Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Saturday, June 25, 2016

Automated Levels

My boyfriend got me Super Mario Maker for my birthday last year. In Super Mario Maker you can create levels and you can also play other people's levels. Creating levels is a lot of fun and you get
new resources every day. You can upload your levels and the only caveat is you have to be able to beat it.

One of the ways to play people's levels is by going through the 100 Mario Challenge. There are various difficulty levels: Easy, Normal, Expert. You get 100 lives to pass a certain number of levels in a difficulty level and you get a costume as a reward. You can only do it so many times on easy mode before you won't get any more costumes and you have to go to a more difficult mode. There are a wide variety of skill levels and imagination from so-so to amazingly well done.

And then there are automated levels.

In these levels you do nothing. It takes you through the whole thing and drops you off at the finish line. From a creative standpoint, they are very clever (most of the time.) For the most part, they are masterpieces of timing and creativity and it is obvious they worked very hard to get the timing right. But from a player viewpoint, I hate them.

I struggle with this in some ways because I understand how much work often went into them, but at the same time I don't get to play. They haven't made a level, they made a YouTube video. There is no interactivity in them, there are no choices to make, the only way you can fail is to try to move on your own. These aren't levels. It isn't a partnership between their skill as a designer and the player's skill as a player. The success of these levels is only possible by the player not doing anything, lest it throws off the timing.

Do I think these should go away? While they annoy me, it is still how someone wants to play the game and I wouldn't take that away from them. And while I think the space is big enough for a little bit of everything, including automated levels, I don't have to like everything. I will still probably cringe every time I see a title along the lines of "Stand Still" and "No Touchies."

Sunday, April 19, 2015

Game Review - Cartoon Edition


Recently I decided to play some games based on cartoons I love: Phineas and Ferb and the Quest For Cool Stuff, Penguins of Madagascar, and Ducktales: Remastered. I steeled myself. A lot of times, when games are based on movies, they come out pretty terribly. I was prepared for the worst, but I was hoping they were at least playable.

Phineas and Ferb: Quest For Cool Stuff


This is a 2D platformer where the player collects items and defeats enemies by jumping on them or using a spin attack. There are 2 stories going on, Perry’s and Dr.
Doofenshmirtz’ story and the kids’ story. This is very much like the cartoon where there are two stories going on and they intersect at times.  The tutorial with Perry the Platypus is nicely done and immersive. The difficulty ramps up at a good pace and there are different unlockables you earn as you go that help you access new parts of levels.

Verdict: The game was fun and surprisingly well done. The animation was a little bit off but it didn’t detract much and the other elements of the game more than made up for a small bit of off animation.

Penguins of Madagascar

This is another 2D platformer where you play as the penguins and use their strengths to get through levels. The basic story is that you are collecting Cheesy Dibbles and completing missions. I wanted to like this one, I really did and it wasn't really a bad game, but I put it down after only an hour. The game itself was actually fairly decent, but it really needed the penguins' voices to make it work. Juicy is when your game has aesthetic elements that give your game character and life. This game lacked juiciness. One thing I did like is that you can switch between the four penguins while playing. If it had been a purely aesthetic switch, it would've been cute and nice to be able to play as your favorite penguin but they took the concept and made it better, it went beyond aesthetics. Each penguin had a different special move and each one had specific skills that you had to use to get past the level.

Verdict: It's not a bad game, but it's really not a good game either. What pushed it into being good was being able to switch between the penguins and use their abilities. Unfortunately, the lack of voices brought it down to mediocrity. I wouldn't buy it.

Ducktales: Remastered


Ducktales is, yet another, 2D platformer. In this one you play as Scrooge McDuck and collect treasures and coins while defeating enemies. This is based on the 1989 NES game, which I unfortunately didn't play. The original scenes are all in there with some expansions and two new levels, a vault tutorial and a volcano level. The characters have all been hand-drawn and the game is fully voiced. It's a fun game and the voices are a nice touch. Once you get past the vault, you can do any of the scenes in any order with the exception of the volcano scene, which doesn't open until all the other scenes are done. This makes it a little bland on ramping up the difficulty. There is a bit of a glitch on the volcano level where your character disappears whenever you do a pogo jump. It's not game-breaking, but it is disconcerting. For me it was probably about 4 hours of gameplay, for others it would probably be more like 3.

Verdict: It’s a fun game that plays on nostalgia and is really decent game. I probably still wouldn't buy it because I finished it in 4 hours and felt like there wasn't that much more I could get out of it.

FINAL VERDICT:
Both Phineas & Ferb and Ducktales worked and Penguins would have worked with the inclusion of voices. I think part of the reason these games worked was because they had the essence of their source material without copying it. The reason most movies don't make the transition as well has a lot to do with the execution. A lot of times movie-based games are treated as a money-grab, "the movie is popular so let's capitalize." Enough time and care isn't given and/or they rehash what was already done in the movie. We don't need a rehashing; we know how that story went. To really work, besides time and care, we need the essence of the material. We need a continuation of the story; we need to be part of something that didn't already happen.

Sunday, December 15, 2013

A Brief (personal) History of Gaming


I graduated about 4 months with a B.S. in Game Design. It has been an interesting road and I have learned a lot along the way, but I constantly felt that I was behind. Yes, I did grow up on games, but not really on video games that much except the ones I played on the Commodore 64. Up until I was in middle school, the only times I played console games was when my mom made my brother let me tag along to his friends’ house. They set me in front of the TV and stuck the controller in my hand and went off to do their own stuff and I was making Sonic roll across the screen so I wasn't too worried.

Mostly I played board, card, and word games and there are always strong memories associated with games. My mom is so sweet almost all the time and everyone sees her as being so sweet and mild. They have never played a game of Monopoly, Risk, or Scrabble with her. She is ruthless. She is a merciless goddess on the board game battlefield. 

And. She. Is. Glorious.
My mom has a scorched Earth policy when playing games (Source)

My strategy when I was younger playing Risk with my family was to pit my brother and dad against my mom. It was relatively easy since I was the youngest and not seen as a threat, but it never worked out quite how I planned. She slaughtered them and they only whittled her down a little but not nearly enough.
This is what one of our games might end up looking. I'm the blue. She ran out of pawns.


 As I got older I got better, and a lot of this can be attributed to my mom and the lessons I learned playing against her. Another skill I honed from playing with my mom was a certain level of stubbornness that keeps me trying even though the odds aren’t good.

While I have a lot of good memories associated with games, I also have some painful ones. I have sprained my arm three times during playground and other made-up games, bruised my hand playing the crocodile game, and managed to get tendonitis due to overplaying video games. To this day I still have an aversion to chess and checkers because my brother taught me checkers with a baseball bat. But even with all that, I still love games because even sometimes an injury is a time to take comfort in playing games. As my dad and I sat waiting tor one of the many times I had to get an x-ray, we played Octo. I made up the name because I can’t remember if we ever had a name for it. In  Octo, you build words of a part of speech such as the prefix oct-. It takes no paper, no score, just a spoken game where you imagine the results. To this day I still remember waiting to be called in and, even though pain was shooting through my arm, I was laughing at the thought on an octopan, a pan with eight handles.

Two things happened when I was in middle school: my grandma’s neighbor had a granddaughter around my age and she had an SNES and my brother got an SNES. I loved playing with my brother, but it never lasted long. I am 5 years younger than him and each year apart, seems to increase the annoyance factor exponentially. We’d play until my constantly moving with Mario annoyed him enough and I was kicked out. It was always a lot easier with my friend; she really didn’t care if I leaned when jumping a chasm. One day she got Zombies Ate My Neighbors (ZAMN) and that is when I fell in love.
ZAMN was the first game I remember playing that was truly co-op. We didn’t have to wait for one person to get through their turn or die; we could both play at the same time. It was also one of the first console games that I have played where one of could play as a regular girl. It may not seem like a huge deal and a lot of people see it as a feminist thing, but it is so much simpler than that. We want our PC to be an extension of ourselves and we want to be able to identify with it. It’s the same thing when you play Monopoly and fights break out over who gets what token. All Hell breaks loose if someone has to be the iron. While ZAMN had its flaws such as too many weapons to scroll through and a level that can act as a stop point but even with these flaws, it has my heart completely.

My first love
When I got into high school, my brother went into the Army and left me his SNES. It wasn’t until later that I got my own copy of ZAMN. The SNES moved around with me and for my 22nd birthday, I finally got my wish. My parents asked me what I wanted and the only thing that I could think of was a copy of ZAMN. My parents took me to Corvette Diner right after my play and presented me with ZAMN and a couple of Scooby Doo birthday cards. It was the absolute most perfect birthday.

This game remains my most played SNES game and is the game residing in the console as I write this. It continues to influence and inspire me. Whenever I find I doubt myself or question if I chose the right field of study, I start playing. I remember that even when I die, I get a little further each time. I may never have gotten through the whole game, but I never give up. I play and all the connections from my past bubble to the surface sparkling and I am renewed.

Sunday, May 13, 2012

You Sunk My Battleship!


I was walking along and all of a sudden I saw a poster for Battleship. I had heard about it and seen the posters before, of course, but this was the first time it really hit me: there is a movie coming out based on the game Battleship. I’ll admit, this complete revelation came out of nowhere, walloped me a good one, knocked me on my ass, and, just to make sure it really sunk in, hit me with a lead pipe. As I lifted my bruised self from the pavement under the watchful eye of the Battleship-Revelation, it finally sunk in that this was really happening. On May 18, Battleship will be in theatres and my only question is: Why?
Near the Wilshire/Vermont station

So what I got from watching this trailer is that aliens hid in the ocean because they could. And then they attack, because why not? Then we fight back… with boats. Yeah, that was pretty much what I got from it.

Who knows? Maybe it will be a great movie with a great plotline and not just some thin shadow with a bunch of special effects that is desperately trying to capture the audiences’ sense of nostalgia by forcing it into the ill-fitting frame of a board game.
Source

I will admit now – I’m not a huge movie person. The last two movies I saw in theatres were Hunger Games a few weeks ago and The Muppets back in November. Both were movies I knew I would enjoy. Hunger Games because of the books and Muppets because of all the memories that tied to them. I also admit that I’m not super-snobby about movies. I’m not lamenting how everything is a sequel, a remake, or filled with FX instead of plot. What I am saying is that maybe not everything needs to be made into a movie.

Source
Source
Time to switch gears to the videogame industry and the crash in 1983 Follow me, trust me, I’m getting to a point. Anyone play ET on the Atari and think this is what caused the videogame crash? It wasn’t the cause, merely a symptom. ET was like the achy shoulder in a much, much larger flu. Basically anything was being made into a game. It wasn’t just Atari making games, they had little control over their systems and pretty much anyone could make a game for their system and did. Also a lot of games were being rushed into completion.

Source
With the videogame market being inundated with so many low-quality games that were just made to be made, the game industry in the U.S. sank for a while. Now lets get back to the movies and my point. My thought is that, in some ways, I can see the movie industry paralleling the gaming industry of the 1983. It’s expensive to go to the movies but most of us are a fairly forgiving audience…up to a point. Battleship feels like a movie being made simply to be made and it almost feels that this may be the beginning of the inundation of movies made to be made.

Please let this one be made before the crash  Source


Friday, May 4, 2012

Infinite Undiscovery...Will Remain Undiscovered


Not too long ago, I attempted to play Infinite Undiscovery and I really didn’t give it a fair chance. I have no idea if it was a good game or not because after 20 minutes I stopped playing, put it in its envelope, and mailed it back to Gamefly. In those 20 minutes I got to press buttons (and not to get more text to appear on the screen but for actual gameplay) for maybe 3 minutes. And I’m being generous on calling it 3 minutes. There were so many cutscenes and things to read that I just got annoyed and called it a day. For an actual critique from someone who clearly had more patience than I did, here you go.

I had chosen this game after reading about it (I think in GameInformer, but I’m not exactly sure) because of its unusual name and decided to give it a try simply because of its unusual name with no knowing of pretty much anything else about it. This could be the greatest game ever…but I will never know because I got annoyed with all the cutscenes and textboxes.

A friend of mine once told me that part of dating is figuring out what you will and will not put up with. I’ve found, as I’ve gotten older that this advice applies to pretty much every aspect of life. When I was younger I put up with a lot but as I got older, my propensity to grow annoyed has gotten stronger. In my youth (see early 20s), I would put up with long cutscenes, but now I won’t. They simply have started annoying me and I have outgrown them. Realized that an overly long cutscene is not something I will put up with in my videogame relationship anymore.

A game should be more than just a string of cutscenes where the player gets to intermittently mash a button in between. I’m fine with cutscenes if they’re brief and don’t interfere with the flow of the game. A cutscene should not be so long that I can fix a bowl of Froot Loops (and some have been so long I can even eat said Froot Loops.) The story should be integrated into gameplay with cutscenes being minor and not tedious. 
Was able to eat the whole bowl
 Infinite Undiscovery could be the most fantastically awesome game ever, but I will never know. I don’t know, give it a try – maybe you’ll have more patience than I did.

Saturday, August 27, 2011

Dominant Strategy - Resident Evil 4 (Wii)


            Once the player has passed the game the first time, they can go through it again and retain all of their items, weapons and Pesata (money) from their previous game. In addition to all of that, new weapons are unlocked, including an Infinite Rocket Launcher and a Chicago Typewriter, which is a fairly strong machine gun with infinite ammo.
            Either of these could be used as a dominant strategy as they work for any situation and both have infinite ammo. The Launcher is a little more difficult to utilize just because it has crosshairs and there is a small delay while the player aims it. It is a little like a rifle with the way it has to be aimed and isn’t great in close quarters, but it would still work. The Chicago Typewriter can be used in any situation and close quarters won’t matter.
            Both weapons described above are special weapons that have to be bought and cost quite a bit. There are two other weapons that can be acquired and upgraded towards the end of the player’s first run through. These two weapons are the Red9, which is a high-powered handgun and the Striker, which is a high-powered, high-capacity shotgun that, on top of everything else it has going for it, doesn’t take up a lot of space in the attaché case. Either one of these would work well as a dominant strategy in a second run through of this game. Also, though these guns do not have infinite ammo, it really isn’t much of a problem because they are more powerful and don’t require as many shots to incapacitate the player’s enemies and the player retains any ammo they had and can pick up any additional ammo.
            I wanted to see how long it took me to get through part of the game using only my Red9. It took me about an hour to get through the first chapter and I didn’t die even once. Normally, to get through the first chapter would have taken me about twice that long. I also noticed that I wasn’t as careful as I usually am because I didn’t have to worry about getting overwhelmed as much nor did I have to really worry about conserving ammo.