Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

Tuesday, 2 February 2016

Backlog Beatdown: Biologically Shocking with Bioshock 2


One of the things I want to do when playing video games this year is to get through some of the series of games I’ve been hoarding. I’ve got quite a few; the entire Gears of War series, Grand Theft Auto, Far Cry, XCOM to name but some of them. The trouble is that by the time I get to the end of one game in a series, I’m usually itching for a change of pace and playing the second or third instalment of it straight away is the last thing I feel like doing. The result is I’ve got games I haven’t even touched because I haven’t finished their prequels. That’s something I’m hoping to address in the coming months.
Take Bioshock 2 for example. My main incentive for getting this particular game was that I’d downloaded Bioshock Infinite onto my Xbox 360 when it was released for free on Games with Gold. I’d already played the first Bioshock game – a very good game, in my opinion – and I’d heard that the second instalment was arguably the weakest in the trilogy, but as it had been a good couple of years since I’d beaten the original Bioshock, I thought the time was right to give its sequel a go.
This time, instead of playing a pure human, you play as one of the Big Daddies; huge hulking lummoxes in diving suits that are genetically engineered to protect the Little Sisters – strange, waif-like girls who walk around harvesting corpses for ADAM (genetic materials that can be used to enhance capabilities.) The story goes that ten years ago, you were forced to shoot yourself by the game’s primary antagonist: Sophia Lamb. You awaken, and have to re-connect to your little sister, now a young adult, in order to survive and escape the huge underwater city of Rapture. Sophia, however, has her own plans for Eleanor – her daughter, and your little sister – and will not let her go without a fight. She has engineered a fanatical cult-like collection of splices and bitter enemies, and will stop at nothing to impede your progress.
Have a guess where I'm going
to stick this...
I didn’t find the change in character affected the gameplay to any major extent; you can take as much punishment as Jack from Bioshock, and apart from some changes in the weapons (rivet gun instead of a pistol, Big Daddy Drill instead of a wrench etc) the game plays much the same as it ever did. This is a good thing, since Bioshock played so well in the first place. It is reasonably well-balanced; I died a lot but it was always because I was rubbish rather than cheap deaths often put upon you in lesser games, and since your only punishment for this is to go back to a Vita chamber – the game’s save points – with half your health and EVE (mana,) the game is not harsh enough to derail the whole thing if you make a mistake. The enemies are surprisingly well-varied, and are all potentially a threat if you don’t take care as you go through the levels. The game also rewards you for taking your time, exploring and finding all the loot hidden around the city; ammo is not exactly scarce but it’s very easy to burn through and you can make things a lot easier for yourself by looking for all the ammo-dumps and med-kits.
One thing I did find a bit redundant was the Plasmids. While they can potentially create a whole host of fun effects, I found myself sticking with the Lightning Bolt – which has the additional effect of stopping the enemy for a few moments – more often than not. It suited my play style but it meant I missed out on a lot of the potential fun from the game. It is in many ways a step backwards from the previous game, which required you to use a certain plasmid in a certain area in order to progress. But that’s not a complaint so much as an observation on my own particular taste.
Bioshock 2 does a very good job of blending gameplay with storytelling, and the closer you get to your goal of rescuing Eleanor, the more invested you get in the plot. It takes a few hours to get going, as you’re introduced to various characters and mechanics, but once you’re in, you’re hooked. The game lasts around 12-14 hours, which for a game like this is plenty of time. The last couple of levels in particular have a feeling of frantic desperation about them that keeps you going right until the end. There are a few different variations of the ending depending on what moral decisions you made during the game; always a nice touch but I can rarely bring myself to play through a game to get the bad ending so I finished the game with the best ending and looked up the rest on Youtube.
Bioshock 2 does enough things differently to Bioshock to justify its title of ‘sequel.’ I think if it had come out the year after the first Bioshock game it would have been a disappointment, but it looks like a very well-paced series and if Infinite is the last instalment, I understand it went out with a bang. I’ll probably play it at some point, but right now I can feel accomplished at beating a well-designed enjoyable game that tells its story brilliantly.

Sunday, 11 January 2015

Backlog Beatdown: Kicking Ass with One Finger Death Punch


Free from the constraints of No Game New Year, on New Years Day I downloaded One Finger Death Punch from Xbox Live. You may remember early last year, this was one of the games that tempted me away from NGNY. I didn’t go for it at the time, but I was reminded of it when I had a look at TotalBiscuit’s Top 10 games for 2014. He mentions this game in his top 10, and I remembered his WTF is video and wanting to try the game out for myself. Well, why not?

Most people reading this probably know the score, but if not, here’s how the game works: Enemies come running at you. When they get close enough, you press the X button to attack to the left and the A button to attack to the right. There’s absolutely nothing else to it. No movement, no special moves, nothing that involves anything other than pressing X to attack to the left, and A to attack to the right.

Simple? Yes, definitely. But it is so much fun.

Two buttons. This game is brilliant.
There’s a lot to be said for a game that only does one thing but does it very well. Mechanically, it’s
fantastic. As the attack animations happen instantly, timing is essential but there’s no faffing about waiting for a move to wind up. However, if you miss, you’re left vulnerable to attack for about a quarter of a second, which for a game of this speed is a very long time. The player character and enemies are stick men; an odd decision, but it fits the light-hearted nature of the game and keeps the attention where it needs to be: On the action.

Variety is provided by the different ways in which the levels and enemies are organised. Most levels are ‘Mob Levels,’ which simply require you to kill all the enemies. But there are some that require you to do it in a certain amount of time, smash a certain number of items, or do the level in black and white so that you can’t distinguish different enemies and there are even some levels that give you a Light Sword or Knunchaku. Some enemies require more than one hit – from potentially more than one direction – to take down, and others, called ‘Brawlers,’ cuts away from the main stage and requires you to press X and A multiple times in a sequence to beat them. Your character can pick up weapons, which increases your reach or gives you a ranged attack. Outside the levels there is a ‘map’ screen where you can choose what levels you play and activate the skills you acquire in certain levels. These ‘power-ups’ usually involve either being able to use weapons multiple times, or slowing the enemies down in some way. All this content from a game that uses two buttons.

But doesn’t it get old? Well, the whole game takes around 4-5 hours to complete, and you’re probably not going to get through it all in one sitting unless you’re determined to do so. But that’s not the point of this game. It would work very well on a Mobile device because it’s absolutely fine just to pick it up and play. There’s no exposition, no plot, no reason for you to be doing anything other than the fact that you are. The levels are generally over in about a minute, so you can do as much as you like depending on how much time you have. Finally, your score for the level depends on how many times you missed – the fewer, the better – and whether or not you took any damage yourself. You can always replay the levels and aim for a better score, if you’re interested in tackling the game this way.

As for me, I’ve got to the end of the game on the easiest difficulty. While I’ll probably come back to it at some point if I need something to fill half an hour, I will mark this game off as beaten. But if you’ve got £2 to spare, I recommend you check this game out. We could all do with some more games that don’t take themselves too seriously!

Monday, 4 August 2014

No Game New Year: Virtua Fighter 2 (Mega Drive Version)

OK, here’s another long, convoluted story about my life to explain this one away:

As part of a mid to long term future that has so far taken me up to two and a half years, I’m hoping to move out of my parent’s house quite soon. The reason it’s taking so long is another story. But the point is that when I do eventually move out, the Playstation 2 won’t be coming with me. Why? Because it’s not mine; it belongs to my sister. Some – but not all – of the games we’ve got for it are mine, but as the console itself is not mine to take, I won’t be taking it. This being the case, I thought I’d better play through some of my PS2 games.

 
Sega Megadrive Collection

For clarity, this is not the same game as I own on the Xbox 360. Most of the games are the same, but the Xbox 360 version has more games including the best game in the world, Streets of Rage II, so I was always going to buy this once I had a 360! I’m not going to waste my time playing through all the games that appear on both discs though, instead focussing my attention on the three games the PS2 has that the 360 version does not: Ecco Jr, Sword of Vermillion and Virtua Fighter 2.
 

Virtua Fighter 2

I would imagine that anybody who grew up in the 90s would remember this game. Virtua Fighter was the first time I can remember seeing 3D graphics in a fighting game, and for the time it looked beautiful. Virtua Fighter 2 only improved on it, with better graphics, more characters and a whole lot of pound coins dropped on it in an arcade somewhere in South Wales. That last bit was my contribution.

See? Rubbish.
Let’s get this out of the way right now: This is not a good port. The Sega Megadrive (Genesis to you Americans out there) just did not have the processing power of the arcade machines. The Sega Saturn version presumably looked a little better but the Megadrive version did not have the graphical fidelity, the sound clarity or the fluid controls. The sprites probably would have looked better on Streets of Rage. The sound and the voice acting in particular are choppy and horrible. And the game controls are clunky and unresponsive. For a Megadrive title, this was as good as it was ever going to get,[1] but compared to the ‘real’ version, this is not very good at all.

So, has the game got anything going for it at all?

Actually yes… ignoring the awful port for a second, I think Virtua Fighter left behind an impressive legacy. It was the first arcade game to use fully-3D graphics;[2] Sony’s Tekken was not far behind but VF got there first, and set the standard for what was to come in what at that point was the next generation. It was also the first game that I am aware of to include a character that could mimic others. A lot of fighting games have done it since then, but VF’s Dural was the first character I can think of that could start the round as any character, lending an air of mystery and a significant challenge to the final boss of the game.

But what I really liked about Virtua Fighter was that it was probably the most technical of the fighting games at that point – and for quite a long time afterwards as well.[3] All the characters had a certain move-set, but you could either block or counter most of the moves and you wouldn’t take any damage in doing so. Contrast this with other popular fighting games of the time; Street Fighter II and whatever iteration of Mortal Kombat we were up to at that point, which all had ‘stun’ mechanics, where you could do a move or combo that would hold your opponent still for several seconds. This meant that once your opponent started to build up some momentum, it was actually quite hard to win. Not so with Virtua Fighter. As long as you block and counter in the right places it is NEVER too late to pull the fight back. Of course, the fact that in most cases this was very, very hard made the challenge of actually doing it right all the more satisfying when you did.

I chose Jacky for my playthrough, as his style (Jeet Kune Do) is quick, efficient and gets the job done. Of course, the lack of an instruction manual meant I had to work out a lot of the moves for myself, and most of the time I managed to pull off his more damaging moves was a lot more by luck than judgement. I managed to get through about half of the fighters quite easily, but Sarah, Jeffrey, Wolf and of course Akira were rock hard and I needed a few tries to beat them! I managed to get to the end of the game and fight Dural but not beat her, because it is IMPOSSIBLE. You only get one chance to do it; if you lose the fight it’s Game Over and you have to start all over again.

Well, perhaps not impossible… but the fact is I don’t care enough about the Virtua Fighter canon to do it. There was never much of a story in the game and this port was no exception. If I hadn’t played the game in the 90s and been watching the characters fighting the demos pretty much since then, I might have checked this game out and thought “Well, who are these people? What are they fighting for exactly? Why should I care?” This version of VF2 does little to answer those questions, and since the fights always appear in exactly the same order, there’s little variety beyond learning all the character’s move sets. It probably would be more fun in multiplayer, but what isn’t? So, having got to the end credits with one of the characters, I think it’s safe for me to say I’ve got everything I’m going to get out of this one, and put it to bed.


[1] The game was released towards the end of the Megadrive’s lifespan.
[3] I actually had both versions of Virtua Fighter 4 for the PS2 at some point as well.

Monday, 7 July 2014

No Game New Year: Half Way Through with Sonic 2! See what I did there?


Hi there!

Once again, I haven’t posted for a while, largely for girlfriend-related reasons though I have to say that I needed to give myself some time to play the games as well!

So we’re at the half-way point of the challenge, and so far I’ve been doing OK. By that I mean I’ve managed to get through the last six months without buying a game or any DLC of any kind, and any games I’ve acquired during this time have been absolutely for free. And as we approach the back half of the year, I’ll take this opportunity to reflect on the challenge, and how it’s made me approach games:

It’s no secret to anyone who knows me that it is easy for me to fall in to the trap of buying games habitually. The huge stack of Xbox games, both original and 360, in my bedroom is testament to that. This year I’ve had to make a conscious effort not to do this. And to be perfectly honest it’s been a lot easier for me than I dared to hope at the start of the year!

This is largely because of the new generation of consoles that are coming out. The line-up for the new generation is the Playstation 4, the Xbox One and the Wii U, and I don’t own any of them. Therefore I can’t be tempted to buy games for them! Not that there are many to get at this point, and most of the ones you can buy were available on previous-gen as well. I’ve spent some time thinking about which one I’m going to get when I am allowed to do so, but that’s a whole different discussion for another time.

When I buy games, I tend to go for the ones on special offer. GAME – the main retailer for games in the UK – often has deals on that mean you can get 4 games for £20, or something similar. The games are usually pre-owned, but that’s never bothered me since I usually buy games because I want them, not because they’re a new release. I’ve got something like 60 games for my 360, and I think only 3 of them I’ve bought new or even close to release. (Both XCOM games and GTAV, if you want to know.) So I walk into a shop, see what games I like and then go ahead and buy them if I can make a good deal out of it. Because of the challenge, I’ve not been going in to game stores, and I actually find it more of a faff to order physical copies online, so it’s not been particularly hard to avoid!

Where the challenge has presented me with, well, a challenge is when it comes to actually thinking about the games I own. I know I’ve been a bit spotty with this over the last few months, but the original idea behind the blog was to post updates about what I think of the games I’ve been playing and whether or not I want to keep them, this that and the other. And I’ve seen some of the other guys playing games on their posts and getting through a significantly higher number of games than I am, and I’m wondering if I should be doing more. Not playing more games; we all have different schedules so if I don’t have time to play as many as I’d like, or as many as other people do, then it’s not really a problem. But I sometimes ask myself whether I should be doing more to say how I’m getting on.

What I’ve been doing, then, is while I play the game, I think about what I want to say about it. Not just for the sake of the challenge, though. I think it’s quite a good thing that, given how much of my time I spend playing video games, it’s good to ask myself why I’m actually enjoying it – and if other people want to know, then that’s fine by me. So I mutter to myself passages that eventually end up in the blog, in the hope that someone’s going to read it and find it interesting…

Case in point: This week’s game.

 
Sonic the Hedgehog 2

This game will always be very special to me. Back in 1994, I got my first Sega Megadrive, (Genesis,) and I’d been after one for literally years. I remember I was 8 years old, and my Mom bought me a Megadrive with Sonic 2 on it. It wasn’t my first ever game; we’d had an Acorn Archimedes computer before that and we’d had plenty of games for it. But the Megadrive was mine, and so was Sonic 2. I played it almost non-stop until the end of the school year when I was bought another couple of games – more on that later. I come to own it now from the Sega Megadrive Ultimate Collection that I’ve spoken about before, and I thought 20 years later, now was the time to give it another play-through.

Turns out I’d forgotten two very important things about the game. The first is how much fun Sonic is! And the second was how hard those old games are.

So Sonic 2 is a great game, it really is. Side-scrolling platformers were hardly uncommon 20 years ago, but few games did it so well. It encouraged speed by having Sonic move incredibly fast for a video game, but punished carelessness by throwing spikes and pit traps in your way. The levels were designed in vastly different styles, each with their own gimmicks, traps and enemies – but with enough similarity to tie it all together. The fact that there were different enemies on each level was actually not that common, if I remember rightly; most of the games I remember playing at the time used the same or similar enemies across multiple levels. The sound track is nothing short of iconic. I know that word should not be used lightly, but just do a quick search on YouTube for the number of people who’ve done videos of Bass Guitar covers of the Chemical Plant Zone theme.[1] And most importantly of all, whether you got through the game or not were entirely up to you.

“Well, no shit,” I hear you cry. “You’re in control of the game; of course it’s up to you whether or not you beat it!” Yes… but it’s not that simple. You have a lot of control over what happens in the game for a few reasons:

  1. Sonic 2 was a competently-made game. That means that it had been play-tested so the dev team knew it all worked properly, and there were no game-breaking bugs or glitches that would screw you over. That’s not to say there weren’t any bugs or glitches in there at all, in fact some of them were quite beneficial, but none of them would harm your progress, and they weren’t even taken out for the game compilation I’m playing it on! Thankfully most of us remember a time before there was scope for games being patched for bugs, so the developers really had to work hard to make sure that everything worked. They didn’t always get it right, but they got a lot more right than many of their contemporaries manage these days!
  2. The game wasn’t designed to be played for you. There were no button prompts, no “Hit the Crawl from the rear or you’ll just bounce off him” or “Jump to avoid these spikes/that pit trap.” If you avoided the traps, it was because you saw them coming. If you destroyed a badnik without getting hurt, it was because you’d considered the best way to approach it. If you managed to beat the bosses, it was because you’d analysed their attack patterns and developed your counter-attack from that. Or more likely, you’d buggered it up fifty times before you got any of it right – which made the game a challenge, but not unfair. There was a lot of trial and error, and the sense of accomplishment from finally getting it right was where a lot of the longevity of these games comes from. I’m still playing it 20 years later!

It was quite strange, playing it through again. Those muscle reactions that I thought long gone were coming back to me as I played my way through the early levels of the game, only to get stuck later on because I kept dying. Rarely from a Badnik (evil robot.) No, I’d always get trapped, or fall down a pit, or drown or something or other. I remember finding the game a lot easier when I was younger and I found myself wondering, are games getting easier in the last few generations? Or am I getting rubbish at them in my old age?

It turns out the answer doesn’t relate to either of those things. In actual fact, when I played this game when I was 8 years old, I had all the cheat codes to it and could select whichever level I want, and was also able to change into Super Sonic any time I wanted as well. So I had plenty of opportunity to practise those harder levels. I actually can’t remember, even in my younger days, playing the game through from one end to the other more than a couple of times, though I did complete the game several times by cheating. I can’t remember any of the codes now, even if I wanted to cheat – though I do remember you input the codes by playing certain tracks from the Sound Test in a particular order. I don’t think they’d work now even if I wanted to do it, because I did play back some of the tracks and my 360 seems to be a lot less happy about doing this than my old Megadrive was. (It crashed after a couple of tracks.)

That being said, Sonic 2 is also a lot harder than today’s contemporary games because here you have a fail state. You start with three lives. You can gain more, but if you ever lose them, you have to start all over again. This just doesn’t happen in modern games, and rightly so, because modern games are sometimes quite a lengthy procedure that would not survive having the whole thing de-railed because you’d died too many times. But in the early games, those lives were your lifeline. You had to hang on to them, and try not to lose them.

Because lose them I do; usually either to aforementioned traps, or boss battles. Some of the latter are ridiculously easy, some are insanely hard, and the last boss battle is borderline impossible. I’ve fallen down on the last couple of bosses several times, and even though it is frustrating, I don’t particularly mind. Let’s be honest; this is what these games are about. Smashing your way through levels, exploring them fully to find their secrets – they will give you cool stuff but you have to earn it – praying that you’re still in good enough shape to battle the end-of-level boss, and then when you’re exhausted and your concentration is slipping, have one last duel to the death between you and the final boss. Whatever happens at that point, it is a fitting end…

I managed to beat the game last Sunday night, and allowed myself a small smile of overcoming the challenge, as hitherto I always fell down on the last couple of levels. But I would like to make a few comments on the game itself, how it is different from the other Sonic games, and what I think of the mechanics involved with it.

For a start, Sonic 2 is a very good sequel. Over the last few generations, we’ve been seeing more and more sequels that haven’t been as effective. On one hand, some sequels iterate rather than innovate, basically releasing the same game 4 or 5 times. *cough* Dynasty Warriors *cough* On the other hand, some games take it too far the other way, and release games where the mechanics and design are so different that it is barely recognisable as part of the franchise. (Less often, though I think some of the more recent Sonic games are guilty of this!)

To contrast, Sonic 2 is basically Sonic 1, but better. He can still do everything he could do before, in the same way – but now he can do more things. Here’s a few alterations to what had gone before that made Sonic 2 an improvement on Sonic 1:

First, the Dash Attack. Sonic’s been able to do this for so long, sometimes it’s hard to remember that it wasn’t always the case. You could now duck on the floor and charge a ground-based spin attack, whereas before you had to do it from a run. This was very useful for opening some item boxes and hitting some of the enemies where precision was required. It’s no surprise that they kept this one!

Second, the Special Stage. This was a massive improvement over the rotating special stage from Sonic One, where one wrong move would take you straight back into the main game. For a start, it was much easier to get to – get 50 rings and find a Star Post, then jump through the ring of Stars that appears there. A challenge, certainly, but better than praying you still had enough rings left at the end of the level. And then there was the Special Stage itself. The sort-of-3D graphics looked amazing for the time, and the setting made the age-old premise of ‘collect the good stuff (rings) and avoid the bad stuff (mines)’ a lot more interesting. Plus, if you did muck it up, the game would drop you back in the same level next time, rather than move it on. This was good because some of the seven stages were actually really hard!

Third, Super Sonic. This was your reward for getting all seven Chaos Emeralds out of the Special Stage. If at any time after this you collected 50 rings and hit the jump button, Sonic turns yellow and becomes Super Sonic. I remember Sonic The Comic (published in the early-to-late 90s, I got most of them up to 1999,) portraying Super Sonic as an out-of-control demon, super-strong, invulnerable and very, very angry. The Super Sonic you control in the game is pretty much like that except he can’t fly. There were no morality issues either; in pretty much every game before 1995, you were either the good guy, or in a very small number of cases, you weren’t. Sonic, Super or otherwise, has always been the good guy and rightly so. Super Sonic is faster than Sonic, won’t take any damage that would normally result in losing your rings and can jump higher. But he’s less accurate to control, which is not good during some of the precision platforming you have to employ late in the game. Also, getting him was something of a blessing and a curse – he drains your rings for every second he’s in the game, and there’s no way to turn him off short of letting him drain them all. And it was almost impossible not to do it because the trigger was the jump button. Try getting through any Sonic game without jumping and see what happens! This was all well and good, except that the best way to collect extra lives was to collect 100 rings, and playing as Super Sonic prevented this. So, the individual levels were easier, but the end of the game was harder as it allowed less room for error.

Finally, Tails/2 player Co-op. Sadly, I think they missed a trick here. True, Tails became one of the most famous characters of the franchise, and the idea of a fox with two tails that can fly is a good one. But as there was no way to make him fly in the game, it didn’t make the slightest bit of difference whether you played him or Sonic. This undermined what could potentially have been a great innovation into the game, allowing Tails to reach harder-to-reach areas. The Co-op mode was, I suppose, a good way to allow a younger player to play with a more experienced player, since Tails couldn’t die or lose any rings. But the second player is shut out of the last couple of levels since Tails doesn’t appear in them, for the story’s sake as much as anything else. You could, of course, allow the AI to control tails, but this rarely helped. His role seemed quite reactive; i.e. if a Badnik hurt Sonic, Tails would attack it. If Sonic lost his rings, Tails would pick them up. He was no use at all on the Special Stage, as he would follow Sonic and his reactions were delayed by about half a second, which meant that he would more often than not run into the mines you were trying to avoid! Most of this was fixed for Sonic 3 though.

So, to conclude, a great game, and I was happy to have the opportunity to play it through again. I think I will cover Streets of Rage 2 at some point as well, but for now, I’m going to decide what to play next in amongst the multitude of things I’ve got to do…


[1] Then do another, much longer search for one who actually got it right…