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Saturday, June 12, 2010

TimeShift : A Lack of Imagination

Show of hands: How many of you got around to playing TimeShift so long ago back when it released at the end of 2008? Well, I recently downloaded the the demo for this game off of Live and was intrigued enough to hunt down a bargain bin copy from GameFly. My first impressions of the game were very favorable. I'm a pretty big fan of FPSs so naturally, an FPS that lets me control time would seem right up my alley. And for the most part, what the game does, it actually does pretty well. The real problem with this title is in what it doesn't do. With a premise as grand as controlling time, I was expecting a lot more.

The Good:
  1. Unique setting with an interesting design. I really like the 'alternate 20th century' aesthetic.
  2. Nice guns. Each gun has it's own feel and is fun to shoot.
  3. Freezing time and stealing someone's gun is a blast.
  4. All the basic FPS ingredients are there and well implemented.
  5. Rain and lightning looks really cool in slow motion.
The Bad:
  1. Considering I have control over time, I really thought I'd be doing cooler stuff.
  2. Can't upgrade the time powers.
  3. Combat starts becoming a lot of the same after a couple levels. All combat follows this format: slow/ freeze time > run up to enemies > shoot enemies > run away > wait for time power to recharge > repeat.
  4. Can't run and your character moves so slow.

Basically, there isn't any imagination. Instead of something like slowing down time and fighting on the back of a jet, climbing a time-frozen waterfall, or dynamically controlling a rock slide, I'm spending the whole game turning nobs to open a gate and then freezing time to get under it before it shuts. Worse yet, one of the coolest powers, Time Reversal, is hardly used at all... maybe once a level.

This game could have been something really cool, but instead it's a missed opportunity. Your suit has an AI called the S.S.A.M. who's job is warning you of danger and helping you pick out the appropriate time power for the occasion. Why didn't they have S.S.A.M. actually control time beyond your ability to do so (like having a whole level run in slow-mo or even in reverse) in order to create never before seen FPS events? I've only been thinking on the subject for a couple minutes and already I've come up with a dozen better uses for TimeShift's Time Powers.

All in all, TimeShift is a good enough game to warrant a play (especially at the prices you can get it for these days), but don't expect too much from it. Here's hoping for a TimeShift 2 wherein the developers really get to go crazy with some of these ideas. Later this month Singularity comes out with a similar time shifting premise. Maybe this game will do this awesome idea justice.

Tuesday, June 8, 2010

Assassin's Creed - Is it coming to Ancient Egypt next?

Ubisoft has just posted a teaser image (see below) at UbiWorkshop strongly hinting at the next Assassin's Creed taking place in ancient Egypt. The picture is by an artist called Ganz, and according to the twitter feed UbiWorkshop, this image “has nothing to do with Assassin’s Creed Brotherhood.” This is amazing news. If their is one thing I have always wanted video games to do more of, is use their unparalleled ability to fully realize worlds and explore historical settings. So far the only game to really do this well is Assassin's Creed.

Maybe it's just because I'm a history buff, but I just love the idea of exploring the past in this manor. I hope someone does Rome circa 27BCE - 17CE (Caesar Augustus's rule and one of my personal favorite time periods) some time soon. The only time it seems video games visit the past is to rehash WWII (which is interesting, but getting a bit stale).

If I had to choose my top picks for the next Assassin's Creed (not counting Brotherhood), it would go like this:

1. Roman Empire (circa Augustus Ceasar)
2. Ancient Egypt (post Pyraminds phase)
3. Ottoman Empire circa 1650
4. Tang Dynasty China
5. Japan (Edo Period, Age of the Shogunate)

Anyone of them would be great and the fact that they picked Ancient Egypt is fantastic. I can't wait to see what they do in such a early technological period. I can guess already that the Piece of Eden will be the source of the Pharaoh's power.
 

Monday, May 31, 2010

Super Street Fighter 4: Advice for all the Scrubs out there.



I'm creating this post because I'm sick of all the cry babies who play fighting games on line these days, especially Super Street Fighter 4. What the hell is wrong with some people that they think whining to complete strangers is somehow the right thing to do?

I have a little advice to all the Street Fighters out there right now:

1) There is no such thing as CHEAP MOVES when playing competitively online! Different characters have different advantages and disadvantages. To not use all of those moves is to not play the game right! I've had enough of losers quitting on me because they suck too bad to figure out a way around Gouken's angled fireballs. THAT IS HIS ADVANTAGE! Without it, he is a slow old man!

2) People who call you cheap are just trying to get you to play in a way that they can win! They do not have your best interest at heart! Last night I was playing with someone who was using one of the characters with air throws (Guy to be specific) and I mentioned how much trouble I was having getting around it. My friend, trying to be nice, said he wouldn't do them anymore. I was like "What?! Keep doing them! Don't play so I can win because when I finally do beat you, I want to know you weren't holding back!"

3) Giving people bad rating's because you couldn't find a way around their moves is just childish! I used to have impeccable ratings from people who play with me online until I started playing SSF4. A small minority of players get mad and rage-quit when they can't get a move in AND THEN HAVE THE NERVE TO RATE PEOPLE DOWN CLAIMING "UNSPORTSMANLIKE BEHAVIOR" (it's an option when you rate people on the 360 in case you didn't know) as if everyone they can't beat are using hacked 360s and guys with infinite health and turbo fists!

4) The way you choose to insult someone says a lot about who you are as a person. Follow me here folks because I'm about to get deep. When you insult someone you don't know, the thought process goes as such: "Okay, what is the thing that would hurt the most? Well, what would hurt me the most? Okay, I'll say that!" "YOU'RE A VIRGIN!" See the problem with this? First off, I'm a happily married man so those kind of insults don't even make sense in my context. Secondly, you are revealing that you are an sad, pimply teen who fears rejection by the opposite sex by using those insults. When adults insult each other (hopefully rarely as we should have grown out of that by now), we try and pick things that are going to hit home and swear words mixed with sex-life slams stopped being shocking in high school. Grow up or at least get creative.

5) When opponents Rage-Quits and then send me insults, I find it more satisfying then an actual victory. Don't you get what it means when you do this? It says: "You beat me SO BAD that I can't even stand to hang around for the short duration that a SSF4 match lasts anymore! I suck and have lost all hope in ever beating you!" Maybe some of you are too young to realize this, but you will always learn more from losing than winning. The other day I had the opportunity to play against a tournament ranked player and I don't think I won even a single match no matter who my opponent played as! He was kicking my butt with Dan, and I mean Perfect Round kicking my butt. I don't think the match would have been any different if I put my controller down. But guess what? Since that time, my game has been elevated a good 50% (in that my Player Points improved by 50%). It is always worth your time to lose because by losing you will grow as a player.

6) This one ties into #1: Stop whining about so-and-so being overpowered! If the character was really that good, why don't you play as them and win? Juri seems to be taking a lot of flack right now for being overpowered. Two words: She's not. She's just new and nobody is familiar with fighting against her yet. Just like everyone else, she has her weaknesses and strengths. Here's a lark: go online and study up on how to fight against her with your chosen character. Check out EventHubs for some great Capcom Fighting Games info, go on You-Tube and look up some matches (there are plenty of tournament level matches online), or use SSF4's new Replay Channel!

I guess that's all for now. If I come up with some more useful advice for all you scrubby players out there I'll be sure to get right on posting it up. In the mean-time, anyone who wants a decent challenge (I'm not the best... yet!), feel free to message me over Xbox Live at Solamon77. See you all in the ring.

Red Dead Redemption's Amazing Final Act ***MAJOR SPOILERS***

***WARNING!!!***
***MAJOR SPOILERS!!!***
***DO NOT READ IF YOU HAVEN'T BEATEN THE GAME!!!***




***LAST WARNING!!!***


Like most of the gaming world this past couple weeks, I have been enthralled by the masterpiece that is Rockstar Games's Red Dead Redemption and I must say, if this game doesn't win every Game of the Year award I can't wait to see what else is coming this year. 2010 has been an unusually strong year for video games what with Mass Effect 2, Super Street Fighter 4, Metro 2033, Alan Wake, God of War 3, & Heavy Rain just to name a few, but RDR stands head-and-shoulders above all of them. (and in January I was so sure Mass Effect 2 was a shoe-in for GOTY). And I'm not even a huge western fan (HBO's Deadwood withholding)!

So after playing RDR for somewhere near 40+ hours, I have finally come to the sad ending (of the main story at least, there is much side-work left to do) which came by surprise after not one, but two fake-out endings? How many of us thought the game was over after finally catching up with Dutch? I know I put down my controller and was waiting for the credits to roll when BAM! more story! Not just more story though, a whole fourth act. I figured we'd get to meet John's wife Abigail and son Jack via a short cut scene and the game would conclude. Instead we get to enjoy John's new hard-fought rancher life and actually do mission's with his long lost family. It was a sweet conclusion to a wonderful story.

I actually thought the story was going to wrap up there, with John growing old on his ranch. I figured Rockstar would probably come out with some DLC in a couple months adding a bit more interaction between them all. Maybe bring back some characters from the past, Abraham Reyes, or maybe Landon Rickets. I guess I forgot this is a Western and we all know how a Western has to end. It's not really that different from most horror movies.

But it doesn't end there either!!! Rockstar actually gives us the ability to play as Jack four years in the future. And for those of us smart enough (or clever enough to go online) to visit Blackwater at least once more, a chance to serve cold that much needed vengeance on the real villain in the story (at least from John's perspective).

In conclusion, I just want to say good work Rockstar. No, AMAZING work! I was never really a fan before this. I always thought the GTA series was kind of childish and I never really got into it (besides the very first one which really doesn't have much in common with later entries). All other designers take note: this is how you conclude a game. A lot of other games would have relegated the entire 4th act to a non-interactive cut-scene and then let the credits role. Why? In a field so devoted to interactivity, why should the endings be any less. Rockstar, I'm eagerly awaiting some RDR DLC and hopefully an RDR2.

Thursday, May 27, 2010

Trends That Should End #1: The Silent Protagonist

Old Man (NPC): So your the chosen one, eh? Don't look like much.
Golden Knight (The Player): ...
OM: And you need me give you my crystal of light so you can save us all from eternal torment.
GK: ...
OM: Well, before I do that, you need to go in this cave and kill 10 fire drakes and bring me their scales.
GK: ...
OM: You don't say much, do you?
GK: ...
OM: No matter. Come back to me when you get the scales, okay?
GK: ...

A variation of the conversation above could have taken place in any number of games with very little alteration. Old games, new games, it doesn't matter; the basic structure is the same regardless. More importantly though, the above conversation illustrates one of the things about video games that irritates me to no end. It's one of those things that needs to go the way of text adventures… something you won't find in ANY other narrative driven art form... the completely silent protagonist.

First off, I'm not talking about the protagonist that simply doesn't have a voice actor yet converses though text. I'm referring to the main character who doesn't interact with the world save for with his sword. I remember playing some games of the past (JRPGs on the 8 & 16-bit systems mostly), walking up to the townspeople, pressing A, and reading the one or two lines that NPC was programmed to tell me. Usually it was something about the situation in town I needed to fix or general flavor text designed to fill out the world. I would wonder to myself, what prompted that townsperson to say that to me? Did I walk up to him, grunt, and then stand there to listen how monsters killed his wife or did I just stand there silently until he spilled the beans just so I’d go away? These tactics almost never works for me in real life. Usually when I walk up to people and grunt, they just look at me funny and hasten away.

Of course, I understand why this tradition came to be. To a large extent video games are a type of wish fulfillment... a way for you the player to leap into the shoes of whatever hapless protagonist said game is featuring and experience the world first hand. For this reason, the protagonist often remains silent so we can better project ourselves into their role. Video games are often presented from the perspective of the main character (who is your "avatar" for experiencing the game world) and therefore may be the only story driven art form where it's perfectly alright to use the second person narrative. As everyone knows, aside from Choose-Your-Own-Adventures (which are a type of game themselves), this form of narrative is almost NEVER found in fictional.

So what's the problem? In short, it's holding back the development of video games as a legitimate story telling art form. As video games have progressed from quarter-eating, high-score based arcade games of the past, where the protagonist was silent and made up of little more than a few pixels (and the most well spoken of them was Q-Bert and all he did was swear), into 15,000 polygon models with mo-cap actors controlling their movements which we watch from the comfort of our couch, the ability for video games to convey meaningful and emotional content has deepened greatly. In my opinion, video games are already the most atmospheric was of experiences a fictional world ever conceived. When the protagonist doesn't actually respond when NPC's talk to him, the resulting conversation feels stilted and unnatural…which is a huge distraction. As a thought experiment, imagine a movie where the main character doesn't talk, yet everyone responds to them as if they did. Imagine “The Godfather” if Michael just walked around through the movie standing in front of people and then they’d just run off their lines. Stupid, isn’t it?

So why is it that in some of the most story driven games out there, we still have silent protagonists so much of the time? 90% of the time the silent protagonist technique is used now-a-days it takes away from the story and most of that remaining 10% where it actually does work are in games made by Nintendo (Mario wouldn't be improved with full voice acting). I don't have a problem stepping into a character that already has a personality. If anything, it helps me empathize because the main character feels like a real person. One of the primary reasons I play video games is to experience a life I can never lead. I want to see my dreams projected onto the TV screen in full 3D glory and guess what… I can't recall the last dream I had about being a mute.

With that said, I hereby proclaim the silent protagonist a "Trend That Should End" except for very few, very special situations.

List of a few recent offending games:
Fallout 3
Ghostbusters: The Video Game
Metroid
Dead Space
Fable I & II
Metro 2033
Saints Row
Elder Scrolls IV: Oblivion
Most FPSs