Showing posts with label preview. Show all posts
Showing posts with label preview. Show all posts

Tuesday, September 07, 2010

on the horizon 9-7-10

Here's a brief explanation of why I'm looking forward to particular games.


Halo: Reach

This video shows why. The most common failure of competitive multiplayer modes is a failure to separate people of different skill levels and, just as importantly, different goals. Some people play for the end results... stats, rankings, challenge completion, etc. Others, like me, play more for the experience itself... the grenade toss into a sniper perch, the point-blank shotgun blast that throws the enemy back, getting killed by your own sticky grenade as the enemy runs toward you. Players like me are less concerned with optimal loadouts and strategies because we prioritize fresh and compelling experiences over winning.

Halo: Reach seems to address this through a refined matchmaking system that goes beyond soft separation and actually divides people into tiers. The fanatics and achievement junkies can have their tier and the "casual" players can have theirs. And, again -- just as importantly, the matchmaking system also asks preferences on Chattiness, Motivation, Teamwork and Tone.

Customization is the other reason I'm interested.


Fable 3

I've recently been surprised at how replayable Fable 2 is. The humor, the joyful art style, the skill options and the moral options are all fun many months after my first (and second) playthrough.

Fable 3 seems to have made co-op actually enjoyable by enabling the use of player-developed characters and making the two players' cameras independent. But it's the single-player mode I'm mostly interested in. The weapons that morph depending on how you use them could be great. And I'm anxious to dive into the latter half of the game, which focuses on making decisions as ruler of Albion. Much will depend on whether the moral options are not so limited as to force us into decisions we don't agree with.


Call of Duty: Black Ops

Black Ops is offering more customization, which is good. For the most part, I'm interested in this Call of Duty for the same reasons I liked the last ones, despite the mediocre matchmaking and inexcusable frequency of connection troubles. I love earning new guns and upgrades, and doing so keeps gameplay fresh by encouraging me to change my loadout often.

I was surprised to learn there will be a bot mode. I haven't heard anything about being able to invite another player to join the fight against bots, but it's a start. I'm still dumbfounded by the industry's failure to repeat Perfect Dark 64's brilliant bot mode. In the interview I saw, Treyarch's spokeman explained it as practice for people before they fight other players (it has a separate ranking system). I wonder sometimes if shooter developers think all shooter fans are achievement junkies like themselves. A bot mode doesn't have to be practice. Sometimes, even the most skilled players want a more relaxing game. And some players prefer more casual play all the time.

Whatever the reasons, was Perfect Dark 64's bot mode not as popular as I think it was? Is popularity not why it was freshened up for re-release on Xbox Live? How many people downloaded Monday Night Combat recently? There are obviously a lot of gamers who like playing against bots, so why not meet the demand and make a profit?


On my sidebar, you'll see a list of other games I'm hopeful for. Most won't be out until next year. I recommend taking a close look at Brink.

Friday, June 12, 2009

fear and power

To be honest, I have mixed feelings about the upcoming Dante's Inferno:


It's made by a lot of the same guys who made Dead Space, now called Visceral Games, so I have little doubt that they're aiming for high quality and they have the skills and drive to achieve it. Actual gameplay hasn't been shown yet, but the general idea of melee action through monsters and areas fashioned after Dante's dream of Hell is definitely exciting. My guess is it's going to be pretty sweet.

But, though I'm sure the game will be creepy, Visceral seems to be inherently dampening fear of Dante's demons by making them all mortal. When you give a character power over a threat, that threat is less intimidating.

Of course, perception is everything. Perceived power is more important than actual power when trying to instill fear. A perfect example is the fight between Sam and Shelob, the giant spider, in LOTR: The Return of the King. It seems as though Sam is hopelessly outmatched, and that is what makes the encounter frightening.



If Sam immediately demonstrated some success, the scene would be less thrilling. If his success was predictable, if it was more the result of careful planning than of impulsive decisions and quick reflexes, we would fear less for Sam.

The biggest hurdle for a game designer trying to instill fear is certainty of victory. If a player knows he must defeat an enemy to progress in the game, then he immediately knows that victory is possible.

Books and movies have been killing off supernatural foes like demons and spirits for millennia. But I've always thought the ghostly tales predating the French Revolution and its cultural aftershocks are the better frights. Authors often played with the Christian understanding of demons, angels and souls; a perception that spirits could not be killed and human beings have no physical capacity to oppose them. People could only mentally resist and call upon God's effortless protection. Folktales preceding Christianity also involved struggles between humans and spirits in which humans used only their wits to escape, capture, or banish the spirits... rather than to destroy them.


Anyway, so here are some recommendations I would make to the Dante's Inferno team.

Don't make every enemy effectively mortal. Instead, provide non-lethal ways for the player to defeat the most terrifying beings. For example: a particular demon might be bound to a certain area, so the player could escape the demon by crossing some threshold (with that demon, and others, actively impeding progress and giving chase).

Satan in particular should not be killed. If it were my choice, I'd end the game by letting the player seemingly make headway in a battle against Satan, then proving the devil to be far superior in might and, in the end, apparently victorious. When the player seems defeated, that's when God reaches into Hell to deliver him. This ensures Satan, the game's final enemy, is as terrifying as possible. It also respects Dante Alighieri's belief, clearly represented in his tale, that he is saved by God and not himself. It would be a fresh game experience for most players. And finally, it could make for an exceptionally powerful story experience. In fact, I would have the player rescued by cherubs or children. In Christian theology (Dante's theology), the youngest and most innocent child could not be touched by Satan himself so long as God protects the child. That's a powerful image: a fearless, smiling young child ignores the demonic ruler of Hell as he or she takes the hand of the player's character and leads the player up a white stairway to Heaven.

For those epic enemies which are mortal, ensure the player must make use of more than strategy to win. Obviously, you don't want to stack the deck too heavily against the player, but ensure that the encounter retains some unpredictability even after the player gains an understanding of what that particular enemy's strengths and habits are.

Introduce "enemies" which can neither harm nor be harmed by the player. A malicious ghost beyond one's ability to affect is a frightening experience.

Remember that Satan is known as The Deceiver. Undermine the player's trust in dialog, in companions, and even in basic senses. For example: spiders might suddenly spill out from Dante's armor and crawl across his body, causing Dante to react in panic... and then the spiders are suddenly gone (they were just an illusion). Or a damned soul might rest still while calling out to the player in a pathetic tone with words of remorse and a plea for aid, then transform and attack the player if he gets too close.

Obviously, I could go on for days, so I'll stop here. :)

Friday, June 05, 2009

Borderlands preview

If there's one game I was hoping to hear more about at E3, it's Borderlands. Gearbox is combining so many things I love: First-Person Shooter combat, Diablo-style loot, a vast open world, vehicles, monsters, dynamic enemies, RPG classes with skill customization, choice in story, etc. This gives every indication of being an awesome, long-lasting game that offers players surprising and personal experiences.

I strongly recommend this site called E3 Feed for finding E3 news on the games you're interested in. I've used it to comb through all the previews and interviews I could find on Borderlands, and I'm going to try to consolidate that information here so that you can see why I'm excited about this one.

The game's tone is both serious and silly. There can be spiders leaping at your face, and then there's fishing by grenade. The revamped art style has apparently helped to allow more lighthearted gameplay.

Borderlands is set on a planet called Pandora, where a massive treasure hold called The Vault has long been rumored to exist. The player chooses between one of four mercenaries who have just arrived on Pandora to find this treasure. The locals don't like you, and neither does the wildlife. Gameplay is mostly about going around killing stuff with unique weapons and chosen skills in search of more unique weapons and new encounters.

The characters you can choose between are Brick the bruiser, Roland the soldier, Lilith the siren, and Mordecai the hunter. Brick is a brawler. Gearbox's Randy Pitchford compares Roland to the Master Chief from Halo, and says he can deploy a shield with a turret on it. Lilith can "phase walk", making her invisible until she appears in the heart of enemies to release an explosion. And Mordecai is a "master sniper" with a big falcon-like creature he can send at enemies. Whichever character you select, you will level that character up RPG-style, selecting skills to develop him or her as you wish. Though I'm not 100% certain, it seems aiming is unaffected by statistics and is entirely based on player skill.

Weapons variation is similar to that in Diablo 2, with the game generating items on the fly. Even the developers are surprised by some of the weapons the players will use (that video is from January, by the way). You'll see things in this game you've never seen, like healing turrets and even healing sniper shots. Imagine your group's medic healing from far outside the firefight.

Gearbox is trying to make enemies dynamic as well. For example, that ShackNews article points out that some spiders will leap at you while others will roll toward you. There will be especially powerful versions of creatures, like the "hero" mobs of Diablo 2. From the Gamespot preview:
Groups of enemies, like loot drops, are procedurally generated, so you never know quite what you're going to get. You could get a timid pack of pup skags with a few adults escorting them. Or you could run afoul of a fierce pack of adults with a spitter thrown in for good measure. The pack we saw was headed up by a "Badass Fire Skag." Yes, that is what it is actually called.
The game also includes vehicles, which can be customized. And yes, you can fight in those vehicles:



This game is as much about exploration as it is about action and achievement. And, like Oblivion, the world repopulates itself with creatures and other enemies as you kill them. From GameSpy:
One mission we saw involved a team of players cooperatively taking over a factory yard filled with bandits in order to detonate a pipeline, with frantic gunfire flying everywhere. In a nod to one of Borderlands' other inspirations, World of Warcraft, raid scenarios like this can be replayed infinitely as a nice diversion from the main story's progression.
Borderlands will supposedly offer the sort of co-op gamers had hoped to find in games like Fable 2. You will be able to take your single-player mode character into another player's campaign. That's the complete open world with all of your character customizations and loot. And because the action is FPS, a level 1 character can group with a level 20 and still have fun. Up to four players can play together online, and two offline. You'll decide for yourself how to divide loot.

Borderlands is coming to the Xbox 360, PC, and PS3... this year, the devs expect. I think you understand now why this game is so high on my list. Not many games offer many months' worth of fresh gameplay, but Borderlands looks like it might do just that. Here's hoping Gearbox succeeds.

Tuesday, April 28, 2009

grill the Saboteur

The Saboteur team is taking questions about the game, if you care to walk down that road.



You just need an EA forum account. I'm not sure how long they'll let the questions build up before answering some.

Here's a picture that shows off the black-and-white style of the more Nazi-dominated areas of Paris:

Wednesday, April 01, 2009

war, off the battlefields

I've always wanted to play a game about war away from the battlefield.

If you watch a lot of movies and documentaries, you start to associate war only with soldiers and epic battles. But what's war like for civilians? What's it like for the small groups of soldiers in between and separated from major battles? There's a little of this in films like The Longest Day and The Scarlet and The Black.



Well, it looks like Pandemic's open world game The Saboteur might offer me a taste of that experience. From this Unscripted 360 interview with Lead Designer Tom French (I can't believe nobody has mentioned the irony of that name): "you can drive straight out of the city limits [of Paris], into a sweeping French countryside, on to neighboring French chateaus to other towns and even across the border into Germany".

This isn't a game about a soldier charging into enemy emplacements with helmet and orders. This is a game about an Irish racecar mechanic with a grudge against Nazis, ala Indiana Jones, stuck in occupied France. And it's even inspired by a true story.



I'll be most interested to see how the "Will to Fight" feature works and how the lives of the oppressed Parisians is portrayed. In any case, wandering around a war-torn country without being a formal part of that war should be fresh and exciting. I'll see if I can interview someone form Pandemic sometime to learn more about The Saboteur.


edit:
Another upcoming game, Velvet Assassin, developed by Replay, has a surprisingly similar setting. Also inspired by a true story (Violette Szabo), it's about a civilian in Nazi-occupied France killing Nazis. It seems to be a more linear game focusing on stealth kills and a dark, gritty atmosphere. IGN has some info on it here.

Thursday, March 19, 2009

Godfather 2 interview: cut, cars, and crew

Once again, I made EA Associate Producer Wes Culver an offer he couldn't refuse, and he was willing to share a bit more about The Godfather II. The game's due out April 7th in North America and April 10th in Europe.

As I said last time, I enjoyed the first Godfather game and the sequel seems to have a lot more dynamics, among other improvements. So I'm hopeful.


What RPG elements are at play in The Godfather II? What room exists for replayability in terms of character developmment?
There are a good number of elements in The Godfather II where you can upgrade your character and family. Traditional RPG elements include the ability to upgrade attributes for you as well as all of the Made Men in your family. Example attributes include the rate at which your health regenerates, your weapon accuracy level, your extortion effectiveness, and Black Hand skills, among others. Additionally, you will be able to find new weapons out in the game world that you’ll be able to wield. Depending on the type of weapon license your made men start out with (as they vary), they may be able to wield upgraded guns as well. Don’t worry if they don’t have an advanced weapon license, because you can always upgrade it by taking your made men in online multiplayer.

In addition to being able to upgrade attributes and skills, you’ll also be able to earn extra-special bonuses by taking over Crime Rings. Such bonuses include incendiary rounds, armored cars, bullet-proof vests, and more. Less traditional RPG elements include being able to build up your family as the Don. You choose which made men (and their associated specialties) you want to recruit. You decide who gets promoted and who doesn’t make the cut. You can even customize the appearance of yourself and your made men.

In regards to replayability, that’s mostly up to each individual. Since there are so many different ways of playing GF2, it is extremely rewarding to go back and play it again using a completely different strategy that yields different results. For example, you can go back and decide you want to take out all of the rival made men for each family. While taking out rival made men can be very challenging, it’s also very rewarding because it has a big impact on the strength of the family. Conversely, you can choose to go in guns blazing while trying to eliminate a rival family with all of their made men intact. It’ll be much more difficult, but possible. Being an open world game, each person can create their own fiction and unique experience in the Godfather universe.




Is combat entirely real-time? What's the balance between FPS aiming and character skills?
It depends… Combat between you, the Don, and your enemies is real time. As is any combat you personally engage in as the main character of GF2. However, being the Don carries certain perks, such as being able to order your made men to perform remote attacks on businesses while you’re doing something else. You can also send them to defend a business that’s either vulnerable or under attack.

Your character skills have a very big impact on your aiming. There are three different weapon accuracy attributes (for different types of weapons) as well as varying levels of each attribute. Add the “Marksman” ability on top of that, and the difference between when you start out and being fully upgraded is huge.

Has extorting businesses changed much since the first Godfather game?
The core of the extortion experienced has remained faithful to the original Godfather game, since it was one of our most highly rated features from the first game. We did, however, build on top of and around that core extortion experience. A great example of this is using your crew to gain access to side, rear, and other entrances in order to get the drop on enemies. You can have your engineer specialist cut through fences or cut the power so your rivals cannot call for extra backup. Your demolitions expert can blow open side entrances or have your bruiser break down walls. In addition to this, the concept that every racket belongs to a Crime Ring gives you a greater purpose for planning and attacking. Instead of just going after the closest business, you can choose to attack ones based on other factors, such as breaking up a Crime Ring or getting your own.




Will we see more vehicles in this Godfather game? Has driving gameplay been modified at all?

There are significantly more (I believe nearly 2x) vehicles in The Godfather II, compared to the original. There is also a greater amount of variety between the cars as well, including cars based off of 1960’s era muscle cars, sports cars, sedans, pickups, etc. In regards to the driving gameplay, the cars drive much faster than the first game so the way they feel matches their updated look.


Can you tell us more about the Online Honors in multiplayer?
Honors are the rewards you earn while playing online multiplayer. There are about a dozen different honors that each player can earn and you may even be able to earn multiple honors in a single match. Examples honors include being the top scorer on the winning team, healing your teammates 5 times, etc. Earning honors goes towards upgrading the weapon licenses of your made men each time you take them online.

What's your favorite weapon? Favorite skill? Favorite crew member?
It’s so difficult to choose a favorite weapon, since I use all of them depending on the situation. If I’m forced to pick, I’d have to say my favorite weapon is the Level 3 Magnum because it’s powerful in short and long range situations. My favorite skill for myself is the marksman ability, since I like to go for headshots when battling with a rival family. Favorite skill for my crew is upgrading their proficiency in any given specialty, which greatly reduces the time it takes to crack a safe, cut a fence, revive me, etc. My favorite crew member is Tommy Cipolla, the unique made man you get by pre-ordering the game (everyone’s got their pre-order in, right? :) because he starts with two specialties, an upgraded weapon license, and an upgraded gun by default.


So there you have it. You have a couple weeks to practice your worst Italian accent and polish your Gatling gun. Culver's team has put the game's brief delay since last month to good use and created yet another multiplayer mode, so you'd better be ready for my crew to burn down your casino!

Thanks again to EA and Wes Culver for the interview. If you missed my first interview with Culver, concerning The Don's View, you can find that here.

Thursday, February 12, 2009

The Agency interview: part 2

A few months ago, Osbon and I published the first part of an interview we did with SOE Seattle's Matt Staroscik. Matt is Game Designer and Lead Writer for The Agency -- an interesting combination of FPS action, RPG-like character advancement, and classic MMO features. Here's part two of the interview.

Thanks again to Staroscik and SOE; and also to Osbon for inviting me to offer some questions.


(1) Game server - will there be just one game world, like EvE Online or many, like WoW?

There will definitely be more than one server. EvE’s approach is great for their game, but our world has its own specific needs.

(2) What balance of PvE & PvP content will be included in the initial release? Will PvP be optional for players & will there be specific PvP areas?

If we’re talking about the quantity of content customized for PvP vs PvE, PvE is definitely the leader. We’re very much a traditional MMO in that way, but we know our shooter-lovin’ audience demands a quality PvP experience too. We’re putting a lot of work into making great PvP maps and game modes to scratch that itch.

The great thing about PvP is that your opponents provide most of the variety. A few good arenas can go a long way towards a satisfying PvP experience, if you have well balanced weapons and skills to back them up. Everyone reading this article can probably name a few FPS PvP maps that they have come to love over the years. Hopefully, The Agency will add a couple to your list. (‘til then, maybe I will see you in dustbowl!)

Even though PvP is a critical feature for us to nail, PvP is never required in The Agency. We’re going to do our best to lure you in though, with good matchmaking and remorseless gameplay. We’ll also be putting bonuses for the PvE game into PvP spaces—like unlocking side quests. I expect that many of our players will split their time pretty evenly between PvP and PvE, and I’m very optimistic that even people who dislike PvP will have some fun in the arenas anyway.

(3) How much of the game world will be open to the player to explore on release & how much of this will comprise of instance-based areas?

The split between fully public and instanced space is about 50/50.

(4) Prague has been highlighted as one of the cities that players can explore as an open environment - how many other cities will there be like this? Can you name any?

While you can explore a good bit of Prague, I want to make sure that people aren’t expecting a GTA-style open world. The Agency is built on a hub-and-spoke model, where you have a large space that is connected via travel services to smaller spaces. So, you’ll run around in the embassy district looking for trouble, and then grab a limo to take you over to the red-light district, and from there maybe you will get into an instance. One other major locale that’s built in this way is Panama City.

There are many smaller locales, too—a couple of examples are Kiev and Cartagena. We want players to feel like they are traveling all over the world instead of spending all their time in a few cities.

(5) Will players be able to use land/sea/air Vehicles eg like 'mounts' in other MMOs? If so will there be vehicle combat?

I can’t talk much about our plans for vehicles right now. We have some really lofty aspirations, but we have not locked down what we’ll ship with. It’s better not to tease you…

(6) How often will new content be added to the game over time? Will new content always be DLC or are you planning retail expansion packs? Both?

The “Agency Current Episode System” (ACES) will expand on the main storyline that players experience in the PvE game with new, free missions. We intend to deliver new ACES missions every other week.

There will also be expansion packs, of course. Whether they will be downloads or in a box, I don’t know yet. I have a feeling we’ll see some of both.

(7) Will there be a monthly access fee?

Man, everyone asks that!

SOE is very interested in different models than the traditional MMO monthly fee for our next generation of games. What does that mean for The Agency? I can’t let that out of the bag just yet.


The Agency will probably be the first MMO I've played post-beta in years. It seems to have some interesting dynamics, a light-hearted and humorous style, and lots of fun allusions to popular spy and mercenary fiction. Here's a video from a year ago:

Monday, February 02, 2009

Godfather 2 interview: The Don's View

One of the more dynamic games of early 2009 is EA's The Godfather II, due out this month. The first Godfather game was an interesting mix of a GTA-style open world and RPG character progression; set in the Godfather universe, of course. I enjoyed it.

The sequel seems to have made many improvements. A major difference between that first Godfather game and this one is a new feature called The Don's View. Associate Producer Wes Culver answered some questions I had about this fresh aspect of the game.



How does the player defend his turf? Is it as simple as taking a cut in profits each day or week to hire guards? Is there any tradeoff involved?

As a Don, there are several different ways the player can defend the businesses he owns (besides physically going there himself). First off, as soon as a player takes over a new business, he will immediately want to add guards to protect that business. Having guards allocated to a business will keep your rivals at bay, as an unguarded one is ripe for the taking.

When guards alone are not enough to ward off a powerful attack, the player can choose to send his made men to a business to defend it. Made men are much more powerful than regular guards, and you can tell them to defend a business whether it’s being attacked or not. If it’s currently under attack, they’ll kill off the enemy attackers. If it’s not, they’ll be ready and waiting for battle.

As with most things, there are tradeoffs involved with each method of defending the player’s turf. Guards cost money, so they will eat into your profits. Made men are free, but there a limited number of them and when one is sent to defend a business, that’s one less personal bodyguard for the player’s character.

Do different gangs have different general strategies, which the player will compete against?

Each rival family does have a certain set of traits that causes them to have varying strategies when competing against the player. For example, one family might be obsessed with money, so they’ll go after the businesses which generate the most income. Another family has a weakspot for prostitutes, so they’ll go after the brothels. The traits of each family are subtle, but they do add a bit of variety while the player progresses throughout the game.

How many cities does The Godfather 2 include? Do they all share the same types of rackets and such?

There are three different cities in The Godfather II and all have a pretty good variety of different types of fronts and rackets. Certain groups of rackets – called “Crime Rings” – will give you a significant bonus if you own every business within that crime ring. We focused on crime rings when deciding which businesses are located in each of the three cities. Some crime rings can be completed in a single city, while others may be spread across multiple cities so they’re harder to complete. All in all, I believe the variety is balanced well.

Your site states: "When taking over a venue in a monopoly all connected venues in the monopoly will be revealed to the player." Does this mean only that the connections between businesses will be revealed? Or does it mean that venues are not marked at all in The Don's View until they are discovered?

Businesses become “discovered” when the family that owns each are revealed. The way new families are revealed is by progressing through the story missions of the game. However, a player may run into the situation where he took over a business where related ones have yet to be revealed (because the family that owns it has yet to be revealed). In that case, those businesses will be visible, but additional information (like the actual location) may not be accessible to the player until the family is revealed.

How many different game perks are available to be acquired through controlling monopolies? Will the player likely control all of them by the end of the game?

There are a total of 9 different Crime Rings (monopolies was a term we used early on, but have since renamed them “crime rings”) and each carries its own special bonus. And yes, by the end of the game, the player will control every single one. The player will be one extremely powerful Don by the end.

Does the gameworld remain active while the player is in The Don's View? I noticed some buildings on fire in the screenshot on your site.

When you enter the Don’s View, the game world is not active. Buildings that are under attack or that have been bombed will have their own unique animations (such as being shown as on fire in the Don’s View), however, game time is actually paused.

Early on in the design process, we were considering both alternatives, but keeping the world active while the player is in the Don’s View ultimately led to too many complications and questions to be answered. Acting like a Don and using the Don’s View is already a robust system and we didn’t want to overwhelm people with too much complexity.

Can you offer some examples of different strategies you've seen players take when using The Don's View?

Throughout the development process, we had many potential customers come into our office and participate in focus tests by playing the game from start to finish like a player at home would. Each had their own way of attacking other businesses using the Don’s View.

As an example, some players love to go after the rival made men- take them out to weaken the families before expanding to much. Others would attack the businesses that provided the most money each day, so they would have more cash flow to hire guards and upgrade their character and family. Many also would specifically target a certain Crime Ring so they could get the bonus, so there is a great deal of different strategies each player can employ.

Here's a GameTrailers video of The Don's View:


As I said before, The Godfather II seems to be a dynamic game. Whether you go after the enemy's Made Men or businesses first, the order in which you take Crime Rings, the order in which you take businesses, the stats you give your character, the Made Men you choose and how you use them... all of these things combine to give each player a relatively personal experience and add replayability. I'm looking forward to the game.

My thanks to Culver and EA for the interview.

So what do you think?