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Tag: fps

Are You Ready For Some Space Marines?!

I was beginning to get burned out on RPGs, so yesterday, I installed and started Halo, one of the games on this year’s “must play” list. I say “installed” because it’s the PC port, which I’ve had for a long time, but never once touched. Having played FPSes since Wolfenstein 3D and Doom, I’m most accustomed with traditional computer controls; replacing WASD and a mouse with analog sticks is anathema to me.

That aside, Halo is clearly a previous-gen console game with traditional PC FPS window dressing, going by its aesthetics and limitations. This isn’t necessarily a bad thing, though. The graphics, as straightforward and colorful (albeit with a selective palette) as they are compared to other FPSes from back then, bring to mind much of Blizzard’s work, and certain limitations—namely, that the player can only carry two weapons at a time—lend an additional layer of challenge. Overall, an enormous amount of craft and care is on display, and although Halo remains the most overhyped game of the ’00s, it’s also hard to hate.

The world of Halo.As every gamer knows by now, the player character is the nondescriptly-named Master Chief, a human marine fighting against the alien Covenant on a far-off world. His physical build is strong but not very distinctive, and he is completely covered by armor, right down to the reflective gold mask that hides his face. I’d always gotten the impression that his name and outward appearance were designed as such so that anyone could slide into his shoes, and had thus assumed that he was mute. However, he does have your typical tough-guy voice to match his special armor. Despite this, to his credit, he retains much of his blank-slate persona, and is as inoffensive and plain an avatar as I ever saw one.

The alien enemies are inoffensive as well—I’m a few hours in, and it looks as though I’ll never have to turn my guns against other humans. The grunt-level Covenant come across as cartoonish, what with their dwarven builds and high-pitched voices which wouldn’t be out of place in Worms, but the tougher ones have a certain lightness about them as well. No one would ever mistake Halo for hard sci-fi. Rather, it’s pop sci-fi, with a simple story centered around survival.

Halo‘s environments share much of this pop sensibility, but the best ones (that I’ve seen so far) are atmospheric, and add layers of character. Similarly distinctive is how the missions are presented in the campaign mode. Each mission blends right into the next one, with only a temporary, subtle display of said mission’s title letting the player know where they are in the grand scheme of things (ETA, 04/19: Now that I think about it, though, I do see very brief snippets of load screens between chapters. Either Halo‘s just that old or my computer’s just that badass). The HUD and NPC AI seem to be as good as it got for 2001, and still hold up well today. And the music, oh man the music. I had already been familiar with one or two tracks from Halo, but overall, the soundtrack is outstanding, and the sound editing even better, with much the same natural approach as the mission presentation. Oh, and no supply crates! All of the ammo, weapons, and whatnot I’ve picked up just lie there on the field, mostly near the dead.

So how does it feel playing Halo? As Master Chief, I feel very much like a leader of men, a soldier others look up to. However, there’s also an undercurrent of loneliness and a little bit of paranoia. So far, I’ve been on my own—both through chance and design—for decent stretches, where I am almost always outnumbered. When this happens, both large, open spaces and narrow hallways are approached with caution, with little to no music and a smattering of sound effects (as required) highlighting the action. NPCs—both enemies and fellow marines—don’t respawn, so backtracking adds to this emptiness. Also adding to it are the parts when I am with other marines; their simple camaraderie, via actions and dialogue, is missed when they aren’t around. It has been a long time since I played a proper FPS campaign, but I don’t recall one making me feel this way before (Portal, not being a “proper FPS”, doesn’t count).

The only major problem I’ve had with Halo so far has involved an apparent bug. A certain enemy disappears after I run away past a set point, and this disappearance seems to impede the flow of the story. I don’t think I’ll be able to take this guy down without a sniper rifle, which I had gotten rid of roughly a third of the way to that point, but after doing some lengthy backtracking, I found I couldn’t get to the place where I had ditched it. As such, I’m going to load up a save file from before I lost the sniper rifle, and make damn sure I hold onto it this time.

In general, I’m having a good time with Halo. The look is appealing in the way that any polished product made for a mass audience is. The fights are challenging enough (for the record, I’m playing on Normal), the maps are interesting but not overly complicated, and the Warthog vehicle, when it is available, handles well. It’s still weird to think of how this game helped change how traditionally PC genres were handled on consoles, since if Halo was PC-only, it might’ve earned the legacy of being merely “great” as opposed to “classic”. However, it’s still “great”, and because of that, I’m looking forward to finishing the campaign.

Shiren’s Quest, Serge’s Floundering

Mystery Dungeon: Shiren the Wanderer was my first “real” roguelike, and it was fantastic, but also nerve-wracking. I almost didn’t want to beat the game. It wasn’t because I was enjoying it too much, though there was some of that, too. Rather, I was afraid of the consequences I would face should I fail. Already I had died numerous times, and after every instance, I was whisked back to the starting town of Canyon Hamlet with all experience and stat boosts vanished into the aether, and all of the items and money on my person gone as well. To have this happen to me once I passed the point of no return, and with some excellent customized equipment to boot, would’ve been devastating. Such are the risks in Shiren, but it made the joy and sense of accomplishment that much sweeter once I reached my final destination.

Shiren is a DS port of a 1995 Super Famicom game, and a spinoff of a Dragon Quest spinoff. This latter bit is important, since the music in a certain dungeon struck me as very Koichi Sugiyama, and lo and behold, it turned out that the DQ series composer was responsible for Shiren‘s excellent soundtrack. While I was playing, it was pointed out to me that the lack of absolute permanence in death separates it from the oldest adherents to the roguelike genre, including Rogue itself. In fact, not only is death impermanent though inconvenient (for the reasons I stated in the first paragraph), but starting over again and again is encouraged. There’s not much to the main story, but to take full advantage of the game’s features and build Shiren up into a warrior worthy of taking on Table Mountain’s heights means completing various sidequests, most all of which require several cycles of restarts from Canyon Hamlet for maximum effect. These sidequests typically involve helping other people in the area, and the results can be anything from a new party member to a free stat boost.

Mystery Dungeon: Shiren the WandererThis is a game that, much like life itself, rewards perseverance, patience, and effort. Though it’s not for everyone, for fans of tough-as-nails dungeon crawlers, I can’t recommend it enough. A Wii sequel, simply released in the US as Shiren the Wanderer and said to be more forgiving than the Shiren of old (a la Final Fantasy Fables: Chocobo’s Dungeon), came out earlier this week and has been getting good reviews so far. I definitely plan to pick it up sometime, but not right away, because, you know, RPG-heavy backlog and all.

Since wrapping up Shiren, I’ve moved on to another of my Must Plays for 2010, namely, Chrono Cross. Even before starting this game, my feelings on it were mixed. This was due to a blend of my strong affection toward its immediate predecessor, Chrono Trigger; the varied opinions on the game floating about on the internet; and the overexposure I had to Yasunori Mitsuda’s soundtrack, thanks to places like the now-defunct Gaming FM. Still, I wanted to keep an open mind, and went into the game knowing as little about it as possible.

I’m currently about twelve hours in, and am finding it to be… interesting. It has appropriated some of Chrono Trigger‘s better ideas, the most noticeable one being the lack of enemies on the overworld, and has thrown in a few cute tiny references to said previous game, from familiar lines and names to certain musical themes. There’s other throwbacks as well, but what’s most striking about Chrono Cross is what is different. Instead of time travel, the theme this time around is parallel dimensions and alternate histories, which is intriguing on its own, but I can’t help feeling that more could’ve been done with it. Maybe more will be, but something tells me that the Cross world won’t approach the depth and variety of Trigger‘s.

Another thing that’s substantially different is the battle system. A great amount of emphasis is placed on physical attacks, which are separated into three tiers, based on accuracy and power, and each one costing a certain number of turn points. The successful execution of these attacks tie into the use of Elements, which serve as both magic and healing items in this game. On top of that, Elements come in six colors, and their usage affects the overall field of battle, as well as the effectiveness of summoning, which I haven’t had a chance to mess around with yet. It’s a complex-looking system, but easy to grasp the basics of after a few hours. Unfortunately, it’s also rather dull, due largely to the physical attack emphasis I mentioned at the beginning. The generally low difficulty curve doesn’t help either.

The writing in Cross leaves much to be desired. Main character Serge is a silent hero, like Crono was before him, and I don’t have much of a problem with that. Other characters, however, are too vague about their motivations, fickle in their treatment of me, and/or generally don’t provide enough of a reason for me to care about the fate of this alternate world that I’ve found myself in. Kid in particular seems to have been designed as Cross‘ answer to Trigger‘s Marle, but she’s neither as interesting nor as fun as her predecessor. There’s also the matter of pacing, and when and how certain scenes are triggered. For example, I could explore an entire town and listen to various people discuss how to get into a certain place for no apparent reason, then go into an area I bypassed early on, only to have a cutscene happens where Kid goes, “Hey, let’s try to get into (certain place)!” Now you wouldn’t think this would be a problem, but going by the dialogue and the town’s layout, I got the impression that I was supposed to go to this specific area first, and then find out the details on how to get into the place that Kid mentioned by exploring the town.

Anyway, I’m sticking with Chrono Cross, just to see where it all winds up, and also to see if my experience will improve any.

Special Stage: First up, some sad news: P.S. Triple’s run on 1UP officially ended last week. No new strip, just a goodbye message, and a reminder that the iPhone apps are there if anybody wants ’em. I’ll miss the adventures of Triple and the others, especially X-Locks and most especially Saygah, who I’ve since made my avatar on CAG. I’ve also been working on a piece of Triple fanart, but it’s not done yet; knowing me, it might be awhile. Anyway, thanks for the fifty strips you did bring us, Micro Magazine and Mission One!

Gus Mastrapa’s piece “21st-Century Shooters Are No Country for Old Men” is a lamentation of being a thirtysomething FPS gamer in a landscape dominated by youngsters. I haven’t touched an online multiplayer FPS in at least five years, but I can totally see where Gus came from in his article. The most remarkable part of this piece was the comments section. On GameLife, whenever there’s this many comments on a piece, it usually means there’s a good old fashioned flamewar going on. However, the comments here are from other adult gamers, like Gus, who have encountered teenagers and college students on virtual battlefields, and all the frustrations that can ensue. They shared their own stories and gave tips for how to enjoy oneself as an older FPS player. Great stuff all around. If you don’t want to wade through it all, there’s a follow-up piece here, highlighting some of the best comments and emails Gus got.

Christmas, Chrono, and the Undying Backlog

I apologize for the lack of posts lately; it’s been a busy holiday season. Since I last wrote here, I’ve beaten Radiata Stories, read most of the holiday issue of Edge (purchased in large part because I wanted to see why they gave Bayonetta a 10[!!!]), did the Christmas thing (Ratchet & Clank was my sole game gift, but just everything else I got was great), played a lot of Planet Puzzle League, started playing the DS port of Chrono Trigger (which is excellent), played with pets, did the New Year’s thing, bought my first game of 2010 (Forza Motorsport 2, Platinum Hits version), came back home, ordered pizza, put stuff away, and now… here I am again. Oh, and I played the Torchlight demo this afternoon; good stuff, but I have a tendency to drop Diablo-style games after awhile, so I won’t be getting this one, at least not right now, even though Steam’s $5 sale price expires after today.

D:
D:

There’s a lot I want to write about, and plan on doing so throughout the month. For now, though, a backlog update. I usually do these things in the spring, but I figured that it would make more sense to move these posts to the beginning of the year, which is when I’m setting my gaming goals and starting the year’s Beaten Games Tab anyway. So, yes, I have a lot of games to play. Again. And I think Rogue Galaxy is now in its fourth or fifth year of having gone unplayed.

With that said, here’s my must-play games for 2010:
Rogue Galaxy – For obvious reasons.
Mario & Luigi: Bowser’s Inside Story – The other DS RPG I brought with me to play over Christmas/New Year’s. Sadly, I haven’t gotten around to starting it yet.
Chrono Cross – Sometime before March, or PAX East, at least.
SMT: Nocturne and SMT: Persona 3 FES
Tales of the Abyss
Mystery Dungeon: Shiren the Wanderer
Halo – I’ve had this in my PC stack of shame for years. Figure it’s about time I pop it in and see what all the fuss is about.

Out of my twelve 2009 must-plays, I managed to beat eight of them, gave up on one due to annoyance (Billy Hatcher), and never touched the final three (the non-Digital Devil Saga MegaTen games). Not too shabby, methinks. And while I’m at it, here are all of the games I beat in 2009. If all goes well, the 2010 Beaten Games Tab will be posted on my LJ account tomorrow.

More later, including my annual Roundup. Stay tuned…

The Spirit of Exploration

Storytelling can be a rather contentious subject in modern video games. Not all games have or need stories, but many of those that do seem to be carefully scrutinized by those looking to justify gaming as an art form. Part of this is due to gaming’s inferiority complex, which explains the film and literature comparisons that get thrown around every so often. However, I believe that the best game stories, the ones which gamers should be holding the most dear, take advantage of the medium in ways unique to it.

The most important thing separating game stories from other types is that they typically utilize second-person perspective. While stories in other media tend to be first-person or third-person, second-person narratives are extraordinarily rare. Games, on the other hand, use second-person all the time: you are the main protagonist, and it is through you that the story takes place. Though third-person perspectives are sometimes interlaced with second-person ones through the use of cutscenes, second-person seems to be video games’ POV of choice.

Seeing as how this is the case, and coupled with the interactive nature of the medium, the types of stories best-suited for games are ones told through the environment and incidental events, with the “you” character left fairly open to interpretation. You play an protagonist who, at the beginning of the game, finds themself in a new and unfamiliar situation. Your final goal, though not obvious at first, can be anything from escaping confinement to saving the world, but when initially presented with your surroundings, the first thing you do is either explore them on your own, or do so while following a guide of some sort. Through these explorations, the world and the characters and things within it begin to tell the second-person “you” the story, and you are drawn in, becoming not only involved in the tale, but central to it.

This approach to game storytelling is at the heart of Cave Story, which begins in a small, nondescript chamber. By opening a door and wandering through caverns, you eventually find your way to a small village, which is where the story begins in earnest. Said story is dripped out in little bits—a mention of the Doctor here, some flower petals there—and relies little on deux ex machina devices and third-person cutscenes. What results is a meaty tale with little fat or gristle to unnecessarily add to the weight.

Environmental second-person storytelling is also at the heart of Portal. Here, the voice of an artificial intelligence guides you along through a series of laboratory tests. However, the real story is told through independent exploration conducted during the process of figuring out the tests’ puzzles. This not only gives the player a break from an otherwise rigid, linear experience, but enhances it as well.

One game which has been held up on a pedestal by the Games As Art crowd is Shadow of the Colossus, and on the surface, it appears to hold to the same narrative structure as Portal. However, there is a distinct reluctance by the game to trust the player. First off, subtext is primarily handled with cutscenes rather than through the player’s own discoveries; the only pieces of the story the player has an active role in is through the killing of the titular Colossi. There’s also the fact that the god-figure will start to offer hints if the player seems to be taking a long time to figure something out (and annoyingly enough, this feature can’t be turned off). The hand-holding at the beginning of the game, in the form of brief control tutorials which come along as necessary, is truly helpful and not too invasive, but the god-figure’s hints take helpfulness to new extremes. These quirks, and the latter one in particular, break the immersion and remind the player that they are not the protagonist but rather a person playing a game, thus lessening the potential strength of the narrative.

Most story-driven games don’t (or can’t) follow the same approaches that Cave Story and Portal do, and instead make use of compromises. These could be anything from a silent protagonist, to branching paths and multiple endings, to an “open world” structure. This is not necessarily a bad thing—some of my favorite games use such compromises to great effect—but to me, an ideal game story is one that can’t be told quite the same way in another medium. A good narrative that relies heavily on cutscenes and handholding is one that might as well be translated into a television show or graphic novel. On the other hand, one that encourages and rewards exploration and experimentation is one that I would be loathe to revisit in a form other than a game.