29 Jan 2017

ARTICLE - Start As You Mean To Go On

First impressions are important. Everyone tells you that. For games, these come in the form of the opening level. Opening levels are used to grab the player, get them invested in whatever the game is trying to offer you. Some do a fantastic job of this, others... not so much.
It's debatable if there's a "perfect" opening level out there. One that can set the tone, explain basic controls, introduce some of the key objectives and invite the player into what will hopefully an excellent distraction for the next 8+ hours of their lives. There are some that do certain aspects better than others, I could even list a few. We'll see where the night takes us.



TONE
Setting a tone is crucial. Take horror for instance. (Yes, the easiest to make an example of.) You start off in a seemingly abandoned mansion in the middle of nowhere with few supplies and no backup. It's also nighttime. And something just made a noise in another room. You're alone as well, just to top things off. All in all, the tension is going to be pretty high. You're suitably anxious about going into the other room and investigating. At the same time, you know the game won't reward you for standing about wetting yourself and crying.
Generally, that's how a survival horror game should start. You're on the back foot and trying to get your bearings while your brain tells you to save one bullet for yourself.

I think where it goes wrong is when someone thinks to themselves "Yeah, but what if you aren't powerless at the start? I want to kick some zombie ass! But in a graveyard because horror." That guy needs to learn that a setting isn't tone. It's the difference between Resident Evil and Doom. (Or Resident Evil and Resident Evil 6) Scary monsters: check. Environs devoid of hope: check. In Doom, you're tripping over ammo and health like a supply plane does a fly over every 20 minutes. In Resident Evil, however, you need to decide if the bullets you have will see you through to the next save point.
I'm not saying it should be all doom and gloom but feeling empowered should be fleeting and fragile. (See Top 10 Weapons - Colt Python. There are only a limited number of bullets in the whole game. Aim wisely.)
How the player is feeling is what's important. Fear of being helpless, alone and dying is what sets apart the best from the worst. You shouldn't be kicking doors in looking for trouble, trouble should be looking for you.



TUTORIALS
The best tutorials are like the best thefts. You don't realise it has happened until it's too late. I may need to clarify. When a game is instructing you on how its controls work you want it done clean and fast. You don't want big info dumps you have to comb over to figure out why you're pirouetting instead of reloading. Nor do you want to be continuously told crumbs of information for the better half of the game, especially if you've already figured them out by being a diligent explorer. The worst example being finding an activity the game has told you-you can't do yet and waiting on it to graciously bestow such information, normally via a 5-minute cutscene in 3 missions time.
Ideally, you want it to fall under the guise of "Training". Thief: The Dark Project does a good job of this. It explains the effect of light and dark within the environment, how different surfaces react to movement speed and basic combat all within the context of being trained. Then it lets you go on your merry way. Castles, prisons and caves are no match for your ability to absorb a 10-minute education in sneakery.
I realise that every game can't put you through a boot camp, so to speak, but "Unlocked a new lore: Tutorial" every time the game wants you to learn something just feels lazy. You may as well read the user manual for the game. Oh wait, they don't do those anymore. Made myself feel old again.
As much as we want to see your big shiny game world, don't be afraid to give us a tutorial level at the start. (Yes, one we can opt out of if we wish) One with character that people will remember for years, like when they find they need to give an example of a good tutorial level. Thief: TDP for instance.
(When I started this section I was going to use another game as an example but then the first sentence opened a door in the mind archives.)

KEY PLOT POINTS

Imagine reading a book. (Actually, go read a book and hope it's better than the example I'm about to give) It starts with a character going into a shop, walking into the forest, killing some wolves, meeting the mayor, becoming king. THE END! Whoa, hang on. Is that what they set out to do? Was that shop a blacksmith? Were the wolves that much a threat to the land that vanquishing them somehow allows a small-town mayor to start dishing out crowns? This book clearly thought you would just enjoy the ride.
Off hand, the only games I can think of as guilty of not enough context are survival games.
Game - Survive!
Me - Okay, and then?

Game - There are zombies and wild animals that will kill you at any moment.

Me - So what? Do they have a boss I can kill? Is there a reason to defend myself and get from A to B other than...?
Game - Uh... em... Survive!
Amateur dramatics aside, a game needs to give a player a purpose beyond the basic. Unless your game is "Survive for a long time no questions just do it" you need to supply some motivation. Is that a tower off in the distance? An evil wizard lives there you say. More treasure than I could ever use? BOOM! Done deal. I'm there.
Mario keeps this simple. You know you have to save Princess Peach (possibly by reading the manual, it was a different time) and you only have one direction to go. So you keep heading right until Peach is in your arms. Easy peasy.
Most FPSs sort this problem by slapping an objective notice up on the screen. Having been given some exposition in the cutscene beforehand you have quite a good grasp on what you are doing and why. Call of Duty, not a series I normally give praise to, handles plot in exactly this manner. "Mission Briefing" then straight on to the how.
A good game can use your understanding of the plot to trick you. (I could have just said plot twist, don't know why I didn't) Star Wars: Knights of the Old Republic does so. Take my work for it. Also, play it.

Hopefully, this basic grasp of the facts can help would-be game designers. Even established game designers. Unfortunately, even nowadays games from Greenlight to AAA are failing in these basic principles. You need to grab a player's interest from the very start and gently guide (not coddle) them through a game world you've worked hard to create.
Who, what, why, where, when and how. Always ask yourself these questions when starting a game. If there's no obvious answer then there's something missing.

GOTY - Final Hitman Fantasy XV


It doesn't take much for me to like a game. It only needs to do one thing: make me grin. I can't explain clearly why that makes certain games stand out over others but when I'm grinning I know I'll be playing that game to the finish at least twice.

Hitman made me grin. Released on the 11th of March 2016. It was released episodically throughout 2016 from March to December.

I've been playing Hitman since Hitman 2 on Xbox (one of my first games for the console) and with every subsequent instalment in the series, my love for it and its bald pro... an... tagonist(?) has grown. It helped that with every new game the A.I. (artificial intelligence) improved to a degree that didn't send my controller into a wall because that bastarding guard saw through my bastarding flower delivery guy disguise because I stood still for too bastarding long. (Ahem)
The initial release of 2016s Hitman didn't offer a great amount of content, but for me, it was enough to make me grin. It felt good to be plopped into a massive (by previous Hitman standards) level and pretty much left to figure out how to take out your selected targets. Being able to play the level any way you chose was the Hitman game I had been waiting for since Blood Money. (Absolution would have been perfect if not for the levels that were clearly NOT Hitman levels. I'm looking at you "escape from the cops and jump on a train" pfft).
Every aspect of the series that should have been expanded on such as being able to creatively take down your targets while also remaining undetected, to the A.I. to the scale of the levels was vastly improved for this instalment. Introducing "Level Mastery", a system that rewards you for replaying a level repeatedly to unlock new weapons, starting locations and gadgets to help reach your targets. It gives you opportunities to explore every inch of a level to find a perfect vantage point or a discarded disguise. On paper, this sounds monotonous, boring. But there's enough content to each level that you'll discover something new with each play through.
Then there are the Escalation missions. These give you new targets to hunt but after each successful mission, it will add a new objective or handicap. These are great in making you think of the layout of a level in a completely different way. Every assassination is a puzzle and Hitman rewards those who think outside the box and, most of all, have fun trying to figure it out.
The one section of this game I feel I have very little time for is the player created levels known as Contracts. These involve players marking their own targets within a level, assassinating them then challenging everyone to do it better. This was a feature introduced in Absolution and while fun, it can be a bit of a mixed bag in terms of finding a quality mission. I'm sure there's fun to be had here but it really isn't my thing.
For an episodic game to hold my attention and keep me occupied until the next was released is impressive. Even more impressive to me is that for all but two of those months (June and November) there was content released that added 2-6+ hours (depending on your determination to discover every corner and opportunity a level has to offer) of gameplay each. Of recent memory, it's one of three games I've sunk masses of my time into, The Binding of Issac being one and my next pick for game of the year being the other.

Final Fantasy XV made me grin. Released on the 29th of November 2016.
Like a lot of my friends, my first foray into Final Fantasy was with VII (7) which was released almost 20 years ago to the day of this post (31st January 1997). Oh, I just made myself feel old. One of the things I love about the series as a whole is it can have you save a near future world from a giant meteor while another can be pitting you against an insane jester determined to gain the powers of a god. You know, normal everyday stuff. But almost every time it's distinctly Final Fantasy. (Barring a few exceptions *cough* Lightning Returns to name one *coughcough*)
My first hour of Final Fantasy had me grinning from ear to ear nonstop. Everything from the "Stand by Me" cover by Florence and the Machine to the car radio playing music from the previous games in the series. Everything was just so nostalgic and charming. Having not read or seen anything about the game before it was released (except for the demos) pretty much everything was another point of joy on my bro trip. After a certain amount of exploration, I remember excitedly shouting "DUNGEONS" to an empty room. Soon followed by "NOPE" after entering said dungeon at level 14. Pro tip: don't do that.
At the opening of the game, a message reads "A Final Fantasy for fans and first-timers". As a fan, this filled me with a certain amount of doubt. What have they dumbed down for first-timers I wondered. Will I have to prove I'm a fan by benching 20 Iron Giants? (I'm sure that's how weights and being a fan of the series works) It turns out that message is referring to the two-button combat system. It's simple and effective. It doesn't bog you down with menus and options but at the same time feels satisfyingly substantial if your fighting one of the more challenging hunts later in the game, quickly being able to switch between weapons and magic at the touch of a button.
The game is split up into chapters, supplying you with the main (make the story go) quests and most of them with oh so many side (hey, go here and do a thing) missions, hunts and other fun distractions. These extracurricular activities will take up the majority of your playtime, my own coming in at 60hrs 5mins for the first completion. That time didn't even factor in all the side stuff I missed. I moved straight on to New Game+ so I would have new stuff to see on my second play through. That made me grin, the fact that I was willing to go into a second playthrough of at least a 60-hour game without even thinking about it.
There is one note of criticism, however. Chapter 13. I get it. The whole game can't be rolling hills and bro-fives all the way to the Chocobo Races. Tonally it's quite appropriate for what's happening in the game at the time. But that doesn't mean that you have to be as miserable as Noctis is while playing as him right? It takes the "Not Alone" section of Final Fantasy 9 and combines it with the never-ending corridor that is Final Fantasy 13 (wait, Chapter 13, long corridors, Hajime Tabata you magnificent bastard) and makes that what feels like 2 hours of your life (might only be about 45 minutes).
After the most recent instalments to Final Fantasy I was sceptical that this would be the one that would recapture the feeling I got from playing 6 through to 9.(Wait, 6+9 IS 15. Hajime Tabata you magnificent bastard) There's still more content to come with the season pass but the game as it is (including a massive patch that added more story content and fixed Chapter 13) is more than I ever expected from a modern Final Fantasy.

When I started writing this post I was fairly sure I knew what game I was going to pick as my game of the year. In writing this, however, I've convinced myself that the negatives of my other choice aren't negatives at all. Why should I punish a whole game for one section that I thought wasn't for me? As a whole, Final Fantasy 15 made me laugh, maybe even shed a tear. One, solitary man tear of respect for a job well done. Not the other kind. Hitman provided a game that I could drop in and out of and have fun with every time for the duration of half the year.
Ultimately my game of 2016 is Final Fantasy XV!

(Now all you needed to do was scroll to the bottom of this post without the hassle of actually reading it, but where's your sense of adventure.)

26 Jan 2017

LIST - You Call That a Knife?

Weapons come in all shapes and sizes. They appear in probably 90% of the games you're currently playing right now. (Settle down Tetris guy, I acknowledge you) You may develop a fondness for a few of these tools of destruction but fear not, you're not alone. Here's a few I use to kick ass and take names with. (Mostly the ass-kicking part, I take names with a pen.)
  • Gunblade - Final Fantasy VIII

It's a gun. It's a sword. Frankly, I could leave it at that. I won't however. Squall Lionheart's weapon of choice was one of the main reasons I got so invested in FF8.

Combining the trigger mechanism of a revolver and attaching a massive blade where the barrel should be sounds dumb on paper. Cool yes, but dumb. It didn't even operate as a gun. The trigger is designed to send a shockwave through the blade whenever it is pulled. That is why it makes this list. This feature allowed the player to control when you landed critical hits in battle as Squall.

For an RPG (Role-Playing Game) to hand the player that kind of power was fairly unique. It made me feel more involved in the turn-based combat by compelling me to hit R1 every time I landed a hit. Combine that with the vibration feature of the controller and you get a very satisfying strike.
Coming in a variety of models, it's both stylish and formidable.

  • Magnum - Halo: Combat Evolved
Imagine! A tank moving over a series of hills to get you in the range of its cannon. You're cornered and have run all your heavy ordnance dry. All you have left is your trusty magnum and a few "lucky" bullets.

You take aim...

BAM

A hit...

BAM

Against all odds, another hit...

BAM

A headshot, the driver is down and the tank rolls to a halt.

Congratulations, you are a badass. Unshakeable in the face of insurmountable odds! But you were also helped by this little beauties ridiculous 2x scope. A feature that makes it more than a match for any skirmish you want to get involved in. 

  • Sheepinator - Ratchet & Clank

In a game where weapons with interesting gimmicks are the focus, it takes a special something to make you stand out. Enter the Sheepinator.

Do you have a room full of enemies and not a lot of ammo? Fear not, this baby doesn't need any. Just pull the trigger and watch as, one by one, every target in front of you becomes a little woolly mammal.

It is one of the most satisfying sights after a hard won fight, a sea of gormless eyes and the occasional "baa". A great weapon doesn't need to kill its intended target, mass humiliation is also a worthy pursuit.

  • Soul Edge - Soul Calibur


It's unusual for the main antagonist of a game series to be a weapon, no matter how sentient. Soul Edge doesn't seem to find this to be an issue, however.

Soul Edge can take any form, depending on its wielder, ranging from nun-chucks to a great sword (see right). The key feature that carries to each form is a massive, demonic eye in the centre of the weapon.

Normally I don't gush about the story mode of a fighting game, and Soul Calibur's makes as much sense as your typical acid trip. But I love Soul Edge to bits. Its semi-organic design and while it does major damage to whoever gets hit with it, it also corrupts its wielder. Mind control and demonic eyes are very in this season I hear. 

  • Mr Toots - Red Faction: Armageddon

Red Faction as a series has, in my opinion, diminished in quality with each subsequent instalment. Red Faction Armageddon was the final nail in the coffin. But not everything is doom and gloom on Mars. Quite the opposite, in fact, there is one ray of light in the darkness. That ray, or more accurately beam, shoots majestically from the arse of a tiny, handheld unicorn called Mr Toots. It brought a smile to my tired and Mars-monster-fatigued face.

The rainbow beam is capable cutting through enemies and structures alike, making short work of any obstacles in your way. Rest assured Mr Toots only sustains a mild amount of discomfort while being "fired".

  • BFG 9000 - Doom
Doom Marine has his work cut out for him. Portals to Hell are opening all over the shop and countless demons are pouring out. He's going to need a pretty serious arsenal to repel that kind of attack.

Super Shotgun; check. Plasma Rifle; check. BFG 9000; cheOHJESUSTHEPOWER!

There are very few demons that can take a shot from this and limp on enough to keep on trying to chomp you. It only packs a few shots but frankly, it'll always be one more than you'll need. Set a record for room clearance with this beast.

  • Tarkatan Blades - Mortal Kombat
Mortal Kombat as a series has had its fair share of brutal warriors. Lightning Gods and four-armed brutes, cyborgs and martial arts experts.

Enter Baraka; a Tarkatan warrior from Outworld. Part of a race of people who have naturally forming blades that extend from their forearms. These can be used to create damaging sparks, deliver devastating uppercuts or used to slice and dice your opponents face.

It can be argued that hidden blades in your arms can give a guy an unfair advantage in a martial arts competition. However, when that martial arts competition is called Mortal Kombat, you need all the advantages you can get I suppose.

  • Mosin Nagant - Metal Gear Solid
Sneaking around and saving the world isn't easy. Especially when you have armies of mercenaries and giant mechs with a tendency to erupt an "!" from the top of their head when they see you.

You need a weapon that can help you sneak past these guards, but maybe you don't want to take the "Rambo" route. A lot can be said for a man who would rather put his enemies to sleep temporarily rather than permanently. For that man, there is the Mosin Nagant. A tranquillizer sniper rifle.

Not only do you keep yourself at a safe distance. You also get the satisfaction of knowing that at some point that soldier will wake up and be swiftly reprimanded by his superiors for sleeping on the job. Well done you.
  • Plasma Cutter - Dead Space
When a game challenges you to complete it using only one gun, you do it. Or I do at least. Dead Space offered such a challenge.
So off I go, running around the corridors of the USG Ishimura, blasting the deformed corpses of its former crew with the games starter weapon. And I never looked back.

You are tempted with a variety of industrial cutting and blasting equipment as you progress through the game. Nothing could part me with this little guy though. He slices, he dices, he cuts horizontally AND vertically! You just can't buy that kind of level of directional cutting laser action. (Because it just gets given to you when you start the game.)


  • Colt Python - Resident Evil

Resident Evil isn't a game where you're supposed to feel safe. At all. Corridors with windows, annexe rooms leading to mounted shotguns, secret underground laboratories. None of these places are safe.

Then after a series of ridiculous puzzle locks later and a twisting tiger bust you find it, the Colt Python.

Now you feel safe. Now the power is back in your hands. The rooms and chambers of zombies and unspeakable monsters are nothing to you and the firepower you now wield.

If a gun could be a comfort blanket, this would be what it looks like. A safety blanket for those of us who find ourselves wandering through abandoned mansions in the middle of nowhere.

These are but a few shiny examples of what I would have strapped to my holster at high noon. (I would totally duel with a Sheepinator) If I've missed one that gives you the warm and fuzzies pop it in the comments below.

25 Jan 2017

Introductions and Such

Hey there, hopefully, you've been directed to this blog because you have an interest in video games and the opinions of a random nerd on the internet. This place has both of these things. Stay a while and learn a thing or two. Take in a review or get lost in one of the many articles or lists found here.
All reviews, articles and lists will be based on my own opinion (or the opinion of anyone else I can rope into writing for the blog) and while I try and stay up to date on gaming news or the "hottest" new games I will just do whatever I fancy at the time. I hope that whatever I do post will entertain you.
One main rule to remember about most of the lists here is in no particular order. That isn't a statement against standard ranking systems, more that most of my "Top #" lists will be filled with similar items that are my favourite for various reasons. Without further ado let's commence with Top 10 Weapons (For  Various and Random Reasons)!