Showing posts with label dead space. Show all posts
Showing posts with label dead space. Show all posts

Saturday, November 29, 2008

Pre-birthday housekeeping...

I have a bunch of things to write about after a week away:

  • I finished the New Super Mario Bros (for DS). And as a comparison I watched an 8 year old kid play 30 minutes of Wall-E for the DS.
  • I played a bunch of Nancy Drew Dossier - Lights, Camera Curses (PC - Casual). I also went through the download and install from the Big Fish Games portal site.
  • I watched Liza play a bunch of Nancy Drew: The Haunting of Castle Malloy (PC - Core).
  • It would be nice to finish Dead Space and play a bit more Midnight Club.
  • Oh, and there are a bunch of downloadable demos on my 360 that I need to play already.
Lots of gaming and notes to follow!

Tuesday, November 11, 2008

Housekeeping (and more Dead Space)

I took some time this evening to clean up my game queues a bit. I need to get organized as I'm falling behind and 'tis the season for decent new releases...


Dead Space is getting most of my console gaming attention. I have 2 friends who are playing Warhammer (the MMO) with some regularity, so I want to keep active with that. My Facebook gaming has slacked off a bit, but I still feed my D&D:Tiny Adventures addiction, play Wordscraper and Scramble with a couple of dedicated friends, and achieve the top achievement (cyborg) on Word Challenge once a week so I can impress my friends.

I really want to dig back into Midnight Club: Los Angeles because I love the game and it was starting to get to the really fun parts (cooler special abilities; cooler ways to pimp my cars). But, I'm backlogged on games I need to play for research purposes:
  • No More Heroes, Alone in the Dark for a Wii game.
  • Fable 2, Fallout 3 for an RPG.
And then there's Gears of War 2, which I don't really care much about -- except for the fact that everyone I know is going to play MP, and I do enjoy going through the co-op campaign on "insane" with friends.

I'm having a feeling I'm going to need to give up on playing through more of Half-life 2 (episodes), the Portal DLC, and GTA IV (which I was really starting to like).

I still need to play Call of Duty 4 and I just updated my "on my radar" section by replacing NHL 2008 with NHL 2009. Woof.

As far as Dead Space goes, I'm definitely starting to enjoy it more and feel like finishing it. It took too long to really get into the game -- and it wasn't until I basically decided to specialize in two weapons and just power them up that combat became fun. The game really doesn't support experimentation with different weapons because you die too quickly before you can figure out how to use them. The game also doesn't support pick-up-and-play because the controller scheme is so hard to remember -- and there's no in-game controller screen to remind you. 

Although I do wonder whether my main motivation to complete the game right now is because I'm over the half way mark, I think that the environmental and combat puzzles have gotten interesting enough to keep going. I do like the world, even though I haven't really been following the story. The zero-g portions of the game are pretty interesting and fun. It feels like it captures what combat in a true 3-d space would be like without being unduly frustrating. 

I've also started having more fun with the "grav gun" which can be very rewarding both in terms of item acquisition (grabbing far away things) and combat (firing explosive tubes or sharp body parts at enemies).

I still feel that the econ and upgrade system is clunky. Moreover, the progression curve is unsatisfying because instead of being exposed to cool new items and upgrades as part of the adventure (e.g., 1 hour in have the pistol; 2 hours shotgun; 3 hours machine gun) I just end up unlocking the ability to purchase these weapons without really trying them out first and seeing them in their best light. When my choice is between the unknown (which, when I first try it I fail at miserably) and upgrading something I'm already familiar with, I tend to go with the familiar.

Unlike other games that structure the experience around the acquisition of a new item (give me a rock, then surround me with scissors) this game presumes that you can decide which weapon you need based on a vague 2 sentence description. Then, after you buy the weapon, you don't have much chance to use it in a carefree way. The game is stingy about ammo drops and there are no sandbox areas where enemies (and items / money) constantly respawn.

Games like Ratchet & Clank do a great job of layering on new gadgets and weapons as part of the core progression path. They are integrated into the story and into level and enemy design. There's an economy backend that supports upgrades and non-critical path items, but resources are so plentiful that you're not really screwed if you end up buying something you don't like.

I'm basically sticking with the pistol (Plasma Cutter) and shotgun (Force Beam) and upgrading them and my armor. I don't even think I use the alt-fire on my Force Beam (I can't even remember what it is). I noticed that one of the achievements is to complete the game with just the Plasma Cutter. I actually don't think it would be that hard to do so.

I'll keep plugging away and hopefully finish it this weekend.



Sunday, November 2, 2008

Dead Space: More...

So now I'm about a third of the way through the game and I'm starting to enjoy the claustrophobic atmosphere even if the combat and econ/upgrade system seem lacking.


The econ system feels derivative of Bioshock and Ratchet & Clank -- except it feels older and more tired. There was nothing ground breaking about the econ in either of these games (they are similar to many other action-adventure w/ light RPG elements games) but they seemed cooler because of the sense of humor and the fact that some of the upgrades and new powers were pretty original and fun. Dead Space is much more like Mass Effect (and many other RPGs) where bonuses are a lot of "X% faster" and "1 point more" upgrades that just don't seem cool to me because they make me think about spreadsheets (I've talked about this before).

Combat is interesting but not very visceral or engaging. Even though aiming is required to be effective, I don't seem to be able to do it very well. Part of me would prefer a smarter aiming system (it's not a MP game, right) that maybe I could upgrade over time. I think that Crackdown has a pretty cool system for making limb/head shots interesting and fun without requiring pinpoint accuracy out of a third person shooter.

Where combat gets most visceral is when in close quarters with an enemy or during several canned sequences that are a lot like quick time events in God of War (and other games). The idea is to mash the buttons in the correct directions (or aim your weapon while you're being dragged on the ground) to try and let you experience much more up close and personal combat as opposed to always having ranged shooting. It's a great idea when done well. The problem with its implementation in Dead Space (at least so far) is that it's hard to tell when you've gone into a quick time event (I died twice mashing buttons during one sequence before I realized I was actually supposed to aim instead of mash buttons like in other sequences) and the control sequence is hard to figure out. When I'm being mugged by an enemy, an A button icon appears. But pressing A -- and even mashing A -- doesn't seem to do anything. I now mash the left stick and A button and it seems to work most of the time. That said, I have no idea how the mechanic is supposed to work.

In terms of pace, I'm torn. I get the scary claustrophobic ambience. I realize I'm in a special suit and can't just run and jump around (except in zero g, which is kind of fun). But it still feels a little sluggish and breaks the immersion when I can't just hop up or down on something waist high.

In terms of in-game controls and UI, it's a bit of a mess. It's super hard to access your inventory when you need to (for instance, to use another air cannister), the map is pretty complex and can be hard to use if you veer too far from the default setting, and the button mappings make it a lot harder to perform combat maneuvers than is necessary. 

Regarding combat button mappings, I expect LT to either (a) lock on an enemy (that I could then sub-lock onto a limb/head) or (b) sight my gun (where I get a reticle and a slightly zoomed in view. Currently it's option B, but without the reticle. It also feels extra wonky to pick stuff up and hurl it -- I feel like I need to press and release triggers and buttons in the right order or else it fails in unexpected ways. I feel like some of these decisions were made in order to have RT be both melee (alone) and ranged attack (with LT), which sort of makes sense (because you can't press a face button to melee attack while aiming the camera with RS) but ends up making default attacks (ranged, special powers) more complicated to execute.

I'm definitely torn on this game. I want to like it more and forgive it the flaws it has, like I did with The Darkness. But I loved the story and character development in that game. I'm not sure the ambience is enough to keep me going until the end -- and the story really does seem like a hodge podge combination of Aliens, Halo, and various other sci-fi movies/games.

I'll give it a couple more levels and see if it surprises me. Otherwise it's back to Midnight Club: Los Angeles.

Dead Space: Initial Experience

Dead Space piqued my curiosity a while back when I saw a teaser trailer. It looked like a survival thriller set in space. Then I heard one of my colleagues talking about the game and how it had some really cool game play mechanics and was a tense and scary experience.


So, I carved out some time for a hands on -- and after a couple of hours I must admit that it's starting to get good. The initial experience was pretty lousy. Had I not been convinced by a couple of other people I trust that the game got better I would most likely have given up and been sad that I purchased instead of rented.

Although the team tried to push the level of immersion to a new level by incorporating the standard HUD into the game world, the sense of immersion was constantly broken by awkward controls.

Some of the issues I noticed:
  • A 3rd person shooter without a reticle makes for a frustrating experience for me. Unfortunately I am generally Y axis inverted, except for some platformers and third person games that don't involve aiming. When I aim I require inversion to drive the reticle where I want it to go. Without a reticle I find myself constantly fighting the Y axis during exploration mode (constantly stare at my feet when I try to look up and vice versa). The thing is that I can't leave it non-inverted or else I won't be able to aim my weapon. I can see how the reticle could be turned off by default (like in King Kong) but there needs to be an option for folks like me.
  • The basic controls were complex enough (and not taught well enough) that I got stuck and almost had to quit when I was about 20 minutes into the game. I couldn't, for the life of me, figure out how to use the "stasis" power or even how to heal myself.
  • The tutorial isn't very good. It's basically a series of billboards that relies on you remembering the lesson you were taught (if you bothered to read it) instead of having you figure it out as you play along. 
  • Moreover, because prompts often come when you're focused on something else, you often ignore or forget them. This highlights a separate problem: It's almost impossible to find where these tutorial hints are logged (who would have thunk that there would be a set of logs before chapter one?)
  • Basic and advanced controls are hard to discover. It's unclear why the buttons are mapped the way they are. Moreover, a few simple UI affordances would help make remembering controls (especially controls accessed when holding LT) much easier.
  • Progression is weird and slightly frustrating. The basic econ system seems similar to Ratchet & Clank and Bioshock. The problem is that the player is just dropped into the system of shopping and upgrading without much help. This means that the player can waste a bunch of currency by mistake because he/she doesn't understand the tradeoffs involved. There could have been much better pacing of how Credits, Power Nodes, the Upgrade Bench, and the Store were introduced.
  • The level design seems old school in terms of the basics: Find a key, use it to unlock a place you can't reach yet, and don't die. Also, the econ system seems kind of weird from a story perspective: We crash land onto a ship to try and repair it; the ship is malfunctioning and overrun with creatures; yet I still need to gather "credits" in order to spend them in a shop. It's funny how this didn't seem to bother me at all in Ratchet & Clank and only bothered me a little bit in Bioshock. 
  • Combat seems like it might be interesting... Lots of weapons (with alternate fire) and varied creatures means that there should be some tactically interesting scenarios. However, I have encountered some QTE/button press sequences where I'm being mobbed by enemies that I can't quite figure out (I just die).
The story started in an intriguing way, but then devolved into listening to two of my party bicker back and forth. I want to know more, but I'm not as engrossed in the story as I was with other recent RPG, FPS, and Action Adventure games. Also, I want to know a bit more about my abilities -- why am I able to use telekinesis and stasis? Is it just the suit or do I have special powers as well?

I'm going to give the game a couple of more hours and hope that it will eventually meet the bar of some of the other great single player action/shooter games that have come out in the past few years. It just feels very derivative right now -- kind of a Frankensteinian mixture of Doom 3, Half Life, and Brute Force.

Midnight Club & Dead Space

I finally got my second wind in Midnight Club: Los Angeles. It started out great -- as fun as the original and with more visual and story polish. Then I got a little lost in the wild for a bit. I guess I expected the game to be structured a bit more, so what I ended up doing was losing a lot of races that were too hard for me and spending all my money on speeding tickets. This meant slow progression in terms of performance upgrades (which makes it even harder to win tougher races) and slow progression in terms of cosmetic upgrades (which are at least a third of the fun of the game).


I finally just started milking the easiest races and got the money I needed to have fun (dominate against other low-ranking folks; being competitive against tougher foes; and being able to pimp out my car in cool ways). Now the game is getting much more fun and I can tell I'll be playing a bunch more of it.

One other thing that's really nice about the progression curve: I can earn a ton of cash racing the default car so that I can really soup up the harder-to-drive (more specialized) cars and make them easier to handle when I start out with them. I remember struggling with muscle cars in Dub Edition, but I don't think I'll have the same problem here because I'll be able to buy and upgrade one that handles well before I need to complete those missions.

That said, I need to take a quick break to check out Dead Space. It's just got too much good buzz to let it idle on my shelf any longer.

A couple of quick notes re: Midnight Club, first:
  • LB activates special move. I drove around for a long time before I could figure out how the mechanic work (powers up and then executes on LB press). See, you get the prompt to buy a special move upgrade -- and you get told to use it -- but you never get told HOW to use it. Whoops.
  • Cosmetic car customization is a bit too advanced for me. I much prefered the more restrictive options in Dub Edition because it guaranteed my car would look cool without much fuss. Between awkward camera controls and weird advanced/tecnical features required to customize decals, I think I'll be spending a lot less time on this feature. I can understand why they did this (to be competitive with games like Forza and PGR that have active online communities who love to share car porn).

Sunday, October 26, 2008

Midnight Club: L.A. First Thoughts...

I developed an unexpected love for Midnight Club: Dub Edition when it came out a few years ago. I'm not a racing gamer at all, but decided to check it out because of the rave reviews and good sales.


I blew an entire weekend pimping out my stable of cars and playing the heck out of the game. It blew me away. The arcade nature of the game, the use of special moves and map knowledge to win the race instead of having to understand a realistic simulation, and the over-the-top beauty of the cars really kept me going.

The next iteration: Los Angeles is a more highly polished version than the previous version. Cars and landscapes are beautiful. I'm sad they don't have Venice Beach (the southern border of the game is I-10) as I would have liked to drive through the neighborhood I was hanging out in last weekend. They've definitely captured the L.A. feel. The cut-scenes are as good as those in GTA IV -- maybe a little weaker in terms of story and character, but visually amazing. Driving around is fun already, and will get even more fun once I unlock cooler cars.

As an initial experience, I felt like the pacing was decent for a sequel (at least for folks like myself who played the previous version). However, I still managed to dig myself into an uncomfortable hole early on through various crashes and police chases. I'm not sure if I like the police chases and am desperately trying to remember if there was a similar element in the previous version. 

I also wonder about the realism in the game and hope that we'll still have some of the insanely cool across the rooftop races and 500+ yard jumps in souped up cars. I haven't explored the map that much, but I'm crossing my fingers.

One of the most interesting things they've done with the game is to make all transitions seemless by default, including going from game play to back button menu and from single player to Live Cruise mode. It's really pretty cool in terms of how the back button menu works and even though the rapid camera shifts occasionally feel a little nauseating, it's nice to quickly orient yourself to the game when you're dropped back in.

When I selected Quick Cruise from the Xbox Live submenu (off the start button) basically the AI cars dropped out and were replaced by people just driving and hanging out. We were all quite content to zoom around the map in 2s and 3s without purpose even though there were a handful of options to engage in more organized competitive play. I still remember my first online trip in Dub Edition. I bumped into two people who were trying to jump their SUVs onto the roller coaster tracks. It was pretty funny to watch.

I've heard multiple rumors about racing MMOs in development and I'm thinking that if someone were to cross Warhammer with Midnight Club, there might be something to it. I like the idea of having my single player world populated with other people (some of whom have similar goals, some of whom have independent goals, and some of whom have opposing goals). Not only can this be fun in terms of observation and interaction, but it can also be helpful in terms of having a helpful buddy provide tips and tricks. It was also super cool to be driving around in my old beater and see more advanced drivers whiz by me in their fancy looking cars. I kind of get the same feeling when I watch high level characters in an MMO. They visually stand out and look cool -- and inspire me to keep plugging along.

I'll need to do a bit more analysis of the initial experience. It seemed like it offered a nice way to ease players (experienced vs. newbs) into the game, but as an experienced player I'm not sure what affordances it provided for people who struggled with the first couple of races.  Maybe I'll watch Liza play the first 30 mins or so. Also, as I noted above, I was allowed to go into debt quickly (by damaging my car and getting arrested) which made the beginning drag on longer than it had to (and kept me in a less cool car for longer than needed).

I'm looking forward to spending some more time with it. And with Dead Space.

Addiction vs. Fun...

I've reached a stage in Warhammer where I need to reflect deeply on whether I'm becoming addicted or whether I'm actually enjoying the game.


I think what I like the most about the game is that it allows me to play it very casually. I can jump in and out easily and knock off a few items from my quest book or do some exploration. That said, Ive mainly been playing it as a way to relax in several sustained bouts. There's definitely an addictive quality to the reinforcement schedule that the game has put me on. Just when I think that I've reached a logical stopping point I find several new things to do.

One of the most interesting things I'm finding is that I actually want the world to be more populated. The public quests and RvR components are so fun -- and help you level up so much more quickly -- that I actually miss them when I'm wandering around doing my own thing. Again, this is a tribute to the matchmaking mechanics used in Warhammer that emphasizes communal play without requiring social interaction. It's kind of like a series of flash mobs where we all just show up and start hacking away.

What I'm really wondering is how this will work out nearer to the end game. Most MMO games require a huge amount of strategy and communication to solve difficult end boss encounters. I've even noticed in some of the tougher boss encounters in Warhammer that these affairs can become quite sloppy and hopeless. I wonder how this game will keep the cool free-for-all mentality while ramping up the challenge ramp to keep things interesting.

Next up: Sitting on my comfy couch with some console games: Dead Space and Midnight Club: Los Angeles.

EDIT: I did complete the Diedrich Bader quest. No -- I did not get to do two chicks at the same time as a reward.