into users' social networking workflow. Farkle is just a silly addiction that I can't seem to shake.

Seriously, though, it's time for me to recommit to gaming again. August is almost here -- and I wonder if I need to commit to a game (and a post) a day. It will be hard to pull off (I have a bunch of work and pleasure travel) but if I stay committed, I can make it happen.
  • Keep my "at home" time restricted to console games (my coverage of both retail releases and marketplace releases on all three systems is woefully inadequate).
  • Keep my "on the road" gaming confined to laptop, DS, and my wife's iPhone platforms.
I may even need to set up a spreadsheet and a schedule.

Maybe I'm on to something.




Thursday, July 9, 2009

Lookin' for options? You've got none left, boy ;)

So, my friends (and probably others) and I firmly believe that serious voice talent can make even reading a phone book engaging and interesting.


For instance, Christopher Walken could probably keep me in stitches as he read the weekly NFL injury report.

The developers of Afro Samurai decided to include VO in their game shell menus. So, when you go to the Options screen, you get the quote contained in the title of this post as read by Samuel L. Jackson.

I'm not a big SLJ fan, aside from his work in Pulp Fiction and Search for One-Eyed Jimmy. But he's cast perfectly and the writing is superb in Afro Samurai.

For a real treat: Go to the Statistics page. Not sure if it only plays the first time (or on occasion) but the SLJ monologue for this menu screen is fan-freaking-tastic.

Kudos to the writers.

The game, itself, is pretty entertaining. It's a frenetic journey, much in the way that Half-life 2 was. Each segment leads into the next in a kind of breathless adventure that leaves me wanting more.

The game bring lots of cool style in terms of music and visuals to the game experience. Cut-scenes are faded in using techniques found in 70s martial arts style movies. The hip-hop music is a great addition and the character and environment design is great.

The combat system is over-the-top and fun (though I still can't figure out some of the special moves) albeit a little button-mashy for the most part. I'd like a little more tactics/strategy in my encounters -- something that the game shows hints of in certain set-piece battles (like where there are sharpshooters perched on some buildings; where certain enemies need to be thrown into specific targets).

The dialog, content, and even achievements are all very internally consistent and support the feel of the game in a way that is extremely satisfying.

In some ways, especially with the loading screen videos and the treatment of player "death", the game reminds me a bunch of The Darkness. Another wonderfully written stylistic game that didn't have the greatest combat, but was still a pleasure to play through for the visceral experience.

Time to dive back in before hitting the road again. Summer crunch is here and it's keeping me busy.

Friday, June 26, 2009

On Deck: Afro Samurai, Tomb Raider: Underworld

I'm heading off to a nice vacation and will, sadly, have to leave my consoles behind. I'll also have to leave my newest Gamefly arrivals: Afro Samurai and Tomb Raider: Underworld behind in yet another cost-ineffective attempt to cycle through lots of games.


Sigh.

I'm kind of looking forward to both of these games for different reasons. Afro Samurai caught my attention via the downloadable demo on XBLA. I loved the stylized look, the cool feel, and I felt like Samuel L. Jackson might be able to redeem himself with his VO work in this game (I'm one of those weird folks who really only thinks he has two "great" movie credits to his name: Pulp Fiction and The Search for One Eyed Jimmy).

Tomb Raider: Underworld caught my attention because I wanted to explore some more "dos" (and likely "do nots") in the world of Wii-mote based game play. I've been having a blast these past few months working on non-gamepad based games and figure I should dig in some more before investing in a turntable, skateboard, or new-fangled camera (yes, I already have the plastic instruments).

I've also started posting on the Examiner.com as a local Seattle "Gaming Lifestyle" writer. We'll see how it goes. My bio and first post should be going up soon -- I'll be sure to announce it here when it goes live.

Thursday, February 26, 2009

Afro Samurai, Skate 2, Hardwood Backgammon, Sonic Chronicles

So, I spent some time gaming this evening. That is, gaming in addition to the usual dose of Facebook Scramble and Turn Play Backgammon


First, I had to dive back into Sonic Chronicles, the DS game from Bioware. As I mentioned in a previous post, the initial experience was rather tedious and frustrating. Having played Bioware games for years, I figured I should still give it a chance as pretty much every one of their games has had a kind of grim first hour or two of game play.

Turns out that it got a lot more fun. That said, I'm not sure it's something I'll spend much more time playing for a variety of reasons:
  • The IP isn't compelling enough. I'm just not a Sonic fan.
  • I've played similar RPGs that have more interesting combat and character selection and advancement. I do like a 4 person party (with lots of characters to acquire and choose from). I do like turn based combat. I just don't find the character advancement, available skills and equipment upgrades, and combat options to be as well done and polished as similar other games I've played recently. 
  • I really don't like the exploration mode: I want to explore the world as I would a platformer, not a pixel hunter. Yet because my movement input is a stylus, I am drawing all over the screen to try and get my characters to move where I want them.  Even more frustrating is the fact that my hand covers most of the screen when I'm using the stylus, blocking my view.
  • That said, I do like the idea of using the stylus during combat -- both for QTE minigames and for target selection. However, there needs to be a clear visual and auditory cue when the player is about to be presented with a QTE. More importantly, the QTE minigames are not well calibrated, especially for the beginner.  The QTE need to ramp up in difficulty from simple to more complex. The QTE UI elements could probably be a little more intuitive (it took forever to figure out some of the "timing" elements -- and I failed many, many times without realizing why).
  • I find myself skipping all the reading parts. I just don't see Sonic as much of a reader or talker and can't for the life of me begin to care about what all the characters have to say to each other. Maybe if I was more into the IP I would read more? I'm not sure. I read the heck out of Mass Effect ... It's not that I don't like reading dialog, but maybe I just don't expect to have that much reading in what I consider to be a platformer universe.
I also managed to play a few 360 demos.

I've played Hardwood Backgammon before, but decided to try it again given my new interest in playing Backgammon on Facebook. The Hardwood version isn't very exciting, but it mostly gets the job done and is certainly easier to use than the Facebook version. Of course, it does NOT allow asynchronous play (none of the XBLA turn based games do as far as I know), which is a shame. Taking my turn in various Facebook games has certainly been a key reason I log in so often -- and I have to believe I'd do the same if XBLA supported play-by-email options.

The highlight of the night was Afro Samurai. I loved the art direction and integration of comic book design into cutscenes. I think it really takes what the Penny Arcade folks did to the next level. Having great VO by Samuel L. Jackson doesn't hurt, either. Outside of combat the game feels very well written and polished.

As far as combat goes, I'm going to have to spend a bit more time breaking it down (the demo was quite short -- but sweet). Basic attacks and combos didn't feel quite right. I'm not sure whether it was my character poses/animations, the enemy hit reacts, the rumble, the camera, or "all of the above". There were some cool finishing animations and slo-mo attacks, but the nuts and bolts of combat vs. multiple enemies felt a bit off.

I was unable to figure out exactly how combos fed into my power meter. Truth be told, I was given a lot of functionality right off the bat -- and I'm assuming that the actual game layers these components on a little more slowly so the player can absorb them more deeply. Still, I'd like to know how I power up the "over" attack mode which functions a bit like Ninety Nine Nights orb spark (you dash quickly in different directions doing massive damage to anyone standing nearby).

Criticisims aside (and there are others, including: inability to switch options in the pause menu; inability to set the horizontal camera control to inverted even from the main game shell), the demo was tight. I'm not familiar with the actual source material (graphic novels or animated series) but I definitely felt like I was dropped into a world that I thought was cool and that I wanted to explore. Even though I have some concerns about combat, the demo left me wanting more.

Enough to buy the game? Not sure. I'm definitely bumping it up my Gamefly Q -- but we'll see. If I work on another action/brawler title, I'll definitely have to study it and Conan (which is also on my desk).

Finally, Skate 2. Not a genre of game I usually play for no reason other than none of the skateboarding games ever made me feel cool. The only extreme sport game I ever liked was Aggressive Inline. It had a pretty low bar in terms of accessibility, hot female skaters, and really cool environments. Basically, it was fun to skate and explore.

Skate 2 is another example of a game that is completely geared towards its (hard)core market. It was completely inaccessible to me. After 15 minutes of game play, I could barely stand up on the skateboard. Career mode left me stuck and unable to continue about 10 minutes in. The Freeplay mode started with a "bang" that meant every 12-15 seconds my character died and I had to restart. Whoops.

Although it hardly seems worth mentioning, I actually did bother to try to customize my skater. Stupidly, in retrospect, I chose a female skater. I should have known something was up when I got a dialog box asking me to confirm that I was sure I wanted to change the gender of my skater from male to female -- the default female characters were fuh-uh-ugly. Whoah. Freakishly ugly. Not just out of shape (though some of them were) but not even average in appearance. Hair, eyes, facial structure, you name it. The clothes were mostly unflattering.

Seems to me that character creation and customization is a pretty known and solved science:
  • Start with attractive and popular defaults. At least have 2-3 presets that have "buy in" from some sort of art director.
  • Add a "random" character generator button. Let players jam the button a bunch of times to get a sense of the possibilities and either accept one as is, or take one he/she mostly likes and tweak the rest.
  • Yeah, it's cool to let me know that there are lots of unlockables in the game. Still, try to organize options such that it's easy to scroll through the currently available options instead of having to stream through pages of locked content.
In some ways I wonder whether the demo might have been better with the following:
  • True freeskate mode. One map available as SP or as online play (can join/host). Default attractive skaters as playable characters (but allow players to customize from a small set of content).
  • 4-5 self-paced tutorial modules. These could be executed as quests in the freeskate mode. Break down a few of the basic skills and let players practice them at their own pace -- not when under the stress of some arbitrary time constraint.
It's too bad (in my mind) that skate games are so hardcore. In my mind I still have the fantasy of relaxing while listening to music and skating around and exploring a cool world. Possibly coordinating stunts with friends like we did when we played co-op Crackdown

Maybe I can still hope for an Aggressive Online MMO. That would be cool.