6.29.2008

Critique: Haunting Ground

Quite a while back, I was turned on to Haunting Ground by Leigh Alexander's writeup of it for her Aberrant Gamer column on GameSetWatch. Her insightful critical read of the title made me want to see it for myself, but the disturbing subject matter she described kept me from diving in for a long time. And now that I've played through it, I've been taking even longer to write up my experience.

It's because Haunting Ground is a tough game to write about. Half of it's brilliant, the other nearly unplayable; it treads patently unpleasant and distressing territory, but features clever, enjoyable design that can be great fun to play. It uses exploitation and objectification to challenge audience identity and gender expectations in ways that only a game could, but feels simultaneously pandering and puerile. It's a great success, and a great failure. It's a weird game.

Haunting Ground is a Capcom survival horror title of 2005, following in the tradition of the Clock Tower series. The player is cast in the role of Fiona Belli, a young woman who wakes up in a strange castle with vague memories of a car wreck floating in her head. Fiona soon befriends a helpful German Shepherd named Hewie, and with his assistance must navigate through a convoluted series of puzzle rooms while evading the depraved denizens of the castle.

The first half of the game is an incredibly well-crafted example of classic survival horror design. The castle itself has a creepy-but-plausible layout which includes bedrooms, sitting rooms, bathrooms, gardens, studies, a kitchen and dining room, along with a number of stranger, more baroque locations such as alchemy labs, a gallery filled with dolls staked to the walls, and a demented merry-go-round. The dense puzzles filling the castle hinge on a distorted abstract logic, and beg the question of just what kind of madman would construct such a lair. The setting layers surreality on top of mundanity with aplomb.

Read More...

6.24.2008

Call to Arms entry 12: Bereavement in Blacksburg

Manveer Heir, designer at Raven Software, writer of the Design Rampage blog, and weekly columnist for GamaSutra, contributes a Call to Arms design based on his personal reactions as an alumnus to the Virginia Tech shooting incident of 2007. Please visit his original post on Design Rampage for a thoughtful preface and conclusion to the outline.


Bereavement in Blacksburg centers around the concept of loss and grief, and how people cope with it. The game takes place on April 17th, 2007, the day after the shootings. You plays as a male character who resides in a dorm on campus.

You begin the game laying in bed, early in the morning. The phone rings and goes to message. It's your girlfriend's voice and she's asking you to answer and talk with her. It is apparent from her dialog that you knew someone directly killed in the attacks. For obvious reasons, who that person is isn't revealed, nor is it relevant.

Once the message finishes, you take control of the character. From here the world is rather open. There are multiple objects to interact with in the opening room. You can use the phone to call your girlfriend back. You can use your computer and see e-mails from the administration, as well as condolences from friends. You can watch TV or listen to music to escape from things. You can turn to bottles of alcohol to drown your sorrows. Or you can just leave the room and venture to other parts of campus and find other interactions. The choices are yours and they affect the way your character progresses through the game.

Read More...

6.23.2008

Quick Critique: Final Fantasy Crystal Chronicles: My Life as a King


The Nintendo Channel worked on me. I was drawn in by its video and description of My Life as a King, and after looking up a few generally-favorable reviews, cashed in some Nintendo points for this WiiWare title.

The first four-to-six hours were great by my estimation: I was introduced to the world and began building my town and sending out adventurers to explore nearby dungeons. The story was fairly tepid but new buildings were quickly and steadily introduced to my town, keeping my interest and encouraging me to keep playing just one more game-day to gain the next unlock.

  1. Extend the mechanical payout curve to match the length of the campaign. My Life as a King reminded me of an FPS where they feed all the weapons to you in the first half of the game. "Do the same thing, but more" is not a compelling motivation for me to complete your game. Sure, building more of the same buildings allows me to expand my city, which in turn allows me to advance the storyline. But the storyline is so boilerplate and uninspiring that it fails to keep My Life as a King afloat on its own. The game should have spaced out the reveals of new buildings all the way into the final chapter, so that I would have new mechanics to keep striving for up til the end.
  2. Allow me to customize individual adventurers. There are a few different classes of adventurers in My Life as a King: fighters, thieves, and white and black mages. But aside from some slight cosmetic differences, a fighter is a fighter is a fighter. Individual adventurers who complete quests for you gain (invisible) "medals" which buff their stats, but all adventurers still basically look and act the same. Let me personalize my individual adventurers! This fosters emotional attachment to individual pawns and motivates the player to continue forward in the campaign, to gear up his favorite adventurers and track their little lives. As the king, let me bestow the armor, weapons and accessories of my choice to my favorite adventurers, along with stat-tweaking medals. This way it becomes not just the story of my town or my voiceless little king, but of the individual adventurers I decided to specially favor.
I'm not sure how far through the campaign I made it, but I'd guess about halfway. I have a mild urge to pick it back up, but it feels like there's nothing left to discover, and the urge passes. I don't understand the predilection for mechanical frontloading that so many game designers have, but at this point I feel like I've seen all My Life as a King has to offer. It plays into the self-fulfilling prophecy wherein traditional wisdom states that most players don't complete games, so we should put all our content up front, which makes players unmotivated to actually complete our games... and whoops, here we are.

It was a very nice first half, though!

Read More...

6.21.2008

Retro

It's fun to look back at what we thought the future might be.

It's why Tomorrowland was better before they updated it, and why Buck Rogers, The Jetsons, Star Trek and the like make us grin. It seems we've come far enough that Ghost in the Shell has entered this category as well.

Ghost in the Shell felt incredibly futuristic at the time of its release, and saw 2029 through a particularly Japanese lens-- a world of artificial humans, gleaming Tokyo skyrises, and rampant cybercrime by extranational organizations.

It's a world where people replace their bodies with mechanical ones and love jacking cables into their skull sockets, and today it all seems pretty silly, if still cool in its retro way. The original movie is almost 15 years old now, and the manga it's based on even older, so it has a right to be outdated.

But it makes me think about what form my version of a soon-to-be-retro future vision might take. And it mostly centers around the net, subconscious media, and the death of the written word. I imagine a world where each one of us is connected to the other by a digital "psychic" network.

Read More...

6.20.2008

Bushido

I bought a used copy of Bushido Blade for the PSX and began replaying it tonight. It's still a fun and very interesting game from a mechanical standpoint, but what I hadn't remembered was its broad set of subfeatures and its unapologetic localization style.

There are a number of "flourish" features in the game that are just sort of strange, left-field ideas that could nevertheless make it to retail in the age when Bushido Blade was first released. For instance, while Bushido Blade is first and foremost a third-person swordfighting game, the developers also included a "POV Mode," which allows the player to control his avatar in a (near-useless) first-person perspective. It's novel-- hell, semi-experimental-- but in 1997 warranted its own main menu entry. Smaller touches include a black & white mode, which desaturates the screen entirely, much like the same feature found in Sam & Max Hit the Road. Presumably in Bushido Blade this is to emulate the feel of an old samurai movie-- a worthy aesthetic goal, and nice to see as a supported menu option as opposed to a hidden cheat code.

Read More...

6.17.2008

Unbelievable

By god, it is the dawning of a new day.

This little guy is my favorite:

6.16.2008

Twitter

Oh, the inanity!

6.11.2008

Call to Arms entry 11: Friends Like These

Justin Keverne of cleverly-if-distressingly-titled blog Groping the Elephant presents "Friends Like These," a Call to Arms entry which heavily abstracts human relationships on the path through life.

Friends Like These represents the player as a blob, constantly traveling onwards through a void filled with various other blobs. Your progress is signified by three metrics, two bars which indicated Hope\Optimism and Guilt\Self Loathing and the speed at which you are traveling through the world. The aim of the game is to reach the natural end of your existence (A point that is not explicitly know, as we never known when our time is up), without your Guilt reaching its limit or your Hope running out; if that happens, the screen fades to black with the a message that “You succumb to your Guilt,” or “You are lost to despair.”

Read More...

6.09.2008

Nameless

I saw this on GameSetWatch earlier today: a trailer for Square's upcoming "Nameless Game," along with an insightful writeup by Chris of niche blog Chris's Survival Horror Quest.

The game itself sounds wonderfully clever: first off, it takes the idea of the "haunted video tape" from The Ring and rolls it into a video game cartridge-- the one you actually put in your DS and play. Part of your time is spent playing the game contained on the haunted cart: an 8-bit Dragon Quest-like RPG which exhibits graphical corruptions quite authentic to media of the time, according to Chris. The other side of the game is first-person 3D exploration seemingly set in eerie deserted apartment buildings, giving off a Silent Hill vibe. Tying it all together, your actions in the 8-bit game-within-a-game affect the state of the 3D gameworld and vice-versa, creating a surreal dialogue between the game you're playing and the game your character is playing... in the game. It sounds just brilliant.

Read More...

6.08.2008

Nintendo

Clicking through the previews on the Amazon mp3 search results for "Nintendo" is hilarious and absurd.


[UPDATE 6/8/2008]:
This band rules.

6.06.2008

101


The highway is kind of horrific. I've been doing a lot of highway driving lately for my job (about an hour every day,) and it's the only place I'm routinely exposed to the indignity of death, at 80 mph no less. This morning I saw unidentifiable lumps of shredded meat between two lanes, probably a misguided forest creature but maybe someone's former pet? Who needs that in their head? On the off-ramp into Novato I saw a dead little spotted fawn curled up on the shoulder. I'll sometimes see people's dogs, golden retrievers and such, that apparently escaped from their truck bed or back window, pathetically laid out against the center divider.

I dunno, it's just strange how getting a new job has indirectly exposed me to seeing all these poor dead things. If I notice something in my peripheral vision along the side of the 101, I kind of dread looking directly at it, because who really wants to look over and see some sad, dead animal lying there in the middle of their morning? What a world!!

6.05.2008

Golden

[INTERMISSION: And now for something completely different.]

There are some games that would be just plain fun to design. For instance, Golden Axe: Beast Rider:



What have we got to work with? A hot chick, beasts, swords, blood, magic, and not a whole lot else (including, notably, any axes.) How can you not just jump in with both feet and have a blast designing that?

Here's my crack at an outline inspired by the premise:

  • Shanna is a smokin' hot barbarian warrior babe. Shanna's saleable physical appeal is emphasized by a variety of scanty outfits and an array of vaguely sexualized combat techniques.
  • Shanna is badass, and through her quest becomes more badass. As Shanna shreds her enemies, she gains more and more powerful weapon- and magic-based attacks.
  • Shanna rides beasts. Beast riding is central to play, allowing Shanna to traverse the landscape and crush her enemies.
Core gameplay:

  • is a weapon-based brawler featuring character skill and equipment progression.
  • Fighting, weapons, and combos: Shanna faces hordes of foes on her quest. She may attack them with swords, axes, hammers, or her bare fists. Using the controller's face buttons, Shanna breaks through her enemies' guard and unleashes deadly combos, ripping her rivals limb from limb. She sprints and dives into the fray, throwing herself into the thick of battle. Massive finishing moves mow down half a dozen foes at once.
  • Weapon skill progression: As Shanna uses a particular type of weapon, her skill with that weapon increases. Over the course of the game, Shanna may find a wide variety of individual weapons, each with its own stats. Shanna's damage output is determined by her current weapon skill coupled with the stats of the particular weapon she's found. Over the course of the game, the player may choose to generalize and become moderately skilled in all weapons, or to specialize and become the master of only one or two. For instance, Shanna's fists are the weakest to start and the slowest to progress, but inordinately powerful when fully mastered. Introduces interesting choices when a player finds an inherently powerful weapon that falls outside their current specialization.
  • Magic skill progression: As Shanna progresses through the wilderness, she happens upon many small shrines built to the four Darke Gods, each representing an element: Wind, Fire, Ice, and Earth. Her interactions with these shrines alters her alignment with the Gods. If she presents a sacrifice of her own blood to a shrine, her favor with that God increases, while her favor with the other Gods decreases; if she destroys a shrine, the reverse happens. Some enemy types are weaker or more resilient with respect to each element; like the weapon system, the player may commit to completely dominating one or two elemental resistances, or spread their tributes evenly across all schools.
  • Unleash barbarian rage by bathing in gore: As Shanna uses her powerful moves to tear her foes asunder, she is splashed with their gouts of blood; similarly, when Shanna takes damage, her own blood flows out of the wounds. Over the course of a battle, she eventually becomes covered in gore from head to toe.
  • The more blood Shanna is covered in, the more quick and powerful her attacks are. This encourages the player to throw themselves headlong into battle, and risk death to gain stronger offensive abilities.
  • Dive into a healing spring to recover: At checkpoints along her path, Shanna finds isolated healing springs. She may dive in, emerging with the gore washed off of her body and her wounds healed, losing her bloodbath-derived combat buffs but refilling her health.
  • Get new stuff by shopping: Shanna gathers valuables from her fallen foes, and may barter with traveling traders she encounters along her journey. She may buy additional empty vials to fill at healing springs which provide partial rejuvenation in the field, as well as charms which increase her attributes, upgrades which improve her current weapon, and new scanty outfits to show off her form.
  • Ride beasts: Shanna may jump on beasts she encounters and ride them as a mount. Wild beasts must be tamed with a balance-based bucking bronco minigame, while saddled beasts wrestled from her foes are immediately ridable. Beasts are hulking creatures, capable of striking down most foes with ease: beasts are strong against normal-sized and large human enemies, and evenly matched with other beasts; their weakness is in fighting swarms of small enemies, which overwhelm them with their agility and numbers. Shanna must dismount and fight off these sorts of enemies lest she see her beast dragged down by the mob. Similarly, Shanna is weak against beasts and large humans, but equally matched with normal-sized humans and strong against little guys. Shanna and the tamed beasts' relative strengths and weaknesses mean that neither is a silver bullet for all enemy types. When riding a beast, Shanna's mount may grapple with another beast, locking the two into a struggle for power. During this struggle, Shanna may leap across and slay the rival beast rider, wrestling his mount into submission.
  • To complete her quest, Shanna must defeat the powerful marauders who generations earlier stole a sacred artifact from her people, retrieve the artifact and return it to her homeland, whereupon she is crowned warrior queen and leads her valiant tribe into a harmonious future.
That sounds like fun to me, anyway. Godspeed, Secret Level!

Read More...