In my last article, I expressed disappointment with Far Cry 3's inability to make the story and
gameplay work together, and it ended up being a fun game with a story
that just doesn't work with the gameplay. This is very often the norm
in video games, however. You'll get a dramatic cutscene about how
this is a life and death scenario, and then you'll take 30 bullets to
the face and not die. However, the reason I took such issue with Far
Cry 3 in particular was that this series had already gotten it right.
But before that, just a quick
disclaimer: please play Far Cry 2 first. If I tell you what it's all
about the effect will be ruined. Just go in blind and you'll get it.
Maybe.
Far Cry 2 is an anti-war game to it's
very core. Everything from the story to the gameplay is perfectly in
tune with what it wants to do, in stark contrast to Far Cry 3. This
is pretty much the best execution of an anti-war message I have ever
seen. It doesn't make any grandiose statements. It just is,
and it's a hell of a thing.
Far Cry 2 is all
about war. From the moment you start the game you hear about war.
You're shot at 5 minutes in. You can't go more than a few meters
between soldiers. The region's very identity has been erased and
replaced by war. It's all you do in gameplay, it's what all the
missions are about, you cannot escape war.
Already we can see
that it's doing much better than Far Cry 3. That game is unable to
reconcile the difference between the player and story, constantly
talking up how violence consumes while giving the player total
control over everything. Fary Cry 2 keeps it constant. The game is
about war, and thus the story follows. It's certainly an easier line
to toe than 3, but it achieves what it sets out to do.
That's about where
I stopped with 3, since if a game fails there it can't really go much
farther. However, 2 does indeed go one step further. It's one thing
to have the gameplay and story work together. Plenty of games do
this. It's another thing entirely to make the game convey a message
through all this.
Because Far Cry 2
can get pretty dang boring. Enemies never run out and you need to
clear camps every. Single. Time. You move through them. Missions
never change much either. You'll run a gun related mission to unlock more stuff in the shops. You'll constantly get in and out of
cars looking for meager handfuls of diamonds.
And it's not like
the region will ever change, either. It's not like you're able to
change anything. At the end of the day, everyone will shoot at you,
no matter what. You can get to a new area, but that doesn't change
anything, just expands it. You can run mission after mission, and
nothing, nothing, will change.
I hope you're
seeing my point. This is all very intentional. That's very often a
defense thrown out for bad game design (I am looking SQUARELY at you
MGS4), but Far Cry 2 gets it right, oh so right. The reason this
simply isn't sloppy game design is that it follows the story and tone
very tightly, to such an extent that this simply had to have been
intentional. The entire plot is tedious and barely changing. The
soldiers are hard to tell apart. And it's not like anyone goes about
being happy or optimistic. This tone was taken very seriously, and
reflected right in the gameplay.
It's not always
going to be a fun game! It's really not! You'll grind through camps
forever. Maybe you'll get a terrible sniper rifle or an awkward
mortar. Maybe you'll get a slightly different pistol. It's all the
same in the end, though.
Far Cry 2 makes war
just so fucking boring. And I think that is the most powerful thing
about this game. You can fixate on the gunplay, the fire physics, or
the story, but at the end of the day, this is a game hellbent on
showing you the crushing awfulness of war through a feeling common to
many games: boredom.
You hear a lot
about boredom in war stories. Look at any interview with a soldier
and they're likely to talk about the crushing boredom inherent to
war. It's not like games portray. It's not adrenaline pumping
action, it's a whole lotta waiting. Far Cry 2 knows this.
But what if you
push through all that? Surely, if you push through and kill the
Jackal, the supposed source of this conflict, it'll all be over,
right? Only it turns out the Jackal is on your side, you've been
flaring tensions up for nothing, and in the end to actually help
people the Jackal is going to have to die. Oh, and even if you
somehow make it out alive you have malaria and are going to die
anyway. Fuck you.
War consumes
everything in Far Cry 2. It consumes the characters, the region, the
game characters, and perhaps even your fun in the end. It's got a
clear message and intent, and every element of the game works with
it. Far Cry 2 is a sterling example of how to weave the gameplay and
story, and I do hope more people take a close look at it.
So, typically I want to avoid this sort
of stuff. Generally blog posts that are rants/examinations don't fit
an all purpose area like this, and I have no intention as to delve
into either of those fully. Today, we're going to be taking a good,
hard look at how Blizzard fucked up in their latest Overwatch patch,
and examining what this can tell us about how to handle a multiplayer
game in general. If you don't play Overwatch, I'm gonna try to keep
it understandable, but no promises.
So patch 1.8 came out a while ago, and
take one look at the forums at the time... oof. People were not happy
with this update, and I'm honestly fully in their court here. I'm not
here to rant or get mad, though. Let's take a calm look at the
individual aspects of what mess the two weeks leading up to the
update were. Obviously the response from Blizzard to fix this stuff
has been swift and responsible, but I still feel it's a good idea to
examine what not to do.
So let's start with the elephant in the
room, or in this case, omnic: Bastion. The general community
consensus was definitely that he was at least a tad overpowered
before a hotfix brought him down a notch. While this might seem to be
just a simple bad balancing issue, I don't think that's what you
should be taking from this alone. Bad balancing happens all the time
in every game, and the real issue lies elsewhere, I feel.
This is a prime example of a negative
player behavior loop, one that is plain to see because the test
server completely failed to catch this. The root cause is a lot more
general and I will get to that, but right now let's look at why
offering a direct incentive is a lot more important.
So when it comes to what is beta
testing, in essence, there needs to be a big incentive for players to
get in on it. Remember that it can be a big ask to get players to
even load up the PTR in the first place. An entire 2nd
copy of the game needs downloading, plus any and all time you spend
on it won't affect your progress in the actual game. Not to mention
that it can be buggy, and a low player count means worse matches, and
so on. It's a big barrier to entry for many, and what rewards do they
get? The satisfaction of helping the game maybe?
What we're looking at here is what
would be instantly identified as a poor rewards system inside any
actual game. When all you have to offer is the vague satisfaction of
maybe helping, that's going to be a nonexistent incentive for anyone
not caring about high level play, for one. It's easy to forget that
people will still follow said systems outside of the direct game, but
this is a great example of this in action.
So, what about Bastion himself? The
main issue that sprung from him was ultimately swinging the balance
hammer too hard, too silently. Balance is already a tricky thing to
do, but what I think a lot of people forget is that the developers
have to take into account the community reaction when implementing or
even suggesting changes.
Now, the community is often wrong when
it comes to what they think is right for balance. Rightfully so, as
we're not game designers, nor do we get paid to do this. However,
that fact is a tricky one indeed to balance with what's right for the
game. What's right is not always what will be percieved as
right, and outrage among the playerbase can run rampant, making
forums a mess and from an outsiders perspective making your game and
playerbase look a lot worse.
Now in this case
specifically, the community turned out to be very correct in their
assumptions, and Bastion did swiftly receive nerfs a mere days after
his buffs went live. So why the outrage? Point number 2:
communication.
See, generally
Blizzard are pretty good with communication, providing regular
updates and posts for the community. However, developer updates and
the like can be a bit sporatic, which makes sense. However, get a
change the community doesn't like and have it line up with an
unfortunate 2 week radio silence on it, and, well...
It was like a weird
microcosm of a really resentful community for 2 weeks, let me tell
you. Players got frustrated at the changes, frustrated at the lack of
communication, and frustrated at how vague everything felt. It went
from a pleasant relationship to a one sided shouting match.
That is lesson
number two from this whole mess. Communication, however small,
matters. You cannot rely on your community to moderate their feelings
nor can you assume the best. If you set a standard of communication,
stick to it. Doubly so when you're introducing huge change. Those are
the times when the community is at the most volatile, when it's at
its worst and most emotional. That's when the real legwork by community managers needs to be put in, and that's when you can make
your game and community truly great.
And to cap this all
off, the community outrage seemed to disappear in one simple dev
post. That's all it took. Players are not anger machines. It is
possible to control them and their emotions, odd as that sounds. With
the right updates and openness, anything is really possible when
you're making a multiplayer game in the community.
Short and shallow
post this time, been busy, sorry bout' that! Hope you enjoyed anyway.
I want to preface this by saying I'm
still a fan of Ace Attorney, and am really glad it's doing well. It's
got great characters, an enjoyable plot, and a fun logic system. I'm
about to talk a lot of crap about the series, however, so just keep
this in mind... I love Ace Attorney, and still highly recommend all
the games.
That being said. Over the course of the
last 2 years or so I've finally worked my way through what's
generally considered "The Big 3" visual novels, at least in
western countries. Ace Attorney, Zero Escape, and Danganronpa.
They're all brilliant games, and I enjoyed my time with each.
However, after careful consideration, I have to come to a conclusion.
Ace Attorney is definitely the weakest link.
I say this because after playing
Danganronpa and Zero Escape, I've noticed things they do that were
really clever, and then I look back at Ace Attorney, and it just
feels... devoid of said elements. Oftentimes it's just a lot of small
things, but those small things really, really add up over time.
There's no better way to show this than by side-by-siding these games, so let's get right into it!
Yes this is the 2nd
article in a row where I compare AA to Danganronpa #noshame
So let's start with the
gameplay differences, the more direct comparison. I've already
outlined how Ace Attorney and Danganronpa do things differently.
Let's talk about what Danganronpa just flat does better.
Primarily what Danganronpa
does better is in the logical puzzles and challenges it lays out for
the player. Ace Attorney's logic makes sense and is very well paced
if you're following the order of deduction. However, if you get one
too many steps ahead you're not able to skip to that, and must slog
through the deductions you already solved.
This kills pacing
completely. When the entire pace depends on your deduction skills,
breaking away from it has the unfortunate effect of breaking the pace
itself. You get brought to a screeching halt and have to bring the
other characters up to speed, when realistically, you could just tell
them.
Danganronpa is a lot more
careful in its execution of working through arguments. The gameplay
is the same, but it frames it in a much better way. This isn't a
courtroom, where a logical argument will shut everyone up. You need
to punch through the emotions and biases of the other characters,
piece by piece, to get to the truth of the matter. You'll take part
in minigames where characters won't listen to reason until you throw
it right in their face. You'll have to frame answers in a manner that
everyone can get.
It's not a matter of
finding something that feels off, it's the matter of convincing
everyone else it is off. You can push trials forward in Ace Attorney
through vague ideas of not feeling right, which will often result in
the characters hemming and hawing when you know exactly what's up.
The other characters in Danagnronpa are active blocks at all times,
so even if you know the answer there's a good, solid reason that
feels right as to why you can't just out and say it.
Surrounding all this is
the tone of the games. Now, Ace Attorney's tone isn't bad per se.
It's a well established fact that it's a larger than life and goofy
version of court, one with shouting and dramatic reveals. My question
is, well, why?
Look,
I get the tone doesn't need to be established, and I understand that
consistency is what makes a world tick, not why it's that way. But
after playing the other 2 games, Ace Attorney feels rather... empty
in its tone. There's just no reason for it, and the craziness is just
a thing that kinda.. exists in this world.
The
other 2 games justify their tones quite nicely, on the other hand.
Danganronpa's trials are tense and very volatile, much like Ace
Attorney, but this is justified because, y'know. Murder school.
There's a good reason for everyone to be shouting, a good reason for
crazy theories to fly left and right, and a very good reason for
things to be tense every step of the way.
Zero
Escape's tone isn't quite as directly comparable, but for what it is
it's done well. The atmosphere is oppressive and claustrophobic.
Suspicion runs deep. Everything has this sense of danger and
mistrust, and the deadly games played are the only reason the game
needs. All the fear and suspicion flows naturally from that. The game
knows damn well that it doesn't need
to say why everyone's acting this way, because the backdrop has set
that from square one. That's where Ace Attorney fails. The backdrop
is a law procedural, and it just... is wacky,
I guess.
Alright,
there's one more point I want to bring up. Bringing continuity
between games. This is by no means an aspect that Ace Attorney has
failed at. It's more that it just gives it no thought. What I mean
when I say that is a character or object from a previous game being
brought into the new one. This can be a cool story point, or a fun
callback, but it can just as easily be a lazy last minute addition.
I'm
going to bring forward that by a lack of looking closely at the why,
in and out of universe, Ace Attorney sometimes falls into this trap.
Let's take Edgeworth's introduction in the last case. Why is he here?
He's never been mentioned or important in this game before. This
situation doesn't call for Edgeworth specifically. So why is he here?
Outside of the game universe, it's not like Edgeworth achieves
anything thematically or similar. There's nothing he does that
another prosecutor couldn't do. So why does this situation call for
this character from its mythology?
Massive
Virtue's Last Reward Spoilers in next paragraphConversely,
let's take a look at why Junpei was brought back for the sequel to
999. He, as a character, has a very clear motive: Akane. It was such
a big deal for him in the last game, and it's not a surprise it'd
continue to be a motivation here. Outside forces gave him this
opportunity here, so it's not like it's random chance either. The thing is that here is that there's a clear and pointed reason for bringing a
previous character back in Zero Escape, whereas Ace Attorney lacks
that clarity much of the time when it does things like this.
It's not as though this is the worst thing in the world,
and I'm not trying to say any of this stuff ruins Ace Attorney, not
even close. Like I said, it's still great. And it's not like Zero
Escape or Danganronpa are immune from their flaws, either. Zero
Escape trips up in bringing back Clover from 999, and Danganronpa's
character blocking approach backfires sometimes (I.E everything
Yasuhiro "contributes" to the discussion).
What I am trying to bring up here is that Ace Attorney
could learn a lot from these games. It's still got a strong base,
great characters, awesome music, and fun trials. I just wish that it
was all a little tighter.
Man,
I really cannot get enough of Danganronpa, can I? If you follow me on
Twitter (Wink wink nudge nudge) you'll know I've been obsessed with
it ever since I started playing. I obsess with a reason, however. Now
why is it that all the visual novels I play involving murder trials
are so good?
Yes, ladies and gents, today I'm going to be
examining and comparing Ace Attorney and Danganronpa, though not to
say which one is better(not today anyway). That in mind, let's take a closer look at these, shall we?
When it comes to these 2 games,
comparisons may seem odd at first. One's a high school death game,
the other's a law procedural. Though they share investigations and
"trials, really even a passing glance at both would never
have you making direct comparisons. Those who have played both also
know just how different they actually are. So why even compare them?
Mainly because of the underlying
gameplay loop, I feel. They both follow the same basic formula of the
Setup-Investigation-Trial loop that repeats for 4-6 cases in each
game. Each game takes the time to set up its own world, and more
importantly, own tone.
Ace Attorney strives for a somewhat
clinical tone in its story.
Yeah, it's wacky and ridiculous a lot of the time, but when it comes
to the cases you're rather... detached, in a word. You often don't
have much emotional stake in them, and when you do it's usually a
very special case indeed. It has at least a semblance of an orderly
trial, with cross examinations and evidence presenting going back and
forth. What happens in between is often, ah, insane, but
fundamentally it is still
a law procedural.
As
for the other game in the ring, Danganronpa is the exact opposite,
purely chaotic.
There
isn't any set procedure or process to go through. Cross examinations
become debates with many participants. Your own life is on the line,
alongside everyone else's. You interact with everyone constantly, and
any one person could be a killer or victim. This is no law
procedural, it's a psychotic death game.
Let's take a closer look at some individual elements, shall we?
Gameplay
Again, both games do share fundamental bases with the gameplay, being
logic puzzles. They both give you a mystery, a bunch of clues, and
tell you to work it out through deductive reasoning and step by step
logic.
Ace Attorney takes this premise and puts it into a courtroom, perhaps
the most fitting environment for such a gameplay idea. All the actual
logic you need to employ is step by step and every cross examination
has a single key contradiction in it. If you're not cross examining
people you're using other gameplay mechanics, yes, but you're always
looking for one single flaw, and matching the right piece of evidence
with it. The actual gameplay actions you take are all simple button
presses, with most of the actual difficulty mainly coming from the
logic puzzles you need to mentally work through.
The gameplay of Danganronpa is a lot different, despite similar
concepts. Danganronpa has you needing to actually physically aim your
evidence at the weak points in arguments, desperately sorting through
letters to form words, taking part in actual confrontations against
others, and more. On top of all this, there are time limits that you
need to stay under all the while. Another key difference compared to
Ace Attorney is that you've never got a pile of evidence to sort
through, and you'll only be given a few truth bullets (evidence) per
round of debating.
(I'd put a Danganronpa screenshot here but I literally cannot find one without spoilers)
Danganronpa and Ace Attorney each have you solving logic puzzles in
very different ways. The time limit in Danganronpa forces you to
think fast with the few options you have, while a lack of time limit
in Ace Attorney is offset by you having all of your evidence to use
all the time. It's a slow and caculated approach, helped by simple
button presses, where in Danganronpa the heated debates where
everyone's lives are at stake are much better represented with you
needing to get more physically involved. Speaking of...
Premise You
can't talk about comparing these games without talking about the
premise. They're such a fundamental part of what gives them their identity and the basic idea is so tightly interwoven with every singe
part of the game.
Ace Attorney is a law procedural, obviously. Everything's related to
the courtroom. You invesigate and file away evidence, as the police
mark things down and the prosecutors prepare witnesses. Everything
has a way you need to go about it, a way to question witnesses, and a
way you need to ensure a proper, well-run investigation.
Danganronpa is a lot more messy. You know every single murder victim
and you know every single murderer, throwing the possibility of a
clinical assessment of every case out of the window. It's a tense and
emotional setup, and every single person involved with the case is a
potential murderer. These are high school kids, and this isn't their
job. Every investigation is sloppy and fast, with you having a
personal stake (I.E living) in every trial.
The premise does a lot for the tone and motions of each story. Say in
Danganronpa, each trial will have a lot of accusations throughout,
since everyone wants a culprit found for the sake of their own lives.
Ace Attorney stays realistic(ish) to trial format, and you're only
allowed to make formal accusations when the time and evidence is
right.
It manifests in the little things as well. The manner of the number
of people on the stand at once makes Danganronpa more chaotic and Ace
Attorney more confined. There's the threat of legal oversight on your
actions in Ace Attorney, while anything goes in Danganronpa. Ace
Attorney also stays static in trial format while Danganronpa whittles
the cast down, slowly making the trials smaller.
Characters Ok,
so I think by this point we've got a general idea of how a core idea
behind a game does not a similar game make. Logic is executed on and
used in very different ways in a court and a murder school. For the
last part of this examination, let's see how characters impact the
core ideas and mechanics behind the game.
So
Ace Attorney's characters are firmly rooted in the law procedural,
once again. There are a lot of characters but for the reoccurring
ones, the most important thing to note is that they
do this for a living.
It's their job, it's what they do every day. Every trial is met with
a certain amount of familiarity and confidence. All the lawyers are
usually divorced from the case emotionally, and approach it as such.
Ace Attorney is mostly made up of an adult cast, as well. Things can
get quite crazy overall, but there's always this veneer of professionalism and respect everyone shows. All this is a textbook
law procedural, like I keep saying. The characters are shaped and
molded to fit this approach.
I don't even know what you'd call Danganronpa on the other hand.
Maybe a murder mystery death game? Is that even a genre?
Anyway,
the characters in Danganronpa are all high school kids who really,
really
don't
want to be stuck in this death trap. For the purposes of comparing it
to Ace Attorney, this is what that change does:
- This is an abnormal situation for them - They have no
experience doing this - There is no expectation of professionalism
It's not like the characters know what they're supposed to be doing
or how. Every investigation and trial is filled with some level of
bumbling around and mistakes. As a result, the pacing is a lot more
inconsistent, speeding up and slowing down at will depending on how
the characters are acting. Ace Attorney stays consistent due to the
nature of the characters, Danganronpa adds to the tension by making
everything inconsistent, in no small part due to the characters.
We also see how points 1 and 3 seep into every aspect of this game.
People are panicking and unsure of what to do. Remember the last time
you were in a situation foreign to you and you had no idea what to
do? The abnormality to the characters informs how they present
themselves and how you need to interpret them. Everyone has something
to hide in Danganronpa, while it's really only ever the guilty
parties that are maliciously hiding info.
It's truly interesting to see how 2 very different series can have 2
very different tones despite the core gameplay ideas being pretty
much the same. I'd say it's a great example of how your idea for a
story, or gameplay mechanic doesn't have to limit you in any what
whatsoever.
In light of the recent news that Apollo
Justice is finally getting a mobile release, now seems a good time to
talk about this one game, and hoo boy. This one's a beast to tackle.
If you know anything about this game, you know how divisive and
controversial this game is. On one hand, you've got the corner of
fans who hate this game with a passion, and everything it represents.
In the other corner are the fans who like it quite fine, and think
the outrage over it is totally unjustified.
If you wish to know where I'm coming
from when writing this, I'm moreso in the first camp. Apollo Justice
is my least favourite Ace Attorney game, though not because of any
drastic shifts in the world. My issues come from the story and actual
logic it uses and how confusing it gets. So, sit back and let's figure out where this game went wrong, and more importantly, why.
So how did this all start? After the
3rd game wrapped the story of the series up quite nicely,
Capcom was at a bit of a crossroads. Ace Attorney was undoubtedly a
money making series that they would do well to continue, but how does
one continue after a clean end? Well, usually a reboot is what
a lot of writers go for, but in this case, they decided to bring in a
totally new character and story, keeping the game mechanics. However,
it was eventually decided that they should keep some continuity, so
they brought in some old characters as well to appease old fans.
Yeah, that didn't go over well at all.
Most notably, Phoenix Wright was brought back, and let's just say a
lot of people weren't' very happy with how they did this. It's
interesting to look at, because it's a prime example of how not to
implement changes in a character.
The important thing to remember here is
that at first, most changes are neutral in concept. I believe that
the idea of making Phoenix lose his lawyer's badge wasn't what got
most people upset. I personally think it's not a bad idea, and it's
even a fantastic story hook to start off with. The problem is that
this idea was clearly thought of in a vacuum, and they didn't
properly take steps to make this make sense in the game.
This is made abundantly clear in 2
areas, both relating to the smoking gun of this idea: forged
evidence. First of all, the manner in which Phoenix loses his badge
is contrived as hell and totally clashes with the story and
characters set at the end of the 3rd game. At the end of
T&T, it was clearly established that going forward, Phoenix had
truly outgrown his weak, unconfident roots, and had truly risen to
the level of a great lawyer. Nice ending, all wrapped up with a bow.
But they ignored this, having him make the truly dumb choice of
trusting evidence he had no time to vet. They also make him go
against clearly established core values in previous games, him hating
the idea of crooked tactics in court.
I rag on these tired points because it
would not have been hard to fix these issues. Why not put Phoenix
into a scenario where he has no choice but to present the suspect
evidence? Say he had a personal connection to the defendant or
something along those lines. It would have given a reason for him to
act so recklessly. And on the other point, why not use the MASON
system's capabilities to show past events to show hints of Phoenix
becoming more jaded and disillusioned?
It's very clear that the writers were
trying to recapture the essence of the first Ace Attorney game.
Rookie lawyer, new world to establish, new gameplay mechanics. But in
doing so, they fell into the trap of mostly looking to the first game
for inspiration, and that led to Phoenix acting how
he did in the first game. When you're not looking to how characters were at the end, you're not going to see any need to explain changes. So of course it seems obvious Phoenix would make a dumb move in that mindset.
Alright, alright, I
slag the game off a lot, but credit where it's due, besides how
Phoenix acts, the game pretty much nails the first 2 cases. While a
lot of people do just write the entire game off, it's important to
recognize that the old AA magic is still very much present in a lot
of the game. The setting may not be your cup of tea, but the first
case has an excellent and engaging opening unlike any of the other
games, and the 2nd case is more of the same old AA
excellence in a lot of areas.
Alright, I'm not
here to give every detail on this game, as much as I would enjoy
that. Just remember that I'm not saying as much about the good
aspects of the game because of this fact. What I'm about to say is an
analysis of what went wrong in the 2nd half of the game,
not what I personally think about it. Just remember that most of
the stuff I don't mention I like quite a bit (Especially the music oh
my god).
So, case 3. This is
widely considered a bad case by many, and it's an excellent example
and word of warning to all story writers wanting to follow in the
footsteps of crime stories. It's clear to me here that the separate
elements of this case were almost certainly thought of separately,
with no cross checking between them to see if they would work well
together. It's easy to imagine such a scenario, too.
They come up with
the basic idea of the scene being a concert, and they've already got
a performer in the cast, so it already fits. They then think of the
elements of this case, a defendant who can't speak English, a gun as
the weapon, a “locked room” scenario, and the defendant can even
be a kid. Maybe we can incorporate international smuggling, and
undercover agents too!
Now, all this stuff
sounds fine, but the details muddy it up, details that were clearly
not , let's say, cross-examined. How is a kid supposed to fire a
powerful gun? What motive would a kid have? How would an
international smuggling operation fit into the overall story? How do
we get the kid to show any personality, since all we really have is
text?
All these elements,
when you lay them out, look ridiculous if you try to combine them
(Seriously, just throwing in international smuggling isn't a good
idea). We can see how ridiculous this seems now, so why not back at
the conceptual level? I can't say definitively, but the most likely
scenario in my eyes is that they created the story in a modular
fashion. By the time the separate parts started to grind up against
each other badly, it was likely too late to change the fundamental
parts of the case. It's a lesson in being sure to check and double
check all the important beats in your ideas before expanding on them.
And, finally we
arrive at case 4. No, that's not what I'm really wanting to talk about here. Case 4 is fine.
Let's discuss MASON.
MASON is the most
ambitious thing Ace Attorney has ever really tried. I'll be blunt; it
didn't work. I'm not talking about the story, I'm talking about how
it was conveyed. MASON, for those of you who don't remember well, is
supposed to be a database of sorts where the jury is supposed to
trawl through it and come to their own conclusion on the proceedings.
Sigh
I could literally
write a whole article about this system, and why in the game universe
it makes no goddamn sense. From conflicts of interest to half the
stuff in it being seemingly irrelevant to the case, there is no way
this would be greenlit. But let's assume for a second that it could
get by (With the crazy legal systems in place it wouldn't be too
surprising), and examine why it fails the player specifically.
For all the heat I
give it, MASON could have worked in theory. A system where we jump
between recorded events to try to piece together a story? Sign me up!
But the issues are too glaring here to ignore.
It's linear to a
disappointing degree. Yes, Ace Attorney isn't known for story paths
or anything, but it doesn't let you discover clues and evidence on
your own. Rather than using your own logic to figure out what you
need look for next, it is in every way like a tightly written
investigation sequence, just hopping between time periods. Yes, it
still works, but why would we even need to go about figuring out this
in such a convoluted manner? In such a story driven game, every piece
needs to have a purpose, otherwise it's just fluff and not valuable
to the story.
Of course,
everyone's biggest complaint with MASON is how it seemingly allows
you to transport evidence from the future into the past. Again, if
you don't remember, often you would gain evidence from some recorded
event in the future, but then go back to a recorded event in the past
and still being able to use it. This is handwaved as not being a 100%
accurate representation, but that's just not good enough. In a game
built around logic and reasoning, such blatant lazy storytelling
should not be allowed. It makes no sense, and even if there is a good
reason it's confusing to the player, the death knell for any story.
MASON is the sign
of the biggest problem with Apollo Justice: things just weren't
fitting together well. You can see all the signs of good ideas
underlying the problems at every step. Apollo is an interesting idea
for a character. The music is SO GOOD (It's my favourite OST in the
series guys it's that good).
The problem they
hit looks very much to be scheduled related. Many of the ideas and
characters were never given enough time to be expanded upon, and a
lot of the plot beats simply needed more thought put into them.
Apollo Justice is the victim of running out of time.
But it's not all
bad, and I want to end this little look back on a positive note,
because Apollo Justice is not a train wreck. Not by a long shot.
Apollo Justice has excellent side characters, on par with the other
games easily. I know everyone hates some of them, but they stick out
and are very clear, and you're not supposed to be comfortable with
Spark Brushel anyway guys. Seriously.
The game also has
engaging cases, something I think a lot of people ignore. Yeah,
looking back there are plot holes, but in the moment they've got a
great pace to them, and ensure you're always engaged. The game has
very clear signposting and good indicators for what you need to do
next, something the older games did often fail at.
Regardless of what
it does right and wrong, this game is likely going to remain
contentious for a very long time to come. And that's fine by me.
Every game series is gonna have one of these, right? I still recommend this game to any Ace Attorney fan despite all this, and I encourage you to try the upcoming mobile port if you haven't gotten a chance to play it yet.
And the music guys
oh my god can we just talk about this again it's so amazing holy cow
It was September when i first heard
about Undertale. Everyone I knew that was into games was talking
about it. I only caught brief glimpses of it, and was honestly very
confused. For the next few months, it was everywhere, and I do mean
everywhere. After months of
hype, I decided to see what this game was all about.
Best damn gaming
decision I've ever made.
A year on,
Undertale still stands as my favourite game ever. It's an experience
I'm never going to forget, and one that will undoubtedly impact
anyone that's played it. So, one year later, this is why Undertale
remains #1 on my list of video games.
Oh, and spoilers.
Why haven't you played Undertale yet?
Let's
start at the beginning
I went into Undertale 99% blind. I saw a bit of the sans fight, the
ruins, and a brief colourful glimpse I didn't realize was the Asriel
fight. That's important, because Undertale starts out so unassuming,
so small, so basic. It has a lot of personality, but nothing much
else at that point.
Then Toriel showed up, and punched me in the gut. I love it when a
game turns all your expectations around in once moment, and Toriel
does just that. The game tells you that some monsters may need to
have their health reduced. It shows itself as a simple RPG. It stays
faithful to the retro aesthetic. It's not very serious.
The game does all this to fool you into thinking that it is indeed
nothing more than it seems. Then, BAM, Toriel is dead, my knowledge
about sparing monsters seemed wrong, and it's not just a goofy retro
RPG anymore. There's death. There's emotion. There's tragedy. The
first hour of the game sounds dreadfully boring, but it's so
important for building up your expectations. Everything I knew was
wrong, and now I had to travel into an unknown world that I knew
nothing about. That is when Undertale had me interested.
Let's
talk emotions
Undertale's got em'. This has been talked about to death by almost
everyone, but I wanted to talk about what Undertale did for me.
Undertale, more than anything else, was genuine at a time I needed
it.
2015 was a rough year for my optimism in the games industry. I saw
publishers try to squeeze money out of everyone in every way, I saw
Nintendo starting to go down the same route after I supported them,
and from my perspective (A misguided one now that I look back), the
whole thing just cared about money.
So a game that just wanted to be a good game was just what I needed
at the time. Undertale's quirky humour and random dialogue felt like
a breath of fresh air. The battle system felt like something new and
fresh. And this willingness to get into something new played a large
part in how much the game pulled me in.
The game does have genuine emotion, I'm not discounting that. Papyrus
is hilarious, Undyne and Alphys are adorable, Metatton is......
Flowey is legit terrifying, and the fight with Asgore is one of the
few times I will use the word “epic” to describe something. What
I am saying is that Undertale resonated with me because it just does
what it wants. It's not restrained by doing what it thinks the
audience wants, nor is it trying to do the “current” thing. The
emotion isn't a list of check marks. It's genuine.
Undertunes
I remember the exact moment I knew I was gonna love Undertale. I had
just arrived in Snowdin, and went to fight Papyrus because I wanted
more of his dialogue. The fight started. I flirted with him (If you
don't get it you need to get out because you haven't played it), and
he activated his special blue attack!
Then Bonetrousle kicked in.
This was when I first thought “Holy cow, this is some amazing
music!” It perfectly fit the scenario, character, battle, and
raised it from a great fight to a fantastic fight with some sweet
tunes.
And it just went uphill from there. From Spear of Justice to Dummy!
to CORE, every single song is not only nice on its own, it also
lifts every scene and scenario up to amazingly emotional levels.
When I traversed the waterfall, the music made me feel sorrowful and
introspective, like this area held the ideals of freedom and wildness
once held by the monsters.
When I fought Undyne, her theme was menacing. Here was an opponent
actually trying to kill me for the first time, and the entirety of
monsterkind would back her in this quest.
When I fought Omega Flowey, this theme instilled a level of panic in
me the scenario by itself could never do. It felt like I was trapped
in the madness for hours.
When I listened to the title theme, it was a retro jingle, one I'd
heard many times over. After I finished the game, it was an opener to
an amazingly realized and full experience.
When I fought ASGORE, this song was chilling, sorrowful, terrifying,
awe-inspiring, regretful, epic, and final. This song embodied so many
things, but more than anything else, it embodies the end of a
journey, with all the mixed up emotions that come with it. It is one
of the most emotional songs I have ever heard, and truly makes the
battle against Asgore one of gaming's greatest. Undertale's
soundtrack is legendary.
My
emotions
Finally, I want to end off with something very personal to me. It was
the moment Undertale connected with me in a deep way unlike most
other games and media in general.
This song, and the walk you take with it, is burned into my head. It
let me just think about everything that had led up to this point.
Toriel, mosterkind's fate, Flowey, Asgore....
It let me think about loss.
Loss is something I am terrified of. Loss is something I worry about
daily. What will happen to my friends after high school? Will my
family still be here tomorrow? Is there anything I can do?
Undertale just gave me a scenario, a story, a song, and let me think.
Those 6 minutes are precious to me. I thought about loss in the game.
I thought about the loss I have faced and will inevitably have to
face. I thought about the loss that occurs every day, by many people.
I just stared at the screen even after the song was done, and just
thought.
I couldn't sleep that night. No other game since Mother 3 has done
that to me. The next day, I got up, and fought Asgore.
I cried. I cried tears of all kinds. I cried tears of sorrow, loss,
and sadness, but also happiness, laughter, and appreciation.
Undertale is the only game, no, time that I have ever, ever,
experienced tears of joy.
This is why Undertale is my favourite game of all time. I could talk
about how objectively good it is. But truly, it came at the perfect
time. 7 months later, I lost a relative close to me. It is
experiences like this that help me to understand, cope, and get
through all sorts of things in this crazy experience called life.
This is my personal connection to this small game called Undertale.
No, this article isn't only for those
into Monster Hunter, don't let that scare you away. I'm not here to
tear into my personal issues with this game I can't stop playing,
though that would be supremely satisfying. No, we're talking game
design, ladies and gentlemen.
Now, for the
uninitiated, here's a quick rundown. In Monster Hunter, you fight
various monsters of various shapes and sizes to get their parts and
then make equipment out of them. Generally, the way of getting better
is learning the monster “tells”, or how they move before taking
certain actions, so you know what's coming. That's what's really
important here. The general loop is that you need to fight monsters
over and over for certain parts, and in doing so you learn the tells
and get very good at fighting them (Ingenious game design, I might
add).
And if you want an
example of a game going totally off the rails and producing a
substandard gameplay scenario, the Khezu is it. This monster has
everything. Bland design. Terrible tells. God awful design choices
around it.
And I
also might be angry because it came back AGAIN in Generations dear
god why
Let us
start with the design, and already everything is so, so wrong. See,
most monsters have an immediately enlightening design. If you look at
the Rathian, for example, she has a big, spiky tail, huge wings, and
looks like a stereotypical dragon in a lot of ways. Unsurprisingly,
she has many tail attacks, flies around a lot, and breaths fire. The
design gives you a hint of what it can do right out of the gate,
playing into learning the moveset. That's great design.
The
Khezu does not do that. Let's just take a quick look at some of its
more unique features:
It
has a head that can extend very far for some medium ranged attacks.
It
can generate electricity from its body and mouth.
It
can climb on walls to escape.
It
has a very hard tail that you can't really attack for the most part.
One
of the louder roars in the game.
I ask
you, where is any of this communicated on this monster's design? The
head doesn't have anything that looks extendable. Nothing about it
looks even remotely related to electricity. You're not going to see
the bottom of its feet, which do look like they could climb on walls.
Moot point if you can't see them, though. The tail looks exactly like
the rest of the body. And how am I supposed to guess that the roar is
going to be crazy loud?
None
of this really matters after the initial encounter, yes. Once you
know the attacks, the design communicating potential attacks isn't
needed. But it shows sloppiness and a lack of caring, stuff that
really does carry over to the rest of this monster.
See,
my issues with Khezu are mainly in the fight itself, AKA the “Screw
you, blademasters” fight. Let us start with a seemingly innocuous
thing, the fact that the Khezu climbs on walls. Seems harmless,
right? Yeah, no. What this actually does is make it impossible to
attack if you're using a melee weapon (May I remind you, 11 out of
the 14 weapons are melee). Waiting is not fun in games. Think we can
all agree on that. What this does if force most hunters to run around
dodging slow electricity balls for a minute, with no chance to
counterattack or do anything of substance. It is boring, unfun, and
just not well thought out.
Second
on my list of grievances is the Khezu's favourite attack, surrounding
itself in electricity. The issue here is the tell. Khezu sparks with
electricity for about a second then surrounds itself in electricity,
which does sound like a reasonable windup. The issue is that this,
again, screws any and all melee weapon users. For many weapons, if
you're currently right beside Khezu, there's simply not enough time
to actually get away once the tell begins. Sheathing your weapon in
this game to run faster takes a full second, which means you're very
likely to get hit.
And
when it comes to gameplay, making about 3 quarters of your weapons a
bad choice against one monster is simply not good design. Making one
or two univiable is actually a good idea in many circumstances. It
can force people away from their comfort picks so they actually try
something new, therefore seeing more of the game. But you limit,
rather than expand, if you make most of your weapons a subpar choice.
Even in the intention was to get people to try out gunner weapons,
it's still a bad choice because you need a whole new set of armour to
use gunner weapons. You're making people decide between a terrible
hunt or grinding for a whole new set of armour, not an attractive one
to be sure.
And yes, there are ways to get around this monster in more recent games. Using adept style in Generations lets you dodge through the electricity, and does mitigate a lot of my issues. It's still bad design if you're pigeonholed into a very specific gameplay style just because you use blademaster weapons.
There's
also just a lot of baffling design choices made for seemingly no good
reason. Why does the Khezu have no battle music? Is it supposed to be
for immersion, since it can't “see” you, only “smell” you?
Immersion here comes at the cost of a lifeless and silent fight. I
thought my game was glitched when I first fought it, a player
shouldn't think that!
In the
same vein of bad design, what parts am I supposed to break? If you
don't know, you can attack and break certain parts of a monster to
get more crafting materials. But the Khezu is all a grey blob, with
no standout parts. Using the Rathian from before, the tail and wings
are very prominent, and look breakable. Lo and behold, the tail can
be cut off, and the wings cracked. Can the back of the Khezu be broken? The head? The tail? There are no stand out indicators here.
So it
is with bafflement that I look at Khezu. Look at the monsters in this
series, and they have varied designs, fun fights, and all show
evidence of thought and effort put into them. Then there's Khezu, who
looks so out of place with the sloppy design, lopsided fight, and
baffling design choices. Regardless, I will continue to use this
monster as a great example of bad design in a good game, and how even
the best developers aren't foolproof.
I never finished Bioshock Infinite.
Never even remotely got into it, really. Does that disqualify me from
critiquing it? Maybe as a whole, but I feel the beginning of a game
is so vital, and you can spot far reaching issues in those first
hours.
You see, what the game does at the
start shows a way of thinking and design philosophy that I absolutely
knew would not change. It shows a disregard for an artistically sound
and consistent experience, and produces quite honestly nothing more
than a complex facade that makes the game appear thoughtful, when in
reality it shows some of the worst writing I have seen in a while.
It's a game, right?
Chief among these issues is how the game seems to forget, quite
honestly, that it's a game much of the time. There were 2 crazy long
portions of the game with no substantive gameplay in the bit I
played. First was the intro, where you just walk around and pick
stuff up as you see the city around you. As well, the sequence where
you try to get to Elizabeth in the tower is just a lot of walking and
looking.
These sequences fail for a number of reasons. First, because there's
not much to discover or think on. If I was a game developer and
wanted to put a sequence such as this in, it would have to be for a
damn good reason. Maybe the player needs time to take something vital
and plot-twisting in and gameplay wouldn't let them think on it.
Whatever the reason, Infinite doesn't have a good one. In the first
sequence, you will pick up very, very fast that Columbia is an old
fashioned city in the sky. The 2nd one starts off a bit
better, but once you learn that the city fears what Elizabeth may be,
you're just halfway through, and past that point you learn absolutely
nothing.
What Infinite doesn't seem to understand is that slowly seeing more
of a place means nothing if that
more doesn't teach you anything. I don't care about seeing more of a
city if all I need to know (Old fashioned, floating, very religious)
was discovered 10 minutes ago. I don't care about seeing more of a
prison if all I'm going to know was discovered in the first 5
minutes. No gameplay is useful to take information in, but it has to
be constant, relevant, and quick, because the absolute second
you dawdle or give useless
information, your time would be much better spent on actual gameplay.
Infinite seems to think more visuals are interesting. They're not.
Oh
god, why did you do that?
When I see characters acting stupid just to push the plot, I will get
the hell out while I can. It's not only bad for the plot, it shows
bad, bad writing skills that signal a messy plot to me. I have a
habit of dropping stories that show this, and Infinite was no
different.
But this game may just have broken a
record for how fast they passed the idiot ball over to the entire
cast of the game. First, they show the sign of the “False Shepard”
on a poster, which Booker has on the back of his hand. Rather than
covering it up because obviously it's a bad thing to have, he just
traipses around with it for all to see, and he eventually gets
caught. This is to give a reason for the first combat encounter of
the game to occur because the police see the mark. They could have
done this in literally any other way. They could have had Booker
cover it up with a bandage, accidentally raise the suspicions of the
police, and then they uncover the mark. I literally just wrote a
better plot point than the people who are actually paid to write
this.
Why does the populace ignorantly go
about their business after Booker slaughters dozens of police? Idiot
ball. Why do the people of Columbia never take advantage of the
magical powers vigors provide? Idiot ball. Why does Booker
immediately start murdering police in front of the girl he's supposed
to be rescuing, thereby terrifying her? Idiot. Ball.
That last one is my personal favourite, because right after she runs
away from you, quite realistically because you just killed dozens of
people. For that brief moment, I thought “FINALLY, someone says and
does something that makes frakking sense!”. But she is then
instantly convinced that Booker's fine and happily walks through the
city with him.
That's when I stopped playing.
Ludonarrative
Dissonance
Those 2 words are my absolute favourite term about gaming. It refers
to the intersection of gameplay (Ludo) and the story (Narrative)
within a game. Bioshock Infinite has a massive case of
Ludonarrative dissonance, one unlike any other I have ever seen.
The gameplay is all about desperate survival. Fast paced shooting,
scavenging supplies, using vigors for your own purposes, it all
communicates dirty and violent combat just to survive. And that's all
well and good, carried over from the last game where that indeed was
the setting.
Only the setting here is a prim and proper city that had no conflict
before you arrived, where the vigors have no place in, where
scavenging should be the last thing you need to do. This issue has
been well documented, and I feel no need to expand on the issue
itself.
Instead I want to actually, fully,
and honestly draw attention to why this literally failing basic game
design 101. You see, motivation is key when it comes to making a
compelling gameplay scenario.
If there's not a good reason for you doing the stuff you are, it
becomes flat, unmotivational, and will make little sense. This
happens in every well made game. Whether story driven (Insert story
reason here), multiplayer (Winning over real people), or some reward
(Awesome new sword), there's gotta be a good reason why you're
playing the game.
Infinite lacks that in a big way. It appears as though you have a
good reason for your actions (Wiping away crippling gambling debts),
but it's a bad reason for the audience. We don't know anything about
Booker, and this will fail to engage the player. The reason I'm
bringing this up in a section about ludonarrative dissonance is that
it would be the game's one and only chance to fill in the gap the
dissonance leaves.
There's no rhyme or reason to the story interacting with the
gameplay. One minute you're shooting up a ticket station, the next
you're happily taking in the sights of a carnival. I checked before
dropping it for good, and the game doesn't really ever solve this
issue, proving my suspicions right. Ludonarrative dissonance guts the
story, makes the gameplay feel off, and again, shows sloppy writing
and a general lack of thought. This is what happens when you plunk
one game's mechanics into a completely different setting. It should
have never happened.
Ok.
What's the point here?
A lot of this sounds like simple critique of a game, but my
overarching point here is that I saw all this in the first 3
hours. I went from the opening scene to the firefight in the
carnival. I saw a game not caring about proper pacing of gameplay,
and only cared about the “deep” story. In that story, I saw
desperate attempts to appear deep yet in actuality doing very little.
I saw a game giving absolutely no thought to how the story and
gameplay worked together. I saw a terrible plot for the sake of
gameplay, and choppy gameplay so they could insert “thoughtful”
story. I saw a badly thought out, sloppy experience that had no value
in continuing.
Bioshock Infinite felt like the game that best represented bad
“AAA” games of the last generation. It felt like it was simply
checking off boxes to make a successful yet thoughtful game, yet not
actually thinking about those boxes. Complex story? Check. Messages
about religion and racism? Check. A sweeping soundtrack? Check.
Standard shooting gameplay that ever consumer knows about? Check.
Bioshock Infinite checks those boxes and nothing else. It has
a complex story, yet fails at almost every basic storytelling post.
It has messages about religion and racism, but really it has nothing
to say and only put them there to appear like it does have something
to say. It has a sweeping soundtrack, but a soundtrack that has
nothing lasting. It has standard shooting gameplay, only put there
because it's popular, ignoring the fact that it doesn't fit the story
at all.
I saw Bioshock Infinite as a manufactured, false, focus
tested, passionless game in the first 3 hours. That's not the kind of
game that deserves my time.