Tuesday, 4 November 2008

Far Cry 2: The Problem with Sandbox Games

I never really could get my head around sandbox games - that is open-world, non-linear, free-roaming affairs. I enjoyed the odd Grand Theft Auto game here and there but never managed to see one through to the end. It usually trailed off once I'd explored all the new environments. When I played Far Cry 2 I wasn't expecting something along these lines. The first game in the series featured wide, expansive environments but it was essentially linear. You had to progress from point A to point B and so on, but how you got there was largely up to you. This time around you are dropped into the heart of an unnamed African country and are pretty much left to your own devices, being able to explore in all four directions of the compass.

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The problem, for me, lies therein. What am I doing? Where do I begin? According to the text displayed at the bottom of the loading screen I'm here to kill an elusive arms dealer known as 'The Jackal', who also happened to pay me a threatening visit whilst I was bedridden with malaria. I am released into the jungle in search of medicine to calm my intense migraines, but apart from these two loose goals I have no clear objectives. How do you track down a man and a pill in Africa? Where do I begin? Far Cry 2 points you in the right direction to an extent but I often found that I was wandering aimlessly until I uncovered a new side mission in which I had to assassinate an unknown figure for an unknown employer.

A vital ingredient for a great game is purpose. In other words, having objectives and feeling the sense that you are working towards reaching them. I do not particularly get that feeling in Far Cry 2, instead I feel that I am like some sort of nomad who knows nothing but violence and survival.

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Ubisoft had a great opportunity to portray some fascinating characters: refugees made homeless by the conflict, thieves forced into crime to survive, etc. But instead the downtrodden natives are shown to be leaving the country in the introductory car ride and the only people you meet are warlords, henchmen and people trying to make profit from the situation. Character interaction is wooden and uninspiring, with NPCs doing little more than standing and staring at you while they quickly recite their lines. There is very little hint of emotion. Perhaps I've just been spoiled by playing too much Half-Life 2...

On the plus side, it's not all bad. The scenery is breathtaking, the AI is pretty impressive, the shoot-outs are challenging and intense, the music fits perfectly and the weapons are satisfying to use. But these are all things we have come to expect. After all, we've been honing those skills for years. Why can't we get the other things right?

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Finally, I feel I should comment on the level editor that comes bundled with Far Cry 2 on all versions (PC, PlayStation 3 and Xbox 360). The very fact that this software is available on the console versions probably tells you a lot about it; it's a stripped-down piece of software which makes large-scale terrain morphing to be performing quickly and very easily. Constructing buildings is as simple as selecting one from a list and clicking where you want it (also allowing you to manipulate its orientation at any point). The image above is a map I whipped up in less than an hour. This kind of ease does, of course, come at the cost of freedom. You are unable to create your own buildings or walls as you are completely restricted to Ubisoft's premade assets and currently you can only create multiplayer maps (no AI NPC options available, although enough pestering on Ubisoft's forums might hopefully change that). The editor is certainly a good starting point for anyone interested in level design, or even anyone who just wants to mess around and create some great-looking maps with ease, but don't expect it to teach you all the skills you need to move on to more complex editors like Hammer and UnrealEd.

Thursday, 30 October 2008

Eurogamer Expo 2008

What a day! It's difficult to know where to begin when describing my visit to Eurogamer Expo (part of London Games Festival). First I'll give you a run-down of all the games I managed to play...

Fallout 3
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Probably the game I was looking forward to the most. In actual fact I think it was somewhere near the bottom compared to the other games I played. This may be partly because I was playing on PlayStation 3 (I really can't stand those analogue sticks for first-person mode) and also because I was sat very close to the massive TV so it looked quite grainy. I only played a small part and - considering the game is meant to be somewhat on the large side - I probably didn't get a real feel for its magnitude. The dialogue system seemed to be pretty in-depth and commendable and the locations were, as you probably know, jaw-dropping.

Mirror's Edge
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Certainly one of the highlights of the show for me and my gaming companion. The game's focus on parkour, agility and mobility was helped a great deal by its simple control system and sleek, HUD-less interface. The lack of varied colours was surprisingly both beautiful and functional as it allowed you to single out the important elements of the area and head straight for them. My only criticism was that gauging the jumps was sometimes a little tricky, although this may well become easier with practice.

Killzone 2
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Without a doubt the best-looking game at the show and second only to Crysis and NBA 2K9. The gameplay was certainly a step up from the original as it seemed to be more varied than simply run and gun. The demo I played featured a battle through a war-torn city with long and short range combat round every corner. It culminated in a face-off between ISA and Helghast tanks in a damaged street (or possibly dried canal) whilst I protected an allied convoy. Movement was slightly clunky but I always feel that way about FPS games on consoles. I'm really annoyed that this won't be released on PC...

Little Big Planet
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Another great title for the PS3 which I can only describe as pure fun. Within minutes of playing we were laughing and joking with complete strangers as the little Sackboys frantically chased a runaway skateboard down a steep slope. It was charming, simple and innovative and I can now see why it's been so highly praised. A nifty checkpoint system kept the game moving quickly and prevented it from becoming stale or frustrating.

Call of Duty: World at War
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What can I say? It's Call of Duty. Treyarch's return to the World War II era may have received mixed reactions but at the end of the day you can't beat the series' intensity. I played a short segment in which I stormed a German encampment with machine guns and a rocket launcher. It was pretty standard stuff, but that's not to say I didn't enjoy it. Quite the contrary. This is a game I will definitely be getting and I'm happy to see it sticking to its solid roots.

Left 4 Dead
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Once again, Valve deliver the goods. I was slightly sceptical as multiplayer is not really my forte but one round on this changed all that. It was an intense zombie-fest through abandoned subway tunnels which somehow managed to draw four people (two of whom I'd never met before) into a tight-knit team of action heroes. The Infected hordes were truly terrifying, the co-operative features such as healing were flawlessly implemented and the locations were deliciously creepy. Another game I'll surely be purchasing.

Prince of Persia
This latest addition to the series features a unique new look. The combat mechanics were interesting as it seemed to be more of an 'overpower your opponent' affair than 'reduce their health to zero'. The movement was slightly too responsive at times and we encountered two major bugs in the demo that prevented us from advancing any further. Hopefully these will be addressed in the final version. It looked great but I couldn't play enough to get a real feel for it's main mechanics.

Legendary
I only played this very briefly but nothing struck me as being particularly awesome. The graphics were mediocre, especially in comparison to all the other top titles on display. The gameplay featured nothing I hadn't seen before but, again, I didn't play much so I can't give a fair criticism.

Super Street Fighter II Turbo HD Remix
Just like the old game but with a gorgeous HD visual update! But I'm not really a fan of fighting games...


As well as this I also managed to watch people play Resident Evil 5, Gears of War 2, Street Fighter IV, Far Cry 2 and Resistance 2, all of which were pretty impressive. Of course RE5 took the prize from this bunch with a terrifying new axe-wielding enemy akin to the Nemesis and Mr X.

Oh and guess what, there were several white zombies in there too.

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As well as all this there were some sports game which don't interest me in the slightest, and a whole wall of Nintendo Wii and DS games that were largely ignored. It was a pretty poor show on their part and it makes me wonder if they've got what it takes to keep their momentum up enough to compete with the big boys.

Finally, I recorded a couple of videos (albeit with a shoddy camera phone so they are low quality). You can view them here:
Killzone 2
Resident Evil 5

Tuesday, 28 October 2008

Back again with Union videos

After a critical problem with our family computer and then moving into a new house with no internet access, I am finally able to post again. Which is nice. I'll post some new reviews and articles and whatnot in the near future, but until then here are some videos which show the entirety of Union. Obviously they contain every spoiler possible so avoid watching them unless you've played it (or don't intend to play it). You can use them as a sort of video walkthrough as well if you want.

Meanwhile I'm preparing for an awesome winter of gaming: Far Cry 2, Fallout 3, Dead Space, Mirror's Edge, Little Big Planet, Gears of War 2, the list seems endless. Where were all these games during the summer drought?





Tuesday, 19 August 2008

Emily isn't real

This article shows off new technology which allows for extremely realistic facial animation, and I would recommend giving it a look.

http://technology.timesonline.co.uk/tol/news/tech_and_web/article4557935.ece

The video made me realise that the most realistic animation is achieved when it is captured with the person providing the voice acting. When it is applied afterwards it must be extremely difficult to match up the audio with the visual as they may not be perfectly in sync. I hope that more game developers start using this technique.

Sorry this isn't more in-depth but I'm pressed for time today!

Wednesday, 6 August 2008

Curse of the Impatient Gamer

I have memories of being in a computer shop in my early teens. My dad was handing over his credit card to pay for our brand new, top of the range PC with Windows 95. My eyes were wandering across the shelves of bulky game boxes when they stopped on Fallout, a enticing marvel to behold if ever I did see one. It turns out I couldn't afford the game on my measly pocket money and, for one reason or another, lost interest and stopped pursuing it. Yesterday, inspired by the recent previews of Fallout 3, I decided to finally try it out.

To be honest I'm not entirely sure what I expected but it certainly wasn't what I experienced. My first gripe was with the interface. Granted, I probably should have read the manual (you have to be prepared for this kind of thing when you dig out '90s PC games) but for the first 15 minutes I found myself awkwardly fumbling around with menus and icons and wondering why the game wouldn't just let me perform a straight-up left click. I also found the combat to be extremely jarring as it was constantly forcing me to halt my exploration and shift into a skill points/turn-based system, making me wait while enemies slowly shuffled towards me. My patience was finally tested when I accidentally clicked on my ally with the attack command (because he was standing right in front of an enemy and obscuring most of it). He proceeded to shoot me dead within 2 turns, not enough for me to escape or even try to tell him that I wasn't really out to get him, and that I just had a brief case of spaz-hand.

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Fallout (1997)

So, about 30 minutes into the game and I had already admitted defeat. It had irritated me too much and I couldn't be bothered to work with it any more. The whole thing got me thinking: would I have kept trying if I had played the game 10 years ago? Back then playing a new game was a rare treat, not a weekly tradition. I didn't have the money to try all the new big titles, just the select few I could afford and I can assure you, I would squeeze every last penny's worth of enjoyment out of those games (with the exception of 7th Legion, that was just guff).

Of course there are myriad factors involved (time, money, the cynicism I have developed as I've grown older, etc.) but one of the major ones, in my opinion, is the techniques games use to introduce the player to its mechanics. These days (most) games seem to have it nailed. Half-Life 2 springs to mind as it's probably the game that first got me thinking about this concept. Whenever the game introduces a new mechanic or vital skill that the player will need to rely on, it makes sure that we have a firm understanding of how it works and how to use it (usuaully in a safe, stress-free situation) before we are thrown into the deep end. The result is an experience which never feels frustrating or cheap. There is never a moment where the player is unsure why they met their demise or failed to complete their objective.

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Half-Life 2 (2004)

Compare this to games from 15+ years ago, sometimes even more recent, when the player would be laughed at for not considering to read the manual. Lists of controls would be printed - sometimes on double-page spreads - and we would be expected to learn them before popping the disk in as if the game was some sort of exam to see how well we can memorise 30 different key functions. I have the same problem with the recent surge of mobile phone games; they often give you a screen showing you the controls and then just chuck you into the action and expect you to be a master.

Nowadays people talk about the 'dumbing down' of games, made easy for the casual masses. HUDs become less obtrusive but make way for on-screen button prompts. Personally, I can't argue with this new method of player training. When I play a game I want to become totally immersed in its world, I don't want to be constantly taking my eyes off the screen to read an inch-thick instruction book. If the game needs to help me along a little bit while I'm playing, that's fine; not all of us are geniuses.

P.S. I love Fallout's setting and universe, so I still want to give it a chance. I'll probably try again soon. This comment was included so that I don't piss off any Fallout fans as apparently the game is quite good.

Sunday, 27 July 2008

David Cage: Gamasutra Interview

I know it's a few days old, but I just got round to reading this interview over at Gamasutra and I have to say it's one of the most interesting I've read. David Cage is the founder of Quantic Dream, the development studio that brought us Indigo Prophecy (Fahrenheit in Europe) and is soon to deliver the much-anticipated Heavy Rain on the PlayStation 3.

Dreaming of a New Day: Heavy Rain's David Cage

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Cage talks about narrative in games, the difference between how it applies to linear and sandbox games, links between cinema and games as media and that one particularly hot potato: censorship. All these topics are open to a lot of debate and are areas I'm very interested in. I'd love to hear your views too!

One last note: I'm finally downloading Façade as I write, a game I've been intending to play for a long time. For those who don't know, it's an experiment into artificial intelligence and character interaction and it can be downloaded for free at www.interactivestory.net.

Sunday, 20 July 2008

Half-Life 2 Mapping For Beginners

I just came across this on ModDB, so if anyone is reading and wants to get started with map editing for Half-Life 2 or any of the other games that use the Source engine (Team Fortress 2, Counter-Strike: Source, Portal, etc.) then you should check it out! It's a pretty straight-forward introduction with video tutorials too.

http://www.moddb.com/games/half-life-2/tutorials/half-life-2-mapping-tutorials-for-beginners