Showing posts with label Demo. Show all posts
Showing posts with label Demo. Show all posts

Saturday, February 19, 2011

Converted To Modern Games


Modern games are better and more fun to play than retro games.  That may not sound like a bold proclamation, but for me it represents a complete attitude change.

It’s been about a year since I bought an Xbox 360 and started this blog.  If you remember, I mainly got the Xbox is order to play old school style games.  A good example is Bionic Commando:Rearmed.  At the time, that was exactly the type of game I was looking for (and still the best remake of an 8-bit game ever, in my opinion).

But, if you look over my blog posts over time, I started to be more enthusiastic about modern games.  It started with Batman:Arkham Asylum.  Then it was Transformers: War For Cybertron.  But the final step of my conversion has been Red Dead Redemption.

Early on, I thought that playing the modern games was just a diversion, and that my main interest would still be old school games.  The games I was looking forward to most were Castlevania: Harmony of Despair, Bionic Commando: Rearmed 2, and Hard Corp: Uprising.  Those games are all out now.  They are good games (well, I have problems with Castlevania:HD).  But, I have no plans to buy the full versions.

The reason is, I just find them boring.  The control is too basic.  When I’m used to 3D games with deep, complex controls, I just can’t “switch gears” to enjoy the old school gameplay.  I mentioned this in my assessment of the Limbo demo last year.  At the time I didn’t realize that was I was feeling was not temporary, but a permanent change in my attitude.

Simple mechanics are one of the reasons that many people prefer retro games.  You can pick up and play them without having to learn much or train your hands.  Games with deep controls can have a steep learning curve that can be intimidating.  I can speak to that because that I how I felt a year ago.  But I can now say, the learning curve is worth it.  It seems daunting at first, but you will adapt in time.  And it doesn’t even take that much time.  At a certain point, the controls become second nature and don’t even seem complex.  And when you reach that point, playing the game becomes entertaining and rewarding beyond what’s possible in an old school game.  Here are a couple of examples.



In Batman:Arkham Asylum, you can use Batman’s line launcher to zip-line across a room and knock down a group of henchmen.  Before they get up, you can use a ground takedown move to knock one of them out.  By that time the others will have gotten up and and will most likely be ready to open fire on Batman with machine guns.  At that point you can either retreat by grappling up to gargoyle, stun them using Batman’s cape, use batarangs to knock them down again, or just run at them kicking and punching, hoping to take them out before Batman is critically wounded.  There are so many options – you can let your creativity run wild.  It takes a high level of comfort with the game’s controls to be able to do all that, but the gamer does get to that level, and it happens naturally (in this game, at least).



Another example is from Read Dead Redemption.  You can take something that happens in the game fairly often – a thief steals a horse and a townsperson asks you to get the horse back.  You have a lot of options in RDR, but I like to return the horse and the thief alive.  Here are the steps required for that:
  1. Whistle for horse
  2. Mount horse
  3. Equip lasso
  4. Look where thief is on mini-map and chase after him
  5. Once caught up to thief, ready lasso
  6. Enter dead-eye mode
  7. “Paint” thief in dead-eye mode
  8. Throw lasso
  9. Dismount house
  10. Run to to thief and hogtie him
  11. Pick up thief
  12. Put thief on horse
  13. Mount house
  14. Chase down stolen horse and lasso it
  15. Lead horse back to robbery victim
  16. Dismount horse
  17. Remove thief from horse
  18. Drop thief off ground
That is very complex process, but it’s something that becomes easy to do after a while.  When I started making that list, I included the necessary buttons that need to be pressed for each step, but I couldn’t finish that aspect.  I couldn’t remember some of them, and others I was just unsure about which button.  But when I play the game I can do it easily because of muscle memory.  So, what sounds daunting and complex (and is daunting and complex at first) becomes second nature.

So why is that more satisfying than say, defeating a monster in The Legend of Zelda.  I don’t know.  It’s something that I know experientially.  Maybe I’ll try to think of the specific reasons in a future post.  For now I can only say that I am a convert.

Thursday, August 5, 2010

Demo Assessment: Castlevania Harmony of Despair

Castlevania Harmony of Despair sounds like it would be right up my alley.  In an earlier post I said, “Konami and everyone else -- we will gladly pay $15+ for classic games on our modern consoles if you put some effort into optimizing them. Widescreen and high definition are the main things I want. Achievements, enhancements, different modes of play are also nice.”  CHoD has all of those things going for it.  Its price is exactly $15.  But...

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The graphics are attractive.  They’re widescreen.  They’re HD.  By today’s standards though, I’m afraid they just don’t cut it.  They’re too pixel-y.  They’re too 16-bit.  I would point to Braid as an example of a sprite-based game on a modern console with excellent graphics:

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Braid’s sprite’s don’t have jagged edges.  The game looks like a painting in motion.  It’s an independent game, released two years ago.  You’re telling me that a game released by Konami today can’t look nearly as good as that?

Visuals aren’t the only problem for CHoD.  The controls are stiff, and the pace of the game is slow.  This is typical of Castlevania games, but I think Konami could have retained the basics and still have made the controls feel more fluid and responsive.  I keep mentioning Bionic Commando:Rearmed, but it is the standard for games of its type (as far as I’m concerned), and it has great controls that are faithful to the original.  When you consider that just about any random platformer on the XBox 360 – Rocket Knight, for example (another Konami game) – has better controls, it’s hard to make the case for playing Castlevania.

The lack of local multiplayer is disappointing.  Hydro Thunder Hurricane, last week’s XBox Live Arcade release, has to render complex 3D environments and water effects.  That game has a 4-player split screen mode.  All that CHoD has to render is 2D sprites.  Given the zoom out / zoom in feature of the game (which is very cool), you’d think that a multi-player split screen mode would be easy.

Castlevania has a lot of good qualities and I’m pretty sure it’ll be a hit.  The effort that went into it is clearly about 2000% greater than the effort that went into the terrible emulated Contra releases for XBox Live Arcade.  I’m sure I could have a lot of fun playing it online with 5 other players.  But given the other great games to choose from, I can’t justify buying this one.

I still have high hopes for Konami’s upcoming Hard Corps: Uprising (a Contra modernization) and Rush’n Attack Ex-Patriot.

Friday, July 23, 2010

Demo Assessment: Limbo

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Limbo has the most distinctive graphics I’ve seen in a game.  It’s a beautiful, amazing game to look at.  As you can see from the screen shot, it’s incredibly minimalistic.  The puzzles (in the demo, at least) are similarly reductionist.  At most of the obstacles in the demo, my first thought was usually, “how in the world am I going to get past this?”  There is seemingly so little to work with, with the only buttons being jump and interact.  The boy that you control can’t jump very high or run very fast, so he he seems vulnerable and relatively helpless.

I enjoyed the demo and figuring out the puzzles in it.  As I mentioned, the game is very impressive and unique visually.  However, I don’t plan on buying it anytime soon.  Puzzle games are not my favorite, and the game’s pace much slower than what I want right now.  My tastes change all of the time, but I’m currently playing Transformers: War for Cybertron, and I can’t pull myself away from the game to place Limbo at this point.  But I can definitely see myself playing through it at some point in the future.

Thursday, June 3, 2010

Demo Assessment: The Bourne Conspiracy

For reasons too boring to go into, I decided to check out the demo of The Bourne Conspiracy game that was released about 2 years go.  The demo covers the escape from the US Swiss embassy that’s depicted in The Bourne Identity movie.  This Youtube video covers what’s in the demo:

The demo was frustrating for me.  Early into it, Bourne has to slide under a closing gate.  You can see this in the video.  If he doesn’t make it, you can reload the last checkpoint.  The load times aren’t particularly long, but attempting the gate slide (and failing) took less time than the checkpoint loading.  Nothing’s more certain to make a game frustrating than load times longer than gameplay times.  In addition, in order to slide under the gate, the player needs to press a button.  The specific button changes per attempt, and is revealed to the player at the time he needs to press it.  I’m not against this Dragons Lair-type system for getting past obstacles.  I thought Shenmue’s Quick Time Events worked well enough.  But, I don’t understand the need to randomize the button.  Shouldn’t the button roughly correspond to the action that the button will perform, and not just be random for the sake of making the task more difficult?  Also, does every wrong or late button press have to be a game-stopper?  Some contingencies would be nice, especially in the game’s demo where I would think they’d want to ease players into the system.

My other big problem in the game is the hand-to-hand combat.  This was an aspect of it that was praised in most reviews, but I didn’t like it, maybe because I’m just spoiled by the “Free-Flow Combat” system of Batman:Arkham Asylum. 

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In the game, when Bourne fights a guy, he squares off with them boxing-style.  This doesn’t make any sense when there are multiple opponents.  Why put your arms in front of you when you’re surrounded by enemies?  That’s a great way to get a rifle butt stock to the back of the head.  Beyond that, when Bourne fights even low level embassy guards, he trades blows with them until knocking them out.  I’m sure the makers of this game saw the Bourne movies, so I’m not sure how they would have gotten that aspect of Bourne so wrong.  The only opponents that Bourne trades blows with are the highly-trained Treadstone/Blackbriar assets.  Everyone else he takes down with incredible speed and efficiency.

I know that the developers have to make it challenging, but the challenge should be true to the character.  If Bourne had to rely on primitive pugilistics to incapacitate enemies, he wouldn’t be able to function.

Batman:Arkham Asylum got it right.  They made Batman fight in an authentic, overpowering way, but still made the combat challenging and fun.  Of course Batman:AA was released after this game, so you can’t blame the developers for not studying a superior combat model.

That’s all I have to say about The Bourne Conspiracy.  I wanted to like the game.  It has good graphics and seems to capture the tone of the movies, but the gameplay doesn’t cut it.