Wednesday, 16 October 2013

OBJECTION!!!

Now, coming to you live from your computer screen, this is:

DUR BURST GURMS ERRRVURRRRR <3
(The Best Games Ever)

1. Pokemon: Travel the world collecting Pokemon and filling your Pokedex while aiming to be the number one Trainer.

2. Final Fantasy: As a party of four, you venture forth to restore light to the world and its Crystals while ridding it of the uprising darkness.

3. Tony Hawk's Underground: Skate your way to fame as you tour the world hitting the sweetest spots known to man.

4. Torchlight II: Stop the rise of the Alchemist as you progress through various dungeons to get better equipment, higher levels and thus, access to more spells.

5. Shadow of the Colossus: Travel across a forsaken land, defeating giant monoliths in an attempt to revive a young girl.

6. Super Mario Wii U: Use various power ups while thwarting Bowser and his minions across 8 worlds in an attempt to save Princess Peach.

7. Peggle Nights: Compete for top scores in over 100 different levels as you try to become the Peggle Master in your own right: be it through collecting all the Ribbons or holding the highest score.

8. Advance War: Stop the evil Blue Ribbon Army from taking over the land as you fight in turn based tactical combat.

9. Mario Tennis: Compete in tournaments or play in mini-games, follow the rules of tennis with a Mario twist! (They have superpowers!!)

10. Picross DS: Solve puzzles as you try to complete all the levels in this challenging mind game.

Note: These aren't my only favourite games, just a few of the many, many titles I love.

So what's with the list? Well, essentially I'm trying to see if there are any similarities in the objectives of the games that I enjoy and from this try to see what types of games appeal to me. This is an interesting challenge in the sense that I've always believed I loved games based on uniqueness and style - but its time to find out. Right off the bat, I can see that a lot of these games involve exploration; each game has its own unique world in which the events take place, and most times you are travelling across this world. Out of the 10 listed, at least 7 posses this quality. This actually links with my proposed belief in the style of games - I think I enjoy travelling across these worlds and seeing all of what each one has to offer. When I play games, I spend a big portion of my play time simply walking through the worlds: in Final Fantasy, I like seeing the different enemies I can encounter, in Super Mario Wii U, I loved seeing the themes of each world and the puzzles that each world presented.

That's another similarity for sure - puzzles. I loveeeee puzzle games, and that can be seen between each game to at least some degree. Its heavily prevalent in titles like Picross DS and Advance War, but it also exists in games like Torchlight II. Simply deciding your class in this game can be a mission, since each class has three overall skill trees it can then pick from. This creates a vast amount of customization and options for each character, as certain skills match up with certain gear, etc. To simply, maybe I enjoy games that require constant thinking and interaction - in Mario Tennis, there's a whole mind game to the Super Shots. At its core, once the shots are acquired, it comes down to the first person to miss the ball and use their save shot (a skill which grabs the ball from anywhere but makes for a weak shot). If the game looks good and my brain is working while I'm playing, then I'm happy.

So, when it comes to what games do I like, I think its safe to stick with two things: it needs to be original/feel original, have a good style and I need to use my brain. However, I don't think I need all three categories - I enjoy God of War, which can feel brainless at times. Its sprinkled with puzzles throughout and the style is awesome. Its also an original take on the hack and slash genre and the quick time events aren't guaranteed, meaning you need to pay attention to what comes up on the screen. Witty writing is a plus and lord knows if the music is bumpin' I'm more inclined to be a fan.

Which is why this game (and series) is probably one of my all time favourites.

Tuesday, 15 October 2013

Gotta go fast; gotta go faster.

My previous post had mentioned how items are pivotal to game play within certain games and how the acquisition of items changes game-play to varying degrees. What I didn't stress as heavily is how acquiring certain items can drastically change a players approach to the game. In Super Mario World, when you get a cape, do you continue to just run on the ground? No - you jump and fly and use the capes power. Although this is usually intended for the game, there are certain exploits that develop from certain items. For example, in Metriod Prime, there are two items that can allow the player to skip large sections of the game, including certain items, bosses, areas, etc. These would be the Bomb and the Space Jump. Space Jump allows the player to perform a double jump. The Bomb power up allows Samus to drop bombs when in Morph Ball mode. While it is an element of the game that is worked into game-play (e.g. you need to perform this trick to progress to certain areas/acquire certain items ) this also led to things like being able to infinitely bounce. The two powers together are equally as deadly, leading to more useful tricks. The item I designed this time around is focused on creating to quickly traverse the map while also requiring skill and focus to utilize.

As you can see, this trick has been around for a long time.
Above image taken from http://i1.ytimg.com/vi/vb8eTUKVvD8/mqdefault.jpg


We'll be looking at the game Sonic Adventure 2 - one of my favourite Gamecube games. It already has the element of speed in it since Sonic and the gang run pretty fast, but getting to top speed can be a chore at times. The item would be used on Sonic/Shadow and would also be a sort of attack combo upgrade. It would be called the Cammy Boots and would be an additional add-on for their sneakers. Acquiring the item would allow the player to perform a dive kick move (when in the air) that could be chained into a forward dash. That dash momentum could then be used in a jump, which allows for the player to repeat the process - making for a speedy way of traversing levels. However, the whole goal of playing as Sonic/Shadow in Sonic Adventure is to see how fast you can beat a level - this means the item would need a really tight frame window in which the player is allowed to execute the movement. The whole combination should feel rewarding; each dash should be earned. At an extremely technical level, lets say that Sonic/Shadow jumps with A, presses down and A+B to dash downward, has to press L RIGHT before hitting the ground and the press forward and B to dash forward (let's say there would also be a sort of aura that surrounds Sonic/Shadow, similar to the Air Dash).

Like this.
Above image taken from http://images1.wikia.nocookie.net/__cb20120226010635/sonic/images/4/47/Shjumpdash.jpg


Right as the aura ends, there should be a slight burst that signals its time to press A to jump again and get the most from the dash. This would then be repeated as needed. I absolutely love the ability to increase my speed through timed button inputs - and this love was initially sparked by Super Mario 64. Within that game, you could chain long jumps together in order to max out your speed. (Although you start with the ability to perform long jumps; you don't need to unlock them). Ever since then, I've looked for similar techniques in other games - in Ocarina of Time, I found that using the side dash over and over when Z-Locked is faster than rolling forward. I would use this technique to cross Hyrule Field at fast speeds during the Young Link sections. I think bringing a speed technique to a Sonic game (which is already all about speed) would be really cool - although this is the closest thing we'll probably get.

Tuesday, 8 October 2013

It's dangerous to go alone, take this?

The Legend of Zelda series loves the whole "get item, progress in game" deal. Its a formula that has been prominent ever since its original title - although it might not be as poignant as it is in later ones. (They mostly followed a "get the item, use it immediately in the dungeon to progress, remember you have it, cause you'll need it later"). The acquisition of these items, in turn, can change play styles as well as open new areas that couldn't be previously accessed. For example, in Majora's Mask, once the player acquire's the Goron Mask, walking pretty much becomes obsolete. The roll is way faster and doesn't cost magic, giving it favor for traversing across the land.

Weeeeeeeee.

But wouldn't it be great if you could put your own item in the game? I know it would. If I could mod LoZ, I would. (Mind you, you CAN, but its a long and laborious process of love that I don't quite have time for...) Since we were talking about Majora's Mask, let's design a new item for the game. (Fun fact: second choice was A Link to the Past). With Majora's Mask being about, well, masks, I would probably add an item to the game called the Doppleganger Mask. I shant bore you with details of what it would look like, but I will say what it would bring to the table in terms of game play and how it would change the dynamic of Majora's Mask.

Like this, but picture Link.

With so many masks in Majora's, I don't think the dynamic of the game would be thrown off at all. If anything, it would add more puzzles and annoying Heart Pieces to collect. The mask would work like this - once worn, a second Link would appear next to the original link. At the same time, there's a magical "barrier" that goes between the two and runs parallel. As the player moves, the second link copies the motions in a mirrored fashion, e.g. if Link walks forward, so does 2nd Link. If Link moves to the right, 2nd Link moves to the left, etc. However, if Link crosses over past the "barrier," then the 2nd Link vanishes. Additionally, by pressing A while wearing the mask, Link can switch positions with his Doppelganger. The Doppelganger also copies any items used (if Link shoots an arrow, 2nd Link will shoot one in the same direction from wherever he is standing). Both are affected by collision as well, e.g. if 2nd Link can't move in the specified direction due to a building, crate, etc., neither can Link and vice versa.

With something this expansive, it would most likely be restricted in open areas like Great Bay, and the field surrounding the main. Where it could find its niche is in dungeons or those cool holes in the ground you find by blowing up rocks. Here are just a few examples of what could be accomplished:
  1. Let's say that there is a path ahead that branches and reconvenes at intervals. (One path splits to two paths, then those two have different paths, but come back together, etc.) Most paths at one point have a gap. You notice that where there is no gap on one side, there is on the other. What do you do? Bust out your sweet Doppleganger Mask, of course! Since both Links are linked (badoom, chhhhh), the Link with the path will allow the other Link to walk over the pathless part. You could then switch as necessary until you have traversed the path.
  2. There's a bunch of enemies in the room. Solution? Use the Mask - two Links are better than one! (Although you would take the damage from both Links... so be careful, I guess).
  3. There are two of those Eyeball switches at the end of a room. Shooting one and then the other has proved useless as the first one shot opens before the second one can be shot. What to do... Oh right, use your DOPPELGANGER MASK. (I'm enjoying that). Since both Links will shoot, all you need to do is stand in front of it and fire away.
These are just a few examples of how this mask could work. Since the game is all about masks, I feel it could be added without detracting from the rest of the game play, as well as offering unique was to combat certain situations.

Monday, 7 October 2013

Man, right in the feels.

Kingdom Hearts - I know I've talked about it before, but I just can't get enough. This series has everything I love: nice visuals/art style, solid game-play and a STORY. (Hoo mama, I love the story). While we're on the topic, I'm gonna throw down an obligatory spoiler alert as I'm about to go into some of the finer details of the series. (Although if you haven't played this game by now, you should rethink your RPG choices). The charm, the level of detail, the way they evolved the game-play over time... everything is just too good. Now, I'm not completely blind to the downfalls of the series - some of the titles should never have been released and some pivotal game-play choices within certain titles were... questionable. Never the less, the story boggled my mind and made me wish I had a Keyblade every single day.

Maybe one day I'll finally buy one off eBay...
Above image from http://th04.deviantart.net/fs36/PRE/i/2008/254/c/e/Kingdom_Key_Keyblade_by_The_Celestial_Dragon.jpg

So here's a brief run down of the first title, Kingdom Hearts. Kingdom Hearts gets released, people everywhere cry tears of joy. There's Sora - a little kid that chills on an island with his two friends, Kairi and Riku. Kairi washed up outta no where on their island one day, and ever since, the three of them have vowed they would visit other worlds and find Kairi's home. The day their about to leave, though, some evil looking dark creatures called Heartless show up. Sora goes to this secret cave where a mysterious robed man shows up. He gives some speech about the door and it is revealed that Kairi is there as well.  She says Sora's name before the door opens and projects a wave of darkness that sends Kairi through Sora (THIS IS IMPORTANT) and both of them flying out of the cave. When Sora comes to, ends up being able to wield this magic key thing (the Keyblade) and fights a big ole Heartless. He defeats it and Riku shows up, interested in where the darkness leads. Sora is also consumed by the darkness and gets sent across the universe to Traverse Town, the place where all people who survive their world getting consumed by darkness end up.

There, Sora also Leon (from Final Fantasy) and learns that the king of his world was studying the Heartless. His name, was Ansem. He also meets his boys Donald and Goofy. Their King (King Mickey) sent them to find a "key" and stick with it.  The three team up to find both Sora's friends and the King. As they travel from world to world looking for answers and locking the Keyholes of each world (pathways the Heartless use to steal hearts), they notice there are a bunch of Disney villains who have formed an alliance to capture the "Princesses of Heart" (essentially the Disney Princesses) so they can open the Keyhole to Kingdom Hearts. On top of this, Riku joined them due to Maleficent building distrust in him while promising to help him find Kairi. Riku eventually locates a comatose looking Kairi on his own.

Sora and the gang end up in Hollow Bastion - the setting of the final showdown, the home-world of Ansem and Maleficent's HQ. Upon arrival, Riku scoops the Keyblade from Sora, claiming that it was his all along and Sora was "just the delivery boy." Since Donald and Goofy have to follow the key, they begrudgingly leave Sora to follow the crazy, angsty Riku. Unwavered, Sora follows and challenges Riku to a fight, giving a big speech about how his heart gets strength from his friends. The Keyblade magically warps from Riku back to Sora and Goofy and Donald follow suit (since they gotta follow the key and all). Riku gets butt-hurt and runs off into the depths of the castle, where a hooded man tells him to give in to the darkness.

Sora and the gang have at this point defeated Maleficent. Riku comes back looking super evil and holding a new Keyblade that unlocks hearts (whatever that means). He leads them to Kairi's body, which as it turns out is missing its heart. (She's alive, but can't feel anything. She's an empty shell). Riku then reveals that he's actually Ansem possessing Riku's bod. He also reveals that Kairi is a Princess of Heart and that her heart has been hidden within Sora ever since he destroyed their island home. (Remember the whole passing through Sora thing?!?!) He also ALSO reveals that the Keyhole to this world can't be opened while the final Princess of Heart sleeps. Sora does't give a crap and beats Ansem. But something is amiss... he can't seal the Keyhole. How oh how can he do it? Looking at the Keyblade that unlocks hearts, Sora stabs him self in the, well, heart. This sends both his and Kairi's heart out of his body. Kairi wakes up with her newly recovered heart, while Sora turns into a Heartless. Sora follows the "voice of Kairi's heart" and finds his group again. Kairi returns Sora to human form. They then decide its time to end Ansem's plan.

Whew. Apologies for the huge essay, but this just goes to show how detailed the story is. I'm sure while reading this, there will still be fragments that don't quite makes sense; and this is about as diluted as I could make the story. (I didn't even put in how the game ends). Now let's take a look at why this story is so amazing, why it's definitely influenced the way I write and how it elicits feelings. Right off the bat, there's three best friends. In a matter of MINUTES, these guys are split up and sent across the universe. You really see how much fun they have and how great life is on the island - it really, really hurts to watch Riku sinking into the darkness with his hand outstretched for Sora, asking him to join, while Sora reaches and reaches; unable to clasp his comprades hand. This whole juxtaposition, this come with me, this almost taunting way of saying "come find me," is a really big theme through a lot of the game.

No, seriously. The number of times this image shows up in cutscenes and such is staggering.

On top of this, there's a whole overriding theme of friendship and never being apart from people even when you are, since you are connected through your hearts. This is shown whenever Kairi/Riku is mentioned to Sora and when Sora meets new friends as he travels from world to world. The message behind the came just generates good feels all around. I know for a fact that I cried when Kairi came back to life and at the very end of the game when (SEMI-SPOILER ALERT) all of Sora's hard work is for naught. The friends we worked so hard to see just get split back apart. (SPOILER OVER).

Even Riku has it rough - being badgered by Maleficent into thinking that Sora ditched him and Kairi for Donald and Goofy. (I swear that initial trip through darkness did something to him). While we're on the subject of Riku, he is really a pivotal point in showing just how crazy the writing in this game series is. Let's look specifically at the line I chose to include, "you were just the delivery boy." Within the context of the first game, this line actually makes no sense. Why would Riku believe he is the one who is supposed to wield the Keyblade? Maleficent hasn't said it was his, Ansem hasn't said it was his... so who did? 8 years later, we got our answer.

KH: Birth by Sleep was a PSP game released in 2010. It details events that take place years before the initial Kingdom Hearts and reveals a heck of a lot about these three's past. Turns out that a Keyblade master before Riku (Terra), could see the potential in young Riku and deems him worth of being able to wield a Keyblade, feeling that "one day, he will need to protect his friends." He then let's Riku place his hand on his Keyblade. (That's like, the prerequisite to being allowed to wield one). Aqua (one of the other main characters from BBS) senses a strong tie between the young Sora and Terra and Ventus (the other other main character from BBS) but DOESN'T LET HIM TOUCH HER KEYBLADE AND MAKES NO STATEMENTS ABOUT HIM BEING ABLE TO WIELD ONE. 

Sora was never deemed worthy of a Keyblade - Riku was. Sora only got to wield one since, at the end of BBS, Ventus is put into a deep sleep. His wandering heart ends up merging with Sora's, a la same fashion as the whole Kairi-Sora heart thing, confirming the tie Aqua predicted. Since Ventus' could wield a Keyblade, Sora now can since he has Ventus' heart. If you look at Ventus' character design, he looks JUST like Roxas (Sora's Nobody). Roxas was revealed in Kingdom Hearts II - once again, before we, the player, had any knowledge of BBS. This shows even MORE of just how well thought out this whole story is. Again, I apologize for throwing names that mean nothing to you, but I actually can't even explain small parts without expanding into the larger scope.

Ventus (left) & Roxas (right)

  
Looking at this from the perspective of the player, we don't get this information until we're 8 years deep in this series. Heck, when BBS was getting screen shots EVERYONE thought that Ventus was Roxas. People used to think that Kingdom Hearts was "dragging on" as they kept adding titles to "build on the story." Well, I say HA to those people. HA to your stupid beliefs. You don't put a line like, "you're the delivery boy" in for the sake of putting it in. Every element of this game has been planned from day one - since its release in 2002. There are several other ties in that we don't learn (like Kairi being from a certain homeworld -wink wink, nudge nudge-) or just what/who Roxas is until later on in the series... even the hooded man from the beginning of the game is given context as the series progresses.

To wrap this up, all I can say is I really hope you, the reader, are craving to understand the gaps my re-iteration has left. Kingdom Hearts is a beautiful series and game; and with the release of the Kingdom Hearts HD remake (for the PS3), you now have no reason to not play it.

But seriously, this is in the intro to KH2.

Friday, 12 April 2013

Why backtracking is the runt of the litter that needs to be put down.

I like games. I like short games. I like long games. I DON'T like short games that are long for no reason. One of the biggest contenders for this is backtracking. Now don't get me wrong, I don't hate all backtracking. If I get a new item that happens to unlock something else 3 worlds back that doesn't progress my game, then heck, why not? But if I have to deliberately go back and track something down (especially in games with slow movement/world traversal) then please stop making your game there and save me the hassle.

Back tracking (for the last reason mentioned, anyway) is a terrible, downright ludicrous game design choice. I've put down at least 10 games alone based on just the backtracking alone - on the other side of the coin, I think there is one game that I felt actually did backtracking right (or at least to a degree where I didn't feel like using my eye to repeatedly rotate the analog stick). To prove my point about why we should kill backtracking with fire (unless it actually feels FUN and USEFUL) let's take a look at a game that I feel did it wrong: Adventure Time: Hey Ice King, Why'd You Steal Our Garbage?

Adventure Time Review

Adventure Time - awesome show, saddening game. It's a 2D side-scroller in homage to Zelda II (which may account for the backtracking) which has fantastic writing, fantastic 2D platforming, fantastic leveling, but an extremely poor world map design, accompanied by an atrociousness mess of running, strolling, walking, crawling, limping through the world map as you run back and forth (in one case, literally half way back across the map from where you just were) completing "quests." I wanted to love this game - I really did. The writing was killer; it felt like I was in an episode of the show and I was crackin' up every couple of text-boxes. But after the 5th quest which was (surprise, surprise) me running back to a town I was just in or near, that game was instantly shelved. No amount of my love for the show could make me enjoy that game - no matter how hard I try (although I wouldn't mind reading the script for it).

Sadly, Hey Ice King loses its flavor over time as you go back and forth through the same 2D levels, tediously traversing the world map and Goomba-stomping your way towards the sweet feeling of victory that just isn't there.


Why I hope all my games have Mod support.

Mods are something I was never really interested in when it came to my game selection (which I suppose is two parts starting as a console gamer, one part being late to get into PC games) - they never really appealed to me or could sway my opinion on whether or not to purchase a game... until recently.

Torchlight II - a fantastic game I HIGHLY recommend to all - was released just at near the end of last year. The game has 4 hero classes you could select and three action packed acts to traverse through. Each of the four heroes has three different skill trees, so each hero could be played multiple ways. On top of this, there was a whole slew of equipment and quests - the game just feels very deep.


And this was great; me and my friend (and housemate/team member) cleared the game and made it to new game plus while the game scaled in difficulty and the loot drops became greater and greater. Torchlight II took the back seat for a while as we worked on our game - but suddenly a news article popped up while I traversed the internet searching for what was new and happening in the game industry.


A team by the name of Synergies was planning on adding:

- A whole new act starting with "Or'Ak Pass, Path to the Troll Homeland" 
- 106 Elite monsters 
- 106 Hero monsters 
- 6 Rare dragons 
- 8 Ancient Trolls 
- 6 extremely Rare world bosses spawning in the major areas of the map 
- A new vendor in Estherian Enclave that will sell alternative leveling dungeon maps 
- A portal to the end game TABLE MOUNTAIN city. <This city is meant for end game level 100 use for transition into the raids, it is only included in the start for alternative leveling characters.> 
- New quests, new hairstyles, more faces, more customization! 
- New pets associated with the Necromancer and Paladin. 
- New HP / Mana and Fame UI 
- A PVP dungeon "the warcamp" Available in Tablemountain


Holy bananas. 

That's about all I could think - a game I already loved getting MORE content for FREE. As soon as I learned about this mod, I thought, "Hey, what other kinds of mods are out there?" After searching through only the highest rated ones on a Torchlight II website dedicated to the aforementioned (which was still only scratching the tip of the iceberg), I found two more awesome classes to try on top of an increased inventory size and new pets to follow me in my quest. In addition, I was racked with anticipation at what else people in the community would end up creating - the possibilities were endless.

The problem lay in the fact that each one of these modders had to sit there and figure out the code for the game... not exactly an easy or enjoyable task. Recently, Runic Games offered what they call the GUTS system - basically a dev kit for Torchlight II. This has now made modding way more accessible for current and aspiring modders. On top of this, Torchlight II just received Steam Workshop integration - this means your favourite mods can now automatically update so you can have the developers latest content.

How flippin' cool is that? Imagine if I could make a game like that? Not only would the game's longevity be extended by X period of time, it'd also be plausible for that game to sell more copies just for people who want to play with the mods. Mods made me impulse buy Killing Floor - the satisfaction of dual-wielding two golden guns while running around a cel-shaded Kakiriko Village from Legend of Zelda and head-shoting zombies is just too great.

I understand that adding the functionality for mod support can be daunting - you're already making a game, so you probably don't have time to be making a way for others to make your game after you've made your game. But the benefits from modding seem like to good a deal to pass up... Hopefully more developers pick up on this and start implementing them into their games too.

Thursday, 17 January 2013

50 Shades of Shaders.

Well... really, its more like 3 shaders. As start to learn shaders this year, I wound up looking at the different types of shaders that we can apply and the different effects we can potentially get out of them. The hard part of all that is the coding (at least for me, anyway) - however, the effects that I wish to achieve can still be looked at in Photoshop by applying filters and playing with values of the curves, levels, hue/saturation, etc. This is exactly what I did - below are "HD" and experimental filters that I tried on top of some screenshots of our current game. On the left of each image is the original; the right contains the screenshot with the filter applied.


The above filter gives a sort of comic-book vibe while still keeping the theme of the colours. This was achieved by applying a halftone pattern filter onto a duplicate layer and then adjusting the curves and brightness to satisfy the look. I then duplicated the layer again and changed the layer styles to lighter colour and linear light respectively.


Above is a sort of "HD" version of the game - for this one, I started by adjusting the levels and hue/saturation. While it did look nicer, it felt too bland. I added a Clouds layer to create some fog then made a zone where the girl can see in-game by applying a layer mask and removing the fog near her.


This final filter is what I call the "dream filter." This one was made by maxing out vibrance and changing curves around slightly. In doing so, I was able to bring out the extremely subtle colours that were hiding in the stones and creating an interesting pattern on the wall. I then duplicated the original picture and brought it to the top while changing its layer style to Colour Burn. This created the black outline that can be seen on the floor and top of the walls.

Now that the easy part is out of the way, the only thing left to do is sob to the looming horns of destruction that will be shaders. Mayhaps I will be prepared for the battle.