The Trophies Dilemma + In-Game Rewards

February 14th, 2009

syphon-filter-dark-mirror

As I’ve mentioned a few times since I got back, I got myself a Playstation Network ID and have been putting it to good use. I’m not too fond of online play fullstop and to be honest the Playstation 3 online space seems a little scattered anyways. So instead of owning n00bs online I’ve been savouring the downloadable delights on the Playstation Store which has in turn brought up a new dilemma; Trophies, or rather how to approach them.

Several of the PSN games I bought have trophy support and pretty much anything I’ll continue to buy either online or off will have the feature. It should be known that I am a perfectionist with games. Pretty much most of the games I own I finish to near as 100% completion as possible, playing both normal and hard difficulties respectively. Trophies in this case represent a significant burden to my perfectionist reputation, one that I’m not too sure on how to shoulder.

I tried to ignore the whole idea for a few days but after the idea popped back into my head when reading an article about it over at the You Are Lose! blog, I decided that I needed to figure it out. Korey’s commentaries put everything into much clearer view so I eventually settled on only gunning for trophies that work within my means. That is, fun without sacrificing enjoyment or copious amounts of time.

At the same that all of this was going on I was thinking about the rewards system featured in Syphon Filter: Dark Mirror and how I like it so much in contrast to trophies ^_^ . Dark Mirror’s reward system works in a similar way to many in-game reward systems but it’s much more fleshed out.

Hidden Evidence

Within each level several pieces of hidden evidence are tucked away. Finding all of the evidence in a given episode (series of levels) unlocks your typical fare of bonus content accessible from the main menu. On obtaining some pieces of evidence you are rewarded with a brief cut scene that ponders various plot points stringing from the main story. These cut scenes work to reinforce what is happening behind the scenes of the main plot and develop the further you progress in the game. This mechanic does an effective job at re-plugging the narrative back into the core gameplay while at the same time being dynamic and completely optional to the player.

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The majority of the evidence is hidden in typical easter egg fashion, but some of the more significant pieces require a little more effort. Key documents are hidden behind doors which require first finding a card key, locker key or other to open. Once you’ve found that key it can be continuously re-used in later levels to access additional weaponary, routes and so forth. Basically your curiosity is rewarded in multiple ways and acts as a positive reinforcer to encourage continual investigation.

Career Rating

To reward actual skill the game has a badge system which draws upon your playing statistics. The more you excel in X field, the more your badge percentage in that field increases. Once you reach 100% you can move onto the next badge rank in that field. Completing each badge unlocks new weaponary which can be used again in the Mission Mode (play individual levels seperately) and multiplayer. Both story mode and mission mode statistics add to the badge’s percentages. Assuming that the average player completes the story mode first, the work they have already done is rewarded with extra weaponary which comes in handy for when they later move onto the mission mode.

There are five fields of badges split into three categories, so it acomodates varying play styles well. Gabe also gives you a speech for each badge you are awarded which is a nice personal touch. Getting the protagonist to complement the player directly is quite an effective way to thank the player for the investment they have put into the game.

Rewards

The rewards themselves are quite generous including additional missions, videos, narrative pieces and weaponary. Unlike some games where some of the best content is locked away form the start, Dark Mirror is quite gracious with how it doses out it’s bounty of extras. The game is already significantly fleshed out, so the rewards feel like actual rewards instead of content constrained from the beginning. The extra missions particularly are quite generous.

In contrast to some trophies (as pointed out in Korey’s article) the requirements are also within reason. As suggested a few times already the rewards plug back into the game’s narrative and gameplay which is a nice touch too.

On editing this I can’t help but point out the lack of analysis (few sentences) between the bulk of feature listing. >_<

Gradius Talk and Why I love Shmps

July 29th, 2008

gradius collection artwork

Shmps or shoot ‘em ups are a very difficult genre. Not challenging difficult (although in most cases this is also true) but difficult in that from a distance it is hard to see the appeal. Shmps are a genre whose bread is buttered on traditional, two dimensional gameplay, that is; you either shoot or dodge or do them both at the same time. Unfortunately this simple natured foundation has been a anchor restricting shmps from returning to the mainstream. While shmps use to be the best in its league unfortunately as game mechanics have advanced, shmps haven’t, they simply can’t! So in the current gaming environment shmps, particularly for younger players, are difficult to break into compared to the more successful genres.

Like a lot of gamers I never really made shmps a priority. Sure I’d played Space Invaders and some R-Type on the Commodore 64 but it was a genre that I couldn’t really care about. In the past year though I have slowly turned this around and have adopted several top tier shmps into my gaming collection. I have already discussed how incredible Ikaruga is so today I want to talk about another inspiring shmp; Gradius.

I’d been eyeing down Gradius Collection on the PSP for a couple of months now and finally decided to grab it from my favourite games retailer. Gradius Collection consists of several classic Gradius titles being Gradius I-IV and Gradius Gaiden, unfortunately Gradius V from the PS2 is not included. Basically you get the five games, some neat menus and a few extras thrown in for balance. You can also choose to play in super duper stretcho PSP vision or at the native proportions.

So now that the obligatory press release is over lets break into why I love shmps and particularly this shmp so much. There isn’t much to say about what is presented in front of you, shmps are usually very bare bones (Nanostray 2 being a possible exception) and Gradius is the same; you have your ship (plus respective power ups) and a series of incoming enemy units each moving in their preset patterns.

It is in the design of these patterns where shmps either succeed or fail. You see patterns and pattern recognition are some of the basic building blocks of human thought. It is this process which shmp developers bank on and is what I think makes these games so provocative to play. A game like Ikaruga with its symmetrical patterns and diverse range of pattern sets make full use of such a mechanic and has been praised respectively.
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Play Impressions (29/4/08) – PSP Edition

April 28th, 2008

burnout metal gear jeanne darc psp impressions

Even though I have been raving and ranting about the PSP before the gaming blog even came to conception and while these gaming orientated articles were being posted on my personal blog, up to now, I still don’t even own a PSP myself. Thats right, the master of hypocrisy has struck again :( ! I have been interested in purchasing a PSP for some time now and still haven’t sealed the deal despite the release of the PSP Slim and the fruitation of an even more exciting library of games.

My reason for this is that I already have far too many games to play and should just wait until the console and it’s software is significantly cheaper. Fortunately my twin brother took me by surprise and picked up a PSP himself in a pack (PSP Media Manager + 4GB memory stick Pro Duo) as well as a few games. In the past 3 weeks we have been picking up a few games for the console and here are my impressions on some of my favourites.

Jeanne d’Arc

Jeanne d’Arc, what a fantastic little game. As an enormous fan of the original Final Fantasy Tactics I must say that I am throughly enjoying this (rather similar) little strategy RPG romp. If you have played FF Tactics before or in fact any SRPG game then you should immediately have some idea as to what to expect from this game. The basic; attack, defend, skill, wait options are all featured as well as the obligatory elemental triangle and the same weapon equiping system you’d expect. What makes this game such a fresh experience though are a few key factors; namely the gorgeously lush visuals, olde France thematic and the user friendly design. The last point shines in all its glory throughout this title and is a testament to Level 5′s role playing expertise.

jeanne darc psp

Now as mentioned at least three times already, I personally love anything that is or is heavily inspired from Final Fantasy Tactics (non inclusive of the GBA and NDS titles). So when I talk about this game, I will literally be gushing out the love. My apologies.

Cutting the fat though and attempting to stick with the gameplay for a moment, Jeanne d’Arc’s skill system works a little differently, each party member has 3 slots in which you can equip any skill to, this includes spells, concentrated attacks etc. With this you can equip various elemental attributes which align and add power of the respective element to your player. You gain these skills (as equipable items) through the spoils of battle.

What concerns me about this system is the lack of breathing space, there are only 3 slots for skills. Hopefully this will increase will leveling up or else I for see this system being highly restrictive. Especially considering how these slots are also used to assign yourself to various elements.

Marching onwards, the presentation in Jeanne d’Arc is simply magnificent. Everything in this game is lush and beautiful, each object has it’s own semi cell shaded look that developers; Level 5 are renowned for (see: Rogue Galaxy, Dark Chronicle). The colours literally burst out of the screen. There are plenty of subtle details too such as smog, dust and special effects. The whole graphical presentation reeks of polish and is visually stunning. Sound is equally as worked and used appropriately within the context of the game. I am listening very closely to the game’s music and attempting to gauge the difference between this and the gorgeous music from Final Fantasy Tactics. So far Jeanne d’Arc is holding it’s own in that respect.

Jeanne d’Arc is a bit of a sleeper hit unfortunately, much to my own misunderstanding. The PSP, in my eyes is the current console for SRPG gaming. With Jeanne d’Arc, Disgea and Final Fantasy Tactics leading the way. I have a lot to look forward to playing, that is once I finish obsessing over the next PSP game on the list: Read the rest of this entry »