Monday, 22 June 2009

Smashing Their Stupid Shit into Tiny Pieces

Red Faction troubles me.

When not playing it I am haunted by visions of a trench coated hero standing amidst a pile of other people's property, hammer clasped in hand with said property reduced to a state approaching nothingness. Around me, overall clad rebels cheer at the fact that I exist and that I am hitting stuff. Continuously.

When I am playing it, I tool around smashing stuff up marvelling at how some people just get it.

I didn't use to think very much of Volition. Red Faction and it's sequel were so-so shooters and Saints Row drove me up the wall. Saints Row 2 on the other hand is a masterpiece. I use the term masterpiece in most cases as a subjective rather than objective term. When I say masterpiece it means I fell in love with something completely and then I have to explain the reasons why.

Saints Row 2 knows exactly what it is and then revels completely in the execution of this vision.

Saints Row 2 allows you to create a hermaphrodite who is tasked with throwing C4 at ninjas and pirates WHO ARE HAVING A TURF WAR. It never takes itself at all seriously and it is brimming with excellently crafted content.

Red Faction Guerrilla is another excellently crafted vision. It is more serious in tone than SR2 (but no less self aware) and Volition have obviously struggled without the ninjas and pirates and the excesses of crime comedy but have otherwise very competently filled a game world that feels coherent and whole.

I started out not having much fun as I was just running around, smashing stuff up and not really enjoying the combat and getting killed a lot. The gun play is lifeless and best avoided but the puzzle gameplay of demolishing buildings is fiendishly excellent. I found that to best enjoy the game I needed to knock it down to Easy so I could just run into a base, hit a bunch of fools with a sledgehammer and pick apart their buildings by identifying and crippling the most structurally important walls.

This post serves three purposes:
  1. I felt like writing something.
  2. I wish to evangelise RFG.
  3. I want people to start engineering their games to cater to the player's needs.
Decide on a vision and stick to it. Make the core concept excellent and then deal with anything that you didn't have time to make amazing by providing options that allow the player to adjust their experience. Difficulty settings should be allowed to be changed at any point during the game. In RFG's case, I don't think this blocks any achievements either.

Red Faction Guerrilla is a brilliantly focused game that never strays from it's strengths and marries mayhem with very thoughtful destruction and it derserves to sell by the truck load.

I also want to talk about Fuel seeing as quite a few people are slamming it.

I love Fuel.

It isn't the best racer and it has a fair few flaws but I want to point a couple of things out:
  1. It is beautiful and huge.
  2. You race through the centre of a tornado.
Don't listen to the haters and give it a chance.

Over and out.

Tuesday, 16 June 2009

Outbursts Revisited

The last blog was pretty angry. I have been having a few outbursts recently. There are many reasons why but I feel bad about not properly explaining the Red Faction and Prototype comments (I stand by everything I said about that news post).

Note, the post this refers to has since been removed. Professionalism and what not.

Creating a great game is incredibly hard. For a studio aiming to produce triple A content on a current gen platform there are incredible and massive barriers to overcome. You have to create tech that is up to and maybe above a certain standard, generate a huge amount of art, get the backing of a publisher, create a solid and/or innovative design and then hone the gameplay. That is before the natural problems of dealing with a team of 100+ humans arise.

Prototype and Red Faction Guerrilla are both fantastic games. Their core concepts are exceptionally well realised and are amazing experiences. Special mention must go to the tech in each games. Wow, just wow.

Anyway, my problem with both games is that the difficulty curve doesn't match the game progression. Both games have a number of quirks that are incredibly unfair in certain situations and I specifically want to talk about Prototype in this regard.


For all their victories, videogames have never solved the super hero problem well. In a traditional videogame that has all of the trappings of a videogame (specifically a health bar in this case), super heroes often cause ludonarrative dissonance. How can Wolverine die? Why is Superman taking damage from things that aren't kryptonite?

Prototype runs into this problem as you play a character that is basically a god. He may not have the ability to create matter (maybe I didn't unlock that) but he outclasses every other character in the game. He has an overwhelming amount of powers and many of these dramatically change the game.

As a designer you are faced with a problem. How do you kill a god?

In this case they chose a high level answer and a low level answer.

For the high level they created an engine that can handle Godzilla. That is to say that at any time the screen can be full of fleeing civilian AI, military infantry and vehicle AI, zombie horde AI and monster AI all interacting. It is total chaos and it looks stunning. For the player it means there's probably one hundred things all trying to kill you at once. Therein lies a massive player weakness; chaos. Sometimes you just get overwhelmed, can't crowd control, get pinned and beaten to a pulp. It is frustrating but one of the few ways the designers can actually get you killed.

The low level solution (by which I mean discreet values or mechanics) is that in certain animations during which you have no control, you can be hit and killed. When hijacking a vehicle or consuming something for health you can be hit and knocked out of said animation. You can choose to enter into the animation but due to the zoomed in camera during the lengthy animations you cannot see what is going on and can be hit by the Hunters (which are really annoying as they have very little group AI to stagger their attacks) or missiles or tank shells and lose all of your health. This is really frustrating and eventually forced me to give up on the game.

Prototype is a great game and there is a lot of fun to be had but I am done with difficulty spikes and dying through no fault of my own.

I must reiterate though, Prototype is a great game.

On the subject of writing about games (last post), I want to link you to four of my favourite pieces of writing about games.

Ex GFW editor Sean Molloy talking about personal gaming.

Tim Rogers talking about Super Mario Bros. 3 as a memoir (read all 7 pages or die).

A review of Dead Space by Tim Rogers (I adore Dead Space BTW).

Leigh Alexander talking about the completely misguided Silent Hill Homecoming reviews.

I have also been wanting to pimp MC Lars for a while but haven't found a reason so whatever, here it is. He is one of my favourite rappers and it has been a joy to watch him grow as an artist. His new album is thoroughly excellent and it worth buying the physical CD for the emotional liner notes that catches you completely off guard. So here's a video (it's about videogames y'all).

Wednesday, 27 May 2009

Whoever Wins, We Lose

So I haven't blogged in a few days.

Sue me.

Cleaning your entire house for a BBQ where you get insulted by your friend doesn't do itself. I also watched a load of 24. More on that later.

This is going to be pretty quick fire because I want to play some Bionic Commando as I need to review it at the weekend.

Speaking of Bionic Commando, I have an issue with a lot of modern videogame music. Most of it is insipid orchestral rubbish or the most derivative guitar/techno silliness ever committed to a DVD. There are four exceptions; Halo, Clamato Fever from SSF2HDR, anything by Jesper Kydd and anything associated with Bionic Commando and Bionic Commando Rearmed.

When Grin did Rearmed they enlisted their composer, Simon Viklund, to redo the NES soundtrack and bring it back up to date. I don't use the word perfect a lot (other to describe anything I do) but Viklund's work is perfect. There is no other way to describe it. You can't write a normal review of it because it would be one word long.

Perfect.

Anyone that says otherwise is lying.

Simon Viklund has also done the soundtrack to Grin's Bionic Commando that just came out. Again he has taken the soundtrack and had another crack at it.

Guess what?

Perfect.

The main theme has been given a hauntingly beautiful piano treatment on the frontend and last night I had the most amazing fight with some pumping battle music. In the latter quarter of the game you are put into a hall with two levels, a big ceiling, lots of cover, grenades and rafters to swing on. By that time you have mastered the swinging and combat mechanics and the enemies that stream in are just toys to play with. I was swinging everywhere, dropping grenades on fools and chaining zip combos into dudes while the most awesome music ever plays.

Go buy either of the Bionic Commando games, grab a few beers, crank your surround sound and soak it in. When your angry suburban neighbour comes round and mouths off about it being too loud, don't knock that fool out like usual. Put your arm round him and make him sit with you as you play. Give him a beer. Be there for him as he cries with joy. Then listen to him through the wall as he goes home and beats his wife because nothing she has ever done was as life defining as what he just experienced.

Speaking of Grin, Terminator Salvation drops this week (in the UK) and despite the terrible reviews, I am excited for it. The fastest way to my heart outside of Corona is a game with a cover mechanic. I have worked on three games with a cover mechanic and I love me some blind fire. I'm not going anywhere with this, I'm just excited s'all.

Next up, IGN just put up a super positive preview of Aliens vs. Predator. Let us gather around and read it together. Tell your partner that you'll be back later, you need to soak this in.

Back to 24.

If Jack Bauer or Keifer Sutherland are reading this, I will make your game for you. I understand that twenty minute sequences in grey corridors is not what you are about. I understand that the game will need about 50 different mechanics and each level will be no longer than 5 minutes. I get it.

24 is a difficult game to make. It is completely unlike any normal game. Levels would not last half an hour and Jack would shoot a maximum of 20 dudes in the entire game. Not in the first five minutes. You would need to create good torture and interrogation mechanics. And driving. And some kind of RTS interface as you play Bill Buchanan directing field ops.

I have spent a lot of time thinking about this recently as I have been binging on 24. It is one of the reasons I lie awake at night not sleeping.

Anyway, I'm done. Bionic Commando time.

Wednesday, 20 May 2009

Asses and Elbows People

I like Alien vs. Predator.

You like Alien vs. Predator.

We all like Alien vs. Predator.

Here are some images of the new AvP game being developed by Rebellion which yours truly was lucky enough to do a bit of work on last year.

I saw a demo of it today and it looks s-weet.



Wednesday, 13 May 2009

An X-treme Review From an X-Treme Kinda Guy

My review for HAWX has just hit over at NTSC-UK.

As usual it is awesome.

The support from the NTSC-UK staff was awesome as well.

The rest of my reviews are here.

However, this review is the last you'll see of this kind of review from me. I am subscribing to the Cliffster's school of reviewing games.*



Reviews need more balls.

No more "The player can switch between 'On' mode and 'Off' mode at any time with a double tap of either trigger."

Instead you can expect "The bad ass in control can switch it up between 'Pussy Ass Bitch' mode and 'Balls To The Wall' mode at any time with a fist pump. This makes shit get real."

* With regard to this image; I WOULD.

Sunday, 10 May 2009

Simulation vs. Metaphor

I have recently been talking with the Cool Kidz in my Warhammer group about why we rail against some of the rules in 40K. Often a situation will arise that seems like total bullshit and does not reflect how troops would fight on the battlefield. The rules are queried and checked and then someone will be left with their jaw open at how seemingly unfair or unrealistic the rules are.



This, I explained, is down to the fact that the rules are not there to simulate every battlefield situation. Back in the 1st and 2nd edition of 40K (we are now on 5th) the rules were extremely complicated and elaborate and were designed to try and cover everything and simulate as closely as they could the battlefields of the 41st millennium. This meant that there were an incredible amount of tables, bespoke charts and rules and it took an ungodly amount of time to resolve things like combat. The Irresistible Force and Immovable Object situation would arise again and again because Codex entries would conflict with the rules, wargear items would clash and all sorts of modifiers would apply to the simplest table roll.

When the 3rd edition rolled round the designers stripped it all down, dumped nearly all of the rules and started again. They boiled it down to the most important elements and rather than simulate a battlefield they tried to create a metaphor for a battle.

Miniature wargames have the inherent problem of using miniatures. Imagine a war zone in the far future. Infantry crouch behind cover and blind fire at a horde of aliens swarming over a ruined building. Grenades detonate around power armoured war gods and commanders scream over sabotaged comm lines to ill disciplined troops. The battlefield is chaos and cannot be conveyed by miniatures. Miniatures cannot be reposed on the fly to show that they are crouched behind cover and we cannot physically check to see whether the hoofed aliens trip on the exposed cabling of the bombed out office they are attempting to move through.



This leads to a breakdown in simulation and the need for an essence capturing metaphor arises.

Using the example above, in the old rules if you wanted to fire through your own troops to an enemy beyond, each trooper would have to individually check to see if they had a line of sight and then resolve their shooting as normal. This would mean that you would need to check the LOS for potentially up to 20 figures. This would often result in conflicts and arguments between players and thus an effort to provide granularity and simulation in the rules slowed the game down with unnecessary complexity and bad attitude.

In the 5th edition rules the simulation has been scrapped as it helped no one. Checking individual line of sights would suggest to the players that the figure's pose represented a snap shot of their actions on the battlefield which is nonsense. Soldiers do not remain in one pose or even one posture during a battle. They crouch to avoid fire, go prone in craters and charge across streets. Now all friendly units are allowed to fire through each other without any line of sight checks. Instead, the enemy receives a bonus cover save.

This has gone from providing a simulation to creating a metaphor. Instead of being pedantic about the position of a miniature, we imagine that as the Storm Troopers turn to fire at on coming Orks through an allied squad of Guardsmen, the Storm Troopers time their shots as the Guardsmen duck into a crater or dive down as squad leaders coordinate their attack. The cover save that the Orks receive represents the Storm Troopers taking difficult shots through or round a mass of bodies as artillery lands around them and their comrades are cut down.

This attitude sits better with some people than it does others. The entirety of Warhammer is abstract silliness and as a designer it is easy for me to see where they have chosen to capture the essence of the situation and provide the most streamlined experience they can. Games Workshop designers also choose to outright contradict common sense in order to provide a better game.

In previous iterations if a unit wiped out an enemy squad in close combat they would be able to move into combat with another nearby enemy unit. This is pretty dramatic tactically as a specialist close combat unit could very easily destroy a huge amount of squads over the course of a couple of turns. Now they cannot do this which allows weaker armies to have a chance to shoot the rampaging combat monsters and level the playing field. This infuriates close combat players but it benefits the game greatly.

As designers, be it of table top games or videogames, we craft a set of rules that allow players to have an enjoyable experience. The above close combat rule is the 40K equivalent to the rubber band AI in Mario Kart. Is a game more interesting if one player very quickly gains a huge advantage that cannot be overcome by the other player or is it more interesting if it comes to a nail biting finale where two players have dealt blows to each other and kept on equal footing until the exciting end game?

In a fun game the player's advantage should not come from the rules but rather the tactical application of those rules.

But how does this relate to videogames?

Well, modern videogames have a problem with players perceive them as simulating reality. Players often wish the rules of a videogame were different to allow them to perform actions that they imagine their character could do in the real world.

This problem is unique to modern games that have realisitic graphics and that take place in real world locations. This is because the rule system is less obvious as players assume these games are simulations. Someone once described Rainbow Six Vegas as a simulator to me. They argued that because the game has realistic art, realistic weapon handling and took place in a real geographical location that the game was attempting to simulate real life.

This couldn't be further from the truth. R6V has a very definite set of rules that are no different to the set of rules in Mario. No one questions Mario's rules though. How can you question whether it is a simulation when you control a plumber that jumps on the heads of some mushrooms, collects other mushrooms and is friends with other mushrooms and where a family of dinosaurs command an army of ghosts, turtles and grinning bullets?



Rainbow Six Vegas (to carry on with this example as I fucking love the game and have a lot to say about it) is essentially the same game as Mario when viewed in a reductive way. The game provides a setting for the player to move in and combat enemies with a number of tools. The player must learn the rules of the game and use their understanding of these rules along with a selection of tools to get from the beginning to the end.

The difference is that players can relate to the Rainbow Six characters and setting more easily and can impose their own desires and perceptions or reality upon the supposedly realistic aspects of the game. The fact is that R6V is entirely unrealistic. You can disembody your vision and view yourself in the third person, heal fatal bullet damage, the weapons are not at all realistic and instead of neutralising a terrorist cell you kill an entire army.



The game has a very defined set of rules and does not create what we traditionally call a simulation of combat. Instead it creates a metaphor of a special ops team clearing buildings of terrorists. This is because a game where you rappel through a window, throw a flashbang, shoot two dudes and then order your team to blow open a door and clear the next room is far more fun than trying to rappel through a window to find that there is a knot in your rope and then being shot in the legs and waiting for an hour for the rescue team to clear the building and extract you and then spending days of gameplay in a military hospital.

The former is a metaphor for how we wish combat was and the latter is a simulation of the actualities of combat.

What people actually want is a believable context. They want to perform the actions they feel they should be able to in possibility spaces that feel contextually realistic. When a player resorts to saying "That's not realistic" at a point in a game it means that the metaphor has been broken and that they now view it as a simulation. This is a fine line to tread when we have games that look like Crysis and are the nearest to photo realistic as we have gotten.

Designers must strive to create games that are like the 5th edition of 40K. Games where the players buy into the fantasy and do not resort to wanting a simulation but instead are happy with the metaphor for whatever scenario we are trying to create.

Friday, 8 May 2009

Today I Die


This blog isn't getting more emo than it already is, don't worry.

You need to play this game. I mean, really need to. Like you currently think you need to go poop or get on with some work.

You don't.

You need to play this game.