Space Invaders: Infinity Gene – Construction of the Shoot ’em Up
August 28th, 2010
Since popularising the shoot ’em up in 1978, the Space Invaders series practically went dormant for thirty years. Sure, Taito rolled out sequels and anniversary editions, but rarely did these games evolve the series in any meaningfully sufficient way. Such thinly-veiled cash-ins on the Space Invaders namesake could barely meet the legacy they were supposedly representing. The series’ presence in modern gaming was an embarrassment, to be sure. In recent years though, with the release of Space Invaders Extreme and its sequel, Taito have done good on one of gaming’s longest surviving brands by doing what they failed to get right before: tampering with the source.
In this light, Space Invaders Infinity Gene isn’t so much an expansion of an already great game like Extreme, but instead a tribute; an interactive construction of Space Invaders‘ legacy: the modern shoot ’em up. And it all begins from stage one, the original Space Invaders, before moving into progressively more contemporary territory.
Like most age-old shoot ’em ups, in Infinity Gene, the player increases their score through a combo system. However, after completing a stage or losing a life, you’re not presented with a high score table, but instead the points earned act as a currency which fill out an evolution meter. Once you’ve maxed out the meter the game “EVOLVES”. Evolving adds one of three things to Infinity Gene: new mechanics, bonus stages or graphic and sound unlocks.
Replaying a level, which you are free to do at any time, will give you another shot at adding more blue juice to the bar. As you progress it becomes harder to score the points necessary to evolve, meaning that repeated plays slowly become a requirement of pushing the mechanical game forward. Yet ideally—and particularly in the later stages—you don’t want to be spending your time replaying the same level repeatedly just to gain an extra inch of blue fill. You do, however, still want to max out the evolution bar since the pay-off for doing so will make life easier by adding new gameplay mechanics. The result is well-crafted baiting, but calling Infinity Gene a game of baiting would be to do the game a great disservice. Points are gained on the grounds of skilfully employing combos and hitting targets (although you can grind if you need to) and the rewards are new tools which feed back into the loop of gaining points. The more points you earn, the more “arms” (shooting techniques) are made available via a selection screen preceding each level, giving the player more applicable options in meeting the challenges of the changing level design. So, experimentations and commitment leads to rewards which foster more experimentation and commitment. By commodifying the traditional points system, Infinity Gene’s gameplay becomes more relevant to regular players (as opposed to high scoreboard chasers) in that it facilitates a system of progression tied to the context of the game (evolution). Of course, high scoreboards are still present for those who wish to pursue them.
Once players make it through the initial comfort stages, Infinity Gene switches up its enemy patterns to suit the different “arms”, persuading the player to first explore with their new tools. Later, experimentation become mandatory as the design moves into a tertiary phase where only certain arms are applicable in defeating the enemy patterns present in each stage. This sort of involving level design which motivates the player to be creative with the tools they are provided with leads back into the currency of points. The more the player understands the various arms, the better off they are for gaining high combos and claiming a better score which they are in-turn rewarded with more tools.
Speaking in the ethos of the game itself, Infinity Gene is a construction, where the player constructs a modern day shmp, piece by piece, through their committal to the scoring system (the very foundation of the arcades, also part of the ethos). In Infinity Gene the means support the ends as can be seen in this diagram:
Now let’s add some squiggly lines:
It’s worth explaining the squiggly lines in the diagram. They are the underlying methods of persuasion used ensure the player remains active within this framework. Firstly, to the far right, persuasion of completism is the human tendency for no stone to be left unturned. This is the reason why Tetris is so addictive, our cerebral matter craves order in a world of clutter. Tetris creates clutter, the player creates order and the two forces create an addictive dynamism. Infinity Gene feeds our obsessive compulsive nature via the user interface of the level select screen. The main levels are mapped out along the spine of an evolution tree with 2 branches possible at either side. Since the player can only evolve once per stage, the interface keenly marks all the evolutions which have yet been reached, enticing the player to correct the apparent mistake.
Secondly, the centre point, the player is made to believe that the game is evolving (even if they themselves are not personally evolving the game very much) through the minor visual details added to each progressive level. Level-to-level, nuance forms around the crusts of the visual design, until a set of stages are completed and the presentation reboots with new colours and effects.
Lastly, as the player progresses, the layout of the levels (which transition from blank emptiness to more structural as you go along) and enemy placements begin to favour a wider variety of “arms”, nudging, and at times forcing, the player to actively use the tools in which they’re unlocking.
A Conclusion on Conclusions
Concluding the analysis here, I can’t help but comment on the most effective part of Infinity Gene: the ending. After building up Space Invaders through the lens of Gradius, R-Type and the bullet hell sub-genre, among others, the game ends, the credits roll and then suspiciously, after the dust settles, a variant of the original Space Invaders loads up with a lone invader rapidly making its descent to the bottom of the screen. Immediately, the tactile feeling reverts back to 1978, you’re power-ups and arms are removed and the game changes completely, leaving you with a sudden point of comparison. This game about evolution devolves to the base value in order for its magnitude to be understood. Personally speaking, the impact felt at this point validates all of the play up to that stage.
Conclusion
Space Invaders: Infinity Gene isn’t trying to make up for 30 years of cruddy ports, but rather it’s a documentation of the shoot ’em up genre during the period of time the self-proclaimed “KING OF GAMES” went intro retirement. Infinity Gene is a successful title, because it takes us on a journey where we meaningfully construct the results of a legacy left abandoned. The guts it takes to do this is commendable, but the execution is even more so.
Super Metroid – Establishing the Doctrine
August 19th, 2010
The original Metroid may not be as sharp as Super Metroid, but it does have one trump over its SNES successor, being its initial assertion of exploration-driven gameplay. A year prior to Metroid‘s release, Super Mario Bros. had taught players that walking to the right-hand side of the screen would advance the game. Metroid, in a master stroke of studio-wide realization and subversion, did the exact opposite: it told players to go left. If the player walked left, instead of the assumed right, at the game’s onset, they would stumble upon Metroid‘s first power-up, the morph-ball, thereby allowing the player to bypass a stumbling block a few screens to the right. As with Super Mario Bros. and that first goomba, the player cannot progress until they have understood the fundamental principles of the game. In one fell swoop, Metroid succinctly communicated its doctrine of subversive exploration.
Super Metroid‘s takes a much less momentous approach but wisely integrates the morph-ball bomb technique, which becomes a crutch for exploration throughout the entire game. Early on in Super Metroid, after the player becomes acquainted with the basic controls, they’re lead through a cavern to a seemingly dead end. They’re as stuck and confused as anyone who’d just been lead down the wrong path would be. After some fumbling about, the player will likely go back to the wall, look around until they notice that at the bottom of the wall is a block with an unsuspecting texture which mildly stands out from the fungus growing around it. A short morph-ball bomb later and—voila!—the block evaporates and the game continues.
Right there, by raising the bar high in this initial instance, Super Metroid doesn’t just set a precedence for exploration but also demands the player learn the tools (morph-ball bomb) and adopt the observation techniques (out of place textures) required to explore properly. As put by co-creator Yoshio Sakamoto in an interview with RetroGamer magazine:
We wanted players to explore everything we’d made and then move on. That’s why we designed the maps in such a way that the player couldn’t escape without exploration, or in such a way that the player would end up back at a starting point before advancing. The player would be cornered/driven and would eventually be forced to stop and say, “Right, how should I think about this area?” That’s the essential point of Metroid’s map design.
Since such a significant chunk of exploration—namely in the first half of the game, but nonetheless throughout—is based around the morph-ball bomb technique, it can be argued that Super Metroid is simply more specific with what it teaches. This makes sense as Super Metroid scaffolds tutorials around the player continuously throughout the experience in the most minute and unnoticeable ways. The original Metroid, on the other hand, sets the player up briefly and then lets them loose on a massive environment with minimal help or suggestion.
Super Metroid – The Mental Map
August 16th, 2010
Game designers create rules, a system of challenges and a gateway into that challenge (tutorial). Players, through their participation of the game world, mutually agree on the terms set by the designers. Therefore, there is something of a student and mentor relationship at work between player and designer. (Mr. Miyamoto recently commented on this phenomena a little himself). The foundation of this relationship is that of the relevant skills required to defeat the game: the teacher wishes to teach these skills, the student wishes to learn them. In which case Metroid is a test in observation and a test in the application of tools (power-ups).
Metroid‘s challenges, its tests, if you will, are built into its environment in the form of realizing suspicious chunks of area and then devising a way on how to clear that area to make progress to the next planetary subsection. Sometimes you’ll have the means to make headway, and other times you’ll need to mentally bookmark or flag down the spot to return afterwards. On a wider level though, Metroid, keeping in fashion with its exploration roots, also challenges the player in a third test of skill: the skill of mapping out one’s exploration.
In terms of what the player is constructing in their head, Metroid is an array of these “hotspots” (suspicious rooms which may be mined for progress) linked together into coherent routes and mapped around save stations. These mental pathways are connected through distinct visual markers which define particular chunks of environment from one another. When we play a Metroid game, we visualize these mental maps, with support from the in-game map itself (of which doesn’t contain the information gathered from exploration), and, in accordance to this mental map, we pursue the next string of clues.
Not only do we visualize these routes, often with aid from the map, but said routes are cross-checked against our current ability set as to whether they are viable or not to the area in question. Sometimes these clues lead us to undiscovered areas, sometimes these clues lead us to areas we’ve previously visited.
Most vividly we are concious of this play pattern right after we load the game up and begin at the last save point. It’s here that we gather our strategies and formulate a course of action, so at this point, the mental map is most relevant.
Keeping the Squeeze
Super Metroid, above all other games in the series, facilitates exploration management fantastically. The two most obvious reasons for this are the inclusion of an in-game map and the improved graphical capabilities over the original Metroid.
The in-game map works as a crutch for players to refresh their own mental map. Wisely, R&D1 chose to segment the main map away from the core gameplay by virtue of the pause screen, only offering a mini-map of surrounding rooms while the player navigates Samus. In this way, where pausing to check the map disrupts the flow of gameplay, players are persuaded into relying upon their established mental map.
With the added power of the SNES, environments – i.e. the visual markers which we use to identify and compress the landscape – are capable of being more distinct, hence making it easier for players to crystallize visual markers into their memory.
“Dead ends” – pathways that the player would preempetively follow before they receive the respective power upgrade necessary to progress in said area – from the original Metroid, now offer up minor weapon upgrades in Super Metroid, thereby decreasing player pitfalls and frustration while at the same time rewarding early curiosity.
Super Metroid is also a far more smartly segregated title than the original Metroid. The environments, while equally as large as the original Metroid, are focused into shorter, more succinct instances of play. Save points quarantine these instances of play that can later be mined for leads which allows for some dynamic threading of routes. Hub rooms, often near the entrance to a new area, take on a more skeletal structure with the purpose of each pathway conveyed more promptly. That is:
- some areas are hard blocked with sealed doors, indicating a long delay before the player revisits with new power-ups;
- some areas which require a currently-unavailable-but-soon-to-be-acquired power-up are softly marked, promptly too, as in the first room or so. Examples of these soft markers used to detract the player are a sudden absence of background music, flora and fauna met with apparent markers of essential-but-still-not-acquired weaponry (boost tracks, swinging junctions). These indicators, used to steer the player back on course, are made apparent in the first room or so (Metroid would often lead players down long corridors before confirming to players that they’re presence in the area was not currently required); and
- areas that the designers wish the player to advance through are often backed up by the respective sub-terrain theme music, denser wildlife population and a more visually “alive” environment.
The fascinating thing about Super Metroid is how the maps begin by following this skeletal structure and then, as the player subsequently revists one area multiple times over, hidden divergences bleed into the map structure (ingeniously represented by a different colour on the pause-screen map). The maps therefore begin in cocoon-like states, allowing the player to build a foundation of the environment, then, once their mental map consolidates, the pathways blossom into one another as reliance on the in-game map fades.
With the bleeding of the map, cleaner visual markers, fewer dead ends, a more logical and directed conveyance of purpose within the environments, Super Metroid constantly feeds the player’s mental map and thereby continuously drills the emergent skill of exploration management.