Thursday, December 22, 2011

Boss battle



http://www.explosm.net/comics/2637/

Sometimes when you're on the internet ... you *find* things. On rare occasions, they make you smile :)

Tuesday, December 13, 2011

Difficulty : Irritating


It's human nature to want to improve in multiple areas, because by doing so we gain experience which can then use to adapt to various life scenarios and eventually overcome them. Essentially (and Darwinistically) it's what made us what we are now(yeah I admit we are not THAT great, but at least in Earth's domain I'd like to think that we are the most developped species :).

Games-wise that means that variety is more than just a fun factor of a game. It also helps improving our skills but more importantly, our inherent ability to adapt to various situations. Siituations that require us to use our acquired knowledge to overcome them, also known as problems. Problems vary in different factors and categories, but one common characteristic is most certainly the difficulty of the problem. As computer games are essentially consisted of problems variant in type, the game itself can be attributed the difficulty factor.

On that topic, I'd like to address the Demon's Souls difficulty hype all over the net. This is not a difficult game, but an irritating one. I'll just analyze my case.
I play for 30-35 minutes in a level defeating all the enemies along the way. Which proves my case that I posess the skills required to overcome the obstacles at hand. Then I encounter a boss for the first time. An enemy i know nothing of. To spice things up, he takes 3/4 of your health with one hit. Long story short - you die. Up to this moment I haven't found a statement on the internet that implies that someone defeated a boss first try(not before reading walkthroughs and strategy guides at least). So you're taken back from the beginning. Yes, you have to pass all the trials that you've proven that you're better than. Another 30-35 minutes of doing things you already did, solving a problem you already solved all for a CHANCE at the boss again. Which in 80% of the cases means that you'll die again, and go back from the beginning again. Imagine that you play FIFA and if you concede a goal you start at the bottom in the league table with 0 points, or each enemy's succesfull hit brings you back to level one. That does not improve your ability. That just makes you Sisyphus with a long way ahead of you. Not to mention the bossfights. Big healthbars and repeating the same attack pattern over and over. That's not a test of skill. That's a test of nerves.
And that's just the aspect of difficulty. I will not analyze the entertainment value, since it treads onto the grounds of subjectivity.(I mean , there are people with masochistic fetishes aren't there?)

So, to summarize what I'm meaning to say. Difficulty is essential in order to improve our skills (at everything, gaming included) but increasing to the severity of punishment does not increase difficulty, it only increases frustration. And frustration is the exact opposite of what games are about, at least for me.

Tuesday, November 22, 2011

Deus Ex : Human Revolution



It's funny how some games drop the price more than others and there is no significant difference in quality (Yes I'm looking at you L.A. Noire). Before i continue i must say that i was a bit late for the original Deus Ex party, and hence i only have played for like 6-7 hrs or so, so all the comparisons to the original Deus Ex in the mixed reviews out there were kinda meaningless to me, but generally I knew what they were refering to.

With that said I want to point out a few things about this game. First, the game mechanics - It's really nothing new. The missions are resolved basically by a combination of several basic actions - disable guards and hide their bodies, hack computers, and look for air vent ducts. I know it looks limited and repetitive but in reality (okay, game reality) it's very well implemented. The buildings infrastructure is always different so the basic mechanics is complemented with substantial variety in enviroment, which requires quick switching of tactics and approach to the task at hand. Kinda like my first encounter with Tetris. A set of 2 actions resulting in so much fun. Well done.

A few short remarks about the story. I never got the impression that the player makes actual impact on the way things happen. It's like you always get from point A to point B in the story, but which route you take to get there is up to you. So the freedom of choice applies only to the methods but never the world itself (maybe a few different dialogue content but that's basically it). While I'm on the subject, the various dialogs based on person's character type was a fun thing for me. You get different responses by choosing the same dialogue options based on person's character traits (ex. if he's impulsive the chances are bigger that he'll respond with an outburst but then again he might not). So yeah, no walkthrough for these :)

I've heard tons of hate-speech about the boss battles, and though i must agree that they are a strange fit into the picture, for me, they were just the kind of variety I needed to break through all the hiding and sneaking.

All things considered, I enjoyed playing it. And I think so should you.

Wednesday, November 2, 2011

The Fallout stories


What i really want to talk about this one is actually the plausability and yet the huge diversity of the world depicted in Fallout 3. To be honest I’ve never experienced such a variety of situations you can stumble upon. That’s due mostly to the brilliant scenario, IMO. The choice of the setting is allowing practically limitless directions of development. Before I indulge, I just want to briefly describe the state of the world the game’s main storyline is taking place.

USA is engaged in war with China, and in the war reaches it’s escalation point when nukes start to fly destroying all, irradiating the entire Earth’s surface with massive radiation. People were forced to retreat to Fallout shelters that were built all over USA. After a certain amount of time they’re opened and people resurface to find entire new situation on the surface. The player is put in a role of one of the guys who comes out of the shelters.

First, this scenario offers a world of possibilities. People who stayed are suffering severe radiation symptoms (decay of the skin) and are shunned by the people who were not affected by the radiation. This actually makes a lot of sense, since the people who could not afford/couldn’t get to the Vaults were mostly farmers and in general people with low financial standing so in the chaos that followed the bombing they called upon their primal survival skills and employ unethical methods to continue their lives. Most of them, anyways…

The pinnacles of power are always formed around the money wells. The Enclave , who are self-proclaimed descendants of the US Government , (basically politicians and part of military) who are using the current situation to perform multitude of testing for their variety of agendas (creating super soldiers, silencing the speakers of the people or everyone with a potentially harmful opinion, eradicating their failed experiments with mutation) and the Brotherhood of Steel , which are essentially well organized technology scavengers ( formed also by part military/scientists) with an honor code embedded in their beliefs. There is also the mutants, who were actually humans infected with a virus developed by the Enclave, and a lot of other fractions - various AI’s and androids/robots , aliens, Raider gangs and groups  and whatnot. Add that to the fact that the world is on a crossroad, there are ideals and there are tools so basically everyone forges the world in his own direction.

So, back to my original point, basically just by providing a fruitful setting for the storyline quests and various situations the player can get himself into is tremendous. Every “what if” idea can sprawl a city/encounter on the map when that idea is brought to life ( and there are pretty awkward ones , like “What if I make my own state and name it after myself , where everyone does what I say” to the utopian ones like “What if we organized to defend people everywhere” ). To make the situation more real, every idealistic commune (a city or an organization) has individuals who think differently on the idea which they themselves are a part of. So you have a human-loving mutant, anti-slaver fighter with a knack for monetary, Brotherhood of steel member who does not share the zeal and enthusiasm of his fellows (a.k.a. he just works there) etc, etc..

All of the ideas implemented make sense and not seem “made up”.  But what’s more realistic is the painting of the humans as individuals in that big picture. For I think that in every human is the desire to be unique and at the same time the desire to be a part of something.  A game trait which for me (and whole lot of other people) is a solid base for building an immersive experience.     

Wednesday, October 12, 2011

NBA Jam : On Fire Edition




Take basketball, inject it with adrenaline and you get NBA Jam : On fire edition. The core mechanics is basically copied over from the original NBA Jam, like other various ports  (College Slam, NBA Hangtime etc.) but it's polished enough to match the current technology standards. So there is no surprise there: 2-on-2 matches, highly exaggerated dunks, the timing of steals/blocks, on-fire bonuses, the weird playable characters... Everything is there with much more increased dynamics which proportionally increases the fun factor.

The game offers various play modes that earn you jam points, which you then spent at the store bying/unlocking stuff. Though it serves as some kind of motivation, the pure joy of playing against a friend outweighs all, whether it's a co-op game or VS one. It's one of those "Holy sh*t it is midnight already" kinda games. Though, the AI routine is pretty much reworked so it's much more human-like, so playing solo is also interesting but it becomes predictable after a while.

Another thing that really contributes is the commentary. Tim Kitzrow's voice plus some of the most hilarious one liners i've heard are absolutely fantastic. He even sings in some rare occasions :) This just speaks more to the effort that is made to preserve the things that are(were) fun from the original and just tweak it a little bit to improve on certain points. Most of the improvements are made in gameplay (various powerups and match modes that favor certain strategy like 3 pointers , assisted dunks etc..) and the effect they achieve is a substantial increase of amusement.

On other hand, this can certainly be viewed as "squezing a buck from already great game" but at least with this one you get the old school sport action in HD. The price is definitely worth it.

8.5

Monday, September 26, 2011

Ni no Kuni



I can't say that I'm a fan of Studio Ghibli's movies, but I never argue how cute they look. I also think their stories never lack depth, secret meaning, dreamy-like surreal atmosphere - just the perfect ingredients for an epic fairy tale. I just hope they get the recipe right.

Looks beautiful, combat system seems interesting, Ghibli's involvement promises some good storyline, that spells awesomeness for me! 

Wednesday, September 14, 2011

People die . Gamers ...

http://kotaku.com/5839729/whats-left-behind-when-a-gamer-dies

Never really thought of it till now. I got an eerie feeling reading the post .

"I may sound overly sensitive but this is what we will be eventually. An idle account. A virtual room filled with toys waiting for you to come back and play with them. Frozen in time."
On the other hand .. i guess it's better than nothing.