Archive for the 'Platformer' Category


Mirror’s Edge: First Person Issues

Looks like I’m not finishing Story Mode today after all. The game crashed in the middle of a recent session, and has since then has refused to start up. Sometimes I just get a splash screen and nothing else, sometimes it gives me an “illegal operation” error, once and only once did it start up successfully. I don’t know why this suddenly started happening after a period of trouble-free operation. Or, well, not quite trouble-free: I had problems at the very beginning with environmental sounds — traffic noises and the like — being entirely too loud and drowning out the voices. Apparently the game was trying to do things with point sound sources that my hardware didn’t support, and the solution was to turn off hardware sound acceleration.

Anyway, I said I’d post about the interface, and I can still do that. Platforming in first person presents some difficulty, especially when the game tries to create a sense of immediacy by shaking the camera, as happens whenever you break down a door in ME. Also, one of the moves you can do to avoid damage and maintain momentum is a tuck-and-roll at the end of a fall, which is rather disorienting, because the camera actually does a quick 360-degree pitch.

The thing I most anticipated having problems with was judging exactly when to jump when running toward the edge of a roof. In part, the game solves this by doing something rare for a first-person game: if you look downward, you can actually see yourself. Most first-person games — which are mostly shooters — display, at most, an arm holding a gun. I can think of only two other first-person games I’ve played that gave the player a visible body: Trespasser (the Jurassic Park game) and Montezuma’s Return (a 3D sequel to the classic 2D platformer Montezuma’s Revenge). Montezuma’s Return did it because, like Mirror’s Edge, it’s a first-person platformer; Trespasser did it out of a misguided sense of realism, which pretty much describes every design decision in Trespasser. At any rate, if you’re really worried about jumping at the right moment in ME, you can watch your feet while you run. But honestly, I haven’t found this necessary. If I find myself missing a ledge by inches, I find it’s more productive to just get a better run-up. Running in this game means accelerating, and a few extra feet of acceleration can mean a lot.

To me, the bigger way that the first-person view affects things is when you’re climbing ladders and pipes and the like. For a game with such gorgeous scenery, you spend a lot of time facing into walls. When you reach the end of a climb, you often need to twist the view around to locate the next pipe you need to jump to, and then your vantage can make it difficult to judge if it’s close enough and whether or not you’re actually pointed in exactly the right direction to grab it. The game has a clever way around this: when something can be grabbed, the player character will reach towards it with a visible hand. It took me a while to figure this out. It’s invaluable feedback once you recognize it, but I think it’s telling that tricks like this were necessary.

It’s been pointed out before that a more traditional over-the-shoulder view allows the sight of the player character’s body to substitute for a sense that’s otherwise lost in games: proprioception, the sense of one’s own body’s position. ME gives you occasional body glimpses, but proprioception isn’t constant. The people who say that ME is immersive partly because of its first-person view really have it backward: if it’s immersive, it’s in spite of the first-person perspective, because it’s found ways to overcome the limitations of its viewpoint and its lack of normal sensory information. And sometimes it fails at that. That roll move is disorienting in part because it temporarily takes away the intuitive sense of which way is up, something provided by by the way the camera movement normally works in the game, and by the sense of balance in real life.

Mirror’s Edge

Ah, Mirror’s Edge, you beautiful little victim of the hype machine. Highly promoted, widely derided, deeply discounted. Having played through half the levels already, I’m not yet convinced that the basic gameplay here deserves the complaints that have been directed at it. Apparently some people have tried to treat the game like a shooter, and were disappointed, and even more people tried to treat it like a GTA-style open-world game, and were even more disappointed: you can vary your path through the levels, but not that much. But taken on its own terms, it’s not bad. (A bit unvarying, perhaps, but I expect to finish Story Mode before I get tired of it.) Basically what we have here is a 3D platformer in the mold of Prince of Persia and Tomb Raider, but in first-person perspective, and with people shooting at you to encourage you to keep moving. You can shoot back if you like, but why would you? That would just slow you down, and that’s clearly not what the game wants. Whenever I look at the mission objectives tab, I see a note in the corner stating that I have not yet fired a single shot, and this feels a lot like the “conduct” challenges in Nethack.

I should say some words about the visual style right away, because it’s the game’s shiniest feature. While the rendering is photorealistic and the world is reasonably detailed, the use of color is stylized. Everything looks like it has a fresh coat of paint: it’s all gleaming white or highly-saturated solid colors over large areas. It’s like being inside the world’s largest modernist sculpture, and it’s definitely the cleanest-looking urban dystopia I’ve ever seen.

The really interesting thing, though, is the way the colors figure into gameplay. For example, losing health causes the colors to desaturate, as if the bright look of the world is simply a function of the observer’s outlook. (Perhaps to the average man on the street it looks more like a normal city.) Also, color is often simply used to make significant items pop, particularly through what is called “Runner Vision”. Runner Vision means that special opportunities for movement, such as pipes you can climb or planks you can use as springboards, are colored red. While some things seem to be permanently red, Runner Vision is basically dynamic: white things fade to red as you approach them. If I had been told to implement something like this, I’d probably have done it through colored lighting — changing the light on specific objects, as seen in, e.g., the Thief games (where it’s done to highlight the object currently in focus), is pretty easy to do in most graphics engines. But it doesn’t seem to have been done that way here. The red things look like they’re lit the same as always, just painted red now.

Moving through this environment with a cocky swagger are the Runners, outlaw couriers who oppose the system and promote freedom of information with the power of parkour. Runners are basically superheroes, albeit ones whose main power is running away. Seriously, the way you leap from rooftop to rooftop here is something that used to be the exclusive domain of people who were explicitly superhuman, rather than just free-spirited and driven to great lengths by oppression. The first thing I was reminded of by the largely rooftop-based environment here, and the way you interact with it, was the Treyarch Spider-Man games. (Particularly the first one, which has a chase scene with the supervillain Venom that’s very similar in feel to the chase scene with another Runner in level 3.) The villains are similarly comic-bookish, clichés of corruption covering up some kind of secret project. The cutscenes between the levels emphasize this by switching to a more cartoony flat-shaded look, which is distinctly weird in context. Traditionally, pre-rendered cutscenes are more realistic than interactive content.

Anyway, it’ll probably take me only one more day to wrap up Story Mode. I’ll have some things to say about the mechanics of the first-person interface tomorrow.

Gish: The Benefits of Crashing

I’m into the third world of Gish now, “The 7 Planes of Hehenna”. (And yes, that seems to mean that this world has seven levels.) It’s a lava world, and as usual, touching lava will kill you, which is highly unrealistic: in the real world, you’d be roasted alive long before you got within touching distance of lava, if the fumes didn’t get you first. (There’s a name for lava that doesn’t heat the air around it to hundreds of degrees. It’s called stone.) But I suppose things might be different for living tar. The real world doesn’t offer us many data points for that. At the very least, Gish wouldn’t be affected by the fumes: the water sequences prove that he doesn’t need to breathe.

This is around the point where I stopped playing during my first run, back when the game was new. That’s because it’s the point where it becomes really easy to die. The game gives you five lives to start with, and you can occasionally find more, but if you run out, you have to start over at the beginning of the world. Not, thankfully, the beginning of the whole game — it’s not that imitative of NES-era platformers. But there’s no way to save other than the autosave, which kicks in every time you quit. So if you can’t beat an entire world in five lives straight, you can’t progress.

At least, that’s the way it’s supposed to be. But, as I said before, this game keeps crashing on me. And when it crashes, it doesn’t autosave. I’ve taken to working around this by quitting whenever I complete a level in order to force an autosave, thereby not losing my progress. But this also means that I’m immune to being kicked back to the beginning of the world. I can lose all my lives, restart the world, crash, and then jump back in at the point of my last autosave.

It’s tantamount to cheating, really. I wasn’t doing it deliberately at first, but now that I know, it’s cheating. In fact, it reminds me a lot of playing old CRPGs and pulling out the floppy disk the moment a character died so that the game couldn’t record it. Which means, I suppose, that cheating like this is in the spirit of the old-school experience that Gish aims to provide.

Gish: Look

Sometimes, the environment in Gish looks downright photorealistic. Which is strange, because it’s not. At all. It’s a tile-based world with lots of regularly-repeated textures, and while it contains moving physics objects (such as blocks suspended from flexible ropes), those objects are largely made from the same size of square tile as everything else in the environment. But sometimes, just sometimes, it gives an impression of looking close to real. I think I can identify a few factors contributing to this.

First, there’s the darkness. This is a dimly-lit game, and this helps to hide the imperfections. Second, there’s the light. Gish features dynamic lighting. Now, “dynamic lighting” usually means “moving shadows”, which may or may not make things look realer. (In Diablo II, for example, I felt the shadows just made things look odd.) But in a dimly-lit game like this, it more often means moving brightly-lit areas, sometimes shadow-striped. Add a moving shadow-casting physics item in the middle of this and you get a convergence of visually convincing stuff, forming an island of concentrated realism.

And that “island” effect is a big contributing factor. When things suddenly look real, it’s partly due to the contrast with the way they normally look. The monsters are grotesque cartoons, visibly hand-drawn. Gish himself looks like an animation cel, with big yellow eyes and a toothy mouth that’s only rendered when it’s open. But sometimes, when the light hits him just right, he gets spots of dynamic reflection that suggest a curved and shiny surface. It’s particularly striking when the light is colored. This is one of the best visual effects in the game.

Gish

Gish is a goth/cartoony 2D platformer starring a sentient ball of tar, a hero that stretches and splats and sticks to things. In some respects it’s very traditional, based around Mario-old conventions like the kidnapped-girlfriend plot 1No, Gish’s girlfriend isn’t a ball of tar. She’s a cartoon goth girl. Don’t ask me for details. , the linear sequence of levels grouped into “worlds”, enemies you kill by jumping on their heads, etc. I think the designers chose to adhere to old and even outmoded conventions as much as they did, not out of lack of imagination, but to give the player something familiar to cling to as they pulled the rug from under you on the mechanics and controls. This is a platformer where jumping is difficult to execute.

Oh, sure, there’s a “jump” button, but it doesn’t do much of a jump by itself. To make Gish do a jump worth jumping, you have to hit the button while he’s compressed — the more compressed, the better. And he’s at his most compressed when he’s in the middle of colliding with a hard surface, such as a floor. So standing jumps are a no-go, but sequences of long bounds are doable, once you’ve attained sufficient facility with the controls to carom about with confidence. Momentum is your friend, and hesitation is your biggest enemy.

It takes a while to become that confident, because, aside from the jump, Gish’s core abilities are not standard platformer fare. The core controls allow you to make Gish stickier than normal (useful for climbing walls), slicker and less viscous (useful for sliding down narrow chutes), or heavier and more resistant to deformation (useful for breaking things or sinking in water). These can be combined arbitrarily: sometimes, for example, the easiest way to shift a pile of loose blocks is to trickle into their midst through slickness and then tense up to resume ball-shape and force the blocks apart. It’s all very physics.

I may not be playing it much, though, because it’s still crashing for me. Not as badly as it was before, but I’m typically getting in about 10-15 minutes of gameplay before it exits to the desktop without so much as an error message. This is, however, long enough to make permanent progress, so I really could just keep playing, as long as I exit the game every once in a while to force it to save. (There is no manual save option.)

References
1 No, Gish’s girlfriend isn’t a ball of tar. She’s a cartoon goth girl. Don’t ask me for details.

Penumbra: Requiem

The third game of the Penumbra trilogy is actually an expansion pack for the second game. Various blurbs say that it “ties up loose ends” in the first two games, but really, the only loose end is what happens to Shelter (as the secret excavation site is called) after Philip’s messages go out, and it doesn’t even address that. I suppose there are probably players asking “What happened to Philip after the second game? How did he escape?” — to which the only sensible answers are “Exactly what you saw” and “He didn’t”. It’s a horror story. Seekers after forbidden knowledge have to pay a terrible price.

Nonetheless, Penumbra: Requiem follows Philip’s further adventures. Just one problem: none of it is real. I’ll avoid spoilers about the precise sort of unreality it is — certainly there are multiple possibilities within the previous game’s fiction — but the game doesn’t take long to start dropping hints of irrationality underlying the world, like in a Philip K. Dick novel. For example, at one point, the automatic PA-recording voice, previously heard issuing GLaDOS-like cheerful reminders about how all personnel are required to bring their cyanide capsules when on shift and suchlike, addresses Philip by name, and whispers advice clearly meant for you specifically. Later, it addresses you as “Player”. (Add Metal Gear Solid 2 to the list of games Penumbra has reminded me of!) It’s surreal, but it also lowers the stakes somewhat: how can you be worried about the effects of your actions in a world that makes no sense?

But then, the stakes are already low, because there are no monsters at all this time around. That means it can’t really be described as a survival-horror or a stealth game any more. (Crouching in darkness produces the now-familiar hiding-in-shadows screen effects, but there’s no one around to appreciate it.) Since there’s no need for places to hide in or flee through, the hub areas made of networks of corridors have been eliminated too. Instead, what we have left is a series of self-contained puzzle scenarios with no logical connections to each other: each segment ends with Philip going through a teleporter. So, it’s more purely a puzzle game than the previous installments — the only thing that breaks it up is the frequent platforming elements (including, at one point, a Donkey Kong homage).

Oddly enough for an adventure game, it doesn’t use the inventory for anything except your standard tools (flashlight, notebook, pain relievers, etc). There are things you need to carry around, but it’s always done by dragging them from place to place in the scene itself, like in Half-Life 2 and Portal. Those games built puzzles around this interface, but didn’t explore it as much as Requiem does, or show how well it works in an adventure context. I’d say it works pretty well, as long as the puzzles are designed for it. It feels more natural than an inventory menu, more like a unified interface of the sort found in Mystlike games, but provides a greater range of action than a pure Mystlike click-on-stuff interface. One key mechanic to support it is the way that objects that have to be put in a particular place (in a slot, say) are guided to that position automatically when you get them close enough. This provides important feedback, letting the player know that they’ve done something right.

I should talk about the light. All three games give you three ways of lighting up dark places: glowstick, flashlight, and flares. Overture had text suggesting that the flashlight was the best light source, but the ridiculous rate at which it chewed up batteries meant that you’d sometimes have to resort to the never-dying glowstick. I personally found that this was hogwash: the flashlight may have been better for lighting things at a distance, but since you can’t interact with distant things, the glowstick, with its 360-degree illumination, was more practical. Somehow, though, I found myself using the flashlight more in Black Plague. I’m not sure why. Maybe it was changed to illuminate immediate surroundings better, or maybe the levels just had more long, dark corridors. At any rate, the whole idea of conserving your light fits better with the survival-horror stuff than with a pure adventure game, so Requiem dropped it, and gave you a flashlight with infinite charge. I basically never turned it off.

I notice that I’m talking mostly about mechanics this time, whereas my posts about the previous ones are almost entirely about plot. That’s because there really isn’t much plot this time around. I’d guess that the authors were thinking that, because this is just an expansion pack and not a proper sequel, it can’t have any important plot developments. It’s like the Sunday episodes of syndicated comic strips: since not all newspapers have a Sunday edition, nothing can be allowed to happen that affects continuity. The mechanics, though, are top-notch.

New Failures

Games on Steam that I’ve tried and failed to play in the last 24 hours:

Majesty 2: Sequel to a game that I quite liked. Steam had it on sale for $10, so I picked it up. Before I was done with the tutorial, it triggered the spontaneous-shut-off problem that I first observed in Team Fortress 2. This has happened in a few other graphically-intensive games lately.

Audiosurf: Included in that Steam indie sale pack that I’ve played most of by now. (Mr. Robot was in the same pack.) Launching it with Steam already running brings up a featureless white window that either goes away after a fraction of a second or freezes up and has to be killed through the task manager. Launching it without Steam already running somehow lets it get far enough to put a bunch of text in that window, then crash with the error “Questviewer.exe has encountered an error and must close”.

Gish: Part of the same sale package as Audiosurf, although I already had a registered copy from pre-Steam days. After twice temporarily feezing up with a dusting of random pixels and then coming back with a video driver error saying that the hardware had to be reset, it finally turned off the machine like Majesty 2. This from a 2D game.

I’m really going to have to get a new video card. I’m willing to put it off for a while, though. There are still plenty of games that don’t need it.

Mr. Robot: Finished already

So, I’ve made it to the end of Mr. Robot. Steam reports that I spend 14.6 hours on it — a solid weekend’s worth of obsessive play. It’s a good length for a game.

I have to admit that I lost the thread of the plot at some point. There was some business about humans downloading their minds into robots, destroying the human body and the robot mind in the process. That much I followed. But eventually one of my ghost companions said something about deciding whether or not to destroy the notes from Earth, and I had no idea what that was about. Or, well, some idea: it’s either about the consciousness-downloading process or the fact that the robots were developing sentience, but I didn’t know which. At any rate, the companion in question, a downloaded human, said that she trusted my judgment on the matter, which was a little uncomfortable, because I had already inadvertently betrayed that trust by not paying attention. I seem to be quite prone to forgetting plots when I’m concentrating mainly on gameplay, provided that the plot is separate enough from the gameplay to allow it.

And that’s too bad, because it seems like there’s a certain amount of actual plot branching in this game. (At the very least, there seems to be one bit that can be got past in two different ways, one involving the death of a fellow robot, one not.) Maybe I’ll make an Achievement run at some point and see just how much variability there is.

Mr. Robot

Here’s a hard one to classify: it’s a combination of a 3D platformer, with realtime enemy-dodging and Sokoban-like block-pushing elements, and a combat-based RPG. Platformer-mode and RPG-mode are basically separate, with completely different control systems and graphical styles, and don’t have very great effect on each other except on the level of plot. I suppose that a lot of CRPGs (particularly the old ones) have separate style and mechanics for the overland exploration mode and the dungeons or whatever, but here, Platformer-mode could have been a satisfying game in its own right.

mrrobot-catwalkThe premise is that you’re a general-purpose worker robot on an interstellar colony ship. You can probably guess the initial plot complications: something goes wrong, the colonists aren’t brought out of cryo-sleep, the ship’s main AI seems to have gone mad. (Just in case you might not be expecting this from the start, the authors have named the ship’s AI “HEL 9000”, just one letter off from a 2001 reference. It’s blatant enough to make me wonder if they’re planning on subverting it in a later chapter.) The ship is made of rooms, which are made of tiles, which are viewed from a fixed oblique angle. I almost described it as “isometric perspective”, but inspection of apparent sizes of tiles proves that wrong: it’s just ordinary linear perspective viewed from an unusual vantage point. I suppose it’s easier to do it that way in the age of ubiquitous 3D graphics support. Still, it plays like an isometric platformer, which is to say, it’s sometimes hard to tell where things are spatially, and it takes a while to get used to how the controls work with the diagonal grid lines.

mrrobot-cyberEvery once in a while there’s an obstacle that can’t be jumped over or pushed aside, and instead has to be hacked around. Cyberspace is where the RPG stuff comes in: you hack by defeating various software entities in turn-based combat. Cyberspace combat may seem dauntingly complex at first, with lots of unfamiliar concepts to learn, but only until you notice that it’s really just standard fantasy combat with the words changed: “I.C.E.” is weapons, “programs” are spells, “extreme attacks” are limit breaks, etc. There are some interesting character types, such as the “Comms Mech”, which seems to specialize in manipulating “power” (mana): stealing it from enemies, sharing it with friends.

About those friends: Yes, cyberspace is party-based, even though there’s only one of you in Platformer mode. The rest of your party isn’t physically present: it’s the “ghosts” of robot minds that you’ve stored in your own memory, rescuing them when their physical bodies are destroyed. You know how in some RPGs only the leader of your party is visible on the overland map? I think Mr. Robot is the first game I’ve seen that has a reasonable reason for that.

Anyway, just as there are lots of RPGs with a separate overland mode, there are lots of sci-fi games (including some platformers) that have some kind of hacking mini-game. But here, even though the hacking fills a mini-game’s niche in the platformer, it doesn’t feel like one. It’s too elaborate for that, too large a part of the total game experience, and, perhaps most of all, the persistence of state (experience, equipment, and so forth) between hacking sessions seems very non-mini-game-like. Like the platforming part, it could be a full game in its own right. So do the two aspects of Mr. Robot gain anything from being conjoined like this? Well, at the very least, it provides some variety of action. I’ve already put in a couple of multi-hour sessions today, and I can easily imagine either mode becoming tedious if unrelieved.

Variations

In a recent blog post, Edmund McMillen talks about his confusion-and-insanity-themed puzzle platformer Time Fcuk. It’s an interesting read, but the one bit that stood out for me was the bit about the alt levels. Apparently certain levels had multiple versions, chosen at random:

i came up with the idea late one night where i envisioned people playing the game and then trying to look up hints on how to beat a level only to find no one had played the level they are on, in hopes that they would feel “crazy”. this of course didn’t have the effect i wanted…

And yeah, it certainly didn’t have that effect for me. In order to notice the variations, you’d have to either replay the game from the start and notice that the levels were different, or compare your experience in considerable detail with someone else’s. And the player doesn’t really have much motivation to do either: if you like this sort of game, you’ll probably play right through it to the end, and if you don’t, you’ll probably just quit in the middle and not go back to it. The interesting thing is that, while Time Fcuk didn’t inspire this sort of comparison, another recent game did in a pretty big way: Dungeon, a retro platformer by Cactus and Mr. Podunkian.

Dungeon is described by its creators as an “experiment”, but feels more like a prank, or possibly even a troll. The concept was that the game had a number of deliberate problems, bugs, and other causes for complaint, which caused people to post on its TIGSource message board — but different installations would provoke different problems. The game apparently uses a deterministic combination of factors such as the OS version and the current username to produce a consistent experience for each player, even as the content varies among different players. So, some players experience frequent pauses, others get monsters that move far faster than they should, others find a certain jump early in the game impossible, etc. (When I played it, I was lucky enough to get variant #7, in which the only issue is that the level titles are artsy and pretentious.)

The forum comments on Dungeon start off as confused as you might expect, with comments along the lines of “What are you talking about, that jump is dead easy”, but it didn’t take long for people to figure out what was going on. The first clues started coming in when people found that they could fix their “bugs” by running the game in some Windows compatibility mode or other, which alters the OS version seen by the game app. Speculation that the game “modifies its own difficulty depending on the machine or something” started less than an hour after the game was released; by the end of the day, people were starting to compile lists of the variations.

So, I guess the lesson here is that if you want something about your game to be noticed, make it obnoxious.

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