Monday, 11 April 2011

Act of War: High Treason Game Design Review

Act of war High Treason is the expansion pack to the original Act of War featuring like the original a near-future RTS with detailed realistic graphics and fast paced action gameplay. You can read my impressions of Act or War here.

Here's what I like about the expansion:
  • AI pathfinding and grouping have been improved so troops travel now travel in a group rather than previously where the faster units would run ahead and get shot.
  • The unit diversity has been improved as well
  • You can hire mercenaries on the battle field which act as hero units

If you've read my previous review on the original Act of War, nearly of my original criticisms still stand but a few couple more that have been introduced. Anyway, here are the points that stuck out for me:

  • Unit size makes units hard to distinguish and the explosions sometimes cover the action.
  • Action is still very paced and most vehicles seem to blow up even faster in this one thanks to the new units. Both land and air units seem to die a bit too quickly and hard to replace them considering the amount of cash you get. That being said, I suspect that part of the gameplay to help balance this is capturing those POW which give you $500 per capture.
  • In my previous review I mentioned healing required too many clicks. In the expansion, healing has been fixed and there is now healing hot button on the interface. All you need to do is click it and then click on the area you want and any available healing or repair units will travel there. This sounds good in theory but unfortunately, now you don't unlimited healing auras around your healing units. Instead when they appear in an area you only heal a limited amount before having to wait to recharge This is really annoying because if you have only one or two ambulances or nanowave centres, you have wait around for 10 to 15 seconds before healing troops again. This is especially a pain especially for Task Force Talon because you have to build an entirely new nanowave healing centre which is quite costly and each time you heal it costs 250! Even more annoyingly, the amount of health healed is often quite small, it's not even to get my Task Force Talon soldiers back on their feet from 'critical' condition!
  • During naval battle Instead of selecting ships when click on them you select the aircraft on the ship instead. You have to carefully select the bow of the ship instead.
  • With maps with naval combat, whenever you move your view back onto land you zoom right in while if you move back out to sea the view zooms right back making it quite annoying when you're wanting to order your ships to attack land targets.
  • Naval combat is very fun and creates a sense of larger scale of the War. That being said it doesn't seem particularly well connected with the main game. Maybe because there's a distinct lack of interaction between land forces and naval forces. Your naval ships can pretty much tear up any land force without fear of retaliation.
  • Missing general powers like in C & C Generals although the new units and mercanries partially make up for that.
  • Keyboard hotkeys remain all over the place like most RTS instead of clustered together
There are two versions of high Treason, one which requires Act of War and a stand-alone version. I would recommend you buy High Treason by itself if you can find the stand-alone version because of High Treason's additional features and you're not really missing too much.

Again, my overall impression is that I was playing a prettier noisier more realistic version of C & C Generals with less special abilities and variety. Its a competent game but it just can't quite compare to Command and Conquer Generals. In fact after finishing the game, I felt like installing and playing C & C Generals again!

Saturday, 19 March 2011

Super Meat Boy & Super Meat World Design Review

I've just finished the Light World of Super Meat Boy and just thought I would share my thoughts. It's an extremely polished old-school indie platformer. Well done Team Meat.

From a game control/gameplay perspective. Super Meat Boy feels solid as you control his jumps across the screen. It's not a game for the faint-hearted even if you're playing the normal world. If you don't like your platforming Hard with a capital H, then I recommend you don't waste your money buying this game. It practically requires a gamepad which any self respecting platform gamer should have anyway. It's one of the few games which I actually got hand cramps from all that jumping!

As always however, there always seem to slight interface issues that seem to deliberately annoy me. There are very minor minor details and in no way take away from the main fun gameplay.

1) Cutscenes keep playing - Really strange but each time you enter a world, the intro cutscenes always play and you have press start to skip it. Doesn't seem to be anyway to say "play once only".

2) Warp zones are marked on the main level selection map but not bandages - Whenever you unlock a warp zone, it shows up on the map so you can retry at any time. The optional bandages don't seem to be shown anywhere on the map meaning if you haven't collected them you'll have to remember which leve they appeared in. Most levels don't have bandages to collect so its annoying having to go back and double check levels individually if you haven't played that particular zone for a while.

3) Level selector could be easier to navigate - You can't skip area in the level selector map and have to manually walk Super Meat Boy across each one. E.g. Super Meat Boy is on level 1 and you want to go to level 18 to perfect it. On the level selection screen you have walk Meat Boy across levels 1 to 18 pressing for example right right right right down left left left left left down rather than say take a short cut by just pressing down down down to cut through the map.

4) Super Meat World - This is just released but super Meat World's interface needs to change and incorporate more features. I don't think there's a search function making it hard to search for specifics levels and you can only depend on the filters. It's okay now because there aren't that many levels but I wonder how the system will cope once users start creating more and more levels.

5) Lack of cut-scene playback - I don't recall seeing a function for this. A bit of a shame since it would have been funny to rewatch some of the boss battle endings.

From a gameplay perspective, the only thing I feel was missing was maybe more unique boss battles or maybe additional mini-boss battles.

Sunday, 13 March 2011

Far Cry: Game Design Review

Far Cry is an open-level FPS featuring ex-marine Jack Carver, who gets stranded in a bunch of tropical islands and who then has to find his employer and a way out of there.

Released just before Half Life 2 just released, in many ways Far Cry goes the complete opposite direction of Half Life 2. From a game design perspective, instead of linear corridors you have sprawling open areas with vegetation for camouflage and multiple entry points. It isn’t quite ‘open-world’ as there are definite checkpoints and levels but how you approach the enemies in each area is up to you.

Playing the game for a while, I found that the best way to play and indeed the only way to play the game on higher difficulty levels is to do exactly what the box art implies. You have to hide in foliage, in the water or on higher ground and ambush or sneak around enemies where possible. Map awareness and patience is a virtue in this game. I definitely wouldn't call this an action FPS, I would probably call it an ambush FPS. The AI is fairly smart and will flank and search if they hear suspicious noises which makes the game challenging.

The Good:
From a gameplay design perspective, the game designers give you a number of tools to help you sneak around.

1) You have unlimited rocks which you can throw to act as distractions and lure guards away from your position.
2) Your binoculars detects up enemies and marks them on your radar making it and intergral for planning your route in the game. I quite like this method of finding your enemies as opposed to the usual method of having a radar automatically detect opponents. In the game I found myself creeping around carefully scanning, and then carefully creeping around somewhere trying to locate the best vantage point to ensure I scanned all the enemies which is exactly what the game designers intended.
3) The radar picks up sounds and actually shows their origin on the radar (good for deaf players or gamers who don't have good sound systems)
4) The radar is smart enough to zooms in and out depending on how close you are to the enemy. The smart zoom works quite well for me.
5) You have a stealth meter that alerts you to how close you are to getting spotted.
6) Crouching, crawling are integral in the game for hiding yourself.
7) Many large open areas with multiple paths and solutions.
8) You obtain special Cryvision goggles which make enemies in the dark glow brightly which really drives home the message that this is a stealth game.

I really enjoyed 80% the game however I have one major criticism of the game. As a mentioned above the game engine and game style is best as an stealth/ambush FPS and every singe criticism boils down to the fact that designers didn't stick to this concept.

The Bad
1) Certain levels are linear and extremely difficult as a result - This is extremely apparent in one of the beginning levels where you have to climb through an old Japanese ship to try and rescue your employer. At the end of this level, you have to shoot the chains holding a boat at the top of the ship so it falls into the water below. The top level of the ship is only accessible through one small hatchway which is guarded by a helicopter and plenty of mercenaries. I must have died over 40 times before somehow managing to shoot my way through the end.

The boat is suspended far above the water at the top of the boat and its hard to know you have to shoot those chains holding the boat there unless you've already been to the boat and figured out that's the only way to release the boat.

When it comes to the indoor environments. They're harder because there isn't really anywhere to hide, spot enemies and carefully plan how to approach the situation. The binoculars ability to pick up enemies doesn't work through walls so your radar won't help you either. Sometimes there are vents you can hide in and sneak around in, but more often than not, you just have run into a room or run round a corner, run back and then try and kill the guys who follow you, or in my case run in get killed and then reload the save file.

The last few levels and the ending suffers greatly this as well. In the last level there's nowhere to run or hide in the level and there are lots of mutant enemies. I had to cram myself in a corner and cheat by firing just round the corner where the enemies couldn't fit their large bodies in. In essence they were standing there waiting for me to shoot them, unable to reach me.

2) Lack of mines or ambushing tools - It's surprising that the game doesn't have any remote mines, traps or decoys which you can lure the enemy into. It would have made the gameplay much more interesting and help even the odds quite a bit in both outdoor and indoor areas. I understand that the remakes on the consoles have included the ability to lay traps and mines so its obvious the designers realised this was lacking.

3) Lack of melee weapons, melee attacks or special stealth moves. - Your sole melee weapon, the machete takes up one whole weapon slot! You can only carry 3 weapons at a time and having your machete one entire slot makes it hard to recommend when you could be carrying a shotgun or rifle instead which do more damage!

This game would also have benefited from stealth kills similar to say Prince of Persia: The Two Thrones where if you surprise an enemy from behind you can kill them instantly. The ability to drag bodies away would also have been good as well.

Part way through the storyline Jack gets infected with a virus that is suppose to transform him into a mutant. Unfortunately this has no real effect on Jack which is real misseed opportunity because it would be interesting if he could activate some special superhuman powers. Again, the developers realised this and in the Far Cry remake they gave him a a boost of sorts and additional weapons.

4) Lack of quiet weapons/silencers- Only 2 or 3 weapons are silenced in the game so it can be hard to surprise enemies. One of them is a rapid fire machine gun so its okay I guess but its quite hard to kill people further than a room or two away without alerting people to your presence.

5) Gamestyle and atmosphere could be better -Some people have complained about the storyline. Far Cry features a rather cheesy B-grade action story line with extremely cheesey dialogue by mercenaries that is clear parody of all those action movies. All the mercenaries talk about in really evil voices all about how evil they want to be. I think they should have gone even further down this line instead and made turned into a 'GI-Joe Saturday Morning Cartoon' style game similar to Command and Conquer Renegade. I think it could have worked quite well. Its a bit too realistic at this stage.

Should you buy this? The answer is no. Games like Half Life 2 have story and atmosphere and a cinematic feel to it as a result they age fairly well like a well written novel. Far Cry however, like many first person shooters that rely solely on graphics and explosions, is only as good until something with better graphics and explosions comes along. In this case its sequels Crysis and Far Cry 2 has better gameplay and bigger worlds and many of the issues I raised here such as lack of melee attacks and special abilities is addressed in Crysis or Far Cry 2. What Far Cry has done however is change my expectations of shooters and what true 'freedom' in shooter is about.

Sunday, 20 February 2011

Wario Land 3: Game Design Review

Before I begin, I stated in my previous review that Wario Land 2 was probably one of the best handheld action platformers ever marred only by some very slight gameplay issues. Each level was closely crafted to provide challenge, there was relatively minimal backtracking and each level could be finished in a relatively short amount of time (taking no more than 10 minutes) making it easy to pick up and play. Perfect for on-the-go travel.

Playing Wario Land 3 which was technically larger, bigger I was surprised to find that Wario Land 3 suffers from poor game level design. Make no mistake. Wario Land 3 is still a good game but the number of gameplay annoyances that cause it fall a significant step behind Wario Land 2.

Primarily the problem is the game designers seemed to have this mind set that more is better. Unfortunately this means plenty of pointless attractions. Here are the major ones I see.
1) The golf games - These are are pointless distractions and exist only to frustrate the player. In this mini game, rather than aiming and carefully selecting your power, you have a slider that moves along the bar for both aiming and power which you have to stop by pressing the A button.

This makes the game not only a measure of skill but also huge luck as the margin for error is very tiny for both power and aiming. And the golf games aren't just a distraction either, its a crucial part of gameplay as some passages are blocked and require you to win one of these as well. You have to pay 10 coins to play but it's also the only thing you actually need coins. As such I question the reason for even having coins.

2) Misleading gameplay cues in non-linear levels - In many games, such as Metroid or Castlevania, you'll usual end up in a blocked area which will mention you need some special ability or key to unlock. There are usually clear indicators of the what you'll need. Games like Metroid will usually have some symbol which will correspond with the power required

In Wario Land 3 each level has 4 keys and 4 treasure chests each a different colour. The grey key is the first key followed by the red, green and finally blue. Whenever you unlock a treasure chest you complete the level and return to the map. The keys however, can be scattered all over the level and because of the open levels its sometimes not very obvious which route to take until you hit a dead end. Its hard to know whether it is a real dead end or simply because you haven't figured out how to clear the path. As mentioned good game designers would make it obvious the direction you should take , perhaps by creating markers or changing the color of the background to let you know you are taking the "Grey Key and grey treasure chest route" or the Green key or if you're actually missing an ability. Unfortunately this is not the case at all in Wario Land 3. This can be very frustrating and I sometimes found myself wandering around trying to figure out whether I was in the right place or not.

It's interesting to note that they have some fairly obvious signage to let you know what's affected by the day/night cycle the game, which makes me question why they couldn't develop something similar for each level to let you know of the keys is a mystery.

The larger levels also mean you could potentially fall too far off a platform and into another area requiring you to backtrack all the way to where you were to try that tricky jump again. Again, causing needless delays.

Another annoying misleading cue is the musical coins scattered across all levels. There are eight in total per level and there are supposed to be collected after you've unlocked most of all abilities. But the fact that they're there acts merely as a distraction your first time finishing a level. As a player I tried to collect one or two along the way thinking they would be saved when I finished the level. i.e. I collect two now and then I can return to collect the remaining six. To my surprise I discovered that you need to collect all eight and find a special exit before you can successful complete the level. A better way to do this would have been to have the coins only appear after you've unlocked all the chests in a level and unlocked the appropriate abilities and present it as an extra hard challenge for the hardcore gamers.

3) World map requires a great deal of backtracking - As you unlock more treasures in the game world, more of the gameworld is revealed but then you have to go back to previous areas and collect treasures. Now the game does actually have in-game guides, in this case the shadowy figure that provides advice and the world map locations that sparkle to let you know which areas to visit next.

Following this advice will ensure that you are suitably equipped to handle whatever the game throws at you. You'll end up with slightly over 50% of the items collected when you finish the game giving you motivation to explore previous areas.

For example, the game will tell you you have to visit a tower and a city which are in different parts of the map and the order you have to visit them in. E.g. Tower first followed by city. Again, I don't see why this couldn't be more linear and as stated above, a simple level selector would have sufficed rather than the confusing world map where levels are scattered all over the place.

Rather than going with the 'open world gameplay concept' Why not structure the game so that the main levels are obvious and every now and then there will be optional levels unlocked whenever you get new powers like so many other action games? This ensures you're channeling the player experience while ensuring every single level they start or treasure they attempt to unlock will be 'winnable' but also giving them the option to skip the optional missions.

Conclusion
Wario Land 3 is still playable but rather than the tight perfection that we got with Wario Land we get something more bloated. It’s still very fun and has the same platforming and invincibility mechanisms which Wario Land 2 had. Having it in an open world might seem like a good idea but sometimes it backfires like in this game.

Still recommended but just not quite the classic Wario Land 2 is from design and usability perspective.

Saturday, 22 January 2011

Voyage: Inspired by Jules Verne (Journey to the Moon) Interface Review

Based upon Jules Verne's novels about men travelling to the moon, Voyage is a adventure game which was quite warmly received by the adventure gamers.

Personally, having just finished it, it does top my list of adventure games but doesn't quite make it to classic status because of:
Some crucial puzzles don't have enough clues to the solution
Few areas and short length
Lack of storym locations and developments


Inventory Interface

One thing I would like to discuss from a game design perspective is the inventory interface.

The Good
The game itself uses an engine developed by Kheops for previous including Return to Mysterious Isle and other survival type adventure games. This concept carries over in JOurney to the Moon, in this game, you very often have to combine certain items, chemicals or food items together to jury-rig the required item.

For example, in the game you have combine lunar fruit from lunar plants and cook them to make different receipes which can help enhance your abilities in some ways. The game gives many helpful hints in the description of the items or in the real world. The game also helpfully lists down previous known combinations and results.

One of the better features of the interface is the combination area below the main item area where partially combined items will wait for the other remaining items to be used. For example, if you item 1 or 2, they will be placed there showing you need item 3 to complete the final item.

I also quite like the log which notes down important diagrams and information and the diary of ideograms.
If you know a lunar ideogram, the game will helpfully display that in the real world whenever you mouse over it allowing you to 'read' any message.

The Bad
So what's bad abut the interface? Well the tab and sorting is completely ridiculous for one thing.

Whenever you pick an item up which is then placed in the holding area of the inventory. From there you can either manually shift items to your inventory or you can click auto to automatically have the items depositered.

The game uses a tab system for the inventory so I don't see why they couldn't have created item specific tabs. For example, a tab just for food, or a tab just for supplies or a tab for key items.

And why not have an auto arrange system too? Maybe it's there but couldn't quite find one.

Another problem with the tabs is that they don't let you know if you have items in the slots. So for example, if you accidentally placed an item in tab 8 there's no way of knowing that that tab is holding an item. Although it didn't happen to me players might place an item in one of the lesser known tabs and leave.

This could have easily be solved by placing numbers in the tabs signifying how many slots of that particular tab are used or highlighting the tabs to let people know that there's an item there.

The other big glaring issue with the inventory management system is that you can only carry three items of any one particular item. For example, you can only carry three of each of the lunar fruits. If you use the fruit by eating it or cooking it, then you have to travel all the way back to a fruit tree or fruit pile to recollect another fruit. Annoying to the extreme especially when you're trying to experiment with cooking or combining these 'perishables'.

Why not simply have it 'permanently' as a 'pile of fruit' in your inventory like so many other games do so you can keep experimenting without having to run back to collect it like some action game?

Conclusion
Despite these issues, adventure gamers shouldn't necessarily be put off by the game. As I mentioned, I actually quite like it and its one of the better games around. Just not quite a classic.

Free Sega Games on Gamersgate

Don't forgot to follow Sega on Facebook and you'll get free game codes for Sega games on Gamersgate every month! Codes are posted every first Tuesday of the month.

Check the blog link below for more details.

http://blogs.sega.com/europe/2010/10/01/get-a-free-sega-game-every-month-with-gamersgate/

Digital Eel - Free Music

Digital Eel has just released a compilation of their weird music for free called VooDoo interface. Yah! Don't forget that you can also down some of their previously commercial games for free now. Yah again!