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Indie Game Spotlight – Today I Die

Indie Game Spotlight is the hopefull to continue being weekly feature where I will highlight an independent game that deserves attention. Given the difficutly these developers have in being heard, every little bit helps. Some will be free, some may cost money, but they are deserving of some attention.

This game is a relatively older one, as far as I can tell it came out back in April. Created by Daneil Benmergui with music by Hernan Rozenwasser, Today I Die is another art game. Again, not a bad thing, as the feelings the game tries to evoke in the player is part of the enjoyment.

Today I Die defies normal video game genres and conventions. If I had to liken it to something I;d call it a descendant of point and click adventure games. Your mouse pointer is your only means of interaction. You are given no instructions beyond “Click Here to Start.” The only words are the shot three line poem that takes up part of the screen. It’s a puzzle game that embraces its simplicity, in both mechanics and art design.

Today I Die

Design wise it runs with the idea of giving you no instructions and instead allows you to explore and with a few simple aesthetic choices is able to guide you to what you are suppose to do. It’s not long and can be finished in under five minutes, but that would be missing the point. It’s a game not so much about beating it as experiencing it.

After playing it, you can follow the link to where you can download it for free or donate some money. You need Flash and can play it in your broswer here: http://www.ludomancy.com/games/today.php


Indie Game Spotlight – Small Worlds

Indie Game Spotlight, at the moment, is an irregularly schedualed feature where I highlight an independantly funded and created game. Each game will be one worth taking a look at as abreak from the usual AAA and other studio made titles. These games need all the visibility they can get and I’d like to do my part for those I think deserve a look. (I hope to have the time to make this a weekly feature.)

Small Worlds is an indie entrant into the Causal Gameplay design 6th challenge, going on right now. The competition’s deadline was October 18th and it has been up since then. The compition’s  parameters are as follows:

Design a game that incorporates our theme (see below). It doesn’t have to be complex nor large in scope. Since you will have just 6 weeks to complete your design, simple ideas are probably the best way to go. You may use any browser-based technology platformyou are comfortable with (Flash, Unity, Shockwave, Javascript, etc.). If we can embed your finished game file on our competition page, you may use that platform to design and develop your game.

For the 6th Casual Gameplay Design Competition, we are asking for entries designed to incorporate this theme: EXPLORE. You are free to interpret that any way you choose; however, the extent to which your game embodies the theme is left up to the competition judges to decide. Use your imagination and be creative. We will select the best entries submitted to represent the competition just like we have done before. Impress us with your game design and production skills.

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With that in mind David Shute created a game that emphasises the theme perfectly and with an increabaly atmophereic resonance. Small Worlds is a platformer that utilizes very old school pixel art design that creates a canvus almost as much as it creates a level. The game did have some issues with the jump button that that the creator did apologize for, saying:

“I’m really sorry the jumping control is so screwy – In an ill-fated attempt to streamline the movement code, I changed the order in which key presses are processed, which had an unintended side effect: ‘Jump’ gets ignored if you’re moving sideways off a ledge or walking down a slope.

I’d really love to be able to upload the fixed version right now, but a deadline’s a deadline – and for better or worse, this is the version I submitted.

As soon as the competition’s over I’ll send Jay the improved version though – It’ll give me a chance to fix some other (minor, cosmetic) problems that slipped through the net too.”

He and all the other contestants were allowed to upload updated versions. Another note, Small Worlds proudly wears the Art Game label, whether or not it was intentional. I don’t wish to spoil anything, but it is an expirience well worth having. The game is work safe. Try and play it in an eviornment where you wont be bothered. The music, by Kevin MacLeod is that good.

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I am amazed that Small Worlds took only 6 weeks to make, not because it is brimming with compexity in its code or visual, but rather its concept. The design is subtle and intricate that it is able to draw you in with a few colored blocks and slowly reveal itself . It is so basic and succedes at being art better than most AAA PC and console titles published today. Don’t take that as a negative, art is not the direct opposite of fun or engaging; the two words have nothing to do with each other. The best works are those that are engaging and consumable as well as deep and meaningful. This is one of those games.

David Shute’s Small Worlds


The Big Triangle in Game Design

An interesting article came to my attention today about the Big Triangle. For those who don’t know the Big Triangle is a concept that Scott McCloud explains in his book Understanding Comics. I highly advise reading the book. The link below is the translated post of the original. Here he surmises on the usefulness of this categorizing system for games as more conducive to game design. Recently there has been talk about the unhelpfulness of modern game genres and whether if there isn’t a better way to categorize them. This is an interesting way to think of things and change from First Person Shooter, Third Person Shooter, Real Time Strategy, Action/Adventure, Rhythm, Platformer, etc etc.

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Rather than repost all the thoughts here I’d rather just link you.

http://wordsonplay.wordpress.com/2009/10/12/the-big-triangle/


Indie Game Spotlight – Norwegian Wood

I haven’t got a full intro ready for this new and hopefully weekly feature. Indie Game Spotlight is planned at the moment to be every Friday to highlight and inform you, the readers, about an independently developed game. That is a game not funded, designed, developed or otherwise made by a large studio, or in some cases, a studio of any kind. This is a little late due to sever problems and we didn’t have access for a while. Anyway, on with the inaugural edition.

In the wake of The Beatles: Rock Band coming out a few weeks ago, No Fun Games Studio created a very different sort of rhythm game. Norwegian Wood, named after the early Beatles song of the same name, it is less a game about following the music of a game, but avoiding it.

It is a simple game, with only one song, which due to licencing regulations you have to supply the mp3 for yourself. You don’t need the music and can play it in silence, but it is a bit dull to do so. There are four instruments in the corner of the screen that when that instrument is played it launches a spray of notes for each time a string is plucked. You play as the disembodied head of the late John Lennon controlled with the arrow keys as you try to avoid all the flying notes. You rack up points for not getting hit and after some time you gain multipliers. Should you be hit you lose the multipliers and 100 points per hit. There is an online scoreboard and frankly I don’t know how some of these people got such scores.

It’s simple, it’s fun and each try wont take any longer than the song that inspired it. Quick warning, it is incredibly addictive. My top 30 score has since been erased from the leaderboards. Give it a go.

You can download the game and check the high scores here: http://norwegianwood.gangles.ca/


Uncharted 2 Mod Mode

There have been plenty of games before that have had a variety and widespread modding community. Some games have even opened up their engines and provided tools so that amateur modders could delve into the system More deeply and more efficiently. Unreal, Half-Life, and Neverwinter Nights come immediately to mind. Now Uncharted 2 seems to be a console game to add such a comprehensive set of tools.

They aren’t as in depth as say Valve’s Source Engine or the ability to create levels like Little Big Planet, but Uncharted 2: Among Thieves offers a set of Machinima tools in a “Cinema Mode.” You can take recorded video footage from matches and change camera angles or alter things and upload the edited recording. But probably most impressive is a green screen mode that allows you to take the characters from the game and put them into any setting the game can offer and move them around as you will. It even allow you to use the blue-tooth headset to record dialogue that the game with lip-sync the character’s lips too.


I’m not sure how indepth the movie creation aspect of the game will be or if it will allow you to drop in you’re own features, but as a basic concept it is an interesting new look into the possibilities of user generated content.

Uncharted 2: Among Thieves comes out October 13th for PS3 at $59.99.


Upcoming Tech – Procedurally-Generated City

So I was messing around the internet was I was passed this link. Video Games, specifically open world sandbox type games, have a notion of external architecture, but little to no internal architecture. Basically you see the outside to a lot of buildings, but you either aren’t allowed inside of them or into only some of them. One marketing bullet point on the game True Crime: Streets of NY that extolled the game on being larger than any before it by having at least one building a block be enterable.

This is a five minute video demo, no sound, of a new set of algorithms by Marco Corbetta and Miragoli Gianluca that creates buildings with complete destructible interiors. The video itself also has word overs explaining details of the system.

Following the link are two other quick demo videos showing the behind the scenes architecture of the program. With game systems and PC’s pushing the limits of what the next technically impressive thing, here are two people who do something much more impressive and remove another stopgap to the uncanny valley of game worlds using less than state of the art tech. That deserves a look, no?

Link: http://createdigitalmotion.com/2009/06/18/ever-woke-up-in-a-procedurally-generated-city/


Flower: A Dad’s Expirience – User Experience Design

Last weekend after a movie I sat my Dad down and started up Flower for him to try out. Now my Dad hasn’t tried a video game since the mid-90s and those were the PC adventure games. We’d play them together. But given Flower’s casual nature, simple controls and pleasing aesthetic, I figured he would get into it and I wanted a non-gamer’s take on it.

I quickly explained the controls, all two of them, started him on the opening level and then watched him play. It took a little while, but he was enjoying flying all over the place.

While the overall experience was pleasant for him, if I wasn’t there to nudge him in the right direction when asked he might not have gotten as much out of the experience as a normal gamer would have. For starters the game doesn’t explain the controls explicitly. If you are paying attention throughout the start up screens and the room you might figure out that it works by tilting the controller. Then you’d only have the problem of pushing a button to move forward. But on your own you would have had this problem in trying to understand what the buttons do.Through experimentation you’d learn that X would send you forward, but it might cause problems if the player didn’t realize that all the buttons do the same thing as they try to figure out any differences.

At one point my dad asked me, “what am I supposed to do now?” This was before he hit his first flower. As an environment he thought it was pretty, but it needed a purpose and that purpose wasn’t obvious. Once he got the hang of it he began looking for the halos that surrounded the colored flowers, but to find them he often went to get an areal view, because he couldn’t find his way or where the next one was. Many of the visual clues that gamer’s take for granted escaped him. In the first level he didn’t connect yellow grass with where the flowers would be based on the earlier experience at the beginning of the level. he often ignored the few seconds where the game took the camera away from him and kept trying to play. This was a problem, because he then found he didn’t know where to go next.

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The problem may come from the total immersion style that Flower goes for. Most games have a definitive break between gameplay and cutscenes or in game indications to signify them as such. Flower just moves the camera. There is no switch in the engine or even a cut in camera angles to signify a change. The simple shift in the camera in the same manner that the petals flow doesn’t signify stop laying and pay attention to this. A person who plays games even only occasionally would be able to pick up on this, but a non-gamer might not be able to understand some of the language games have crafted for themselves. Flower is using the basic language of games, but is doing it far more subtly than nearly ever other game out there. The break between the parts are nearly unnoticeable.

Finally there is the last section to the design.  The end of the level. To end the level you simply enter the swirling vortex at the end. This wasn’t understood at first by my dad. At first he took no notice of it and was looking for more flowers despite having bloomed them all. He then saw it, but just saw the swirls as wind and nothing special. I eventually gave up hoping he would figure it out and just told him.

The design choices for Flower seem a bit divided. On the one hand they are creating an environment to be experienced, but also they are creating a symbolic narrative. The first requires a quick rundown of the controls and what some basic interactions, but the latter needs a non-intrusive interface. The designers did a good job in trying to meld the two together, but I think that it only ended up  going against one of the things they were shooting for. The choice to rely on game language to convey the game requires the player to be a gamer or at least subconsciously aware of it. However, this is not the case with non-gamers that Flower is trying to be open towards.

That was a look at the design of the game, now you can follow the link to the game’s aesthetic effect on the experience.

http://www.thegamecritique.com/recent-posts/flower-a-dads-expirience-aesthetic/205/


The 13 Basic Principals of Game Design

I did not come up with these myself, you have Matt Allmer of EA to thank for that. Reading them over they make sense when you read them, but it is easy to see how they can get lost in the shuffle. From a game critiquing standpoint you can articulate why something seems off or doesn’t work. When working on a game it is easy to say that this feels boring and unengaging, or there is something wrong here I feel confused or it could simply be a case of nagging little man in the back of your mind reminding you that you are playing a video game and are not being sucked into the experience. Yes, you know you are playing one, but you do not want to know that while you are playing it. In these cases it is sometimes hard to know what to fix or even where to look. These principals I don’t think are the end all be all to good game design, but with creativity there has to be a level of structure.

Either way its a good read over at gamasutra. Read it here.


BoRT’cast over at Man Bytes Blog

BoRT stands for Blogs of the Round Table. It is a monthly challenge run by Corvus Elrod of Man Bytes Blog. There he describes a challenge and any that wish to take it up in a post can. For the month of January the challenge was as follows:

Putting the Game Before the Book What would your favorite piece of literature look like if it had been created as a game first? In a time when bits of Dante’s Divine Comedy are being carved out and turned into a hack-n-slash game, I find myself longing for intelligently designed games–games with a strong literary component–not merely literary backdrops. So rather than challenge you to imagine the conversion of your favorite literature into games, I challenge you to supersede the source literature and imagine a game that might have tried to communicate the same themes, the same message, to its audience.

Feel free to ignore the technical constraints of the era in which the book was written. In fact, feel free to ignore the technical constraints (within reason) of today and push the envelop a bit. Also notice that I didn’t specify video game. Feel free to imagine a board game, card game, RPG, or sport, that could have been created during the same time period as the book in question. Be as vague, or as detailed, about the design particulars as you like. Work together with another blogger, or work alone.

I look forward to seeing what you come up with!

Well many blogs contributed their design concepts, including yours truly. It was an interesting game design challenge and will be further continued in February:

Turning Over a New Leaf: (We’re trying something new with the topic this month, so please read carefully.) February’s BoRT invites you take a game design suggested by another blogger in last month’s Round Table and build upon it. You should ignore the literary source of the original design, but attempt to communicate the same themes and/or convey the same mood as the proposed game. This means you can alter the game genre, change the setting, and add new layers to the game mechanics. This is not an opportunity to critique a previous design, but to honor it by striving to reach the same goals, while adding your own personal touch.

After the January challenge concluded at the end of the month, Corvus held the first ever Round Table podcast. He drafted in three guests to talk about their favorite entry and why it was their favorite. They also get into some of the design aspects of the ideas. It’s a good listen and only around 30 minutes long.

You can listen/download here:

http://blog.pjsattic.com/corvus/2009/02/bortcast-january-2009/


Uncharted: Drake’s Fortune – a critique

Warning: This is not a review. If you want a review of this title go here, or here, or here etc, etc. This is a critical look at the game itself, both design wise and from the perspective as a piece of art. Oh and another note, MASSIVE SPOILERS AHEAD. This is written with the idea that anyone who read this has played the game.

Uncharted is a year old, but I recently got my platinum trophy and I feel that enough time has passed that I can take an unhindered look at the game.

First the basics, Uncharted: Drake’s Fortune is about Nathan Drake, a supposed descendant of Sir Francis Drake in the search of a lost Spanish treasure they later find out is El Dorado. He has an elder partner Sullivan and female journalist/documentarian, Elena, following him around/chasing him with a camera. Unfortunately Sully couldn’t keep his mouth shut and told Gabriel Roman, a man who he owed money to and who put a contract out on his life. He brought along a bunch of pirates and mercenaries to help in getting the treasure. This leads everyone to an uncharted island in the middle of the Pacific, thanks to a WWII Nazi map. Just run with it, it makes less sense explaining it than it does in game. I wont bother with a full plot summery, because one, that would be boring and two, I’m expecting that you have already played the game or have read it elsewhere.

If you read other articles of mine you may have noticed me gushing over this game a little. It is a phenomenal, well executed, tightly designed game. I mentioned it before in relation to how it merges story elements with its gameplay ones. Because of this, to look at Uncharted one has to look at the term cinematic gaming. Uncharted is the very definition of well-executed cinematic gaming.

I would rate the architecture of the game was one of the best I’ve seen in the last few generations let alone years. I played through the game numerous times and never once hit a glitch. The loading screen that happens during gameplay where I am warned not to turn off my machine during appears only once: at the beginning of the game. It is seamless throughout. I checked the game data next; this is where the disc downloads data from the disc to facilitate load times. The other great games of the PS3 have any where to half a gig of data to MGS4 incredible 4.5 gigs of downloaded data, which gets replaced after ever chapter. Uncharted has none. Everything runs off the disc. The 13megs are for when it was updated with trophy support.

On the gameplay aspects, everything within the game has been refined to a mirror shine and I don’t just mean the graphics. Few games respond like Uncharted do. The cover system works as well as it possible can and the shooting has certain nuances that I didn’t know about or take advantage of until I played through on high difficulties. The collision detection is far better than I’ve ever seen. Objects are recognized perfectly and there is no clipping between the models. Finally the platforming has been called reminiscent of Tomb Raider, but it flows much better so I would liken it more to Prince of Persia, minus the ability to wall run.

Graphically it is one of the best looking games in the present generation. The environments are vibrant and realistic and a wonderful change from the browns and grays of modern gaming. The animations are top notch as the development team put extra effort into facial animations and character movements. What’s even more amazing is the detail that goes into differentiating the enemy characters. Each one is different. Roman is sophisticated and calculated in his movements. Navarro is very hard and deliberated. Eddie Raja is like a man unhinged, flailing wildly all over the place. The mercenaries are very professional in the firefights and are tougher opponents because of it. The pirate characters on the other hand are more ambitious in their attacks. They take more risks than the mercenaries. One of the animations has the character jump out fast and fire wildly around. This makes them an easy target, but infuses a lot of personality into them. Another type of pirate will advance steadily and take hit time with his shots with a very powerful gun.

The heroes also have their own animations that personify them beyond just polygonal avatars. For instance, Drake is not a superhuman, he is a real person, a highly skilled person, being an adventurer, but among us mere mortals and his animations display this in the subtle small movements. Up until chapter 4 I was convinced Nathan was just another video game character Mary-Sue persona that can get up from just about anything (until the player takes control of course). Then the intro cutscene to chapter 4 has Nathan acting all heroic, making Elena get out first and he tried to take control of the plane, for like 2 seconds, after which he exclaims, “What am I doing?” and then proceeds to leap out of the plane, count at a rapid pace, of which I am almost positive he skips a number and pulls the cord a little too late and get caught on a statue. This reminds me of the good Indiana Jones movies where he would survive by the skin of his teeth. In the platforming sections where the grips Nathan is holding on are crumbling, you’ll hear him pleading “oh, no, no, no.” Which brings me to my next item, the voice acting.

The voice acting is top notch. In the first chapter, when the pirates are seen in the distance, Drake gives Elena a gun and asks her if she know how to use one. She nervously replies, “Yeah, sure. Just like a camera. You point and shoot.” The delivery is perfect with a nervous waver in her inflection. We know that this person can use a gun, but is rather nervous, if not frightened for what is about to happen. Sullivan gets his own little moment that separates him from being just another stock character. After the first firefight is over and the boat blows up, Sullivan is introduced and helps the Elena in and complete ignores Drake’s hand. It happens with such a sense of panache that it presents Sullivan’s character perfectly and the game continues with it every time he shows up.

The story is told though a variety of ways. Cutscenes are the most obvious means, but the game also uses in-game conversations, environmental and quick button clues that shift the camera to look at certain points. Even the animations in the gameplay are telling about the characters. And none of these elements are really intrusive on the experience. The cutscenes are short. The longest one couldn’t have been more than a minute or two long. The conversations take place during lulls in the fighting or other action-oriented sequences, like travel time or puzzle elements of the game so you aren’t distracted. There are a few points when the game will flash the R2 button in the corner. If you hit it Drake will look to the point of interest, but it isn’t necessary to push it, but if you do, it adds to the experience. The time that sticks out the most was during the complex hiding the treasure. In the second section, before opening the gate the R2 icon will appear. If hit, it will make Drake look into the corner and see a figure scamper away on a different stairway in the distance. This is foreshadowing to a future plot development. After you hear Drake comment, “What was that?” you move on. It isn’t necessary, but is fun and remakes a useful literary device into the language of video games.

I’ve heard the allegation that the story is cliché and that its filled with stock characters and a lot of the story falls flat. I don’t think that’s true. Does the story have elements from over half a dozen different movies and adventure serials? Can the characters be boiled down into archetypes? Yes on both counts, there is no way to deny it, but there are enough nuances in the story and the characters that it doesn’t matter. The characters feel alive and the story compels you to want to continue with the adventure, not just for the gold. There is a good section of the game where they give up on that in favor of getting out alive, until they realize all the boats are with the bad guys…who are looking for the gold.

Uncharted has been likened to the Indiana Jones movies, but those in turn were based off of the old adventure serials of the 1930s. The pacing of the story follows that model instead of a movie and it shows. That model is much more suited to the medium of a video game. Games that are based off of movies always seem to have the need to add levels or stretch out certain plot points just so it will be a worthwhile gameplay experience. That is all well and good from the gameplay side of things, but it suffers in the story telling department. However, serials are much more suited to this type of medium. There are set backs, new twists or rather further developments whose scope is not limited to a two-hour time frame.

The game is tight in every sense of the word. Not once did the game hiccup on a glitch or bug. The story elements all mesh together. You may think I will put far too much thought into the game in the next segment, that I am reading too much into it, but I think of it more as a natural occurrence of great design with a compelling story all polished to a mirror shine. When a great design team brings on a writer at the start, one who has credentials on previous games something wonderful comes out of it. The following is a result from the compilation of all the quality work I detail above.

A major theme running through Uncharted is greed. I’m sure that seem pretty obvious given that the characters are searching for El Dorado and I was willing to leave it at that, until I thought about it a little further. The story revolves around El Dorado and everyone wants some piece of it, but each character’s motivations as to why they are after it are different.

 

The bad guys are almost uniformly motivated by greed. They want their stake in the treasure. Navarro is slightly more nuance in wanting the dangerous, mystical dust inside the golden statue. The good guys are also after the gold, with Elena more interested in the story of finding it than the material worth itself, but you cannot really call them greedy. They don’t throw away everything else for their avarice. In fact it’s this difference that makes them more relatable and puts you on their side despite the fact you are killing legions of human beings.

The true display of greed for the characters comes in what the characters are willing to give up and how far they are willing to go in their search of El Dorado. (I’m sure there is a Heart of Darkness reference I could make here.) Eddie Raja and his men sacrifice their lives for the gold in the face of their fears and common sense of what has been happening to them the entire time they were on the island. The one time Eddie wants to abandon the search, he is threatened to be cut out. Navarro sacrifices everything, his men, any semblance of honor, and the life of his employer; he holds the price of his ‘weapon’ above all else. Gabriel Roman is behind all the bad guys and is financing the whole thing, but he’s only going so far so that he’ll get a sizable return. Money is his only objective and foolishly sacrifices his life and literally humanity for it. The Spaniards are the ultimate representation of greed consuming them. Much like as described in Dante’s Inferno, they have succumbed to their sin and have become the embodiment of that sin. They are slavering humanoids only interested in killing and feasting on their prey. They consume others in a metaphorical fashion of how greed had consumed them. The entire island itself is a further display of the effects of greed in its almost angel of vengeance like repercussions, from the crumbling fortress, to the sunken city, to unholy cathedral.

On the other side of the fence are the three ‘heroes.’ Let’s go with protagonists. They all start out with aspirations to get the treasure before the other guy, though Elena is more interested in the search itself. They do not remain solely focused on El Dorado as other factor change their priorities. Drake wants to save his skin, valuing his own life over the gold and later the lives of Elena and Sully, once he learns he is still alive. Elena’s moment comes at the rickety bridge, when she fall through the wood and is clutching the camera with one hand and Drake with the other, in a situation more than slightly reminiscent of the end of Indiana Jones and the Last Crusade. Elena makes the better choice in those two situations. Finally, Sully, like Drake, just wants to get out of this alive. The treasure becomes secondary and they are only still hinting it because their ride off the cursed island are still hunting the treasure and later is revealed that the treasure is a danger to the whole world and so they act altruistically for the last chapter and half of the game.

Maybe I did over think a game that’s aspiration was to be like the old adventure serials of the 30s and 40s and only provide a source of entertainment. Maybe I did, but what is also evident is that my analysis of the game holds up when you think about it. Was it the designer’s intent to have thematic resonance in the game? I don’t know, but I doubt that much literary thought was put into it. It just occurred naturally as the team tightened up every other aspect of the game.

If on the other hand you like this type of analysis applied to video game you can check out my new site dedicated to this sort of thing. See it at www.thegamecritique.com. I will continue to give design related analysis, for what its worth, here on Creative Fluff.


The Unfinished Swan – A Preview

This here is a little interesting indie game that I came across a while ago. It’s not finished without any plans for a release date as of yet. So why show it to you? From what we’ve seen, the game does something very unusual in games. Like Portal and Fracture it looks into design space that I loosely call special manipulation. Unlike the previous two game where they change the area or level design around them, this game reveals it.

Unlike most first person shooters that have a gun used to kill enemies to allow you, the player, to move on through the level, here the paintball gun is used to reveal the level so you can move through it. I suppose you could do the whole level blind, but where would the fun in that be. Instead of describing it further, why don’t you just watch the video.

The Unfinished Swan – Tech Demo 9/2008 from Ian Dallas on Vimeo.

The paintball gun aspect means that there are no enemies per say, instead the world could be called the enemy. It is a puzzle game, reminiscent of Portal. You have to figure out how to get from one end to the other. That much is evident. It is unique in its approach.

Beyond just the design aspect of being a really innovative idea, but it is also creates a artistic design that creates an ominous atmosphere, both ‘inside and outside.’ I’ll explore that meaning when it comes out on my new site. So see it there. (*hint hint*) Any possible story could be chilling, if this is any evidence.

I can’t wait to see where the designers go with this. The man responsible for it has also worked on The Misadventures of P. B. Winterbottom, another indie design gem yet to be released.

Find out more here on his blog: http://iandallas.com/

And the game: http://iandallas.com/games/swan/


Home for the Holidays

Well, they’ve done it, somehow. Sony will release Playstation Home later today. (Had to double check the clock on that one.) Amazingly Sony will be able to keep their promise of releasing it for everyone before 2008 is over. There was a countdown on some site to see if they could do it or not.

I was lucky enough to be a part of the closed beta for Home and I haven’t written up on it before, because, frankly, I was worried I would be violating some non disclosure agreement if I did. I was too busy to look it up anyway. Since it’s being released today and I don’t care anymore, I’ll give a quick rundown of my impressions.

1. Everything it does, it does very well, the program works smoothly and without many hiccups. If you really try with other people there are a few clipping issues.

2. There is not a whole lot to do in the closed beta. The stores only had minor amount of stock in the last few days. The bowling alley had a few arcade games, which is really meta if you think about it, pool and bowling, which I never got to play because the lanes were always full.

3. The movie theather is nice, though once again a very meta expirien, watching a movie on a screen within a tv screen. Though there was only one movie and not a very interesting one at that.

4. There is spots for advertising and its used very sparingly. But it does mean it will remain a free experience.

5. Character customization is very deep, wit the face anyway. Wish there were more ways to create different skin and hair colors.

6. It is always sunny. No matter what time of day it is. I suppose that is a good thing, but kind of weird when you’re in the winter lodge you can buy and the fire is roaring at high noon.

Really it works. You can find people on your friends list easily, communicate, much easier to do if you have a USB keyboard or headset. My issue is a lack on content, which will be fixed now that the beta is open. Many companies have offered not only billboard advertising, but activities and rooms of their own. Which shifts me nicely into my next complaint.

I have no idea how to get to the special locations. I can find my way in the world and via menu to the 5 main areas: common square, your room, bowling alley, movie theater, mall. Beyond that I am at a loss. There were supposedly three special room devoted to Playstation releases, but I couldn’t even begin to know where to look. Maybe they were just closed off when I joined and will be changed when the beta goes open tonight.

Final word: this is not a game. Don’t think of it as such. This a much more interesting way to get people connected on the PSN. you can get games going, watch movies together and generally hang out, though I find AIM easier to work with, but it does give a nice visual to whom your talking to.

Playstation Home goes into Open beta December 11th, downloadable on the Playstation Network.


The Single Player Game: Story vs. Gameplay Pt[3]

First of all I didn’t think this would last more than one article. It got kind of long so I split the original article into two. You can read part one here and part two here. Then Leipzig happened and certain announcements were made that seem to say exactly everything I had been looking for in the ultimate merging of story and gameplay that I had been talking about. Then I thought of just highlighting them in a different article, but then I though the first article was mainly about past innovations, the second was about where we are now, so this one will look to the future, albeit maybe only a few months to a year. Of course I cannot attest to the eventual quality or success of these games achieving their promises. With that in mind, we’ll hope for the best.

The first game I’m going to focus on it Fable 2, an exclusive coming out for the X-box 360. The promise of the game is many folds. Like the last game, Fable 2 makes the promise of choice that will change how you look and the how the world looks. An early choice released to us, was one of do you let a little girl get scarred for life or do you take one for the team. Though if you do, people, including your children, will recoil in disgust. There will be effects to the choices you make. These choices also affect how people view you and feel about you. You can influence their reactions with your own actions and be able to build relationships with the NPCs, up to and including marriage. There is also a system of law in the game world where you actions can be dealt with. If you kill someone in town and are spotted, you’ll have to deal with the law. Actions in the game will have consequences. If you aren’t seen you get away with it, but it will still affect your character’s soul. As with the last game, your personality also affects your appearance.

The game offers a lot of choice to the player. That has been its moniker since it was introduced. Here Fable 2 promises to live up to the expectations of Fable 1 by allowing that choice to have an effect on your character and play experience.

(Update: Since I started this article, Fable 2 has actually been released. I have not played it, so I do know first hand, but from what I have been told in regard to the subject I am talking about, it falls short. All of the above is in the game. The problem is that mechanically it set to a bunch of sliders that determine your characters personality and is then matched to the sliders of a given NPC. This is all well and good; until it becomes apparent the player can manipulate those sliders until he gets the reaction he wants from them. You can do some of the dastardliest deeds possible, like sacrifice your children in some ritual for power and the slider will turn you evil, but do enough heroic deeds and the slider will go to the other extreme, like you hadn’t done what you’ve done. So morality, instead of being a choice or character building, becomes a momentary inconvenience. There are no lasting consequences. I suppose this takes effort on the part of the player and if you play the character as that, a character, the game will obliged just fine.)

Next is Fallout 3. Like Fable 2, Fallout 3 has a system where your actions have effects in the world. The actions of NPC will depend on your actions and dialogue choices when speaking with them. One noted example is you can miss an entire side quest if you tell a boy who comes up to you to get lost, because he then wont ask for your help in rescuing his father. The effect on the story makes perfect sense in response to your actions. Further more there are real world consequences to your actions that will also change which on the touted 120 different endings you might get. The most extreme example of choice has to do with an unexploded nuclear bomb in a town. Should you detonate it, the town is gone. Anything that might have related to that town is gone. Any further effects on the story that town might have had are gone. We are told there are many choices like this, not all big, but they will all have an impact on your playing experience.

(Update mark 2: Fallout 3 has also been released. I have really been slow on this. And for the most part of what I’ve heard is that the game executes this very well. The world is so expansive that it would take multiple play throughs to see everything anyway that being able to do things differently is practically built into the game. Of course, while action matching up with consequence is great it is only one aspect of the gameplay. Now that we have an example of a game that can do this, we can focus on improving other aspects of the game.)

Another title, this one exclusive for the Playstation 3, which seems to be taking measure to mix the two elements. Infamous starts you at ground zero of a cataclysm that has some how given you electrical powers. Though the game you can either make yourself famous or infamous, hence the title. The story offered is you playing Cole must figure out what happened at that cataclysm. The world is open and you are free to either subdue enemies or kill them that will have an effect on how the world views you and will craft a reputation through your actions. Beyond that, the story is rather open in that the main thread seems to involve a mystery rather than an opposition, from what we know at this time. Some of the abilities you can gain and level up have effects on the game, like the ability to peer into a person’s memories post mortem using an ability called Post Cognition. This give you information. I can only suppose that this avenue of information gathering would not be available without the ability. I do not know for sure.

Prince of Persia comes out much later this year and unlike the past titles is not a linear experience. The world will be open offering choice to the player of what to do and where to go first. And after they finish freeing the land of corruption in that location. They have the choice to go somewhere else. The player wont be forced to go anywhere. That is all well and good, but the actual gameplay mechanics will offer something to the story as well. The little details like Eleka never being in your way when platforming. She will always be behind you, even should you turn around she makes her way to your other side. Plus Prince of Persia has a double jump thanks to Eleka’s magic, which allows her to give you another boost in midair. There are ways mechanics fit the story. Like the fighting system, and how every enemy is fought like a boss battle, making how a fight is fought more realistic. One neat addition, or I should say omission, is the continue screen. You never die in the game. This may sound like a cop out, until you see how it is pulled off. For instance, if you fall to your death, the game goes to a short cinematic of Eleka pulling you back safely to the last checkpoint using a magical ability. If you fall into corruption, she will pull you out. It acts like a continue screen in that it signifies when you mess up, but never pulls you out of the experience. This step forward is unique and powerful step in merging the two elements of video games.

Finally, the game that inspired this look into the future possibilities that games are offering, the PS3 exclusive: Heavy Rain. At the Germen Games Convention the demo showed was prefaced with these comments by stating that Heavy Rain will be an adult/mature emotional thriller with five overriding points involved within the design. First, it will be a story-driven experience that is provided not necessarily through cutscenes but through player action. Second, players’ actions will have serious consequences. Third, the experience will be emotionally driven and will invoke a dramatic response in the player. Fourth, the story and subject matter are very much adult in nature. And finally, the game will be broadly accessible to a wide variety of players. The challenge will play out in the player’s mind, not on the controller.

The demo shown was not part of the game itself, but was instead there to show what the game would be capable of. The game is entirely contextual based. White outlines will appear on objects that can be interacted with, when you walk near them. The outlines correspond to the button on the controller needed to interact with it, triangle, circle, square or X. It plays like an adventure game, but so much more visceral. In the sequence when confronted with a serial killer in his own house you have to run around avoiding him and the button images appearing on screen for only flashes as the player quickly moved through the rooms. Sometimes he pushed them, which caused the character to interact with the object in a way that made sense the context of the scene. One point before when the character came near a mailbox, they were allowed to open it, using the directional cue that appeared on screen for the Sixaxis control. Depending on how fast you moved it, would determine the speed the character would open it. It all looks like a cutscene, but you are in full control.


Further more, of the information I have gathered, is that there is no continue screen for death. The game will continue from beginning to end without pause. Should your character die, you will switch perspective to a new one. There are so many stories to be told using this method. There is a beginning and an end, but the journey in the middle is the true story. I spoke last time of the holy grail of gaming when it came to merging story and gameplay. A short time later, I think I may have found it. Let us hope.

The effort of designers in this aspect of game development has recently been focused on choice. Give the players more choice and freedom to impact the story and make the experience their own. The designers at the moment are doing this from the outside in. The branching pathways are from the big decision in quests or mission, rather than the small action of a player. This is fine. Get the process down first, but it seems they are getting a handle on it. This is what makes Heavy Rain very unique. Smaller decisions in the game supposedly will have an impact on the unfolding of the story. Who knows where this will bring us down the line.


Rock Band: Back in Black

I talked about the role the metal band Metallica has with the rhythm games as they were releasing a big track pack that week. Now its another great High Voltage band’s turn in the spotlight.

AC/DC has long been wanted in the likes of Guitar Hero and Rock Band, but has only recently made the transition in Rock Band 2 with “Let There Be Rock.” On November 2nd for the PS3 and Xbox360 and November 16th for Wii, AC/DC will be releasing AC/DC Live: Rock Band Track Pack. As with their upcoming new album Black Ice, this disc based track pack will only be sold at Wal-Mart locations and their Sam Club subsidiary. Hell, It Ain’t a Bad Place to Be. If you want to play the tracks in Rock Band 1 and 2, they will come with an authentication code that will allow the tracks to be played in PS3 and Xbox 360. There are no plans to make these songs available for download at this time.

All of the 18 songs are live versions from various shows throughout their Highway to Hell carrier. Here’s the track list:

-Thunderstruck

-Shoot to Thrill
-Back in Black
-Hell Ain’t a Bad Place to Be
-Heatseeker
-Fire Your Guns
-Jailbreak
-The Jack
-Dirty Deeds Done Dirt Cheap
-Moneytalks
-Hell’s Bells
-High Voltage
-Whole Lotta Rosie
-You Shook Me All Night Long
-T.N.T.
-Let There Be Rock
-Highway to Hell
-For Those About to Rock (We Salute You)

 

As an avid AC/DC fan, I can say is this one Hells Bells of a comprehensive list. With a Whole Lotta music, 99 minutes worth of Heatseeking songs, that will cause me to Shake All Night Long.
Just remember Dirty Deeds are Done Dirt Cheep, Moneytalks and AC/DC Live: Rock Band Track Pack will be available for $39.88.
For Those About to Rock, I Salute You.

Game Preview: Fracture Demo

The demo for Fracture came out on the PSN last Thursday. I’m a little late on this. I’m hoping to get faster at these. I’ve got like three or four articles backed up. But you don’t care about that. You want to hear about Fracture.

This is a demo, but its short, really short. It’s only a little longer than Heavenly Sword’s demo. There is a lot to go over in the demo. I’ll start with the most touted part of the game, the new environment changing weaponry. The main question that has been raised is, can this mechanic sustain an entire game? The detractors say it’s a bit too gimmicky and only one tool, while other cite Portal as a game that did that sort of thing well. After going through the demo a number of times, I say no. Not on its own. Portal was a masterpiece success not because of its mechanic, but how it used it and the world it formed around it. That and the game was only six hours long. I’ll explain what I mean.

The main weapon in Fracture is a machine gun with two extra functions. You can’t swap out this gun for one lying around. You have a second slot for that purpose. The extra functions are connected to the left and right trigger buttons (L1 and R1). When shot into the dirt one will raise the level of the ground, the other will cause it to lower. These allow for some basic puzzle solving of the run and gun variety. See a sewer pipe filled with dirt, shoot it out of the way by lower it. Can’t jump over a wall; raise the dirt in front of it to get some height. Raising the ground also can create a shield in an otherwise open section of the level. Doing it under an enemy throws them into the air. There are two sets of grenades that serve the same function. The lowering ones act as normal grenades in the absence of dirt. The only other landscape-using weapon in the game shown is something like a bomb tunneler. It travels under ground and blows up either when you hit the detonate button or it hits a wall.

Those are the functions and from what I’ve seen this is a clear example of the Portal Effect that went over in my previous article. The idea is that this is an end result and not a new source of design space. Portal as great as it was could not support new ideas or expand the concept further than it had. I believe that Fracture is the same way, though this maybe because the designer decided to go the shooter route. Really the two games take up the same kind of design space of exploring new ways to distort/change the landscape around the player.

In Fracture there are plenty of other weapons, rocket launcher, sticky grenade launcher, sniper rifle, machine gun. A few others are shown in the loading screen at the beginning, but are not in the game as shown. From other previews around the net there are even more guns that can terraform, but they didn’t show up here. Other than the gimmick there is really nothing else new here. The gimmick is fun, especially when they added real gravity physics to running up and down surfaces does give an additional sense of strategy of how you can use the landscaping tools, but honestly the way the shootouts are, I doubt you’ll have the time or the reason to use any of them. Now come the most dreaded part of this preview.

Stop me if you’ve heard this before. The character is also a gruff, grizzled supposedly brown haired marine in a suit of armor with regenerative shielding with a HUD that is explained as seen by the character through an ocular implant. The story is about fighting a general who was gone off and declared war or something. It’s your job to take him down, except he has an army at his back full of genetically enhanced soldiers. This is all we get from the demo, though I suspect that there isn’t much else there.

Overall the sound is good, the visuals are a little sub par and there are times when the game has to freeze for a second or two to load. Honestly this seems like another run of the mill shooter. The idea of terra formation and deformation sounds interesting, but did they have to put it into a shooter. That’s an idea that sounds like it could have been a great platformer or game based on exploration.

Fracture is a third person shooter by the developer Day 1 Studios set to be released on the Playstation 3 and Xbox 360 on October 7th.


Little Big Planet Coming to Parsons – Preview


On September 20th to 21st, exactly a month before the game hits store shelves, Sony Computer Entertainment of America will bring the highly anticipated game to Parsons The New School for Design. The purpose is to let a large number of design students get down and busy with the creation toolset for a marathon 24-hour design off. Are you all getting excited yet?



More than 120 students will be broken up into teams of 5 people to design a level. Afterwards each team will present their level to a panel of video game designers from Media Molecule, the creators of Little Big Planet, Parson’s faculty, and media representatives. They will judge them and award the winner levels with a special section of the game, the “City of Parsons” if you will. Are you all salivating yet?



Wipe the drool off and wait until I’m finished. As you may or may not know, depending if you’ve read the About Us page or not, some of our contributors come from that prestigious institution. Best part is that our very own Fred McCoy, aka Megalongcat will be participating in the event and afterwards will be able to give an in-depth view into Little Big Planet a month before the rest of us unwashed peasants can touch the game. Stay tuned.



Force Unleashed: Euphoria Engine

With the release of Star Wars: The Force Unleashed only a mere few days away I thought it would be a good time to actually post something else here.

Euphoria engine has already been displayed in Grand Theft Auto 4, so for those who played it should be familiar with it, or at least witness to what it is.

In many games, when you injure, kill, etc… an enemy their resulting push back from it (From an explosion or throw lets say) is animated through the use of ragdolls. Ragdoll physics consists of rigid-structures for the death animations. The problem with ragdolls are the fact that they are limited. Their rigid structures prevent some of the more realistic movements that may be associated with, let’s say, being thrown back by an explosion. Ragdolls are essentially premade, so all death animations are relatively similar due to that fact, there is a limited pool of ragdoll bodies to choose from.

In contrast to that the Euphoria Engine does everything in real-time. It analyzes the situation and appropriately animates the model to react to it’s environment. It consists of a virtual skeleton, muscle, and motor system which allows for a lot more realistic movement of the model, so much so that even if you were to try and recreate a death-scene the same exact way, there is no guarantee it would result in the same animation; this is because of all the environmental variables that are taken into consideration, they may not be the same every time.

Take a look at this video, a Force Unleashed Euphoria Engine Tech Demo.

As you can see in the video, the storm troopers react to what’s happening to them. The AI realizes it can try and hang onto the wooden beam to try and preserve themselves, and they even try to help each other stay alive, and in this case you can also see the wooden beam splinter due to their presence, thus changing the variables for the next stormtrooper that is unfortunately thrown into it.


Playstation Home is Coming

Great news for PS3 users has been announced. Martijn Van der Meulen, a producer on Home, a project that will allow a free Second Life like environment for players to socialize in, told game journalists that it is 100% certain to be released before this calendar year is up. Van der Meulen has also assured us that the service will remain free and will not change its status at any point in the future, even the far future.

A number of other features were talked about. Everyone will be given their own studio apartment that they can customize as they wish. Further things like clothing, furniture and other assorted knickknacks can be unlocked through they player of normal games, an added bonus.

There will also be public areas. Most notable was the Playstation Event space that was shown off. Here you and other Home users can watch live streaming conferences and even talk with developers directly.

Whether you use the service or not, doesn’t matter. If you don’t care about it, do recognize that as a business decision it is very important for both the company and the players. Sony will be able to see wall space and billboards that they can easily add in for advertisement dollars. It wont be any more intrusive than walking down the street in real life and, even though they have promised to keep the PSN network free, these dollars will allow them to keep that promise without unwarranted expense. On the player’s side of things, Home will give developers further details to consider when designing and programming their games, just as trophies will do. The importance is it is an incentive for developers to take greater care in designing their games. I wont say they always will, but if it influences even one game to be better because of it, it is a worthwhile venture.

If you are a PS3 owner, you do not have use it, but do respect what it is. It is not mandatory to enjoy your PS3 or online play. It is simply another option given to you, with possible unseen benefits.

Invites to the Home beta have been sent out and is now open. I sadly did not get invited, so no insider insight from me.


The Portal Effect

Portal was the award winning game of last year by Valve Studios. The same company makes the Half-Life series. Set in the same universe, Portal is a unique take on not only the first person shooter, but also video games in general. The team created a game where you have to puzzle your way through several levels using a unique device called the portal gun. Instead of bullets it shoots portals, an orange and a blue one. They connect to each other; in effect changing the dynamics of how you can move around. It is one of the most innovative titles to come out in a very long time. This connects us to the debate of innovation in games. How should game designers innovate? What is the next evolutionary step? It was easy to see about 12 years ago. Simply move from 2d to 3d. Now it is not as simple. There is a lot of repetition in the game of recent years, with only incremental improvements at best. Several people have looked to Portal to lead the way into new design space to be explored. I think otherwise.

Yes it was one of the most innovative games of the year, probably the decade, but for all its innovation it is a dead end. The ability to shuttle from one location to the other instantaneously like in the game is a feat of massive proportions technologically, but it opens a door into a very small room. Conceivably the portal concept would only work in an enclosed space. The coding would be near impossible to create in an open environment. For example, if the player were to shoot a portal under a tree, how would the environment react and what would happen when you moved the portal elsewhere. It is also a question of challenge, because you could skip an entire level by just portaling to the other side. Other problems pop up when you consider what would it be useful for? What would be the point in game? What type of game could make use of the idea? Only an action/adventure title could really use it for any real benefit. But with an idea as unique as the portal gun it would only end up hindering any attempts other than how it was used in Portal. It is a device to solve puzzles with. It has no other viable application.

The portal itself has no alternative application, but the thinking behind it may lead to other areas of innovation. The developers played with the concept of space. Like how when consoles moved onto the N64 and Playstation they added a dimension, developers now can play with that dimension like they never had before. It may even be possible to add another dimension as a game mechanic. Prince of Persia did this sort of thing with its rewind mechanic, but it may be possible to take it a step further. Innovation is about taking the old idea a step further. Games have so many concepts put together that finding the next thing is really about finding the right combination of changes.