Wednesday, September 30, 2009

Brutal Legend: The Demo

So, I loved Psychonauts. Except, of course, for the final boss battle sequence. Frustrating way to end a great game.

I can’t tell whether I’m going to love (or even like) Brutal Legend based on the demo.

I love the idea of the game and believe that Schafer can pull it off. I love having Jack Black as the voice of the main character (I really liked his character in King Kong, too).

But the basic controls left me scratching my head, wondering whether the game would prove too frustrating to play.

  • I find it really hard to get used to having a basic attack mapped to the A button of the controller. A is mostly mapped to jump or interact in these kinds of games.
  • Moreover, I really want an easy to use jump/roll when playing this kind of beat ‘em up combat. Instead, I have to “modify” the block command to get a roll (LT + B).
  • The main reason for having an attack on both the A and X buttons is so that the Y button can be freed up for co-op attacks with my partner. I’ll discuss these a bit below, but I’m left to wonder whether this special attack could have been moved to a trigger/shoulder button and left me with a more traditional A = jump, X = attack 1, Y = attack 2 scheme.
  • Vehicle controls also seemed suboptimal. Accelerate and brake are fine (RT, LT). But why do I need to click the Left Thumbstick to activate nitro? A face button would certainly be easier – as would a shoulder button. Moreover, it was hard to tell when nitro was available and how long it actually lasted.

Combat is sometimes difficult because the camera doesn’t self-adjust in ways that make sense, meaning that I need to manually turn and fix the camera during combat sequences. This is annoying and detracts from the fun.

That said, the game does a decent job of autoaiming my attacks so that just mashing the A button carries my swing into the next available target if the current one dies. And it’s nice to have a ranged attack on the X button to help clear out harder to reach targets.

Visually, the basic ranged attacks are very satisfying (strum guitar, see baddies get zapped or thrown in the air). However, it could use some rumble sweetening for critical hits. Also, I’m not sure what sound/visual/rumble feedback I’ll get for enemies who are resistant or impervious to this kind of attack.

The melee attacks feel OK when it comes to basic chains – and sound/rumble/visuals make it clear when my attacks are being blocked/resisted. I’d have liked to have a sweeter sound, rumble, and hit stop/screen shake when I finish off an enemy with a chain. Occasionally the game will pause and show a decapitation in cinematic mode, but it’s unclear what triggers this (it’s not the last kill in a sequence and it doesn’t seem related to anything I do).

The charged up attacks (strum and axe) are visually OK, but lack visceral feedback in terms of sound, rumble, and hit stop/screen shake.

The ground pound attack has a decent look, sound, and feel upon release, but the wind up is too sterile.

The “throw ally attack” (Y button) is somewhat unsatisfying. The “ready” indicator is a flashing UI element in the bottom left of the screen. This feature would be more compelling if there were in-game sound or visual cues as to when this became available. I also wonder whether it might be more fun to “summon” your partner automatically when she was available as opposed to having to stumble upon her and time the Y button press when she is selectable. I’m thinking more like Kingdom Hearts or Beyond Good & Evil where you power up the co-op meter and then release a co-op flurry when it’s available.

So, the question becomes: If moment-to-moment combat and controls are quirky in some ways and decent in others, will I end up enjoying the game? Note that I didn’t see any evidence of either platforming or puzzle solving, so I have no idea whether these systems exist or it’s just hack and slash.

In the end, I guess, it comes down to world and story. I have forgiven many games for their moment-to-moment game play deficiencies if the world was fun to explore and the story was engaging. Will Brutal Legend deliver in these areas? I couldn’t tell from the demo, but I’m curious to learn more.

A few less important things:

Brief aside: I have been commenting on cinematics controls for games lately. Brutal Legend pauses the opening cinematic when you press the start button, but does NOT advertise that you can either press start again to resume or B to skip. The core functionality is still there, but is essentially buried and hard to discover. Once the game, proper, starts there is no way to skip the cinematic (start just takes you to the pause menu). Annoying? Yep.

Brief aside #2: I love how the game lets you choose level of profanity and level of gore from within game prompts. I wonder if these prompts respect global parental settings?

Brief aside #3: Although the UI was a little quirky and hard to use, the game does allow players to set horizontal and vertical camera controls independently (both inversion and sensitivity).

And a final question: Who was the hand model for the game shell UI? Really cool idea (a fan manipulating an album cover, liner notes, and the vinyl disc itself).

Raptr and Mirror’s Edge

So, I had a friend heckle me yesterday about my Raptr updates. Specifically, Raptr was updating my Facebook status with information about the game I was currently playing. It’s what I thought I wanted out of the service.

But, as it turns out, what I actually want is for Raptr to send updates via the Raptr application so that friends can “hide this application” if they don’t want to be spammed with what I’m gaming.

Until Raptr plays nicely with my Facebook status feed I’m going to have to disable the real time updates. Well, sort of. I’m sending real time updates to my Twitter account and will try nightly one-time status summary updates to my Facebook account.

This actually ties directly into Mirror’s Edge because the specific friend who heckled me was wondering what kind of masochist I was to have put so much time into the game.

I was profoundly affected by the question because normally I stop playing games that I don’t consider engaging and fun (unless I’m doing research on a competitor – which I’m not in this case). And I really was not enjoying Mirror’s Edge despite being 75% of the way through the single player campaign.

Several key issues emerge. I feel kind of weird talking about this game so long after its release. And I feel kind of weird making some of the exact same comments that I’m sure others have made.

The main issue is that I never once, not even for a brief minute, actually felt like I was engaging in cool and flowing parkour. Even after hours of playing I felt like:

  • Every hop, jump, and roll was activated by an uncomfortable controller input motion.
  • Every free run sequence felt like it had to be replayed dozens of times because of blind leaps to my death.
  • Every combat encounter (even after ratcheting down the difficulty to “easy”) made me feel incompetent.

The two experiments that I (and I’m sure lots of other folks) would like to do are:

  • Compare two sets of controls. The current set (where Triggers and Shoulder Buttons performed key actions) and an alternate set where Face Buttons performed key actions.
  • Compare two cameras. The current camera (first person) and an alternate third person camera.

That said, I do not think that the core of the problem is either controls or camera.

I think it is one of progression. The level of mastery required to make the game “fun” to play was unsupported by level design and progression goals. I’m absolutely convinced that this is the kind of game that shows extremely well when experienced players demonstrate cool ways to navigate the world and complete objectives.

Unfortunately for the new player, the game did not have a default path that encouraged the player to progress, grow, and master core skills in order to complete new challenges.

  • There were no real opportunities to just “free explore” levels in order to get a sense of the lay of the land and what kinds of ingress and egress routes were available.
  • There were “skill challenges” that encouraged players to try to solve a range of basic and advanced problems like a skateboarding game would.
  • Combat opportunities were too spaced out at the beginning of the game for players to understand and master it. Yes, you mostly could avoid combat – but combat was required at certain points in the game and the experience was frustrating (even on easy difficulty).

Ideally, default mission flow would have encouraged players to familiarize themselves with the world, learn new tricks and techniques, and advance their martial ability using a progression of: Problem introduction, practice with feedback (and non-penalizing failure conditions), technique mastery, and then task discrimination (learning when to use this versus other techniques).

Less ideally, there would have been additional game modes included that provided players with fun and increasingly challenging ways to practice and master techniques and learn about the environment. The Time Trial mode did not fit this bill.

In the end, I really wanted to like both Mirror’s Edge and Assassin’s Creed precisely because I love the fantasy of performing parkour moves in a video game. Yet neither of these games provided me with the same level of enjoyment of other action-adventure/platform games as Tomb Raider, Drake’s Fortune, or Ratchet & Clank.

The common denominator in my mind seems to be suboptimal controls (I found both Assassin’s Creed and Mirror’s Edge control schemes to be overly complex and unintuitive), frustrating combat (unforgiving one vs. one dueling in AC and ME), and in-game progression schemes that allow me to go off the rails and try to advance before I had mastered the core components.

In some ways, I’m just not good at dealing with crushing failure. I don’t like to try the same thing over and over again and I don’t get the hint that the game is sometimes just trying to tell me “go do something else for a while – you’re not supposed to be here yet”. I’m sure this is why I tend to prefer scripted, story based games in general over sandbox endeavors.

Tuesday, September 29, 2009

Moar Demos: Wolfenstein

I’ve been playing a bunch of XBM demos lately. Time to update my blog.

First off: Wolfenstein. The difficulty selection screen took me back about 20 years. Yes, it’s true that the first person shooter is a hard core genre. It’s very unlikely that a noob to the genre would have picked this game up without having played many previous shooters (including previous W games). So I won’t make my standard “why the pejorative ‘Can I play, daddy?’ label for Easy mode?” comment.

What I ask, on a much deeper level, is why include Easy mode at all. If it’s clear you despise and disdain noobs and don’t want to have them play your game, then spend the time and money refining default (Normal) difficulty level and making sure that the harder difficulties are correctly calibrated to the kinds of challenge that these folks want.

Side note: I’ve been paying more attention to cinematics controls lately, and Wolfenstein adds a new wrinkle: Pressing A calls up a bottom of screen text hint: “A to Skip; B to Pause/Play”. Very elegant in that I learn that A-A quickly skips me ahead. And you get the bonus feature of pausing it if you actually want to watch the cinematic, but just need to get up and grab a soda.

On to the more important stuff: Initial experience. After the quick reprise of Halflife and Halflife 2 (start in a train car; run past authoritarian guards who are interrogating civilians) it jumps quickly into a learn-as-you-play tutorial.

I managed to fail the tutorial pretty much right away when I was trying to complete the “Use the veil to pass through the wall task”. As soon as I started to walk through the wall I received a “press down on the dpad to exit the veil” prompt. Whoops. I exited the veil while I was in the middle of a wall. Death and restart. Last checkpoint could probably have taken me back to the underground sewer as opposed to the train car at the beginning of the level.

Otherwise, the “basics” tutorial was pretty good. I’m still not sure what “veil pools” are (vs. all the water and water runoff I see all around me in the sewer) but the learn-to-play mode covered basic navigation and exploration in a straightforward and non-intrusive manner. No interruptions to game play for modal billboard text, just navigate through the sewer and learn a few of the basic functions (walk, run, open things, climb ladders, jump, crouch).

I kind of missed the introduction of my next “magic” power because it was in the middle of a mission briefing and being handed a bunch of standard weapons. It looked like I picked up some sort of cool item, but I wasn’t really sure what it was.

Then came combat.

The “Mire” ability seemed pretty cool in terms of visual and game play effects. It’s fun to send bodies flying. It’s nice to have a combined slow time/detective mode ability when I want to take out a squad of enemies single-handedly. The standard MP40 had a satisfying sound and feel to it. The grenades, however, were lacking. Most importantly, there was no visual, sound, or rumble feedback to let you know how long you could “cook” the grenade for prior to throwing it. This is a problem given that your “use grenade” prompt basically tells you to hold the LB to burn through the timer. Needless to say I made a mess of myself.

In terms of combat feedback, there were a couple of things missing. First, there was no “tango down” equivalent when an individual enemy was finished off. I realize that this is much easier to do "within the fiction” with more futuristic games (like in Halflife 2 when you hear the flatlines), but even so it’s something that I find I miss when it’s not there. Other games use tell-tale vocal screams or grunts that accomplish the same thing. That said, there could have been an intentional decision to NOT provide this feedback in order to encourage players to use their weapon sites to visually confirm each kill – and punish players who throw caution to the wind. However, I would have expected that approach more in a survival/horror kind of scenario instead of a squad based tactics scenario.

The second part that was missing was the “end of sequence” feedback. I mostly knew we had killed all the local baddies when my squad mates moved forward and/or my objective changed. I guess I’ve just been playing a number of games that had dynamic music lately -- and other games that provided a dramatic cinematic of the last baddie’s death – which provide a nice sense of closure.

After a few standard combat encounters, the game got… weird. But in a good way. It was kind of like a combo of Bioshock, The Darkness, and Call of Duty all in one. I like a dose of sci-fi in my action adventure, especially if it makes for interesting puzzles, combat, and upgrade paths. I really enjoyed Bioshock and The Darkness for the story components and gritty upgrade paths. I missed out on fun combat for the former game because I set the difficulty level too low (I wanted to blow through the content) and never really found combat in the latter to be fun (even though I liked the powers and upgrades).

The Call of Duty experience (at least the first couple) was much more about the combat sequences. They felt polished and balanced (except in a few cases) and even though I know they were scripted and I was getting lots of cheat-y help to propel me through the levels, the game play was viscerally exciting.

The Wolfenstein demo ended shortly after I received my first sci-fi weapon (and met the upgrade vendor). Even though I was interested in continuing, I was left to wonder whether the game would be able to deliver the elements I like in a sci-fi action adventure game in satisfying ways? Specifically, will the sci-fi abilities and weapons be viscerally satisfying, make for tactically interesting exploration and combat, and be fun to upgrade? The demo didn’t really answer this question for me – and required me to make a leap of faith that I’m not sure I’m ready to make.

First person shooters are a tough sell for someone like me. I evaluate them against my favorite action adventure games and they tend to come up lacking unless they bring something new game play-wise, have a world that is super fun to explore and interact with, and/or have character-driven story that is well crafted and engaging.

Prey is a great example of an FPS that I knew nothing about before the demo and that blew me away when I saw the cool possibilities that “portal” based game play brought to the table. I don’t get that same sense in the Wolfenstein demo.

I also have a strong suspicion that story won’t carry this game – the bar has been set too high by its competitors (The Darkness, Bioshock to name a few) and, let’s face it, the Wolfenstein franchise is not known for its great character-driven story experiences.

With a ton of other content (casual, social, and console games) and Uncharted 2 around the corner, I think that Wolfenstein gets added to the Gamefly Q.

Thursday, September 24, 2009

Adding to the game queue…

I’ve been buried in bizdev work (talking to prospective clients) and actual work (reviewing a game-in-progress for a current client) so I haven’t had much time to play many other games in the past few days.

I have been spending some time with Defense Grid and continue to enjoy it. For a spreadsheet game it’s pretty fun and I’m starting to get more and more into the “mathiness” of it all. My hope is that it teaches me to appreciate expert level play in RTS games more. I’ve always wanted to play them competitively, but I have just never had the patience to do the kinds of precise, systematic calculations that expert level play requires.

Anyhow, here are some more games to add to my queue:

This is, of course, on top of the games I listed in a previous post. And I also want to talk about my experience with Raptr – a social networking application that has some serious potential.

And on top of that, I’ve pre-ordered the next Ratchet & Clank and Uncharted.

Hello holiday season!

Tuesday, September 22, 2009

Number Jumper for Facebook

Number Jumper was surfaced to me on a recent InsideSocialGames RSS feed item. It was described as a “deceptively simple” game – something that I love mostly because I associate this with thoughts of approachability.

The game boils down to a kind of mashup between Tetris. Minesweeper, and a match-3 game. Its name made me think that it was going to be some sort of Sudoku math puzzler, but really the numbers are only nominal in nature and most likely are included to help discriminate between different colored blocks (like balls on a billiard table). Unfortunately, the chosen color scheme probably prevents them from being useful to color blind players.

Although the basic mechanics were simple – click a numbered block and click an empty space – the game was somewhat difficult to figure out. The instructions were a big intimidating mass of unformatted text.

After restarting several times and then re-reading the instructions I was able to piece together the core mechanics and, yes, it’s a pretty fun and addictive game.

Would I like to dive in and help fix the initial experience? But of course:

  • I’d love to create a learn-as-you-play sandbox mode where players could experiment in a controlled environment as they learned the basic rules.
  • I’d also love (LOVE) to make the ranking system less pejorative. I mean who really wants to be called a “noob” when they fail to shine on their first few attempts.
Addendum: I'm still quite enjoying the game, but I wish it did support more casual game modes. For instance, it would be fun to have a non-timed version just to practice moves without worrying about time pressure and the ability to tweak variables such as length of time, size of board, and number of block types (between 4 and 7 or 8). Theoretically you could figure out some interesting default modes and progressions based on the core mechanic and then have players flow through different variations depending on their skill and mood.