Showing posts with label Borderlands. Show all posts
Showing posts with label Borderlands. Show all posts

Tuesday, May 18, 2010

Addiction or Entertainment?

by Daniel Bullard-Bates

Some video games are designed to deliver a complete, finite experience. Sometimes these games deliver story and character arcs, other times merely a series of levels with little to no narrative coherency. These can vary in length, lasting anywhere from a few minutes to many hours, but at the end of that play time, the game is over.
                   
Other games are designed to be played eternally. Even their so-called endings are frail veneers of finality. There is always something more to do. Games like The Sims, World of Warcraft, and Peggle are frequently referred to as “addictive,” which is not a quality one normally seeks out in a product. Still, these games hold a powerful allure. They demand a great deal from the player. A truly addictive single player or multiplayer game can eclipse all other games.


Thursday, December 17, 2009

The 2009 Select [Button]: Idea/Execution

by Daniel Bullard-Bates

Best Idea without Execution: Scribblenauts

Scribblenauts is great for the first couple of hours. You can type in almost anything you can imagine, and a representation of that object will appear on the screen for you to interact with. The number of words that the in-game dictionary recognizes is stunning. Unfortunately, playing around with the dictionary may be the only really fun part of the game. Past the first few levels, the seams begin to show and then quickly unravel. The movement of your avatar is tied to the Nintendo DS stylus, causing him to throw himself into spikes just as often as selecting a usable item. This gets frustrating quickly, and could have easily been solved by using the DS buttons for movement.

Solving puzzles using all the items available to you should lead to a lot of eureka moments, but the objects interact in very limited ways. In one puzzle, when I was trying to move a cow so some cars could get by, I had the brilliant idea of using a shrink ray to shrink the cow, and then hiding it in a briefcase so that a nearby butcher wouldn’t see him. Unfortunately, the tiny cow wouldn’t go in the briefcase. (What? That was a reasonable solution.) Most puzzles ended up boiling down to just attaching something to a rope and a helicopter and moving it somewhere else. It’s disappointing that a game with one great mechanic failed to deliver a great game to surround it.

Best Execution without Ideas: Borderlands

Borderlands comes from the Voltron school of game design: take several winning ideas from other games and properties, combine them into one unstoppable game/robot, and then publish. It is essentially the setting of Firefly or Mad Max with the regenerating shield of Halo, the shooting mechanics of Call of Duty: Modern Warfare and the leveling and random loot system of Diablo 2 and World of Warcraft. The only thing that sets the game apart is that no one has ever made a combination quite like that before. Despite the lack of originality, those elements combine to make a fun, addictive experience that we can’t seem to shut up about.


Wednesday, December 16, 2009

The 2009 Select [Button]: Single-Player/Multi-Player

by C.T. Hutt

Most Engrossing Single-Player: Dragon Age: Origins

Despite a plethora of high quality single-player experiences that have come out this year, Dragon Age: Origins reigns supreme. Single-player RPGs are designed to create the optimum mano-a-computer gaming experience, often without an online play aspect or offline cooperative modes, so it’s really no surprise that a title which has been crowned by many sources as the best RPG of the year also makes for the most engrossing single-player experience.

Stunning graphics, complex, strategic game play, and the engaging storyline offered by Dragon Age: Origins combine to keep any gamer with a taste for tactical combat and fantasy glued to their office chair for days. An outstanding single-player experience is not without its dangers of course. Side effects of Dragon Age: Origins may include: vitamin D deficiency, reduced social interaction, loss of sleep, carpel tunnel, poor diet, and delusions of being a Grey Warden. Other than those minor problems, we recommend Dragon Age: Origins to any gamer out there who wants to fly solo.

Honorable Mention: Batman: Arkham Asylum afforded gamers with an experience they have been anticipating for a very long time: a great game based on a comic book character. In some places Batman: Arkham Asylum went a little overboard (i.e.: chemical mega-joker), but it was still a fantastic title.

Most Engrossing Multi-Player: Left 4 Dead 2

Zombies. They stink, they try to kill you, and they drag down property value in a major way. As a responsible citizen and home owner it is your duty and your pleasure to shoot them in the head. But many hands make for light work, so while you are busy clearing the zombie infested streets of New Orleans from the undead, make sure to bring a buddy along. Left 4 Dead 2 brings home the awesomeness of a great horror/ survival FPS and an excellent co-operative game play experience. Nothing says “we are having some fun now” more than pounding your buddy on the back yelling “Shoot the the jockey! Shoot the jockey!” before you get pulled into a puddle of acidic spitter mucus. Toss in some excellent environments and a dash of poignant social commentary and you’ve got a title we will be playing for months to come.

Honorable Mention: Borderlands. Wait, what? Didn’t you just say you hated that game? Not entirely. The setting, storyline, repetitive missions, character balance, and soundtrack of Borderlands all leave a lot to be desired, but the co-operative play is really quite good. Borderlands is proof positive that almost anything can be fun if you bring some friends along for the ride.


Tuesday, December 15, 2009

The 2009 Select [Button]: Ambiance

by C.T. Hutt

Best Ambiance: The Path

Tale of Tales has been the little game developer that could this year. They have turned the collective heads of the gaming community with their original titles and unique approach to the gaming medium. I haven’t had a chance to play Fatale, but if their past performance is any indicator of quality I am sure it will be a knock out.

The Path, released last March, is not what many gamers have come to expect from an exploration game. There are no traditional puzzles to solve in this game and no enemies to fight, but The Path manages to establish genuine emotional resonance with the player utilizing graphics tricks many would consider outdated. Ambiance in The Path is created by changes in camera angle, well-placed music and sound effects, and alterations in lighting.

There were few action-oriented components to The Path, which made the title a non-starter for many gamers. It was a game that focused on one central mechanic, our feelings about a given scenario, and didn’t let up. In many titles, ambiance and setting are obstacles developers work to overcome so they can get back into the action. In The Path, Tale of Tales made ambiance the whole point, and it worked.

Honorable Mentions: Flower and the Hard Rain level in Left 4 Dead 2 both had stirring ambiance. Whether eliciting an imprecise, but radiant sense of hope or simply evoking animal terror these titles used environment, sound, and music effects to their utmost.

Worst Ambiance: Borderlands

Following a compass needle through a vast junkyard in the middle of a desert, this is the Borderlands experience. I don’t have much to say about this title that hasn’t already been said. The action mechanics were spot on, but I simply couldn’t bring myself to feel anything but mild amusement from this game. They didn’t even get the feeling of desolation to ring through; in a game called Borderlands that seems like a necessity.


Thursday, December 3, 2009

The Cutting Room Floor

by Daniel Bullard-Bates

With the advent of the DVD, it has become common practice to include deleted scenes with a movie. It is usually easy to determine why they were cut, whether it was due to the dialogue falling flat, problems with pacing, or simply because it was unnecessary to the plot or character development of the movie. Though it can be painful to amputate a scene that took a lot of hard work, the best directors know when to leave something on the cutting room floor.

It seems to be much more difficult for game designers to let go. Very few video games have no unnecessary sections, missions, or side quests. As Mitch Krpata points out in this post on Uncharted 2, part of what makes that game so fantastic is that there is so little fluff. But Uncharted 2 is the exception, not the rule, when it comes to game design.

Role-playing games provide some of the most blatant examples of unnecessary and unwarranted material. Often this superfluous content comes in the form of time-absorbing side quests. I understand the mentality that might bring a designer to include a few dull side quests: they’re entirely optional, so only the completionist will actively pursue all of them. I was once a completionist when it came to role-playing games, but pointless, hollow side quests have driven me to be considerably less thorough. Just because someone wants to experience everything a game has to offer does not mean that process should be completely mind-numbing.

There is one side quest in Dragon Age: Origins that asked me to collect twenty of a specific kind of mushroom. Here I am, trying to save the country and perhaps the world from an encroaching army of pure evil, and someone wants me to take some time off to practice amateur mycology. Even if this sounded like a fun pastime for my character, giving these mushrooms away for gold is completely counterintuitive to my character’s goals. These same mushrooms can be used to make useful potions to help in my battles against that evil army I mentioned. In other words, the task is boring and the goal is stupid. You get experience points for it, but how do I justify that to my party members? “I’m sorry you’re dying horribly because I traded in all those supplies, but I really wanted that next level up.” Most of the quests in Dragon Age can be completed on the way to more significant tasks or offer more substantial incentives for their completion, but a few should have been cut. Optional or not, boring gameplay is boring gameplay. I’m reminded of the uncharted worlds in Mass Effect.

Borderlands is a refreshingly straightforward game, in that it makes no effort to delude the player into thinking that there is some higher purpose to their actions. The goals are to find more loot and reach the next level, but this dull premise is redeemed by addictive gameplay and a fun co-operative element. This makes it easier to justify embarking on inane optional missions, since there’s no looming threat to make one hurry. Even so, some of the missions presented in the game are ridiculous even for a lowly mercenary. Shooting fecal matter off of a giant turbine does not make me feel cool. Collecting used smut magazines out of dumpsters is not an enjoyable way to spend my time. I don’t begrudge a game the opportunity to have a laugh, but joke missions should be brief so the joke doesn’t overstay its welcome. By the time I’ve trekked halfway across the map to find my third porn dumpster, I am no longer laughing. I am wondering why this made it into the game.

These are minor sins, since they can be safely ignored without detracting from the game experience. What’s even worse is when a game has required sections that are dull or counterintuitive to the game’s goals. In Assassin’s Creed 2, at several points the player is asked to tail someone, keeping an eye on them from a distance while they lead the player to a specific place. Get too close, and they will notice you, lag too far behind and you will lose track of them. This would be simply boring if they didn’t throw in multiple obstacles to your success. Guards along your path might recognize you, requiring you to blend with crowds or hire groups to distract them. This means that you spend large sections of gameplay just walking along watching someone else walk along, and if you don’t do just the right thing, you are noticed, which causes you to fail and start over. Suddenly they’re not just boring, they’re boring and irritating.

Sometimes, important plot information is being relayed by the people you are following. I appreciate the fact that these sections could be seen as a break from the running and jumping and killing, and it’s even a clever way to relay plot information without taking control from the player. But if those are the goals, why not remove some of the complications? Be more lax about the distances; remove the unnecessary barriers to completion. These are not difficult missions, so let them just be breaks from the action. I find it hard to believe that no play tester for Assassin’s Creed 2 turned to a designer and said, “This part is not fun.”

There are lessons to be learned from the cinema. If something isn’t working or doesn’t help a movie, a good director will cut it or edit it until it works. Most video games, even excellent ones, have sections that should have been left on the cutting room floor. Maybe they just need harsher editors.


Monday, November 9, 2009

It Takes Two

by C.T. Hutt

I spent a good portion of this last weekend wandering the dry and desolate plains of Borderlands. Borderlands, like so many other first person shooters, presents gamers with a sea of repetitious enemies, inane quests, and a paper thin storyline set in an all too familiar landscape. To Gearbox Software’s credit, the game does employ an interesting A Scanner Darkly-esque visual style, but Borderlands brings little else to the oversaturated FPS market. Why then was I so content to spend hours this weekend parked on my keister whittling away at my meager quotient of free time? The answer is quite simple: I was playing with a friend.

While Daniel has had the opportunity to play the Xbox Live version of Borderlands with some complete strangers (an experience he affectionately refers to as “Bro”derlands) we are both agreed that the best way to enjoy this game is in off-line co-op mode. Sure, the screen is split which creates some visual challenges, but so what? Exploring Pandora and searching for the next great gun or level up is simply more fun with a buddy.

Even the most mundane mission can be entertaining with some company. Case in point: Your objective is to follow a green dot and pick up a cog so that we can re-start the town’s snow cone maker (I don’t know what we were restarting, I never read the quest descriptions). This quest would be completely boring if it weren’t for my crippling incompetence behind the wheel. When I take a wrong turn and crash our vehicle into an explosive pit filled with monstrous ant spiders, things become more exciting. A one man army firefight is pretty interesting, but we see that in pretty much every FPS. Toss in the dynamics of having to rescue your partner or work together to bring down a colossal foe and the experience becomes much more engaging. Co-operative play makes humdrum games like Borderlands pretty fun and it makes solid games, like the new demo for Left 4 Dead 2, a complete blast.

The NES, Sega, and other Bronze Age consoles bear little in common with the sleek machines which now dominate the market. However, in their enduring wisdom the founding developers made sure that early consoles came with two controller ports. Single player games were fine, but if you ever wanted to get the most out of your system you would need to acquire one thing that not even the most skilled manufacturer can build for you: a companion.

I think this was a very forward-looking move on the part of developers. The best things in life are the ones we share with other people. If video games were ever to attain widespread popularity they would have to evolve to be more inclusive. Challenges abound as, unfortunately, one of the dangers of the video game medium is isolation. On top of the limitations of a split screen, many game genres don’t readily lend themselves to co-operative play. Static storyline RPGs, for example, are almost exclusively a single player affair. Fighting and sports games are, by their definition, a contest rather than a shared effort. Many puzzle games, tower defenders, and even platformers which practically beg for a cooperative element, simply do not have room for more than one gamer at a time.

Fortunately, as the medium matures so has its ability to bring more and more people into the mix. The curious platformer/puzzle game LittleBigPlanet is a fine illustration of how co-operative play has come along; you couldn’t pull moves like that in Super Mario Brothers, no sir.

While I have plenty of gripes about trends in the video game industry (see paragraph 1), I am encouraged to see more high quality games which have a co-operative element. I wish that Borderlands and many games like it would provide a better single player experience but, barring that, I will settle for a well polished cooperative element. Online play with friends is fun too, but it will never replace a timely high-five after you and your friend beat the big boss together.


Tuesday, November 3, 2009

Lay Waste to the Wasteland

by Daniel Bullard-Bates

Over the past couple of weeks, I’ve been playing a lot of Borderlands and Brütal Legend. I’ve been having a blast with both, though they represent entirely different schools of game design. The difference lies in the ambitions of each product. Brütal Legend tries to do a lot with mixed results, while Borderlands is more focused and, as a result, better executed.

Borderlands only sets out to do a few things: it wants to be a good first-person shooter, it wants to provide a fun co-operative experience, and it wants to inspire a Diablo-esque fixation with collecting better loot and leveling up. It does all that, and looks great besides, with a visual style torn straight out of a comic book. My expectations were met almost perfectly. Even the story, what little there is of it, seems to fit the mood of the game: your character is a vault hunter, seeking lost riches and artifacts on an alien world, and you spend most of your time in the game gathering riches, weapons, and other treasures. You’re looking for treasure so you can find more treasure. That’s the game in a nutshell. The game becomes repetitive, but no more so than Diablo and its sequel. It’s a winning formula.

Brütal Legend has no such focus; it wants to do everything. Set in the ancient, mythical land of heavy metal, it starts as an action game, with an axe for melee attacks and a guitar calling down lightning and pyrotechnics on enemies. Combos are learned, weapon upgrades are purchased. Only then it’s a driving and shooting game, complete with speed boosts, ramps and on-board machine guns. This transitions into an open world exploration game, with plenty of collectibles to find. Sometimes it’s a rhythm game, where a quick Guitar Hero-style solo can be used to raise an ancient relic from the ground or literally melt the faces of your enemies. Then come the strategy elements, which range from ordering a few minions around on a mission to full-blown real-time strategy mayhem, complete with troop upgrades and resource management. These are called stage battles, and your resources are your fans, which rise up from the ground when they hear the presence of heavy metal.

It’s a very creative game, and it overflows with incredible moments. I discovered a guitar solo, for example, which summons a flaming zeppelin from the sky to crash and explode wherever you’re standing. That’s just as awesome as it sounds. The environments are as face-melting as the solos, from walls of amps set into craggy cliff faces to mountains of bone and ice, with trees made of hot rod tailpipes. And the writing is fantastic in its variety as well: the game is inspiring, sad, dramatic and hilarious, all in turn or occasionally at once.

In playing both Brütal Legend and Borderlands, I found myself wondering which school of thought resulted in a better game. Borderlands is a much more polished experience, to be sure, and some of the different gameplay modes in Brütal Legend fell a little flat, though I enjoyed the real-time strategy elements more than I expected to. Borderlands, however, offers very little in the way of variety. The game is played the same way throughout, there are only a few types of enemies, and the majority of the game takes place in cracked desert wastelands. Borderlands is a very satisfying game, but in many ways Brütal Legend is a more exciting one. The game is laced with madness, humor, and drama, and there are new and exciting ideas around every (flaming, metallic) corner. It may not succeed at everything it tries, but it does so many different things that it hardly matters. I’ve really been enjoying Borderlands, but I think that Brütal Legend has a lot more to offer. Borderlands will feel familiar, while Brütal Legend will surprise you. And looking back on the games I’ve loved, it’s those memorable, surprising moments that withstand the test of time.


Friday, August 21, 2009

Tributes and Triumphs

by Daniel Bullard-Bates

Some say that there is nothing new under the sun. Sometimes that’s not such a bad thing.

As we have discussed in the past, video games are a very young art form. But in just over thirty-five years, the medium has established its own pillars of design and gameplay, held up as examples worthy of tribute. While it is always exciting to see new ideas being developed by the creative minds in the industry, it is sometimes just as rewarding to see great games that are clearly mindful of their sources of inspiration.

This week saw the release of Shadow Complex on Xbox Live Arcade, a side-scrolling action/platforming game firmly in the style of titles like Super Metroid and Castlevania: Symphony of the Night. Unlike developers that attempt to pass off their derivative work as something new and innovative, Chair Entertainment have used terms like “metroidvania” to describe their game since it was announced. This is a refreshing bit of honesty from the publisher, since the game is clearly a tribute: the large two-dimensional map is almost identical in style, the gameplay elements of exploration and advancement are clear derivations, and the game provides the same sense of satisfaction when a previously impassable barrier is overcome by newly acquired weapons and powers. The game is a love letter to the classics which inspired it.

Most works of art are influenced by or pay homage to the artists and works that came before. The Sopranos overflowed with references to The Godfather. Salvador Dali was influenced by Picasso, Cubism, and Dada. Bob Dylan’s biggest early influence was Woody Guthrie. Video games don’t have the storied history of music, painting, or film, but there are already revered classics typed into the lexicon of video game lore.

It seems that developers often don’t want to acknowledge just how derivative their games can be. Dante’s Inferno, for example, is clearly another God of War clone, this time with a very loose basis on the epic poem of the same name. The developers try to explain how their game relates to the poem, what it will bring to the action genre and so forth, but there is always the lurking specter of God of War over their heads. How much more honest did the staff at Visceral Games sound when they discussed Dead Space's clear influences, like Resident Evil and the Alien movies? As honest as apple pie.

I salute developers who don’t shy away from telling us what games inspire their craft. I look forward to games with new and exciting ideas, but sometimes a game with a well-known concept in a new skin is just as exciting. Look at Borderlands: a Diablo-style leveling and loot system, in a world reminiscent of Mad Max and Firefly? Sign me up.


Friday, July 31, 2009

Against Realism

by Daniel Bullard-Bates

It seems fairly evident that one day the uncanny valley will be left behind, and technology will be able to provide visuals to rival or even surpass reality. This may even be possible in the very near future. For the moment, however, technology falls just short, stuck deep in the uncanny valley, offering up hollow stares, awkwardly-pointed cheekbones, and oddly off-kilter mouths spouting their ill-fitting dialogue like actors in a badly-dubbed Godzilla movie.

Games that attempt a realistic approach to character design and environments tend to hold up poorly over time. Looking back at older games once revered for their incredible modern graphics and realistic character models is always a strange experience: what looked amazing to us when we were younger looks strange, blocky and off-putting when compared to the most recent games. Games like Final Fantasy VII and Metal Gear Solid, games that wowed with their visuals in the original Playstation era, look fairly ridiculous now.

Even more recent games like Grand Theft Auto: San Andreas look bizarre when compared with last year’s Grand Theft Auto IV. Of course this is true of most games: more recent technology yields better graphics, but this is particularly evident with games that choose a realistic style over a heavily stylized artistic take.


On the other hand, games that embrace the technical limitations of their times and settle on a visual style that makes the best use of what is available tend to look good years and years past their creation. Castlevania: Symphony of the Night uses a pixel-based art style that suits its story and gameplay beautifully. Okami still looks incredible, despite being a last-generation game, because it chose a painterly style reminiscent of Japanese watercolor over a more realistic approach. Nintendo has been using their artistic design and bold color schemes in Wii games like Super Mario Galaxy and Metroid Prime 3: Corruption to make games with stronger, more appealing visuals than many of the games released on the more-powerful Xbox 360 and PS3. In five or ten years time, those games will still look good, while “realistic” games like Call of Duty 4 will likely seem dated and unattractive.

I’m always glad to see game developers learn from the mistakes of others. I’m not saying that games should avoid realism entirely; I like to see how close we can come from time to time. But when the next, more realistic game comes along those games become instantly outdated. Look at the difference between Fallout 3 and what we’ve seen of Borderlands: two devastated landscapes with two completely different visual styles. Fallout 3 looks fantastic and does a great job of conveying a fairly realistic yet ruined version of the world we know, but the character models still look like strange, near-human automatons.


The people behind Borderlands made the risky choice of changing their art style completely fairly late in the development process, and that decision was the best they could have possibly made. Instead of releasing a fairly generic looking shooter, their game has a beautiful, comic-book-like quality to it which makes it infinitely more appealing. And ten years down the line, Borderlands will still look great, even when Fallout 5 is showing us how much more realistic it is than all that has come before.

So let this be a lesson to you, developers: make something that looks closer to reality than the last game, and you’ll wow the audiences of today. Make something that just looks great, and you’ll impress audiences for years and years to come.