E3 2014 Notes and Commentary

June 19th, 2014

This video was too funny to pass up.

For the first time in a long time I was completely satisfied by the E3 showing this year. Loads of great games and plenty of innovation. After hours of reading, watching, and reflection, here are my main take aways from the show:

Presenting Gameplay

Video playthroughs focused on select portions of a game accompanied by developer commentary and gameplay trailers with few cuts are the best way to show off your gameplay to a new audience. Montages, CG trailers, early prototype video, and conceptual demos of the developers talking high concept just doesn’t cut it. Let the gameplay do the talking.

Between Nintendo’s Digital Event and the Treehouse Sessions, they covered these bases pretty well. However, the Treehouse videos were often drawn out due to the Japanese to English translation. Yes, I’m interested in Codename STEAM. No, I don’t have 45 minutes to sit through a slowly narrated playthrough with translation delays. Sony’s developer interviews were much more digestible at 10 minutes a piece, but they were too unfocused. Take this video of Hohokum for the PS4. After watching a 9-minute interview, I still have no idea what you do in this game. Start the interview with a short, elevator-pitch summary guys….geeze. The interviews are also inter-spliced with short snippets of trailer footage. It’s a good idea, but there’s not enough gameplay or context in the interviews to be constructive. Sony’s punchy length and Nintendo’s dictated playthroughs together would make a winning formula. Next year, guys.

The Conferences

If you stripped out all the CG trailers and meandering demos from the E3 conferences and replaced them with focused gameplay explanations, they’d be much more effective. I’m an E3 nut, but 1hr and a half of sizzle grows tiresome real quick.

It boggle the mind that Sony and Microsoft continue this pissing match of minor exclusivity. “Console debut”, “DLC first”, “it’s better on…”, “exclusive alpha version”, every time you hear these words—or in the case of self-apparent multiplatform titles, not hear—you know that it’s still a free kick to the other team.

Microsoft’s conference was basically a rehash of what they’ve been doing for the past 7 years: shooting, stabbing, and driving. I have no problem with these kinds of games, but there wasn’t anything genuinely new—unlike Titanfall

The start of Nintendo’s Digital Event was so refreshing especially after two marathon hours of self-important sizzle. It was funny too; I almost fell out of my seat. I also love the idea of Nintendo pushing back against the vocal minority of idiots in the Nintendo fan base. However, it was unfair of them to use Mother 3—a game which they can easily bring over to the virtual console.

Sony gave even more time than last year to indie games and it certainly injected a shot of dynamism into their showing. I’m not sure that Microsoft’s “we have 100s of these games” tactic is as effective as Sony’s curation approach. Giving these games a platform outside of a video montage and winning over some exclusivity on key titles is the best way to demonstrate commitment. That’s to say I think that players are more interested in playing the next great wave of indie games than having a large quantity of indie games to play. After all, we’ve all got PCs. In saying all this, though, maybe it’s just a consequence of the way Sony presented their indie game line up, but it was hard to see how these games were unique outside of their visual flair.

New Zelda

I was surprised that no one said that the new Zelda looks like Killer is Dead meets Skyward Sword. It totally does, right?

Nintendo say that the latest Zelda will be “open world”, but I wonder what that means exactly. Open world design works against the squeeze of gameplay, so I wonder how they’re going to pull it off while still maintaining the high level of gameplay quality that the Zelda series is known for. I guess A Link Between Worlds, which I have sitting on my 3DS SD card unplayed, will answer some of those questions for me. Whatever the case, I think it’ll take all the design ingenuity that Nintendo can muster to deliver on what Aonuma articulated during the digital event.

Splatoon

Splatoon was my game of the show. The genius behind this game makes my head spin. Territory control represented visually and organically as ink. Ink as a central dynamic that syncs into movement speed, traversal options, abilities, game flow and progression, and spatial dynamics. Ink as a solution to the issues inherent to gunplay (easy-to-see bullets that you can respond to, a weight dynamic to aiming, gyro to tune aiming, non-violent gunplay). Motion controls, touch screen controls, and traditional controller inputs. A reinvention of a well-worn genre. In terms of design, this is the most modern and sophisticated game I’ve seen in a long time.

I’m also surprised that no one said that Splatoon looks like a Sonic team game.

Odds and Ends

Yep. Very satisfied indeed. What did you most enjoy about the show? Let me know in the comments.

A Few Comments on Mega Man 1-6

May 12th, 2014

Over the Christmas break, I burned through Mega Man Anniversary Collection on the PS2. It was the first time I’d ever played Mega Man, and now I’m a big fan of the series. A lot has been said about the original NES games, so I’m just going to focus on a few key observations.

Since the platforming gameplay is fairly static, most of the trials (think trial and error) that the player makes are in the robot master battles. That is, testing to see whether a certain beam will take off more damage, whether a new tactic will help you dodge a certain move, etc. This is why the pre-boss checkpoints introduced in Mega Man 3 are so great: they remove the redundant repetition that occurs when the player is learning how to beat a boss. So there’s no need to repeat half the level when you’ve already done it once.

The robot masters get wackier and more obtuse much earlier than I thought they would. And as such, it becomes hard to figure out the their weaknesses, which means more hypothesis testing and trial and error. Since there’s only a handful of beams, though, the player can find out which attacks work best relatively quickly. Like the clues in crosswords, you want the answer to seem intuitive without being too obvious. Usually the combinations make sense, but sometimes they’re a bit less elegant (Plant Man is takes more damage from a Blizzard Attack than a Flame Blast?!).

The original series isn’t as difficult as internet folklore would have you believe. The extra beams and abilities (Rush Coil, Rush Jet, etc.) allow players to scale the game’s difficulty, so there’s plenty of wiggle room.

Besides the inclusion of Proto Man in Mega Man 3, which mixed up the progression structure a bit, the elaborate stories of the later games don’t really complimented the gameplay a great deal. They just pad out the opening introduction.

The warp pads that teleport Mega Man out from the individuals rooms and into the robot masters selection room in Wily’s castle should require that the player press down to exit. Several times I accidentally left the rooms before I could pick up the health pellet.

In Mega Man 4, the final few bosses and levels in Wily’s castle are quite short and easy, throwing the difficulty curve out of whack. It’s nice that they added more content, with the second phase of Wily’s castle, but it could have been better placed.

The charge shot in Mega Man 4 contributed a great deal to the series. The mechanic allows the player to suspend gameplay over multiple areas, allowing them to remain more consistently engaged in the game.

As a kid, I imagine that I would have played a very pure game of Mega Man, focusing on my dexterity and reflex levels. As an adult, I move some of the stress onto my knowledge skills. So I’ll look for patterns or internalise timings.

After beating a level, you’re given two options, “continue” and “level select”. The “continue” option always confused me as instead of allowing you to continue you’re game, you’re put back in the same level that you just completed. It should be relabelled as “retry level”.

Although the series ran out of fresh ideas around Mega Man 4, the later games still had some glimmers of innovation here and there. Gravity Man’s stage in Mega Man 5 is a great example. I think of it as a precursor to VVVVVV.

In Mega Man 5, many of the enemies die after taking a hit from a fully-charged beam, so it’s easy to defeat enemies as soon as they come into view. Since the enemies have no way to counter, the mechanic is overpowered. Some simple dodging or reflecting moves could have gone a long way to making the enemies more effective.

In Mega Man 5 and 6, tank reserves are suspended across game overs, so it’s possible to stock up supplies for the final boss battle. These games are also way too generous with the distribution of tanks. What was once a reward became a right. Find a spot at the start of a level where there’s a free energy tank and go crazy.

Readers Request: Wario Land 4 – The Subjective

May 6th, 2014

A number of readers have requested that I do a write up on my personal opinion on Wario Land 4. So this post is going to be just that, a bit of an indulgence. But before I out what I think of the game, I want to explain why I’m sometimes reluctant to discuss subjective in my writing.

On the subjective 

All my ideas for writing come from my gut. I play a game, feel something, and want to make sense of that feeling. So I take notes and let the ideas stir around in my subconscious for a while, waiting for the eventual click to happen. Sometimes it comes straight away, other times I need to gather more evidence from the game, and every now and then it doesn’t come at all and I’ll try and fill in the pieces by talking to others or doing research. Once the insight hits, I’ll start drafting, which brings some of the implications out and forces me to expand on the details, if I haven’t already. Editing then tightens up the argument, and I’ll be left with a nice summative piece that explains how it is that I came to have that original feeling.

It’s through this process of putting in the hard work to make sense of your opinions that you realise that what you’ve unearthed is far bigger than yourself. In other words, I don’t feel that knowing what I think is half as interesting as having the means to understand what you think.

Of course, opinions are helpful and I have no problems using them in my writing. It’s just that it’s important to keep our ideas grounded for the sake of clarity. I like to think that someone who totally disagrees with my ideas should be able to read one of my posts and understand how it is that I came to form my opinion.

Here’s what I think of Wario Land 4: 

There you have it, my opinions of Wario Land 4. I told you it wouldn’t be terribly exciting, but I hope it adds a bit of context to the book. I’m always happy to answer any questions that you might have about the game or series, so if I haven’t addressed something you were hoping I’d cover, then feel free to leave me a comment and I’ll get to it.