Showing posts with label 3rd person action. Show all posts
Showing posts with label 3rd person action. Show all posts

Wednesday, April 20, 2016

What do you do with game mechanics you don't like? (Hollowing in Dark Souls III)

First a quick disclaimer: There are spoilers for a very early NPC you come across at the beginning of Undead Settlement, and the game mechanic surrounding it. If you've already read the various posts around the internet about unlocking the secret endings to Dark Souls III, this purposefully gives less spoilers.

Hollowing has been a part of all of the Dark Souls games in one way or another, and though the mechanics have changed I've never really liked it. In Dark Souls III it is optional. I read up on hollowing and it appears you really SHOULD follow this quest line... you are given free level-ups, and the "best" ending of the game requires you to see the quest chain through to completion.

So the real reason I find this fascinating is that the only real draw back (that I can confirm) is it rots your character cosmetically. You go from looking like this:

To looking like this:

To make this less rational... I normally wear the highest defense armor I can find that isn't super over-weight. So normally that involves a helm that completely hides my face. (In my current game I'm not there yet, but it's coming, and the camera is behind you in game anyway.) It's completely irrational that I would miss out on a large quest chain, the "best" ending for the game and free level ups to not look like a zombie right?

But still I rolled back my save losing a weekend's worth of play to avoid going hollow in the first place.


So now Yoel of Londor is sitting at Fireling Shrine offering to "Draw Out True Strength" while I still look like this:

I read up and know I have a limited time to make my choice, but I just can't bring myself to go hollow now that the game doesn't require it. The first words out of Yoel's mouth(y thing) is "kill me" so I even did that before reverting that save as I didn't know if "sin" was tracked in this game. Maybe in New Game + I'll try out going hollow, and maybe I'm more opposed to it because of some of the horrific drawbacks in the previous games. I do really like being embered, I'll just stick with that! :)


A couple more spoilers, but if you've read this far I don't want to lead you astray: What makes it worse is I know I can even cure hollowing if it does indeed get bad (I read some of the mechanics may actually degrade if your hollow level gets to high), so it's not even an unrecoverable choice... Part of me is made for not making it, another part mad for reading up on it and spoiling it, but I was already at the point I was going to revert my save to get rid of it, I just wasn't sure what I was giving up, the answer is a lot... but somehow for some reason it doesn't matter.

Thursday, January 28, 2016

What goes into a Sequel? (Rise of the Tomb Raider)


First off a quick reminder, I really like Tomb Raider and my time so far playing Rise of the Tomb Raider. So anything negative is in service of making games better, not putting down Tomb Raider. The first (well remake) I finished (with 81%), and it's rare for me to finish a game. Even though I rushed through the end to get on to the next one, it was an enjoyable experience!


This seems like an appropriate day to post since Rise of the Tomb Raider is coming out today for PC. It looks like we got a good port too!

(although his PC specs are pretty crazy, unless you just built your rig)

So what goes into a sequel? Well, fans have to feel like you put in enough effort to justify a sequel, but if you mess with the formula too many fans of the original will hate the sequel. Everything here will be opinion, but I'll try to give a small list of what worked and didn't for me. First off, will be the two changes I feel the strongest about:

The Expanded Crafting System:


Instead of a single crafting currency there are now many. In Tomb Raider (TR), I get currency from all locations and then I have enough and the upgrade is unlocked, I just spend it. In Rise of the Tomb Raider (RotTR), I have limited inventory (that's still unrealistic so why?) and have to watch out for the exact consumables I need. I'm at a point I need a bear pelt for the upgrade I want, but they are rare. So to keep from wasting materials (if you're over the cap you can't carry them), I've been crafting upgrades I care much less about. There is always the problem of getting the materials you need.

This is an interesting one because I think my younger self with more time to game may have liked this change. I was the one playing World of Warcraft killing Onyxia and complaining that she dropped a ready-to-wear helm that fit my character without so much as an alteration... However, I'm not a fan of farming. If I kill something the size of a dozen buses, I shouldn't have to kill it a half dozen times to get enough materials to create armor for my puny human character. (I'm looking at you Monster Hunter!).

The Overuse of the Gating System:


From the very start of RotTR, it's clear their level designers knew what tools they had to work with from the beginning and did a much better job. A drawback to knowing their tools is the extensive use of gating in their early levels. Recognizable rope arrow points are used extensively from the original TR before they have been made available to you. A new mechanic of lock picking is also introduced along with all the returning mechanics: pry points you need a reinforced climbing axe, explosive walls, etc... The game shows so many places you'll be returning to later once all your gear is available.

As an explorer and completionist, this drives me insane! I like to take my time and comb the area for secrets and feel good when I find them. It seems as if I'll finish RotTR by rushing through the story to the point all "progression gear" is available. Then, I'll go back through the entire game like I normally would.

Okay, now for some other changes that are noteworthy, but don't carry the strong feelings of the two above:

Quick Time Events:


These are back, I played quite a while before I ran into them and thought they were replaced with slow-motion sequences (that use the same controls as real time), but they are there in smaller numbers. A big plus! The less QTE's the better!


Forced Gun Play:


These were points I struggled with in TR. When the game takes you out of cover and everyone sees you and starts shooting at you and you have to fight back. I feel both games are designed better for stealth take downs and spend the majority of my time using the bow and sneaking so mechanically, I haven't spent time with the "normal" guns. So these were difficulty spikes because the game mechanics were forced on me. So far RotTR hasn't done this, but I'm not done with the game yet.


Crafting Arrows & Instantly Healing:


This is a good thing about the new crafting system. Consuming a small amount of materials will allow you to craft your own arrows if you can't find any laying around as well as special arrows like poison arrows. Also, you can heal intently instead of ducking behind cover and waiting for re-gen to start. These are both welcome additions.


The Tombs and Puzzles are Much Better:


I already called out level design, but this is worth noting in it's own section. Level design in RotTR is much better than TR. I think this is almost entirely because game mechanics were mostly in place at the star of development so their team knew what they had to work with.


Changing Controls:


This one may not have been as big of a deal if I hadn't played TR and RotTR back to back. Having controls change between the two games for some of the most used features was annoying! Things like rope arrows (though they probably didn't need their own button) and whatever Laura's sense ability is (think Batman's detective mode) being remapped caused issues as I instinctively reached for the TR controls even after hours of play. I'm still playing Laura, who looks like the old Laura mostly, but controls differently.


The PC Port is Again the Definitive Version:


Granted it is releasing as I'm writing this, but everything points to the work being put in for the PC version of the game including improved graphics, shaders, new nVidia tech, hair simulation, etc. At the time of release, the PC version of TR was the best, but with the next gen update the PC version was left behind mostly (it had some advantages, but overall next gen was better). This is a big deal especially with questionable ports of things like Arkham Knight and Warner Brothers (again) recent announcement they are abandoning the PC port of Mortal Kombat X. It's nice to see some companies are still doing it right!

There are other differences not listed, but these are what stand out when I think about them as mentionable. I would recommend both games and they are both solid entries in your gaming library, but surprisingly I think I like Tomb Raider slightly above Rise of the Tomb Raider as I think a lot of the additions made were more about game play time padding. These days I don't have a lot of time and I don't want it wasted. If a game is beatable in 15 hours, but a solid game with a good story and progression, I'd rather play that game then the exact same game that takes 30 hours because there was 15 hours of padding thrown in. I'm not saying Rise of the Tomb Raider does this entirely, but my first two points I feel like are just for padding. Gating makes you return to areas for the completionist and while a more realistic list of crafting materials is logical, it basically ends up padding the crafting system and as a result, the progression system. I hope you enjoy both games, and I'm looking forward to the amazing looking visuals in the PC release!

Wednesday, December 23, 2015

Location in Video Games: inFAMOUS Second Son

Infamous is an interesting game for me it's the first game I remember buying just because of the location.

Currently I live in Seattle and Seattle is the most familiar I've been with a real world counter part to an in-game location. I've been through L.A., D.C., other major metropolitan areas, but not spend the time I have here in Seattle.

I've been to all the locations shown here and fighting in the Seattle Center, Pioneer Square, etc... is a lot of fun!

After playing for a bit I realized what was bothering me about the game. It is a compressed world of course so things aren't lined up like they are in the real city. The 520 bridge is located closer to the actual West Seattle Bridge location, but is by far the most hated bridge in the City. Not only does it congest with rush hour traffic, but it is also a tole bridge with a money sink of a replacement protruding out of the water next to it... so choosing this to be the bridge to blowing it up is a no brainer even though the location is wrong.

So I'm not a huge fan of the game... I received the first game from the infamous PlayStation Network outage of 2011 and picked up the 2nd in a bargain bin, playing both very minimally.  I'll probably put up a post on my thoughts about the game at some point, but this is for the environment art only that looks fantastic! If it wasn't for the slightly off locations I don't think I'd have anything to complain about and that is very minor indeed! I do wonder if Pike's Market is included or more of the waterfront, but I'm to low to venture into parts of the game at this point, so those are questions to be answered later. This is a very good job recreating Seattle in the confides of a game environment!



Thursday, December 17, 2015

Genre Mashups in Video Games


I'm talking about genre mashups using Tomb Raider because I just finished the first one and am a few hours into the second so it is fresh on my mind, but this could be said about almost every game coming out. The Tomb Raider remakes are move of an answer to Uncharted than a throw back to the original, and this seems to dictate the genres they include.

The basic genres in Tomb Raider (broadly) are: Platformer/Collection, 3rd Person Shooter, and Quick-Time-Event. I haven't played the original Tomb Raider for many years, but I remember it being mostly an exploration/collection/platformer. The current Tomb Raider is fairly linear to be considered exploration and the puzzles are on the light side. As for collection, many of the collectibles are dropped in front of you and platforming is fairly light. I think you could say the game is trying primarily to be exploration and platforming, but it's linear enough you can't really miss much of the content and fail safes are put in for the platforming portions.


So where the game fails in my opinion is the other genres that are "forced" in. The first I will keep brief because I HATE quick-time events, so any inclusion is going to cause me grief and instantly be unhappy. The areas especially in the first game that included QTEs were the first road blocks I encountered. Luckily most of these were from the E3 Demo very early on and thinned out later in the game. Rise otTR did a better job, they are kinda there, but instead of true QTEs they are time slow downs requiring you to do normal gameplay operations... still annoying, but much better as knowing the controls are normally the worst part of QTEs.



The second mechanic kinda shoe-horned in is the forced 3rd person
shootouts. This won't be an issue for everyone, but I used the bow the rest of the game so when the sections they force you to do a shootout happens the bow isn't always viable and having no previous experience with the other weapons I got stuck on one of those sections for 2-3 play sessions trying to get past it. Forcing players to use one of your systems that has been optional for the majority of the game is okay, but then difficulty needs to be at a beginner level for it, not at a half way through the game expecting everyone to have been using it for hours of play.

Why this matters...
I don't have the time anymore to play games endlessly. Tomb Raider is a game I really like so I persisted, but any game that I'm borderline enjoying I won't pick back up if I hit a wall I can't complete in a few tries. Especially if it is because of a side game mechanic that I don't enjoy playing. I don't think I'm alone in my thinking at least in my demographic with a family and limited gaming time. I think meshing mechanics is possibly a good way to get people into a game, but if you use mechanics that don't mesh well together it was at least keep people from completing them.

Lastly I just want to reiterate that while I picked on Tomb Raider, it is a game I completed (though a little rushed at the end because Bloodborne was in the mail). That means a lot for me, I maybe only complete a dozen or so games a year, so holding my interest to the end is an accomplishment! And Rise of the Tomb Raider is my casual go-to-game right now when I don't want the difficulty of Bloodborne. So these are good games and the critique should in no way take away from that. With their faults they are still a worthy playthough!

Thanks for listening to my rambling.