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Spec ops: the line is a game I haven't had the "pleasure" of playing through yet. From what I hear, its not an enjoyable experience. The game itself plays much like a standard third person shooter, but the game also exists to make a very strong anti-war message. Its brutal, and its ugly, and it ultimately makes you feel awful.
I can't wait to play it some more.
Monday, 27 May 2013
Owls in Towels reviews: Ravaged
This time a more negative review! I don't tend to do these, because I don't buy games I don't like. But this weekend was a steam 'free weekend', giving me the chance to check out Ravaged.
Bradgate park
Even more beautiful than Crysis maxed out with CUDDAT's TOD lighting mod.
We went to Bradgate park to do work. I appreciate not everyone's day turned out so, but I didn't do any work at all. The sun was up, I was so happy I could scream. There was no where else in the world I'd rather be. Into this its perfect, its all I ever wanted oh I almost can't believe that its for real...
The weather, it does stuff to you. It does stuff to your brain. When its like that, when its all warm and golden and new, I could not think of anything I'd less like to do than work. Is this laziness? Well yeah, probably. But its more than that. Its a fundamental piece of us, as animals, that we've buried away beneath shoes and shirts and the shackles of the world. On that day, on that morning, there was nothing more important than basking in the sun and, for what feels like the first time for a long while- living. Climbing up trees and burning ants and skimming stones and everything that actually matters. At that moment, the course, the work, university- all of it meant nothing. For as long as we were lying on the grass and the world was awake and glowing, we had everything we needed. Fresh water flowing through our toes, deer to hunt and oaks to scale. We would gallivant across this bright new world and die happy knowing we'd never have to wear socks again.
Now, I hope you can see that this post is written slightly tongue-in-cheek. But as I reflect on that day we spent in Bradgate park, and got away from the city for a little while, there was definitely something going on. A little connection with our ancestry and with the wider human race as a whole. They are few, but some people still live that way- hunting, climbing, basking. Some people don't have a sense of time in the way we do. Maybe they're happier than us, maybe they aren't- but its worth remembering they exist, and that worrying about car insurance and housing deposits isn't as natural and normal as we think. They are insular, these men and women in the forest. They probably don't give much thought to us, or the way in which our world works. Maybe that's for the best. I don't think they'd like it very much.
Friday, 17 May 2013
Elements of Game Design: Characters.
But that is enough on why video-games don't need characters. Its time to talk about the games that do need characters, and how they manifest themselves in the medium. Lets start from the near-beginning of the medium as we now know it. Once upon a time there was a man, a woman and a monkey. The monkey stole away the woman, and the man had to rescue her. Her name was Pauline, and the man loved her very much (I think). His name was Jump Man (lol) and he was well known for his ability to jump over barrels. This was back on the old 80s arcade machines, and old Jump Man has come a long way. His design has changed slowly over time, and his videography now spans over 200 different games. Nowadays he can throw turtle shells, turn into a bee, throw fire from his hands, drive karts and play golf- he can even jump over barrels! We know him as Mario, the Italian plumber, and whether you like him or not, he is one of the mediums most recognizable characters. As a character, he is rather shallow. His motives are simple and he rarely has anything insightful to say, but that doesn't stop him succeeding as a character. He is iconic and unique, and as someone who has played as him for all my gaming life, there is something so "right" about jumping through obstacles as a stout Italian plumber.
But games characters continue to evolve. In some games, the characters are exactly what you'd expect from a film-character, well voice-acted and physically dramatic. Some subtle human characters like Sam Fisher of the Splinter Cell series are entirely believable entities, and technology has allowed developers to portray them with an almost life-like quality. Quantic Dream is a developer well known for this approach to their characters, filling their faces with polygons and motion-captured emotion. Its all very clever and very pretty to boot, but as we edge ever closer to realism, we run the risk of falling head-first into...
THE UNCANNY VALLEY
image links:
http://mydisguises.com/wp-content/uploads/2009/07/super-smash-bros-mario-1.jpg
http://www.gnomonschool.com/blog/wp-content/uploads/url9.jpg
reference links:
http://tvtropes.org/pmwiki/pmwiki.php/Main/UncannyValley
http://en.wikipedia.org/wiki/Mario
http://kotaku.com/5657358/before-mario-before-jumpman-there-was-ossan
http://www.gameinformer.com/b/news/archive/2013/02/20/quantic-dream-shows-off-ps4-39-s-imprssive-emotional-fidelity.aspx
Monday, 22 April 2013
Elements of Game Design: Environments
The environments of video games are kind of a big deal. A lot of games deal with immersing the player in their world for the sake of the experience. A good game environment will help to deliver the feel and mood of the game to the player, much like the art direction. In most games, you'll spend the vast majority of your time looking at some kind of environment and as such, environments are one of the main areas of a game to enforce the art direction of the project. Strong environment design will always add to the player experience, immersing the player, or even frightening and comforting the player.
Good environment also lends itself to the overall gameplay experience. From the days of the original DOOM games, the layout of a level was one of the key aspects of the gameplay, with players memorising entire mazes in order to complete speed runs or best the game with higher scores. Even removing the artistic and story-telling elements of the environment, it is ultimately the playground on which the game will take place. Even Duke Nukem: 3D, with its countless hidden passageways and secrets allowed for replays and exploration to add to the experience. Bad environment design will hinder someone's enjoyment of a game on a basic level. To make an example of this, Zelda: Ocarina of Time's water temple suffers from an overly-confusing layout. This turns what would already be a difficult level into one of the least enjoyable points of the game.
A good example of this is the critically acclaimed Half Life 2, where you take control of the voiceless Gordon Freeman. Although you meet a great deal of very interesting characters, a lot of the game's emotion is provoked through the exquisite level design. From the empty sprawling streets of City 17 to the crumbling slaughterhouses of Ravenholm, the levels themselves serve to deliver the mood of the game. Tiny details in the environment like the claw-marks against the wooden boards, or the piles of rusted saws placed strategically by men before you tell stories of survival and battle in the streets of Ravenholm. Every aspect of the environment seeks to immerse you in not only the events of the present, but the history that has left its mark on the world.
| Ravenholm. 5 star Bed and Breakfast. A smoke-free, pet-free, headcrab-free* getaway. |
As with most elements of a game's design, it is important that the environments fit well with the themes, characters and overall mechanics of a game. When all of these things come together and are unified under a central goal; the music and sound design amplifying the mood created by great level design and well-made characters, is when games can give some of their most memorable experiences.
image sources:
http://images.wikia.com/half-life/en/images/c/cf/Ravenholm_church.jpg
http://th04.deviantart.net/fs71/PRE/f/2012/259/d/2/cryengine_3_forbidden_lands_game_environment_by_klass1987-d5eujyi.jpg
references:
http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php
http://n4g.com/news/571327/10-great-game-environments#c-4010326
image sources:
http://images.wikia.com/half-life/en/images/c/cf/Ravenholm_church.jpg
http://th04.deviantart.net/fs71/PRE/f/2012/259/d/2/cryengine_3_forbidden_lands_game_environment_by_klass1987-d5eujyi.jpg
references:
http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php
http://n4g.com/news/571327/10-great-game-environments#c-4010326
Wednesday, 17 April 2013
Elements of Game Design: Art Direction
Art direction is pretty important. Where technical limitations of hardware can sometimes hinder the realisation of an artist's vision of a world, strong art direction can carry a game's visuals even without the use of cutting-edge technology. Since the very first games, art direction has always been a large aspect of development. Primarily, games as a medium are able to connect to players through two of their senses- sight and hearing. This makes the way a game looks incredibly important. As an example, the NES game "Castlevania" has a very particular art direction, entirely different in style and atmosphere to other games on the same system. Even in this era, when animations were very basic and 8-bit graphics denied artists the freedom we have today, artistic direction was intrinsically linked to the product's success as a whole.
More recently, game technology has evolved to the point where near-cgi level visuals are entirely possible, and this allows artistic directors more freedom than ever before. Before a player even picks up the controller, the visual style can tell them a great deal about the 'feel' of the game. From a quick glance at the visual design of the characters, someone could tell pretty quickly that Gears of War is probably going to play a little differently to Mario Galaxy. Not only can the art direction of a game speak for the content of the game itself, but it can give it a unique identity, causing it to stand out among other games. In recent years, the popularity of the military first-person-shooter has saturated the market in games with hyper-realistic art-styles, and games like Okami or Journey stand out with unique visual directions, taking inspiration from hand-painted artwork and cultural themes.
image sources:
http://www.enizr.com/media/27122/spec-ops-the-line-pc-demo-playthrough_a__2_.jpg
lunadigital.tv/wp-content/uploads/2012/10/okami20070130074554505jp9.jpg
references:
http://www.edge-online.com/features/the-art-of-spec-ops-the-line/
http://en.wikipedia.org/wiki/%C5%8Ckami
http://kotaku.com/5927467/half+life-2-art-director-laments-the-stale-state-of-modern-video-games
| Art direction can turn a visually dull game into something distinctive. |
| A game that looks like a painting. Yes. |
image sources:
http://www.enizr.com/media/27122/spec-ops-the-line-pc-demo-playthrough_a__2_.jpg
lunadigital.tv/wp-content/uploads/2012/10/okami20070130074554505jp9.jpg
references:
http://www.edge-online.com/features/the-art-of-spec-ops-the-line/
http://en.wikipedia.org/wiki/%C5%8Ckami
http://kotaku.com/5927467/half+life-2-art-director-laments-the-stale-state-of-modern-video-games
Friday, 12 April 2013
Elements of game design: Game Mechanics.
| Gyromite was full of weird mechanics |
Then what is a "Game mechanic"? Game mechanics are, in a sense, the pieces of game-play which form up to create the overall experience. Some mechanics are so fundamental to the genre of the game that they form a staple of the experience, where as some are so subtle that we forget they exist. Having control over your character is a very basic game mechanic that you'd assume was a part of every game- but it just ain't so. Gyromite for the NES allowed you to play whilst controlling the environment instead of the main character, for example. The ability to jump is another subtle game mechanic that has been around since the early arcade days and defines the very gameplay of the "platformer" genre- to jump from platform to platform. F.E.A.R spices up the standard FPS genre by adding "slow-motion" control to its roster of mechanics, giving you a crutch to lean on in more difficult sections of the game and shaking up the entire combat model of the experience.
| "Be quiet, Fisher" |
Technology has played a pretty large role in how game mechanics have evolved over the years, and certain modern mechanics such as F.E.A.R's slow mo, or the light/dark stealth systems of Splinter Cell, would not have been possible without modern technology. For a long time now we've been able to make Sam Fisher walk about the environment, but only when we have enough computing power to render shadows can we hide him within them. Go even further, and we can render real-time shadows that he can manipulate to create and destroy cover in the environment. Gameplay has certainly got more complicated over time. Walking from A to B is not a very complicated experience, but walking from A to B without being detected by enemies, and whilst moving shadows around the environment, is a much more thrilling experience. In this way, game mechanics are the bones which form the skeleton of a game. Strip away the graphics, the story and the sound, and this is what you have left. Even today, when we technology that allows destructible environments and perfect physics to enhance our games, sometimes its the most simple mechanics that make for the best games.
image links:
www.visualwalkthroughs.com/splintercell/mission9/34.jpg
agentpothead.com/gamewalls/images/Gyromite-1600x1200-RobotHobo.gif
reference links:
http://fear.wikia.com/wiki/Slow-Mo
http://gamestudies.org/0802/articles/sicart
http://uk.gamespy.com/articles/116/1160325p1.html
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