Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts

Thursday, February 12, 2009

Quick Diversion: Sonic Chronicles

I'm not a big DS RPG player -- and I don't think that Sonic Chronicles: The Dark Brotherhood is going to make a convert out of me.


The biggest problem so far (the first 10 minutes) is that there is no flow. The UI is cryptic and hard to manage, there's far too much reading (for my liking), and far too much flipping between the dual screens to make it easy to follow along with the story. Moreover, control is constantly being ripped from the player's hands by "cut scenes" that introduce too many characters and concepts at once.

The core mechanic should be fun enough to just "play with" in some sort of sand box mode until the player is ready to layer on some additional features and concepts. Ideally the first few few minutes will proceed more at the player's pace as he or she figures out the basic mechanics and controls. 

The other thing I noticed right away: I couldn't figure out which buttons to press to have Sonic move and jump. I soon realized that this was because the game is intended to be played button-free. Just the stylus. Now, I love me a good pixel hunter game and am generally a fan of the stylus input. But if I have an avatar in a 3-d isometric world and there are rings for me to pick up and ledges for me to jump up to, then I really (REALLY) want to use the Dpad and face buttons to interact with the world. 

If it looks like a platformer, it should play like a platformer. Sure, you can add RPG elements (maybe more story; maybe some skill advancement like in Ratchet & Clank). But the core mechanic of world exploration, jumping, and ring-picking-up needs to be more satisfying than pressing the stylus on the screen.

The problem gets worse when it comes to the "chase" minigame. What might normally be a fun challenge (running a course where you need to dodge obstacles and hit power ups) becomes tedious and boring. 

If there was a cool and inviting flow, I could probably look past some of the glaring usability issues that confuse and annoy me. But there wasn't, so I couldn't.
  • The chase sequence seemed optimized for right handed pen users. My stylus hand blocked the screen when I tried to tap Sonic to make him jump. 
  • Moreover, during the chase sequence I couldn't figure out whether or not I was making progress, whether Sonic had to beat his pink sidekick to win a race, or even who I was racing against in the end.
  • The UI screens require far too much text explanation -- and similar to other Bioware games, the first time players visit a new UI screen they are blasted with a wall of explanatory text that has no context and is skipped or forgotten immediately.
  • Dialog trees were hard to figure out and difficult to navigate.
Interestingly, combat was one area that I thought was kind of fun. Mainly this was because it was a familiar turn-based format that is typical of many jRPGs, with an improved selection model (target an enemy with the stylus instead of toggling through them with the Dpad).

Although use of the stylus should have made spell casting/special moves even more fun to execute, the stylus UI indicators were hard to parse and the initial "spell" that Sonic was equipped with was too difficult to execute properly.  The game would have benefitted immensely by starting players off with simpler spells that recharged quickly (instead of a hard to execute spell that takes forever to recharge).

I'll keep the game in my backpack for now. I figure I need to spend at least another hour or so in order to pass final judgment. 

That said, it's hard for me to imagine whether the story behind Sonic will be enough to keep me interested in what is, after all, a DS platformer.

Sunday, November 11, 2007

Platformed out... for now

Just completed The Simpsons Game. It was a fun send up to video gaming much like Bard's Tale was. The content was memorable and the writers and designers were able to make me laugh throughout the experience.

As expected, the gameplay was only so-so. And, there wasn't as much smashy-smashy as I would have liked. My bar is quite high for platformer/action-adventure games, especially with both the Ratchet & Clank and the Lego Star Wars series as shining examples of what these kinds of games can be.

Still, it was an excellent rental.

I also moved Ratchet & Clank: Future Tools of Destruction to the "done with" pile for now. I'd like to go through the game again and purchase more upgrades, but it's hard to justify mining existing content when the list of games to play is piling up -- and I don't get any gamer points for completing PS3 achievements.

I'm looking forward to some demos and XBLA games tomorrow. In between watching football and playing two more hockey games.

Thursday, November 8, 2007

Speculation

A couple of co-workers were wondering why The Simpsons Game seemed to be reviewing poorly on Amazon.com.

Camera/controls are so-so for this game (not awful, but not as good as top platformers who've had many iterations to refine their craft). Of the handful of negative reviews that I can see, most seem related to the Wii version -- specifically the camera controls. It wouldn't surprise me if the developers dropped the ball in terms of optimizing camera/controls for the Wii/numchuck.

In my opinion (and I'm liking the game) the designers tried to make the game accessible to the masses and may have ended up failing folks who want to feel clever as they solve puzzles -- a big motivation for serious platformers. As implemented, this choice may also end up failing some of the very people that it was intended to help (inexperienced/newb gamers who are just interested in the IP) because the learning curve is still too steep for folks not used to having to manipulate the camera manually. Newbie gamers tend to hover their thumb over the face buttons (instead of the right stick - which contols camera) which leads to them getting into situations with a disadvantageous camera angle. More experienced shooter/action-adventure gamers keep their thumb resting on the right thumbstick in order to fluidly move/aim/look.

I tend to evaluate platformers in terms of:

  • IP (am I interested in the content)
  • Puzzle solving (am I mentally challenged without being frustrated)
  • Visceral smashy smashy (do I get to break lots of things in spectacular ways)
  • Engaging combat (variety of weapons to encourage rock-paper-scissors combat puzzle solving)
  • Story (is it a platform-adventure game or an action-adventure game with platform elements)
So, Ratchet & Clank: Future tools of destruction rules my world (even though the most recent incarnation was probably the weakest in the series) because I love the IP and there is a ton of visceral smashy smashy. Combat was pretty good (in my mind). Story and puzzle solving are a little on the weak side, but totally outweighed by the rest.

I had a feeling that Simpsons will simply provide a cool IP experience with fun smashy-smashy, reasonable combat and story -- and so far this is exactly what I'm getting from it, which is great.

Then again, I rented it ;)