Jimmy Chattin - I make better games.

Saturday, December 8, 2012

Under Promise

It has been a ridiculous school time these past two weeks.  That is no excuse for keeping up with Games of Taste.  To fix this, expect more updates this week.  There will be a spread of games that are played, but mainly, I am going to start posting on the progress the Fury Void game is making.


So, to wet your appetite, Fury Void has just entered the first of the first alpha stages.  To help Team Fury (4 of us designers/developers), please checkout the alpha v.11.  Play it, test it, enjoy it, and give feedback!  Hit-up furyvoidgame@gmail.com with any comments or suggestions; Team Fury loves feedback to make the game you want to play!

Take care, and look forward to posts hitting the web in no-time.

Wednesday, November 21, 2012

Welcome Back to Halo



Halo 4

  • + Jaw-dropping visuals; can’t tell sometimes whether characters are cg or live-actors.
  • + The flowing orchestra and epic rock scores do not disappoint.
  • + Superb additions and revisions of the weapon roster.
  • + Gameplay is fast and intense; battles are both grand and intimate.
  • - The campaign’s too short.
    • A fix: Use some of the content tucked-away in undisclosed Halo lore to extend the story (only if the team is confident).
  • - Quick-time events; they can get in the way of game immersion.
    • A fix: Allow the player to sit-back and relax during some of the climactic scenes.


Halo 4 is back!  It is under new management, has a slightly new look, but expounds on the game experience that has made the Halo franchise one-of-a-kind.



At the start of the game through the final scenes, I was down-right distracted at how good the game looked.  This isn’t a bad thing – such an amazing look is a winning demonstration to what games are capable of (on 7 year old technology no less!).  Epic vistas are well served by Halo 4’s rendering, making the game one of the best looking titles of our time.

Know what goes well with a pleasant view?  Good sound.  The orchestral rock plays well, changing with however the in-game situation evolves.  Classic Halo pieces are there alongside moving new scores.



Speaking of sound, weapon blasts rock the speakers with empowering ‘booms’ and ‘zips’.  The entire arsenal of Halo 4 brings new favorites and familiar classics back to equip the player.  An entire new category of Promethean (a race in the game) weapons is added to redefine, but keep balanced, the in-game experience.

Using Halo 4’s gear is a must; action hit me fast and brutally.  Some of the best combat scenarios call this game home.  Though, at times, the game dragged me out of the action for quick-time events – the things that seem to populate most FPS games these days.  Are quick-time events a plague or a necessity?  I’ll let you be the judge.

Despite the excellence of engagement, it all goes by too quickly; combat comes and goes, the story is told, and the adventure had in only a handful of hours.  Even on the hardest difficulty, Halo 4 flies by.  The game is packed with content, but that is a lot to take-in for such a short time.

All-in-all, Halo 4 is not just a solid FPS, but a pinnacle of great gaming.  It proudly inherits the mantle of the Halo universe, delivering a well-played experience.  Take care to give Halo 4 a try; save humanity with the Master Chief one more time.

 

Monday, November 19, 2012

Multiplayer Learning with Banjo Tooie



Banjo Tooie Multiplayer

  • + Unique library of weapons to use.
  • + Distinct character features to fit multiple play styles.
  • - Unintuitive effects from weapons.
    • A fix: Define all the effects of an attack in the first pull of the trigger.
  • - Useless melee ability.
    • A fix: Decrease cool-down times in attacking while increasing the effective range of the attack.
  • - Clumsy controls in aiming and movement.
    • A fix: Keep sensitivity of aiming at a moderate scale, while only keeping movement on one control (not both the directional pad and analog stick); don’t use inversed controls by default.
  • - Level design is absent - like a cake missing something sweet.
    • A fix: Make levels have high and low areas, while also placing weapons in locations that naturally draw players together.


This past weekend was another Olympic LAN party.  A few games were played, but I felt Banjo Tooie’s multiplayer needed special mention.  As you can see by the list above, it was… unimpressive.

The game provides a unique library of weapons to use.  Mines, bombs, rockets, and machinegun rounds are all in the form of eggs shot out of a bird.  Special, right?  It is, but all for the wrong reasons.  Mines explode when placed anywhere near another mine, machineguns do zilch, and the difference between higher-damage rounds can’t be told just looking at them.

Speaking of weapons, the melee would be better if it didn’t exist.  When the melee button is hit, the in-game character goes into a dreadfully long animation to do essentially nothing.  That time makes the player a sitting-duck, readying them for cheap-shots in multiplayer matches.  Attacking hand-to-hand is a death wish.

There is a fun set of familiar Banjo game characters.  Each one is either fast, average, or slow in movement.  However, the controls make every character feel like they are either antique tanks or sliding on a greased floor.  Turning to aim at an opponent is nigh futile; the prevailing strategy is to shoot like a madman in the general direction of foes.  Maybe then a hit will be landed, but it won’t make up for very touchy controls.

Finally, multiplayer levels lack a lot of what modern games take for granted.  Modern games have elevation levels, ‘safe’ and ‘prospect’ places, and flow to direct players into confrontation.  Banjo Tooie misses these things by a mile.  To summarize, encounters are random, and players can easily get lost in the cramped depths of the multiplayer arena.

In essence, Banjo Tooie is a game to learn from.  Being a spearhead of 3D gaming, there are both good things, and terrible things, in the game’s multiplayer design.  Good differences are present in character traits and weapons, but poor weapon instruction, excruciating controls, and no level design leave the game lacking.  May we all learn from Banjo Tooie’s multiplayer to help make better games in the future!