Battleheart – Character Selection

April 3rd, 2011 | Posted by Andrew in GUX - (0 Comments)

I buy a lot of iPad games, but only a small number hold my attention for more than a few minutes. To date, I’ve put five hours into Battleheart. The game is basically a single-player raid where you control all four party members. Character movement is handled with swipes, attacking is performed by swiping to assign targets (and to perform basic attacks), and skills are activated through character-specific action bars. Each encounter is bookended by a menu screen where you can assign skill points; sell, buy and equip loot; and switch out party members.

Battleheart-01

I’ve had a lot of fun with the game, but one thing about the interface can get in the way during life-or-death moments: you tap characters to bring up their action bars, and so when characters are close together, selecting the right one can come down to chance. This is particularly painful when you’re trying to get your healer to cast a crucial heal or buff on your tank and instead, you keep selecting the DPS mage right next to her.

Battleheart-02

Some people might argue that this frustration is a part of the game and that managing character location to avoid this comes down to good party management. I think its annoying and I have a few potential solutions. The first one is the most obvious: have a dedicated area of the screen–maybe the side or bottom–for character portraits. That way, the player can easily select any character at any time. But this takes up screen real estate, and that’s not something that I want to do, particularly because Battleheart is a universal app.

My next idea is to add a two-finger tap command that brings up a character select overlay which will ensure that the player is able to select the character that they intend to select:

Battleheart-char-select-01

There’s an argument for and against also pausing the game while this overlay is displayed. You might not want to pause the game because hectic action is a lot of what Battleheart is about. On the other hand, players might accidentally activate the overlay, and it could be frustrating having to deal with it while you’re continuing to be attacked.

My last idea is also an overlay, but one that’s more contextual:

Battleheart-char-select-02

I’d make the character select portraits a little more salient than they are in the image above, but it gives the general idea: the overlay activates when overlapping character models prevents the game from identifying with certainty which character the player intended to select. In this case, only the overlapping characters are displayed on the overlay and the portraits are placed in proximity to the actual characters. The concern that I have with this solution is that the activation of the overlay is up to the game–the player doesn’t have direct control over it. I think that players will quickly learn to anticipate when it will appear, but even still, pausing the game becomes more important in this case because the overlay can appear at any time, and it might take a second for the player to process its appearance and react.

Those are a couple rough ideas that I had for this one annoyance that I have with a pretty good game. I’m sure there are a bunch of others, so feel free to share them if you got them

Best of 2009

December 30th, 2009 | Posted by Andrew in Lists - (1 Comments)

Welcome to Why, Gamer’s year in review. The console in parenthesis following each game title refers to the platform on which the game was played.

GAMES OF THE YEAR

10) Retro Game Challenge (DS)

I love the idea of “new retro” games, and the inclusions of fake manuals and game magazines was a great touch. The games are all well-designed, and I’d love to see the sequel make it’s way to North America, even though it doesn’t look like it will.

9) Skate 2 (X360)

Cruising around San Vanelona managed to suck up a lot of my time earlier this year, and though I’ve never skateboarded, this game feels like it conveys what skateboarding is like. Whether or not it actually does doesn’t really matter. The sound design in particular sticks in my head even though I haven’t played it for months—hearing the sound of wheels on pavement again is one of the main things I’m looking forward to in Skate 3. But this game gets second-to-last billing on this list because of two problems: (1) it’s difficult as hell to get air on half-pipes, and (2) some missions were just too hard–I never finished this game because I just lost patience with constantly repeating the same competitions. Here’s hoping these problems are fixed in Skate 3.

8) 1 vs. 100 (X360)

Who knew quiz games could be this much fun? I managed to get into the mob once on the first season, and from the few times I’ve played the game this second season, I’ve seen that they’ve made some nice tweaks. I don’t play too many online games over XBL, but 1 vs. 100 might alone be enough to convince me to keep renewing my gold account.

7) Wii Sports Resort (Wii)

One of the few good reasons to own a Wii if you’re old enough to have reached your lifetime quota of Metroid, Zelda, and Mario. Not something that you’re going to want to play on your own, but in a party environment, this game shines.

6) Demon’s Souls (PS3)

Later in this article, I’ll be writing about Assassin’s Creed II and the approach that Ubisoft is taking in trying to capture the casual gaming crowd. The developer of Demon’s Souls, From Software, doesn’t pander to anyone. They make games that are meant to be played and conquered through the old-school trinity of game mastery: reflexes, memorization, and the ability to control your controller-throwing rage. Take those and wrap them in current-gen world design and third-person action-RPG game design, and you have Demon’s Souls. One of the best games of the year.

5) Gran Turismo (PSP)

I have enjoyed the occasional arcade racer, but I was never into cars and driving enough to get immersed in the realistic driving mechanics and the minute differences between the differently tuned cars of games like Gran Turismo and Forza. Racing around tracks at breakneck speeds is fun, but braking at precisely the right time and decelerating just enough to follow a perfect line through a hairpin turn was never my thing. So I was surprised by how much I loved Gran Turismo for the PSP. I know that people have problems with this game. They lament the lack of a career mode and are disappointed that they are limited to only being able to buy a random selection of cars from a random selection of manufacturers every other game-day. Neither of these bother me. For a game as technical as this, the sense of progression that comes along with your ever-increasing skill at driving should be more than enough at satisfying any need that someone would have to feel like they are getting somewhere with this game. Why are gamers so eager the artificial feeling of progression that career modes and achievements provide? As for the random car selection, I find that it has me excitedly checking for what new models are available every other race, and it adds a fun, almost addictive joy to the car collecting that isn’t all that different from the joys of Borderlands’ random loot drops. It is an effective way of getting someone who isn’t all that interested in cars interested the whole car-collecting nature of the game.

4) Killzone 2 (PS3)

I recently watched a Giant Bomb Quick Look of Cryostasis, and one of the either Vinny or Dave said that one of the reasons why they liked the game so much was that it is successful at making you feel like you are in a truly freezing environment. He then compared this to the Modern Warfare 2 snow levels: whereas Cryostasis makes him feel cold, Modern Warfare 2 makes him think ‘white’. I felt the same way when comparing Killzone 2 to Modern Warfare 2:

Being another space marine game with great graphics and a cover mechanic, Killzone 2 is one of the last games that I thought would end up on this list. But where the game is so successful is in the way it makes you feel about the environments and the situations that you’re put it. Helgast feels like a filthy world, the battles you take part in make you feel like you’re in a war, and the guns that you shoot feel and sound heavy and deadly. Modern Warfare 2, on the other hand, feels like you’re watching a Michael Bay war movie. Killzone 2 may take place in space and on an alien planet, but it feels a whole lot more real than MW2.

3) The PSPgo and PSP minis (PSP)

By far the most surprising inclusion to this list. I bought the PSPgo accepting that it was bound for my drawer of forgotten electronics, but I just couldn’t resist the beauty of its design. It’s the curse of being trained in Human Factors engineering. It’s been almost three months since I bought it, and I still derive an unbelievable amount of joy from simply sliding it open and close. But it’s not just the hardware. Somewhere, somehow, the PSP has managed to gather together a relatively strong catalog of games. A good selection of classic game collections from Sega, Atari-age Activision, and Capcom; a strong lineup of made-for-PSP titles like God of War, Killzone, LBP, Gran Turismo, Beaterator; add the ever-growing number of PSP minis, and you have a strong platform.

I want to bring up the PSP minis in particular. This is the first thing Sony has done this generation that I can get behind. I have an iPod touch, and though some of the games on that platform are definitely good, it’s never going to overcome the fact that the control scheme does not work for classic arcade-style games, which is what should be the bread-and-butter of handheld platforms. The PSP is made for this. I only wish that Donkey Kong and Jetpac—my two favourite arcade-style games—weren’t owned by Sony’s main competitors.

2) Borderlands (X360)

I have a love/hate relationship with RPGs. I so much want to be immersed in a fantastic virtual world, but boring environments, tired stories, and repetitive, easy combat almost always does them in. Borderlands fixes these problems and makes RPGs fun again through art design, humour, and great combat mechanics. It isn’t a particularly immersive game, but it’s not trying to be. Instead, Gearbox developed a world that was fun to be in and a game that I kept wanting to play.

1) Street Fighter IV (X360, PC)

I’m not a big online gamer. I don’t have the time or the interest to take part in an organized online community, and jumping into random online FPS matches where I continuously run around killing people, dying, and then respawning only to start that cycle all over again does not appeal to me. But Street Fighter is completely different from this traditional online gaming experience. One-on-one. How well you do is completely dependent on how good you are compared to your opponent. Getting a close win in an elimination tournament is a feeling I haven’t felt since I played basketball in high school. Strategy, reflexes, and knowledge about the game is what matters. SFIV is old-school gaming at its best.

DIDN’T MAKE THE CUT

Modern Warfare 2 (PC, PS3)

I don’t play all that much online, so MW2′s position on this list is all about the single-player experience. I enjoyed it, but forgot about it almost immediately afterwards. Combine this with the bad taste of their ‘FAGS’ campaign and their disregard for PC gaming, and MW2 lands outside of my game-of-the-year category.

Assassin’s Creed II (X360)

I cannot understand how this game has reviewed as well as it has. It baffles me. I’d love it if someone could explain to me its appeal. As far as I experienced, AC2 is just an extension of the gameplay model that was laid down by AC1 and Prince of Persia—it’s a game that wants to be played on auto-pilot. You could make a zen koan out of it: Why would critics give a game with absolutely zero challenge a 92 aggregate metacritic score? Not the catchiest koan, but it’ll do ya. You do either of two things the entire game: hold forward and A or right trigger and X. That’s it. To make up for the obvious lack of gameplay, the developers threw in a shitload of collectibles, and try to distract the player with the empty allure of filling your virtual home with all of them, which is a pointless challenge because earning money is laughably easy and you buy almost everything for your home from stores.

Uncharted 2 (PS3)

Another game who’s hype I do not understand. Yes, the shooting is competent and much improved over the first game. And yes, the graphics can be stunning. But what else does this game give you? Much like Assassin’s Creed II, the platforming doesn’t even try to present any challenge to the player, so why is it there? All of the platforming felt like busy-work. The stealth also wasn’t executed well. I wanted very badly to sneak through the game snapping necks and raising no alarms, but the game just wasn’t designed for you to do this, even though it creates the illusion that it might be. The multiplayer is surprisingly strong though, and it will probably be my go-to online shooter (even though I rarely play online, I do sometimes get the urge to shoot people, and this takes top spot over MW2).

Dragon Age (PC)

I really wanted to love this game, but I don’t think that I’m made to like MMORPG-style tactical RPG combat. I’m sure the combat could be wonderfully dynamic if you were willing to experiment with different combinations of characters and skills, but when I found a set of skills with good synergy (two casters with Cone of Cold and Stonefist and two melee characters with a few ways to crit), I blasted through fights without much tactical thinking aside from being sure to have enough health and mana potions in case I needed them in a pinch.

I was so excited about this game pre-release that I read the two prequel novels before playing it, and I enjoyed those more than the actual experience of playing the game. This is because I have a fundamental problem with the way that BioWare does their storytelling. The long breaks in their games where you walk around huge town environments listening to lines and lines of dialogue from stiff NPCs gets very tiring very quickly, and so my urge to keep playing dies each time I reach one of these sections of the game. Every time I enter one of these environments for the first time, I need to take a break and gather myself before slogging through them. With all that said, I still put over 60 hours into this game, though I didn’t manage to finish it.

Batman Arkham Asylum (PC)

Adding Arkham Asylum to this list may not be fair because I’m only a few hours into it, but with the trouble both this game and the God of War Collection are having with making me interested enough to play them, I’m starting to realize that I just don’t like beat ‘em ups. I quickly tire of the button-mashing and the ultimate lack of strategy and skill these games require next to games like Street Fighter IV. Why spend time learning how to beat up dumb AI opponents when beating human opponents in Street Fighter is oh-so-much-more satisfying? Combine this with my indifference towards the Batman universe, and I’m not sure that I’ll be making any more visits to Arkham Asylum.

inFAMOUS (PS3)

Crackdown did it better. From navigating the city, to looking for orbs, to the satisfaction of scaling really tall buildings and looking down at the city below. The repetitive combat, the silly way that the black and white moral choices link to your powers in an all-or-nothing fashion, and the boring story all gave me good reason to stop playing after the first island.

Scribblenauts (DS)

Got real boring real fast.

DID NOT PLAY

The list of major games that I didn’t play. If they weren’t on the lists above and aren’t below, I probably played it and didn’t feel particularly strongly about it either way (Dawn of War, Empire: Total War, Saints Row 2, etc.).

Red Faction: Guerilla

Forza 3

Call of Juarez: Bound in Blood

Rock Band: Beatles

Brutal Legend

Shadow Complex

Professor Layton and the Diabolical Box

New Super Mario Bros. Wii

Halo ODST

Resident Evil 5

Dead Space: Extraction

Punch-Out!!!

UFC 2009 Undisputed

Fight Night Round 4

Need for Speed: Shift

NBA/NHL/Madden/FIFA

Risen

Left 4 Dead 2

Wolfenstein

Bionic Commando

F.E.A.R. 2: Project Origin

Why I quit playing Titan Quest

September 30th, 2009 | Posted by Andrew in Reviews - (0 Comments)

It’s hard not to get caught up in the hype surrounding either Starcraft 2 or Diablo III, but of the two releases, I’ve found my excitement for Diablo has been far exceeding that of Starcraft even though I’ve never played a Diablo game. That I’ve never played Diablo probably has a lot to do with it, in fact—I played Starcraft extensively when it was first released, and so I know what to expect with Starcraft 2. Diablo III and the hack-and-slash RPG genre that it lords over, on the other hand, is new to me.

Because Diablo III is still a long way off, I thought that it might be a good idea to take a plunge into hack-and-slash to get an idea of what it’s all about. Enter Titan Quest, which I’ve heard many people speak of as being the best rehash of Diablo’s decade-old game design to date.

I managed to play the game until I reached Act II of the storyline as a level 19 Warrior/Hunter, and couldn’t bring myself to go any further. In spite of this, it’s important to mention that at no point during my time with the game did I particularly want to stop playing it, but I’ll get back to that later. First, I’ll tell you what’s wrong with this game.

Titan Quest is forgettable for a number of simple reasons: boring environments, boring enemies, brain-dead combat, and a worthless story that is presented in an archaic MMO style.

One of the things that an RPG has to get right is environment. The whole point of playing an RPG is to be immersed in the world in which the game takes place. The world of Titan Quest is completely linear, completely repetitive, and completely devoid of life. The game is structured so that each quest takes you from one human-populated settlement to the next, and between each of these settlements are regions populated by enemies. Unfortunately, if you’ve traveled through one of these enemy-populated regions, you’ve traveled through all of them. Every cave looks the same, every ruin looks the same, every enemy encampment looks the same, and every tree and rock formation looks the same. Once in a while the colour palette may switch from green to yellow, but that’s all you’re going to get. It all looks very pretty, but no matter how good an environment may look the first time you see it, after the twentieth time, you’ll wish you were looking at something else.

Traveling through the world also doesn’t provide the player with the feeling that they are on a Grand Quest in an ancient, magical world. Every time you look at your hero’s progress on the world map, you’re very clearly reminded that the game is shepherding you through narrow corridors from one village to the next. And once you clear through an area, you have very little reason to go back, aside from backtracking to the merchant in the nearest village to clear up space in your inventory for more loot.

Matching the repetitiveness of the environments is the repetitiveness of the enemies. You’ll kill the same animals, undead, spiders, cat-people, lizard-people, bird-people, and insect-people over and over again. This wouldn’t be as much of a problem if the combat was interesting, but it isn’t. That I chose warrior as my main class may have had some impact on the dynamics of the combat, but I doubt that other classes would be any more interesting. The combat involves clicking on an enemy and holding down the mouse button till that target is dead, and then moving onto the next. On only the strongest bosses did I ever run the risk of dying, but a good supply of health potions and vigilantly watching my health bar was all that I needed to get through even the hardest of battles.

The story is presented through speeches by NPC’s that bookend each quest or sub-quest, and there are a few NPC’s in each town that add some colour to the story, but it’s all very forgettable. The motivations for each quest just don’t matter. All you’ll care to know is that you have to get from point A to point B, killing everything in between and opening every ‘Pile of Bones’ and ‘Majestic Chest’ along the way.

And that’s essentially what this game comes down to: killing and looting. Looting gets you new equipement that boosts your stats, and killing gets you experience which allows you to boost your stats and fill in your skill tree. But I found even the skill tree to be a tiresome aspect of this game. Your character can have two specialties, and each specialty has its own skill tree. When I took my first look at each tree, I figured out exactly what skills I wanted my character to have, but the process of filling each tree is incredibly slow. As a level 19 character, I had accrued just about 60 skill points (you gain 3 skill points every level), and had only reached the second of six skill tree levels of each of my two specialties. Simply unlocking all six levels of one skill tree takes eleven levels worth of skill points, and that’s before actually investing any points into skills. On top of this, maxing out any individual skill requires 6 to 12 points.

Unfortunately, the only thing that could increase the complexity of the combat in Titan Quest would be a wide variety of skills and skill combinations to choose from. That the addition of skills takes so long means that through the majority of this game (at least through the portion that I played), you have only a handful of abilities to choose from.

I mentioned earlier that although I couldn’t bring myself to play Titan Quest past the first act, at no point during my play-through of that first act did I think about quitting the game. I see this not as a positive aspect of Titan Quest—”it wasn’t so bad that I wanted to stop playing it”—but rather a commentary on games in general. The only things that would keep someone playing a game like Titan Quest is loot and character-building compulsion, or just the fact that playing a game mindlessly is easier and requires less effort than doing something else. Unless a game is so poorly designed that it actively makes you want to stop playing it, it is so easy to just play through games without actually asking yourself, “Am I having fun?”

I wasn’t having any fun playing Titan Quest.

The recent price drop and new slim PS3 was enough to convince me to round out my collection of current-gen consoles, and of the already-released PS3 exclusives, the game that I was most eager to christen my new system with was Uncharted. I’m of fan of the recent Tomb Raider games because they are the closest things to an Indiana Jones game that I’ve played, and Uncharted seemed to take what I like about Tomb Raider and combine it with the stop-and-pop gameplay of Gears of War. How could it go wrong? In a lot of ways, apparently.

The game consists of a few standard gameplay elements: gunfights, platforming, puzzle-solving, driving (ski-dooing, in this case), and just for the hell of it, quick-time events. There are problems with each of these, though gunfights deserve to be discussed first because they are what you spend most of the game doing.

The most notable problem with Uncharted is that the enemies are bullet-sponges. They can take so many bullets to the body that my go-to weapon was a handgun because of its assuracy and lack of recoil, and gunfights became a largely un-dynamic headshot shooting gallery, where I would stay rooted behind cover in one spot waiting for the enemy to pop their head out enough for me to put a bullet in it. When I would miss with a handgun at a long range, though, and hit anywhere else on an enemy’s body, the AI would have an annoying habit of stumbling just enough to get outside of my reticule and then perform an animation that I suppose was intended to make the character appear to be trying to get out of the gunfire that I was raining down on him, but instead just looked like some sort of stiff dance move. I understand that on first thought, adding stumbling and bullet-dodging animations to the enemy AI characters makes sense–it’s not very realistic for anyone to remain standing in direct gunfire or to not so much as flinch after being shot–but I can’t understand the thinking that went into deciding that the solution to this problem would be to have the enemy AI perform the following sequence of events:

(1) Get shot in the chest
(2) Stumble as if tripping over a curb
(3) Perform awkward dance
(4) Recover and drop back behind cover
(5) Pop up again a few seconds later in nearly the same spot in which you just got shot.

These design decisions don’t do anything to improve the believability of the enemy AI and increase player immersion, so what purpose do they serve, aside from making gunfights more of a chore than they have to be? Adding to this is that all of the gunfights feel extremely long-winded. It might have something to do with the fact that it takes so damn long to kill anyone, but enemies also jump out at you frequently and in large groups–you’ll kill a room of people only to have a whole new group of them appear almost immediately afterwards. Because of all this, if I was playing the game for any extended period of time, the gunfights became more a chore to get through than anything else, and I would dread finding open spaces filled with cover, because I knew that an ambush was coming. Dreading the shooty parts of a game that is all about the shooty isn’t good.

Next up: platforming.

When you make an ‘Indiana Jones’-style treasure-hunting platforming game, a variety of interesting environments are key. Tomb Raider knows this; Uncharted doesn’t. Uncharted has one interesting environment that is stretched out for the entire game. You go from back and forth between samey-forests and samey-ruins before being thrown a couple of bones at the end, neither of which are particularly inspiring. Though Tomb Raider has that over Uncharted, neither game has completely figured out how to solve the leap of faith, though Uncharted doesn’t perform poorly in this regard. The distinction between what you can and cannot grab onto, and what gaps you can and cannot jump over, will sometimes come down to trial-and-error. If you think you can make it, you probably can, but there are a number of spots where I had to leap to my death a few times before figuring out which was the right way to go.

What’s left to discuss of the gameplay is the puzzle-solving, driving, and quick time events, and all each of these can be addressed with a question:

- Why bother putting puzzles that are so brain-dead easy that they are essentially equivalent to a toy I had as a toddler, where I had to match plastic 3D objects with the corresponding hole that they would fit into? They shouldn’t even be called puzzles, but rather arbitrary barriers.

- Why combine realistically unresponsive Ski-doo control with a ridiculously unrealistic explosive barrel-avoiding mini-game? It felt like I was playing an unresponsive River Raid.

- Why slot 4 quick-time events into an 8 hour game, and why expect the player to be able to react quickly enough if they only happen once every two hours? Each one was basically an automatic arbitrary death.

The final problem that I have with this game is your character’s progression through the environment. For a majority of the game, you’re following clues in Sir Francis Drake’s journal, and the path that the journal takes you on doesn’t make much sense. You’ll go through secret passage after secret passage, only to walk into a location that the enemies had found using a staircase or a door. It feels like none of the clues or secret passages serve any purpose other than having you travel through every corner of the small location in which the majority of the game takes place. And every other part of the story is basically B-movie filler.

All of this leads to one question: With all of the negatives things that I’ve had to say about this critically-acclaimed game, why did I finish playing it?

In spite of everything, Uncharted isn’t a bad game. As long as it’s played in short bursts, it’s a moderately fun action game with beautiful graphics that is just short enough in length to keep you playing until the point where you see the light at the end of the tunnel and think, “Well, I’ve played it this long, so I may as well finish it.”

Why I quit playing Far Cry 2

January 17th, 2009 | Posted by Andrew in Reviews - (0 Comments)

This review is based on having played this game for ten hours, so there may be more to this game that I haven’t yet experienced, but I doubt it.

Set in a fictional country in Africa, you begin Far Cry 2 as a just-landed mercenary sent to kill a notorious-but-elusive arms dealer. After a relatively lengthy opening and an introductory mission, you’re thrown into the open world with a knife, a gun (along with the ability to buy more), and a map and GPS unit that conveniently point the location of all available missions.

From a graphical perspective, traveling through the world of Far Cry 2 is a joy: trees and bushes react so satisfyingly to the character, the vehicles, and bullets, that I found myself going out of my way to drive and walk into them; the buildings, grass, and animals all look fantastic; and I could spend ages simply guiding a boat down the world’s various river networks. Taken on its own, the world is an environment that is truly immersive, and that’s why it’s so disappointing that the developers saw the need to use almost every other element of this game to break that immersion.

The most obvious place to start is with the NPC characters. Aside from your mercenary buddies (who only appear in a few select locations and situations) and the people in the world’s one small city, the entirety of the NPC population is male, armed, and hostile. In your day-to-day traveling through this world, every single person you encounter will try to kill you, and will recognize that they should be trying to kill you the second that they spot you. And you run into a lot of people in this game. The world is absolutely littered with guard posts, both on- and off-road, so even when trying to avoid a guard post marked on your map, chances are you’ll run into one that isn’t. Because of this, whenever you have to travel between any two points in the world, you will inevitably do the following:

(1) Constantly watch the map for the next guarded location

(2) Stop your assault jeep (the only vehicle with a gun turret, and as a result, the only vehicle you’ll be using consistently in the game) some distance away from the post

(3) Shoot everyone

(4) Leave your smoking Jeep behind and take the same-model-but-different-coloured Jeep from the guys you just killed because it’s faster than fixing your own

(5) Drive for a few minutes (constantly watching the map) and then do it all again

After performing this series of actions for the hundredth time, you’re going to get the urge to speed through these outposts, but since your enemies will chase and gun you down in their own Jeeps, its best to just kill them all beforehand.

The enemy NPCs aren’t all that smart either, but what these guys are missing in brains, they make up for in aim. And God help you if there’s a sniper among them. I play on an SD TV, and though the distance at which NPC snipers can pick you off when in the open is realistic, it’s maddening (not to mention anti-immersive) having to spend minutes letting yourself be shot, using the shot-indicator to find their general direction, and then scanning that direction for a little white stickman who’s recognized you as a hostile from miles away. This becomes infinitely worse when you’re in an environment with trees, because they can see you when you can’t see them. Throughout the game you’ll find yourself shooting blindly into trees and bushes hoping that you’ve hit whoever’s shooting at you enough times to make them stop.

The vision and accuracy of the NPC’s in Far Cry 2 is offset by a generous health and death system. Your health bar is separated into segments, and they will regenerate as long as you haven’t dropped below that particular segment. You also carry around a number of syringes with you that will fully heal you, and the number that you carry can be upgraded by a couple of levels. Finally, if in spite of all this, you still don’t manage to stay alive, one of your merc buddies will revive you and drag you out of harm’s way.

Although all of these death-prevention mechanics balance out the dead-on accuracy of the NPC’s, none of them are particularly elegant. I can’t imagine how large a quantity of self-injected drugs are flowing through my character’s blood stream, and it’s innerving knowing that my “best friend” (who was randomly assigned by the game, and who I dislike tremendously) is watching my every move, waiting to swoop in and pull me out of danger. These design decisions make even less sense when you consider that the unarmored NPC characters all take an ungodly number of bullets before going down. Why not just make enemies easier to kill and remove the voyeur friend with the hero complex? Speaking of NPC’s going down brings up another design decision that makes little sense: sometimes when an enemy absorbs twenty bullets and finally falls, he doesn’t actually die, but crawls away slightly and then proceeds to shoot you with his pistol. Finding enemies is hard enough in this game, but finding enemies that are sitting on the ground in a grassy, hilly environment as they slowly shoot you with a pistol? How is this positively adding to my gameplay experience?

I could go on: every single mission is exactly the same (travel to location marked on map, kill everyone, take shining yellow thing/blow up weapons cache/assassinate target), you can jump between the driver’s seat and the gun turret on the jeep with one button press, but can’t on the assault boat, zebras crumple like paper if you drive anywhere remotely near them, hang gliders are extremely disappointing to use, cars break down and explode like crazy—if the game areas didn’t frequently reset, every single road would be packed with wrecked and smoking cars that I’ve left behind in favour of a non-smoking or non-exploded version (that was promptly abandoned when it too inevitably broke down).

This isn’t a bad game. It has a fantastically immersive world and art design, competent gunplay, repetitive missions, and whole bunch of annoying design choices that break any and all immersion. If you’re looking for a shooter and have already played Gears of War 2, COD 4, BioShock, The Orange Box, Halo 3, Left 4 Dead, and Rainbow 6, you could pick this up, I guess.

Immersion-based games

January 9th, 2009 | Posted by Andrew in Commentary - (0 Comments)

Roger Ebert taught us that videogamers become extremely defensive when their views on the potentially artistic nature of videogames are challenged, but as a videogamer myself, I’ll be the first to admit that games share more in common with television than they do with media in which high art is traditionally found. I know that television and videogames are similar because they both compel me to ask myself ‘do I really want to be doing what I’m doing right now?’, and this is probably because both videogames and television require little effort while also being extremely effective at mindless distraction. (It seems silly having to make an effort to critically analyze whether or not I want to be doing what I spend my time doing, but that’s the reality of my life.)

When judging videogames, I consider three high-level factors: core gameplay, immersion, and fun. Core gameplay is a hurdle that all games have to jump—is there anything obviously broken in the game that makes it a chore to play? If not, games are then faced with the two remaining hurdles, and they generally lean more heavily towards one or the other. RPGs, for example, lean heavily on character development, story, and world design, which are all immersion factors. The ‘fun’ factor is mainly about taking the analysis of gameplay further—whereas judging core gameplay is about looking at obvious flaws, judging the ‘fun’ of the game is about looking at the elements that take a game above and beyond being just playable.

That games generally lean towards either immersion or fun is evident in games such as Fallout and Fable, in which the core combat gameplay is adequate, but not comparable to games like Call of Duty or God of War. Even a game like GTA IV has only good (and not great) gameplay mechanics—the driving, shooting, and cover system is good enough to not make the game a pain to play, but it’s not much better than that. I won’t go into why this apparent trade-off between immersion and fun exists, but it does exist.

I bring up this whole videogame rating system because it’s when I’m playing games that rely primarily on immersion that I am most likely to find myself asking that ‘do I really want to be doing what I’m doing right now?’ question. This is the case for two complementary reasons. First, immersion-leaning games are generally longer (due to story) than ‘fun’-leaning games, which results in games with average gameplay having longer run-times than games with better-than-average gameplay. Theoretically, the story, world, and characters of an immersion game should make up for any of its gameplay deficits, but this leads to my second point: games are not as effective as other media (e.g. books) at immersion.

One of the most obvious failings of games when it comes to immersion is character-NPC interaction. Many of these games put you into beautifully designed worlds like Albion in Fable, Liberty City in GTA, and post-apocalyptic Washington D.C. in Fallout, and walking through these environments can feel extremely immersive, but the second that you interact with an NPC, the contrast between the world and the characters populating that world is jarring. Canned dialogues, superficial player-NPC activities, apparent AI behaviour, all of these rob games of the immersive qualities of their other components. And the more graphics and art design are improved, the more jarring this contrast becomes.

Games are also weak when it comes to storytelling. At best, they may be entertaining in the same way that a great pop-movie is entertaining—like Iron Man, Ghostbusters, or Die Hard. Games like Bioshock and Final Fantasy VI have good stories, but they’re just that—good. Major games will never be an effective medium for artistic storytelling for the same reason that blockbuster movies aren’t—there’s too many people and too much money involved.

All of this leads to one question—why have I spent so much time playing Oblivion and Fallout and Fable and GTA? If the stories aren’t ever truly compelling (I’ll take Steinbeck or Bob Dylan, thanks), if the games are never truly immersive (I’ll take Earthsea, Westeros, or Star Wars, thanks), if their gameplay is only adequate (I’ll take Left 4 Dead, Virtua Tennis, Call of Duty 4, or Donkey Kong, thanks), what’s keeping me glued to the TV till these games are finished? It’s partly out of compulsion (the same compulsion that’s kept my Xbox gamerscore climbing to 20,000 and beyond); partly because I’m a dedicated gamer, and as a dedicated gamer, I need to be there for these major releases; and mostly because gaming is easier than doin’ stuff.