Playing a lot of games that are strange and unusual takes
skill and ingenuity. I recently competed
in a ‘Video Game Olympics’ where 16 players worked together and apart to
complete a number of unrelated games to find who is a champion of gaming champions. To get to business, peruse this list of games
and how I handled them in the competition!
Jimmy Chattin - I make better games.
Showing posts with label game. Show all posts
Showing posts with label game. Show all posts
Wednesday, September 26, 2012
Sunday, July 1, 2012
Hold on - Something's Missing
OK – so you might have noticed that something is missing
from your life this summer. The truth be
told, there is; No updates on Games of
Taste! Terrible, yes, I know.
The bad news is that the current situation is unlikely to
change. The great news is that, come
this August and September, the titles I have been enjoying this summer will be
laid out for your reading pleasure! A
stream-lined approach will also be given, with only 1-3 paragraphs given per
game – so as not to bore with long overdue exposition – accompanied with the
standard bullet point highlights.
Now, what games might you be seeing in the future? Here’s a sample:
- Diablo III
- Bastion
- Catherine
- Civilization V
- Dust 514
- Infamous
- Limbo
- Superbrothers: Sword & Sorcery EP
- and many more (if any of the above doesn't drain my life away)!
So, hold on, and the impression on these titles will be
delivered before you know it. Along with
the game reviews, I might be starting a giveaway later this fall with some of
the goodies I’m getting this summer, but you’ll only know if you stay
tuned! And with that, I bid thee adieu until
next time. Take care with your summer!
Thursday, June 7, 2012
A Nostalgic Anniversary
- + Rebooted graphics that render a stunning visual performance.
- + An epic score re-mastered into a further state of enjoyable sound.
- + Re-engineered A.I. gives a better challenge and a better help.
- - Geometry that remains in a subpar state from the original game.
- A fix: Determine the worst offenders for level instability, and edit it to solve the issue.
With Halo 4
coming, a lot of attention is being directed to the future. E3 is in full swing, and all eyes are ahead. However, let's take a look back to last
year's anniversary of the Halo franchise, a nostalgic romp through a familiar
but… different adventure. Halo CEA is quite the HD remake!
A big eye-catcher is the ell executed visual improvement the
game makes on the original title. The level
of detail is worthy of current-gen technology, while vibrant re-texturing makes
the sights beautiful, the enemies fierce.
The quality of looks is lost, however, because of the geometry; as the modeling
was at times broken in Halo CE, Halo CEA didn’t handle any of these
issues.
Halo CE is a game
to just plain listen to; re-mastered scores, sound effects, and dialogue in Halo CEA are even better. Gunfire is powerful, explosions are stellar, and
enemy death-screams are most satisfying.
Be sure to give some time to just listen to the ring-world of Halo CEA.
For anyone who’s played Halo
CE, remember how A.I. in the game did not know how to drive? This game fixes this! Smarter A.I.?
The anniversary title answers the call.
The Halo saga is deep in content, with no end in sight for
new adventures. While waiting for new
content to come, Halo CEA does
supreme justice to revisiting a familiar journey with a lot more than mere
polish put into it. If you are itching
to get a Halo fix before the next Halo game arrives, this anniversary of a gaming
staple will work wonders.
Friday, May 25, 2012
Dig-N-Rig is Worth Digging Up
Me neither. Dig-N-Rig is a game straight out of the
Digipen Institute, where “resource management with creative building” are the key
fundamentals. Have you played a game
like Minecraft? This review may sound familiar.
- + Colorful and delightful 8-bit visuals.
- + Having tools for every occasion.
- + Quick reward schedule of getting minerals and items from those materials.
- + Compulsive play.
- + Space!*
- - Poorly executed tutorial.
- A fix: Give aesthetic care to the delivery of information, or edit the knowledge into a more efficient form.
- - Unrestrained upgrade system, upsetting game balance.
- A fix: Set scales ensuring proper capping of abilities and/or escalation of environment hazards.
Dig-N-Rig has a
slippery start. The first five to ten
minutes of the game consist of paging through tutorial slide after tutorial
slide. This wouldn’t be half-bad if the
information wasn’t a jumble of hard-to-read text randomly popping up everywhere
on the screen. I’m still not sure I
managed to read them all, as tutorial textboxes easily blend with the pixelated
background. Don’t take from this that
the visuals are unappealing; they’re not.
Very cool, in fact, for this 8-bit title!
Getting through the tutorial, the game does not try to burden
the player with a convoluted narrative or crazy objective. You are digging down to the center of the
Earth for scientific study and exploration.
There. Past that, go down, mining
and building what you please with the boat-load of material you uncover behind
nearly every bit of rock so those materials can be used to build even more cool
stuff. Repeat on the next play-through.
The player has a wealth of tools that aid in navigating down
to the core. Drills cut terrain like a
knife through butter, but only if they are designed for a specific piece of
ground (i.e. dirt drills manage dirt, rock drills blast rock, etc.). These devices are fun to play with, but I
found myself coming back to the rock drill time and again, for it doesn’t stop
when it hits a barrier, only meagerly slowing down. And bombs?
They’re good on the first play-through, but after a few upgrades to the
rocket-propelled bazooka bullet, firing that beast makes all other blasting
object obsolete.
Despite anything that I have said here that may be a strike
against Dig-N-Rig, this game is
compulsive. You can lose hours of an
evening scraping-up every last colorful jewel between your base of operations
and the end. You can finish in a fairly
straight-forward fashion, and you become overpowered within a few upgrades, but
again and again you’ll find yourself carving a complex path down into Earth’s
depths.
Dig-N-Rig has holes
(see what I did there?), needs a bit more content, and just feels like a game
that almost was. Looking at it from the
point of it being a student project, however, this game is a blast. It’s not a title to kill an entire day, but
if viewed as a prototype or a proof-of-concept, Dig-N-Rig does just fine.
Now, what’s my suggestion? Give this game a play. Take care to checkout the gallery over at Digipen, too; you won’t be disappointed!
* Hint.
Monday, May 21, 2012
Vessel is a Game Unfulfilled
Steam is a great service for online gaming, and Vessel is one of the many demos that is
available to try before making a purchase.
I’ve played this test of a game, and though unique elements are present,
they can’t make-up for the hardship I felt in the demo.
To begin this whimsical platformer, the stage is set through
a slow camera pan through a lab. The
scene shows pictures of your characters research into creating “fluros”;
strange, fluid-based automatons that become the workers of the steam-punk world
you live in. This gallery clearly
lays-out that these laborers revolutionized society, but something went wrong,
thus depicting the current situation you find yourself in.
The story is put forward in a decent manner, but this is a
comment on the first time seeing it. The
second and third times are overly repetitive, and the player has no way to get
past them! This distraction detached me
from the world of Vessel when I just
wanted to get back into the platforming and puzzles.
So, why did I play the demo three times? Well, the first time was that the game
trapped me in one of its puzzles with no way out. Getting stuck in a closet is not a way to
encourage trial-and-error testing of the puzzles in the game. Therefore, being left between two inoperable
doors, I had to restart.
The third play through comes from something deeper in the
very foundation of Vessel. Getting to a fluid puzzle area – the one that
trapped me previously – caused the game to jitter then crash. Forcing me a third time to play the game, I
nearly had the title crash again; more fluid-based areas caused the game to distort
and slow to a barely bearable pace. I
made it through that sequence after a few minutes, but my confidence in the
programming design of Vessel is
deeply shaken.
Now, when I was actually playing the demo, I had fun solving
and manipulating the fluid-based puzzles.
Hot and cold fluids have unique effects, levers and machinery fit well
in the steam-punk universe, and the “fluro” workers lend a creative element to
problem solving. However, the time I had
getting to these places was greatly lengthened not just by the aforementioned unskippable
cut scenes, but by long, drawn-out loading scenes. I was not expecting such a drag from a 2D
platform puzzle game!
Vessel’s demo was
a quick one; that must be a saving grace.
Don’t get me wrong, for I did have fun with the simplicity of the
visuals and the intriguing puzzles. The
downfall comes from lengthy time delays, poor design choices that punish
players, and issues at the core of the program execution. If I have judged this game wrongly, where the
demo cannot convey some majesty of the actual Vessel release, please let me know.
But, when it comes to the first impression that Vessel’s designers decided to put forward, they either made a poor
choice or worse, made a faulty experience.
Either way, I’d say take care in trying other games before approaching
this title.
- + Good setup of background, motivation, and story right from the beginning.
- + Creative and engaging puzzles based around fluid motion and physics.
- - Uncontrollable, unskippable cut scenes.
- A fix: Add a simple button press to take the player straight to play.
- - Puzzles that punish curious testing without redemption from each trial.
- A fix: Leave room for a player to reset to some sort of checkpoint, or create limited, foolproof level layouts.
- - The game crashes over its main mechanic of fluid use.
- A fix: Properly check the quality assurance to the title, making adequate changes in how the game relates to itself and the machine it runs on.
- - Long load times.
- A fix: Better streamline the asset reliance the program makes on itself.
Thursday, May 17, 2012
Pay the Dues to Majesty 2
I need to thank a friend of mine for going to the Game Developers Conference. From his trip, I was able to snag some of his swag in the form of a Majesty 2 key. Let me start by saying I’ve never played anything like Majesty 2, and rarely anything as difficult.
The game takes itself really light-heartedly. Very quickly a player will receive funny
quips and witty writing for everything from dialogue to loading screens. Keeping the humor refreshed throughout play, Majesty 2 delivers a balance of easy
attitude to counter the intensity of play.
Real-time strategy games are usually characterized by being
plagued with micromanagement. Unique,
self-reliant AI of individual units that negates detailed supervision is both a
blessing and a curse. Your heroes can
handle tasks by themselves by healing, fighting, and retreating fairly
well. However, when you are in a tight
spot, or require something to be done immediately, your troops can be a bit
fickle, getting either themselves or your base killed in pitched battle.
Further discussing units brings-up the point that some units
are just not useful. A hero may just be
too expensive, or too weak, or not capable enough until a given level to
provide the right amount of support to your army. I found myself repeatedly going back to a
4-class system of knights, rangers, clerics, and dwarves; there are 13 classes
in all. That amount of excess that just
doesn’t seem to have much of a place in the game makes the game appear to have
not been completely thought-out.
The base your army is hired to protect grows. Majesty
2 does an excellent job making your settlement seem alive, as all non-essential
buildings pop-up around the fortress you make.
This leads to not base being the same another time through, while
defenses are also needing to be dynamic as pesky rat-spewing sewers are randomly
placed as well.
Time is relative, and Majesty
2 lives this to the fullest. Full
control of how fast the game flows is unimaginably useful. Speed the construction of buildings or a
drawn-out battle, or slow the chronometer to handle full-on assaults in the
fantasy world.
Speaking of time, most missions won’t give you enough of it
when the baddies come calling. The game
is just brutal. Enemies never stop
coming, and mass attacks can leave your defenses beaten and broken, with your
heroes strewn about the battlefield. Some of the bosses are also sincerely unreal;
one-shot kills blow through even the toughest of troopers. Because of the intensity of fighting can be
so much, reliance on slowing game-time and much trial-and-error is a must; even
then, the best preparations may not be enough, leaving luck your only
friend/enemy.
I had fun playing Majesty
2. The easy nature of the title,
unique AI management, and living worlds create an experience no other game in
recent memory delivers. However, even
those prepared for a challenge will find that the computer has an unfair
advantage, and relatively useless hero classes don’t help. So, I guess I can only leave you, reader, with
a warning with this title: go into Majesty
2 expecting a good delivery and an experience not had before, but do not
get too frustrated at what the game may pull on you. With that, take care, and farewell!
- + The funny quips balance the intensity of play.
- + Micromanagement of units is a non-issue due to self-reliant AI.
- + Time control of gameplay.
- + Dynamic settlement growth creates a living base.
- - Some heroes are just not useful.
- A fix: Run-though balance issues such that all characters balance and can be effective if used.
- - The game is hard in an unfair way.
- A fix: Rely less on cheap mobs and lots of hit-points, and more on refined AI strategy.
Saturday, May 12, 2012
The Long Life of Half Life
I’ve played Half Life
2 and its episodes, and now I know where it all comes from. Half
Life, in short, was quite engaging and a blast to play. The fun, however, was all too familiar;
familiar to even a fault. That aside, I
guess if a formula works, use it!
The game begins with a tour of Black Mesa, the research
facility you, the fresh lab tech Gordon Freeman, works at. This is a brilliant move on Valve’s part (the
successful creators of Half Life). Why?
It’s brilliant because the game lays out the premise of the entire story
without so much as a word. The tour is
also great for setting-up familiar places that (surprise surprise) will become
strangely perverse in short order. This
stellar level design leads the player along for the entirety of the game’s
progression; needless to say, you won’t get bored.
When delving into the confines of Half Life’s world, the player is faced with both aspects of combat
and puzzle solving. The puzzles are all
environmentally based, and provide a stark reminder that the facility you are
in is one: falling apart; and two: Black Mesa is being invaded by freakish
trans-dimensional aliens! The thought
challenges in levels are usually very straight-forward and easy to navigate by
any individual, mixing up the “go here, do this” formula so apparent in modern
games. But, when issues are presented
without much info to go on, some puzzles can be shear frustration, be it a
timing issue, a previous action having to have been done, or falling to your
death.
One thing that any player of Half Life will first notice is the uniqueness of every weapon. Crowbars, rail guns, and nasty little
critters all make an appearance, each having a specific capability unseen among
other equipment. These tools are given
in a drip-bag fashion, allowing for the player to get to know each weapon well
for whatever situation comes up. The
final cool thing is the way that the weapons are grouped together; pistols are
together, heavy cannons stay next to each other, deployable equipment is packed nicely away,
etc.
Speaking of weapons, the things they’re used on share an
amount of uniqueness. Zombies are slow, the
iconic headcrabs provide nasty ambushes, spec ops baddies are persistent, and
the rest of the cast has a familiar silhouette for easy recognition of their mentality
and capabilities. That distinctive
nature keeps encounters refreshing, also enabling a quick-reaction to finding
the correct solution to any given engagement.
The journey to get out of Black Mesa is a grand journey,
taking the player to the depths of dank tunnels, through secret labs, and past
the guarded surface of the facility.
This voyage is enjoyable, don’t read me wrong, but it has been taken
before. Nearly all of the level design
was carried over into Half Life 2,
with barely a hair of change delivered to the player. This lack of originality cannot be attributed
to the first Half Life, but this
rehash, fun as it is, cannot be forgiven of Valve.
All in all, Half Life
is a fantastic experience for any lover of games. Valve’s attention to illustrating a living,
unique world with minute details and overall execution is like no other. Puzzles and combat lend themselves to an
experience you will never forget (and will see again if you care to pick-up Half Life 2, undeniably one of the best
games ever made). I can safely say that
I had a great time with this title, and that if you decide to pick it up on
Steam or elsewhere, it isn’t a bad decision!
Take care with your gaming until next time.
- + Brilliant level design.
- + Good introduction of a wide range of varied weapons.
- + Iconic enemies that give the player excellent company.
- + Decent puzzle application for the most part.
- - Level design that is to be rehashed later in Half Life 2.
- A fix: Um… not really much to fix here; if it works, don’t fix it!
- - Some puzzles lack the hints needed for an ease of being figured out, developing them into unneeded hassle.
- A fix: Add simple graphic text hints within the context of the area.
Friday, May 11, 2012
Into My Frying Pan - Personal Post Mortem
I’ve mentioned in my previous post that Mami is a good game, with a strong team, that did a superb job in
the game projects course. However, it
could have been so much more, and I share that burden despite my work, or
because of it. For a summary of what I
think I did well (or not), see the end of the article.
On Team Squaybies, I was titled as the QA Lead, allowing me
plenty of room to delve and assist in every aspect of the game. Through development, nothing lacked a bit of
my touch.
In the beginning, early god-bosses and enemies were needed. Team Squaybies brainstormed a breadth of designs and characters, and I directly assisted in making a few. Using an industrial production process, the pieces were turned-out very quickly with decent variety.
In the beginning, early god-bosses and enemies were needed. Team Squaybies brainstormed a breadth of designs and characters, and I directly assisted in making a few. Using an industrial production process, the pieces were turned-out very quickly with decent variety.
To help secure the direction of the game, we had to illustrate what was wanted in Mami. To do this, all of Team Squaybies contributed to the game design document, with me as chief editor (spelling, grammar, inconsistencies, etc.). Taking it from there, my QA instincts took hold, and I had a number of outside individuals read through the premise of the game, and took changes they suggested or loved to the group, implementing them appropriately. In anti-climactic fashion, the document was never touched again, but I bear it on myself for not iterating the five letter word of every project: S-C-O-P-E.
For most of the year, I ended-up doing little programming
features and research to assist the work of the chief programmer. Being as unfamiliar as I was with the
ActionScript language, catching-up to the employed skills of my friend made the
impact of my work fairly small. Slow
work and low impact features are my downside (though I know AS3 so much better
now!).
However, other than the chief programmer, I was the only
other team member to actively program within the game. Making the necessary changes to effectively
fix minor issues that arose sped production processes along. With the research I conducted, enemy examples
and coding parameters were found, and a shadow system was discovered that is in
current use within Mami. So, with all
that, those contributions can be a plus on my part.
Now, let’s cover some items of a more superficial nature. In teamwork, many times I became short with
other group mates, and that is inexcusable.
On attendance, the chief programmer and I have the best showing of the
entire class! Concerning work ethic, I
would rate myself above the average, in that I did not waste work time
Facebooking, perusing Imgur, or reading Reddit.
That, I would state, is possibly my best trait given to Team Squaybies.
Well, there’s my frying pan.
I make no claim to be unbiased, and really do welcome your input in the
comments section. For my failings, they
were wrong, and I can only hope to never make the same mistakes again. Concerning my achievements, I don’t think
that aiming to do better is out of my scope.
Again, please comment what you think down below, and take care for my next
post of Half Life. See you then!
- + Being there to benefit every section of the game.
- + Designing and carrying-out a number of visual concepts of possible characters.
- + Spear-heading needed quality assurance with industry-grade detail and procedure.
- + Actively programming features in ActionScript and finding asset examples for implementation.
- - Repeated failure to raise the “scope” flag enough.
- A fix: Scope! Set conservative deadlines, believe attainable goals, and work on details after the main design is satisfied.
- - Slow, plodding programming work.
- A fix: Know what engine will be used prior to entering the project to catch-up on code writing.
- - At times, short with other team members.
- A fix: Patience is a virtue.
Friday, May 4, 2012
Mami's Post Mortem - Mami Update
Wow. What a
year. Mami has been through a lot these past few months. It has seen people come and go, lore written
and dismissed, art created and discarded, mechanics programmed and removed, and
countless other iterations come across the project life-time. There are some things Mami still needs, but there are so many more things that the game
has accomplished.
Starting the academic year, there were a lot of decisions to
be made. What mechanics could be applied
to the game? How detailed is the
story? Levels? Engine?
Art-sound-etc etc etc? Some of
the most important insights into what would later evolve the title came about
in September, October, and November.
However, scope is the five letter word of the industry as
far as I’ve experienced. Thus, the time
not spent on the programming and implementation backbone of Mami was too great when compared to what
the industry uses now as a production process.
Those assets, though, do bolster an impressive library of material that
clearly defines the world Team Squaybies created, and the assets are always
there for future reference or use.
Referring back to implementation, that brings me to my next
topic: skills that are needed in a game development team, and the life-span of
those skills. Throughout the year, we at
Team Squaybies - an assemblage of technically nine individuals to six by year’s
end - had a various assortment of skills to bring to the project.
What was desperately needed was more programmers. The chief coder was a beast at AS3, but he’d
been working with the language for a year previously in a professional setting;
Team Squaybies’s project manager knew a little bit, but otherwise was regulated
to very front-end manipulation; I myself know plenty of code, and picked-up the
language of Adobe Flash quickly, but I was still not on-par with the primary
programmer, mainly slowing down his progress if I tackled a problem alone. Coding was important from start to very
finish, and having more coders with a previous familiarity of the tool of
choice is not a make-or-break situation for game development, but it sure darn
well makes things more efficient!
Now, what about the art direction? To start, we lost our audio skill at the turn
of the calendar year, though he did do excellent work prior to his leaving. Would more work have been required of him the
second semester? I can’t say. I also can’t say if it was overly detrimental
to the outcome of Mami, but it just
shows that the pool of audio talent that the game projects groups have access
to is quite slim.
Moving the art focus forward to what is more traditionally
considered art, the visual concepting phase of the project was by far too
long. Some persons were doing over an
hour to turn out one half-finished piece of concept – when put into the context
of working being done in only two-hour working blocks three to four times a
week, that is ridiculous. I have good
faith that anyone in a design studio would happen to agree.
Now, try combining the visual arts, level design, narrative
brainstorming, and other miscellaneous fields outside of the implementation
track (e.g. programming). These fields
far outweigh the number of people capable of bringing about a game, and within
the game projects course here, last on the employ of a team for the entire
year. I may be horribly biased, but a
great number of non-implementation individuals are needed at the start of game
development; halfway through the development cycle, I could only see maybe one,
two, or at most three persons of strong artistic intent. Everyone else should have multiple skills,
transferable between development teams!
Well, I’ve ranted enough.
Team Squaybies really pulled a good project together this year in the form of Mami. The team was fairly solid. It was a great time, I learned a lot, and
will be taking the best of my new knowledge to help create a game I designed
for next year. But now, here’s to
creating great gaming experiences, and taking care while doing it!
Stay tuned for a possible update to my Mami adventures, where I go into the details of what I learned, what I did horribly, and what I believe to be good work on my part. See you then.
P.S. Please comment
on my thoughts of the past year, the issues raised, your own experiences in
teamwork and project development, or ask any questions you may have. If I missed anything, let me know!
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