A Few Comments on Vanquish

March 25th, 2013

It only took about half an hour of play for me to realise that Platinum Games is one of the world’s best game developers. Vanquish is a supremely well-designed action game that deserves more time than I’m about to give it. Consider these dot points as preliminary commentary for when I get back to Australia and can explore the game more thoroughly on its harder difficulties.

Rolling – Access to the slowmo ability encourages the player to identify the enemy’s weak point (observation, knowledge), determine when they can roll around the enemy to get a clear shot at its weak point (space, knowledge), and then execute (dexterity, reflex).

Sliding Boosting– Because Sam Gideon slides so ridiculously fast, the slowmo is activated any time the player shoots in this state, allowing them to cleanly target enemies. If it weren’t, shooting when slide boosting would clutter the game design. By joining the two mechanics, the player’s presented with a meaningful strategic choice: use the boosters to get behind enemy lines and then keep going forward or flank the enemy with a few melee moves or shotgun blasts (less cool down juice) or slowmo as you slide in, picking apart the enemy line (more cool down juice). With the former, the player risks being caught off guard by a pack of enemies. With the latter, the player risks being caught with their suit overloaded and nowhere to hide. Depending on the composition and layout of grunts and larger foes, you’ll want to vary your strategy accordingly.

Jumping Out From Cover – Access to the slowmo ability encourages the player to identify their targets (observation, knowledge), wait until they’re open (timing), and then leave the cover, line up the crosshair, and shoot (dexterity, reflex).

After Slide Kicking – The slowmo ability allows the player to follow up the slide kick with some close-range shooting. This can destroy decimate grunts and take large chunks of health off larger foes, but comes at the expense of a lot of cool down juice.

Hopefully, there will be more for me to say in the future.

Lufia: Curse of the Sinistrals Design Issues

March 22nd, 2013

When my brother and I were kids, we finished SNES RPG, Lufia II, about six or seven times between us. Every time you beat the game, in the subsequent New Game+ file, your party’s EXP is multiplied by the number of your current playthrough. So beat the game once and start a New Game+ file and your party will receive double EXP each battle. Needless to say, we adored this game. When Square-Enix announced that Neverland, the original developers, were going to re-envision the game for the DS, it seemed too good to be true. Unfortunately, this gorgeous-looking dungeon crawler is full of bad design. I got a bit further than half way through the game (the Mountain of No Return, ironically) and gave up. Here’s why:

Here’s what I did like:

Ah, now that I’ve written this article, I don’t feel so guilty over ditching this game early.

A Few Comments on Spider: The Secret of Bryce Manor

March 18th, 2013

http://www.youtube.com/watch?v=n2MaK-shoqU

The colon in Spider: The Secret of Bryce Manor is significant. The purpose of a colon is to separate “two clauses of which the second expands or illustrates the first”*. In this case, “Spider” is the gameplay, being a spider catching insects in your web and “The Secret of Bryce Manor” is the narrative, the spider’s exploration of the manor, which occurs through the gameplay. The colon then can be considered as a representation of the harmony between the two elements.

As said, you play the role of a spider who creates webs to catch insects. This is done by touching the spider to plant silk onto a surface and swiping to send the spider leaping to another surface, where the thread connects, making a line. When several lines make an enclosed space, a cobweb is formed. Cobwebs catch any insects that pass by. By touching the screen, the spider will walk to the touched location, either along the cobweb or along the edge of the environment. The spider eats any of the insects caught in its web when it touches them. The player progresses to the next part of the manor after they’ve cleared all the insects in a level.

The core game loop involves:

1 – Exploring the area and identifying the movement patterns of the insects (observation, knowledge).

2 – Determining where the paths of the insects intersect (deductive reasoning, knowledge) so that the player can catch as many insects as possible in the one web.

3 – Determining how to make the web (spatial reasoning, knowledge). Doing it well requires the player consider how they can cover the most area with as few strands as possible.

4 – Making the web (finger sensitivity and direction, dexterity).

Observations

Repair

I don’t have many complaints for this game, it’s a pretty smooth experience, but one thing that really bugs me is the positioning of wasps in some of the levels with no ceiling. In one of the levels set on a clothes line, the spider must jump up to attack a wasp which is off-screen. This, however, is tremendously tricky as the only available surfaces are to the sides of the level and they aren’t very high. Furthermore, when the spider jumps up underneath a wasp, it will float upwards. This can all amount to frustration as you slowly drive the wasp out of your reach and must restart the level.

*According to the New Oxford American Dictionary.

Additional Reading

Tiger Style Interview – Touch Arcade