Results tagged “level design” from Softcore Gamer

Happy New Year

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jenga.pngHappy new year, everyone! I've been on vacation for the past couple weeks, but now I'm back in L.A., trying to overcome this holiday inertia. And you know what that means: obligatory end-of-the-year post! Er, admittedly, a couple weeks late. Nonetheless! With a little prompting from Ethan Kennerly, I'm going to run down the list of favorite moments from gaming in 2007.

10. Super Mario Galaxy - I lent my Wii to a friend for the end of the year, so the only Mario Galaxy I got to play was an extended romp following Thanksgiving dinner at Jamie's. I'm not sure that I'm ready to accept the proposition that it's as much fun as Mario 64 was, but it is fun. Long-jumping off of a platform and into orbit around it is one of the more satisfying things I've ever done in a game. But that isn't why Mario Galaxy gets a favorite-moment mention. I love collective play - when many people connect with each other over the shared experience of a game as it's being played - but I don't get nearly enough opportunities to play games in the environment you need to achieve it. The night I played Mario Galaxy, however, I was playing with a room full of happy, friendly, and turkey-stuffed people sharing the experience. A collective intake of breath accompanied every near-suicide as I attempted to navigate the Sweet Sweet Galaxy, and only by our collective force of will, and Jamie's cat-like reflexes as my P2, did Mario clear that last platform to safety. I think it was one of the few times this year that I got to feel the sublime sensation of shared play; certainly it was one of the most fun.

9. Bioshock - I still haven't played enough of Bioshock to give it a proper review, but I've played more of it than I had when I reviewed it the first time. And I have to admit, there's a lot to like about this game. It deserves a spot on this list just for the absolutely stellar atmosphere and environmental design. As for a favorite moment, well, on several occasions through the game I've experienced a quiet awe as, after clearing an area of zombie-like Splicers, I had a chance to walk around and take it all in. Perhaps my favorite such instance occurs before Splicers even enter the picture when, upon entering the lighthouse at the start of the game, I found a space somehow cavernous and claustrophobic, beautifully and lovingly and richly decorated, yet disquietingly empty. The air was filled by that haunting music, and I felt like I was looking in on something that had once been grand, and was forsaken.

8. Trauma Center: Second Opinion - I don't know why I love Trauma Center the way I do - it's much too hard for me, and that usually turns me off right out of the gate. But there's something entrancing about it, especially at the early levels, when I know that I can succeed as long as I don't screw up, and that knowledge makes me work furiously to finish before the patient flatlines. My favorite moment comes when Derek shouts, in one of the only bits of voice acting in the whole game, "I will save this patient!" It's cheesy, maybe, but the character's frank determination is infectious. And it's refreshing to play a game where success involves saving lives, rather than taking them.

7. Sam & Max: Season One - I was vaguely aware of Sam & Max, as a franchise and as a modern episodic game, before I picked up Season One this summer. I didn't realize that I would get quite such a kick out of it. After too long, this was my return to adventure gaming, and it was easy to remember why I loved the genre. The games are witty and clever but simple; the lack of complex or abstract puzzles puts the focus squarely on the story, which is fun and funny and nicely compact. Playing six 2 to 3 hour games made me realize that, while marathon games like Oblivion have their place, short games can be an incredible joy. My favorite moment was getting thrown into an old-school text adventure in the episode Reality 2.0. I'm just that much of a geek.

6. The Legend of Zelda: Phantom Hourglass - You may remember that I was a little skeptical about Phantom Hourglass in the days leading up to its release. Drawing a path for your boomerang would be cool, no questions asked, but the whole concept of drawing on your map seemed a little gimmicky to me, and I was afraid it would bring down the whole game. Boy, was I mistaken. Phantom Hourglass is fun, although due to the onslaught of games this holiday season I haven't gotten to play as much as I'd have liked, but my favorite part by far was the dawning realization that I had seriously underestimated how developers could use that little gimmick to add innovation and depth to the play mechanics. For as many times as I've talked about data as content and information as currency, I had to play the game to understand how well treating information as a prize could work.

5. Once Upon a Time - I played Once Upon a Time for the first time during the week after Christmas, with my sister, while we were snowed in up in the mountains. I was extremely pleased to see how simple the game is, and how much fun it was to play. It falls into an odd and delightful cooperative-competitive category, where each player is ostensibly trying to win in a zero-sum fashion, but really everybody's goal is just to keep the story going. My favorite moment was when Captain Bart, the king-cum-pirate, instructed his lover to poison the kindly old woman who had cooked them nothing but potatoes every day. That's the kind of plot twist you just don't see in many of your commercial games.

4. Elite Beat Agents - Rhythm games have always held a strange appeal to me. I'm terrible at them, which is what makes it so strange. Also, I tend to get bored relatively quickly. I have a Dance Dance Revolution: Mario Mix mat gathering dust from the brief period when I was bursting with excitement about that game. Ditto the bongos from Donkey Kong Jungle Beat. In fact, the only rhythm game that has stayed consistently fun since the time I got it is Guitar Hero II, which I guess is what I love so much about Guitar Hero. I got tired of Elite Beat Agents pretty quickly, too, but damn was that game fantastic while I was playing it. I absolutely love the idea of people being able to overcome any problem with a little luck, perseverance, and the support of a team of snazzy male cheerleaders dancing to pop hits. The wonderful, cheery absurdity of the story was like, well, music to me. Favorite moment: Cheering on a parrot in a scuba helmet to the tune of Y.M.C.A. Also, the phrase "Agents are GO!"

3. Mass Effect - Mass Effect was, by far, my most anticipated game of the year. And it lived up to it's promise as a worthy successor to Knights of the Old Republic, which is one of my favorite games of all time. Certainly, the game isn't perfect, but most of its problems boil down to the fact that some of the secondary systems aren't as well designed or polished as the rest of the game. In other words, it's important to continually stress how not-perfect the game is because it's really so damn good. As with KOTOR before it, I'm partial to the romantic subplot in Mass Effect. I guess that my favorite moment of the game was when I ultimately turned down Kaiden's advances in favor of pursuing Liara. I'm used to any romance in a game like this being linear, if optional. Having to make a choice, and follow through with it by explicitly rejecting a character that I had rather gotten to like over the course of the game, was emotionally potent, especially because the characters and situations were so well presented.

2. The Baron - The Baron deserves a proper review, and I'm still planning to give it one eventually. For anyone who isn't familiar with it, this is a work of interactive fiction that I found through the Play This Thing! blog last summer. It's a cyclical game, meant to be played more than once, and on the first play-through it's a good example of what the form brings to the table. The game is structured as a short series of encounters, where the overall organization is almost entirely linear, but there are many ways to navigate each individual encounter. The text interface makes me feel more of a sense of freedom in my interaction with the world, and it's worth playing the game just to remember what we lose by using graphical interface systems. There's a moment of realization at the end of the game, however, that imbues the whole experience with an additional layer of meaning. Maybe because I didn't really see it coming, or maybe because of the subject matter of the game, this was one of the most powerful moments I've ever experienced in gaming.

1. Portal - Come on, what's not to love about Portal? I can't even count all the favorite moments that came out of this game: perfecting the double-fling, discovering the graffito-ridden back rooms, Jonathan Coulton's song, reading the history of Aperture Science on aperturescience.com, the cake... Clearly I'm obsessed, but Portal is in many ways a masterpiece of a game. If I have to pick just one favorite moment, though, it's the line, "There was even going to be a party for you. A big party that all your friends were invited to. I invited your best friend the companion cube. Of course, he couldn't come because you murdered him."

The Cake is Not a Lie

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wcc.pngPortal could be the best game of the year. I'm just going to put that out there right now. I know, I know; there's a lot coming out in the next two months that I'm pretty excited about. But even so. I'm pretty sure it's head and shoulders above anything that's come out so far, which is saying a hell of a lot. Better than Guitar Hero II; better than Phantom Hourglass; better than Halo 3; and speaking confidently without having played it, better than Bioshock. (Anything I'm overlooking?) These are all fantastic games, but I'm absolutely in love with Portal.

The game's best quality, without question, is its spectacular sense of humor. This is a pervasive aspect of the environment, and although it's strictly secondary to the gameplay (primarily taking the form of the unmistakable modulated voice-over you'll recognize from the advertising, as well as signage and graffiti decorating the game's levels) it absolutely makes the game. The game actually has a surprisingly varied emotional score - surprising for a puzzle game, certainly - with a fair bit of pathos thrown in, like the humor, almost off-handedly. The bit about the Weighted Companion Cube is brilliant. All of this contributes to the game's sense of style, which is excellent. Not the same caliber as Bioshock's, perhaps, but still very well done.

As for the gameplay itself, all of the fears I had about the game being more of a platformer than a puzzle game proved completely unfounded. Certainly there is an element of platforming, but that is almost never the focus of the game. There are threatening elements, but they exist primarily in service to the art direction; there's just enough to create a sense of danger, without ever making the player feel like they're fighting against the level designer. The levels are actually put together to be quite forgiving (the thing that really assuaged my worries is that the character doesn't take falling damage), which fits the general puzzles-first philosophy: the hard part is always figuring out what you have to do and how to make it work; once you have a solution, you might have to practice a couple times to get it right, but you don't have to worry too much about the execution. And when you do trip up on something, well, there are two things that come to your rescue: one, the game is generous with its save points, so dying has a relatively low cost; and two, the nature of the portals means that if you fall from the area you want to be in to an area you've already completed, nine times out of ten there's still a portal open up where you want to be, so getting back is trivial.

Let me say a couple things about the portals, while I'm at it. They're great. It's incredible how Valve could take a physics-based puzzle game, add a set of completely nonphysical interactions, and make the whole thing feel so damn intuitive. Partially it's the way they've put together the physics of the portals - the first time you see yourself through a portal across the room, or watch a cube bobbing up and down between two adjacent portals in the floor, you'll be amazed at how natural it seems. Mostly, though, it's a testament to the level design and difficulty progression, of which I have never seen the like. The game is divided into nineteen parts, but really it's seventeen tutorial levels, one practice level, and then the game proper. Each tutorial level teaches you something new - introducing you to an aspect of the environment or a skill - but almost all of it is taught by discovery. That is, unlike every other game I've ever played a tutorial level for, you are never explicitly told how to interact with the environment. The things you're supposed to learn aren't spelled out for you. That might sound intimidating, but it's done so skillfully, you hardly notice it. The pedagogical goal for each tutorial levels is so simple that it's easy to figure it out, but when you start using them all in combination it's breathtaking.

I'm also a big fan of some things that are more indirectly related to the game. The theme song, which plays in full over the credits, it by one of my all-time favorite artists and is one of his best. (If you're looking for the song, "Still Alive," there are several YouTube videos that include it, or you can find just the mp3. But be specifically warned, the song contains some spoilers, and you're really better off playing the game first.) There's an Aperture Science website that was launched a while ago as part of the marketing for the game (type "login", any username, with the password "portal" to apply to be a test subject, which is fun) but there's actually some extra content there for anyone who pays close attention in the game. (Again, watch out for spoilers on the website. If you really want to see it, use the username CJOHNSON and password TIER3 and you can read a history of Aperture Science. Spoilsport.) And, not least by any stretch, the Weighted Companion Cube has turned into a whole thing, which I could not be more pleased about. Rock, Paper, Shotgun, also excited, has been doing a fantastic job keeping track of it. They're reporting that Valve is planning to release a plush WCC sometime before Christmas, which will go great with my new wallpaper.

I probably don't need to gush any more, so I'll wrap up. In summary: if you inhabit space, have emotions, and if you have any interest in puzzle games at all, go play Portal right now. I can't personally vouch for any of the rest of the Orange Box yet, because I physically could not tear myself away from this game, but basically I can't imagine that you'd be disappointed with your purchase.

Happy Orange Day!

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tf2.pngI don't know exactly why I'm so excited about the launch of Valve's Orange Box today, since I have no personal investment in the Half Life series and I won't even get to play the thing until later this month, when I trade the PS2 I've been using back for my 360. But I've been looking forward to Portal since, well, since the first time I heard about it. Which is a little ridiculous because, as much as I love to have a game take advantage of the ethereal nature of virtual worlds to screw with the laws of physics, there's good chance I'm not going to love the game itself. I'm trying to steel myself for a hardcore approach to spacial puzzles (read: platformer) with a killer difficulty curve. Even so, I can't help get excited about it.

But the point is, I've started to get excited about the other games included in this package. I'll finally get my chance to play Half Life 2, for one thing, which is supposed to have been the "Thinking Man's FPS" before Bioshock stole the title away. Episodes One and Two represent a step forward for episodic gaming, a cause to which I have been whole-heartedly converted. I love the style and aesthetic of Team Fortress 2, and by all accounts it's well balanced and a great deal of fun. And, quite frankly, whatever you think of these individual games, you have to admire the whole shebang. The contents display enough variety to appeal to a pretty decent range of tastes, and give everyone a chance to explore something they might not otherwise try.

Maybe more than anything else, this spoiler-free review of Episode Two by John Walker over at Rock, Paper, Shotgun has got me itching to find out what I've been missing all these years. Whether or not you're a Half-Life fan, I'd recommend you check out the article, which heaps all sorts of eloquent praise on the game. John was impressed by its style and polish, among other things. "Better than any FPS before, Episode Two disguises its linearity not by presenting you with false choices, but by making the only path on offer the only path you’d ever want to take. Go back and you’ll realise there is only ever one route. But you still picked it." I'm always impressed by this sort of attention to level design, which is perhaps the keystone to creating an effective narrative experience in a linear game. By definition, linearity limits a player's ability to make choices, which can severely decrease the player's sense of agency. Designing a linear game that doesn't feel linear is an impressive feat, and it allows the game effective use of the entire range of agency-based emotions, from pride to helplessness to regret.

By any measure, it seems the Orange Box is scoring high marks. To make your Orange Day celebrations complete, I'd also like to point out the first Team Fortress 2 machinima that hit yesterday, also brought to you by Rock, Paper, Shotgun. General agreement seems to be that it runs long, but it's elegant and touching and occasionally pretty funny. I have a soft spot in my heart for machinima, probably because I desperately want it to be possible to put together a great film without a huge art budget, and possibly because I love to see what creative people can do with constraints. (My abiding affection for the Red vs. Blue series probably falls in there somewhere, too.) Certainly, TF2 seemed to treat this film well. I haven't played the game, so I don't know how the camera works, but I was personally pretty impressed by some of the cinematography that they pulled off.
bioshock.png Some might take issue with a review of a game written by someone who hasn't played it. Especially when the game is as monumental as Bioshock. But if all bloggers restrained themselves from offering opinion simply because they didn't know what they were talking about, well, it would be a much smaller blogosphere. And I suppose I'm no different from the rest of them.

Although I've had some things to say about the game for some time, I'm particularly inspired to write this now in response to Jamie Antonisse's spoiler-free Bioshock review written earlier this week. All I've played of the game is the demo, but based on that experience, reading a range of posts and articles on the subject, and my conversations with other gamers (including Jamie) working their way through it, I feel like I've gotten a fair sense of the story and gameplay. Without the benefit of actually playing the thing, I may fall on the crutch of revealing the twists and turns of the plot. Readers beware, here may be spoilers.

I shared Jamie's initial disappointment with the linearly militaristic structure of the game. Bioshock seems to follow a traditional given-path philosophy of level design, where the player is presented with a bounded path through space that must be followed to the end. Along the way, the player encounters obstacles that block progress along the path, which must be overcome in order to continue. Typically, and in Bioshock it seems almost exclusively, these obstacles are enemies that have to be destroyed. What Bioshock does well is allow the player a lot of choice with respect to how those enemies are destroyed. What it fails to do is give the player significant alternatives to killing the enemies that bar the path, or deviate from the path.

Not that this is a bad thing; precisely this sort of given-path level design is historically and currently the industry standard for making games. But the context surrounding this particular game led me to expect more, particularly in the areas of player choice and narrative, where it received particular praise. And by making this sort of structural choice, the game necessarily limits player choice to specific domains: weapons systems and combat tactics. Don't get me wrong, it may handle player choice within these specific domains extremely well. I just can't help feeling confined by the small bounded space in which I can act freely.

I'm omitting a major game element here, and it's the one that gets the most press: the Little Sisters. Little Sisters pose a different sort of obstacle to the player, and offer the the opportunity to make a moral choice rather than a tactical one. Narratively speaking, this is much more interesting, especially if the player is aware of the all-or-nothing nature of the choice. The internal, emotional process of making a decision, above and beyond coming up with a solution to a short-term problem, is at the heart of what interactive media can offer the art of storytelling. Bioshock certainly captures this, and does it in a way that beautifully echoes the overarching objectivist themes. But again, the game's use of this choice mechanic is quite limited: disparate instances in which the player is asked to make essentially the same decision. And the consequences of this decision on the plot are disappointingly shallow, only seriously impacting the ending cinematic.

I will speak primarily about the plot and ignore some other aspects of the storytelling, since plot is an integral part of the narrative and also the most accessible to me without having played the game through. The plot is certainly rich and compelling, but not what I expected from a game that was marked as a milestone for story in games. It's chock full of twists and revelations, but these are of the same class of story elements that games have been drawing from for years. My personal love of overwrought science-fiction aside, I think it's telling how little of this sort of thing is found in the great works of other media.

So my fundamental question is, why has Bioshock been singled out to receive these accolades? Not that it isn't deserving of honors, but is it more deserving than other games? To what extent does it truly break new ground? It seems to me that other games have done more to push the envelope in areas such as designing game mechanics around player choice, incorporating agency and morality, painting a rich backdrop, and telling a compelling story. One thing that Bioshock does remarkably well is atmosphere; perhaps that's the key. The art direction for this game is awe inspiring, and certainly contributes to the way the story is told. This is a point on which Bioshock excels, and if that is the source of all its praise, then it's well deserved.

Still, I for one can't help but be a little disappointed by this modern masterwork of interactive media. It's hardly the revolution of emotion and story in games that was promised. So many of the key elements - a city full of crazed, violent survivors; an amnesic protagonist unwittingly fulfilling his destiny; the mentor's betrayal; epic battles against armor-plated behemoths; mind control - seem to be archetypes plucked from stories and genres that employ them specifically to fill out an otherwise ridiculously thin plot. I've been waiting for the advent of the character-driven drama in games, for story based around the interpersonal conflicts arising from the individual and sympathetic fears, desires, anxieties, and compulsions of the characters. Bioshock, for all that it does well, does not deliver that.