Archive for the 'Platformer' Category


Blueberry Garden

So, last weekend Steam had a sale on a big package of indie games. Some of them I had already played, but enough of them were of interest to me that I had to snatch it up. And since it looks like I’m not finishing my last game any time soon, I might as well dig into them now.

First on the docket: Erik Svedang’s Blueberry Garden, a short 1Steam tells me that it took me “0.9 hrs” to play it to completion. 2D platformer in a charming hand-drawn style. I’m not the first to make this comparison, but: its closest relative is probably Knytt, in that it’s a quiet game, a platformer based on exploration rather than combat, where a large part of its appeal is simply observing the art of the highly open landscape and the weird creatures that inhabit it. But more than that, Blueberry Garden is about figuring out how a world works, without aid of instruction or exposition. Although the world model and controls are platformer material, it’s got the heart of an adventure game. One of the weirder ones, like Myst or For a Change.

Or, for that matter, like Windosill, which it also resembles in its initial price point. It’s listed on Steam for under $5 US, and not because it’s old. Again like Windosill, it’s short and arty, which puts it in the same niche as a hundred free browser-based Flash games. It’s priced accordingly, but some consider even that pittance too much.

And now that the vague generalities are out of the way, it’s time for spoilers.

Given the game’s tranquil, exploratory atmosphere, it comes as a bit of a surprise that there’s a time limit. The main goal throughout most of the game, it turns out, is to save the garden from flooding by turning off a large faucet. Not that I understood this at first — on my first go, I squandered precious time just noodling around. The thing is, the faucet is the first thing that the game shows you, but without context, it’s hard to know what to make of it, and consequently easy to forget about it. On my first sally, I eventually noticed that the water level had risen to the point where I was wading whenever I revisited my starting point, and I wondered why. My best guess was that it was something I had done, perhaps the combined weight of the large items I had stacked up putting pressure on the wrong spot. (The stack of large objects is essential for reaching otherwise-inaccessible locations.) Only on my second try, after failing the first, did I see that faucet with enough information to grasp its importance.

The game’s victory screen contains a URL where you can leave comments. There, I discovered that my experience of the game was actually pretty common. Is it what the author intended? Probably not; I imagine that the introductory scene of the faucet was intended to convey information on first viewing. Not necessarily to make the player immediately say “Aha, that faucet must be a flood threat”, but to make the player say, on discovering the flooding later, “Aha, this must be because of the faucet”. If I’m wrong about this, and my experience was the intended one, I have to say it’s a masterful touch. It all but guarantees that the player will see both the good and bad endings — and, giving the generosity of the time limit, the player will likely see the bad ending only once. It also breaks the game into two pieces, one before you come to understand the threat and one after. These acts are very different in tone, despite the fact that the game doesn’t actually change at all between them.

References
1 Steam tells me that it took me “0.9 hrs” to play it to completion.

Braid

In a some ways, Braid is 2008’s Portal. Like Portal, it’s a puzzle-platformer that’s a critical hit despite being completable in a matter of a few hours (and despite being a puzzle game, for that matter), but in both cases, this is because there’s so little repetition and filler. Also like Portal, it’s a game based around grasping the unintuitive consequences of one simple idea. In Braid, that idea is control of time.

In other words, it’s the same underlying concept as Prince of Persia: The Sands of Time. But PoP:TSoT was an action game, and thus had a reason to limit the use of time-control capabilities, lest it make the action too easy. Braid is a puzzle game, and lets you rewind as much as you want. Ironically, this means that Braid can contain action sequences far more intense than any you find in PoP. There are bits toward the end where I was constantly doing fractional-second rewinds in order to get things just right. It’s crazy how fast you get used to that. But when you think about it, playing a conventional action game also involves frequent irregularities in the flow of game-time, in the form of quickloads and reversions to save points, and the player usually isn’t bothered by this. The difference here is just a matter of degree.

Mind you, PoP‘s rewind system wasn’t very well-suited for puzzles: it let you go back in time and change stuff, but only in the simplest and most consequence-free way. To make puzzles, you need variations on the theme. The first and simplest variation in Braid is that some objects aren’t affected by your rewinding, and keep on moving forward. The freakiest variation — and my favorite — is the series of levels where the flow of time for everything other than the player character is a function of your position: move rightward and time advances, move leftward and it rewinds. Notably, this really throws a monkey wrench into the ingrained habits of 2D platforming. You can’t just stand there and wait for things to get into the right position for you, and in particular, if something is in your way, you can’t wait for it to move. It won’t move until you do.

If you take away the temporal weirdification, it’s a 2D platformer with mechanics that greatly resemble Super Mario Brothers, and the game runs with that, giving us monsters blatantly modeled on goombas and piranha plants, a princess who’s eternally “in another castle”, and so forth. SMB references seem to have become to indie games what Winsor McCay references are to indie cartoons: a way for the artist to establish cred by showing an appreciation for the true classics of the medium or whatever. Braid plays around with the princess premise in its between-levels text, first making it mundane, portraying (the player character) Tim’s pursuit of the Princess as occurring in the aftermath of a failed relationship with her, but then after a while turning it into something more abstract. The Princess is the eternal and non-specific object-of-pursuit, the thing which will make everything better once you find it, and which you therefore take terrible risks to discover, despite the uncertainty of your success. (In the epilogue, this is linked to science, and the development of the atom bomb, leading some to conclude that Tim is a nuclear physicist and the whole game is his guilt trip about his work on the Manhattan project. But I think that’s an over-literal reading of one example, among many presented, of where the generalized pursuit of Princesses leads.) The strangest part is that there’s a point where the stories of the mundane and eternal princesses overlap, where Tim leaves his significant other because he feels driven to go and find the Princess. Some have interpreted this as simply indicating that the woman he leaves here isn’t the one referred to earlier as the Princess, but I think the idea that he leaves her in order to find her fits well with the time wackiness. Sometimes Tim does things backwards.

And besides, the whole thing is driven by dream logic. The text is very clear that Tim is confused and his memories are blurred (as you might expect from someone who keeps changing his own past). The backgrounds are blurry in an impressionistic way (which makes the parallax scrolling look really nice for some reason). The level-selection areas are clouds, for crying out loud. Apparently there’s been something of a backlash against the pretentiousness and vagueness of the story, but I think that’s taking it all too literally. Some people seem to resent what they see as the author forcing the audience to make up the story when that’s clearly the author’s job. But I don’t feel like I’m being forced to do any such thing, because this is not a story-driven game. The story fragments are there as a frame, and do a nice job of providing things for the gameplay elements to be metaphors for, but it’s clear that the game came first and the metaphors were chosen to fit it. The big exception is the final level, where the gameplay comes to comment on the story quite directly, turning the rescue its head. Well, we’re told in the very beginning that the Princess’ captivity is Tim’s fault, the result of a mistake that he spends the entire game trying to go back and correct.

Rocko’s Quest: Failure

Well, I’ve reached the point where the game was crashing to the desktop before, a long cavern with Rocko’s nameless belle in a cage dangling from the ceiling, and it’s still crashing. Looks like this one is staying on the Stack. Am I the only one to experience this problem? Has anyone else ever actually tried to finish this game? I see no evidence of it on the Web. Pretty much all other mentions of the game are just download links of various sorts and reviews that can be summarized as “Mediocre, avoid”.

So, let’s try to analyze that a little more. Why is it mediocre? Compare it to other 3D platformers: in sophistication of gameplay mechanics, this game lies somewhere between the original Crash Bandicoot and the the original Sly Cooper, probably closer to the former than the latter. I pick those two games as examples because they’re also pretty successful as comedies, which is one area where Rocko really falls down. And this isn’t just about the lack of jokes: there really aren’t a lot of explicit jokes in Crash Bandicoot either.

Partly it’s the character. Crash and Sly are both little guys deliberately taking on things that are plainly more powerful than themselves. That’s a premise with pathos: when the little guy wins, it’s a triumph for all mankind, and when he loses — and, let’s face it, you typically die a lot more often than you succeed in a game — it helps you to sympathize with his plight. More to the point, there’s always something a little ridiculous about a lone hero challenging an army, even when it’s played straight. Making the hero a little pathetic just makes the ridiculousness obvious. When I played Crash Bandicoot, I got the impression from Crash’s expressions and body language that he basically knew how outmatched he was, how often he was dying and how annoying it was — but, of course, that this wasn’t going to stop him from persevering. That’s a comic character. Rocko, on the other hand, is a bruiser. There’s no pathos in a bruiser triumphing over another bruiser. He sometimes fights things that are bigger than himself, but that’s just a way to show off how manly he is. When he fails, we’re not sympathetic, we’re just disappointed in him.

Partly it’s the pacing. Actions in Rocko’s Quest are slowish — I’ve already noted that there’s enough of a delay on swinging weapons to necessitate the Underworld Shuffle — and if there’s one thing slapstick can’t survive, it’s being slow. It also strikes me that enemies simply have too many hit points for good slapstick. In the other games I’ve mentioned, anything other than a boss monster that you manage to attack successfully just falls down instantly. That’s the kind of reactivity slapstick wants: one action, one response. In Rocko’s Quest, until the last two levels, even the most powerful weapon available takes three hits to take down the smallest, weakest foe, and more typical monsters have to be hit over and over again. If the humor is in the game’s reaction to your actions, the orcish grunt and flinch, it’s a joke repeated far too frequently to stay funny.

One other thing that contributes to humor in these games: the little stories. I don’t mean explicit narration, I’m talking about gameplay that’s structured to convey a series of ideas. To take an example from Sly Cooper: At one point, early in the game, Sly works his way through a series of booby-trapped hallways. One has laser beams sliding around in various patterns, getting more numerous complex as you go along, and the player struggles with that until figuring out where to jump and avoid them. Another has electrified floor plates that blink on and off in regular patterns, and the player has to learn to jump in anticipation of the changes. Then you get to a place that has both lasers and electric floors, and it looks absolutely impossible, because you remember how hard it was to get through each of those things by itself. In fact, it’s a lot easier than it looks, because it’s just an application of the skills that you acquired by struggling through the earlier sections. It’s like a set-up and punch line: the tension produced by the “You gotta be kidding me” moment is relieved when the player takes the plunge and sees how unexpectedly easy it is. (The unlockable level commentary reveals that what I have described was in fact intended by the designers.)

Rocko’s Quest basically lacks moments like that. For the most part, the only surprises are of the form “Whoops, there’s a pit you didn’t see,” which hardly relieves any tension. There’s only one moment in the game I can think of that really seems joke-like in a narrative way, and that’s a bit near the end involving a broken bridge across a chasm. An imposing castle lies just beyond the bridge, clearly your destination, but the gap is just a little too wide to jump across, and the player is likely to lose quite a few lives trying. To make progress, you have to stop trying to reach the castle and instead go off to the side and look down into the chasm, where you can see the first of a series of rising-and-falling platforms leading down to the chasm floor. So, there you have tension and resolution in the form of a problem and its solution. And it does feel like a joke, but it’s a joke at the player’s expense.

Rocko’s Quest

rocko-villageSo, I’ve pretty much devoted this month to just getting things off the Stack quickly, chosing games that I don’t expect to take long to play. Success rate so far: 50%. I figure I have just about one more chance before the month is over. Rocko’s Quest, a budget 3D platformer/brawler from 2003, is a natural but risky choice. My first run on this game ended with a consistent crash at a point that I have every reason to believe was right before the final boss fight. I’ve undergone enough upgrades since then that I’m hopeful things will work now, but it’ll be a little while before I know. This is not a game that lets you save whenever you want, so my prior progress only counts for so much.

Rocko is a big muscular half-naked sword guy on a mission to rescue his girlfriend from goblinoid kidnappers. The manual cracks wise about how stupid he is, but there’s really no evidence of this in the game, apart from the prejudices the player brings to it. I purchased this game because it was cheap during a time of my life when that was all it took. And indeed it certainly feels cheap. It’s made mostly of huge polygons that scream “3Dfx” to a gamer of my vintage, and has that budget-title mismatch between what it purports to be and what it is. For example, it purports to be humorous. It’s got a jokey manual and a cartoony hero and comedy background music, but it stops short of actually having anything funny happen, unless you count the simple slapstick of hitting people and having them fall over. (This relates to what I was saying earlier about I Was In the War. I’ll probably return to this point in my next post.)

Also, it seems to want to focus on swordplay — certainly it throws enough enemies at you — but the swordplay is far too simple for that. And I don’t mean easy (although it is that too), I mean simple, in the sense of having few components. There aren’t any special moves, just an attack button that takes a swing in the direction you’re moving at the time. The more powerful weapons tend to be heavy things that swing ponderously, even in the hands of a Rocko, so I find it generally worthwhile to repeatedly step forward when swinging and backwards to avoid retaliation (a maneuver I think of as the Underworld Shuffle, for its utility in the Ultima Underworld games). This technique is effective for every fight in the game, including the bosses.

So fighting isn’t difficult. The difficult part is the traps. Mostly these take the form of something slamming back and forth across a hallway, killing you instantly if you go through with the wrong timing. Moving platforms over bottomless pits also play a role. Instant-death traps like these are the main way the game extends its gameplay: you only have so many lives to expend before you have to start the level over, and the levels are fairly long. The final level was particularly deadly, with some traps that could easily consume a dozen lives for each time I got past it. I remember developing various little tricks to help me get past the traps — moving the camera to make it easier to see exactly how close I could get safely, drawing or sheathing my weapon for the change it made to Rocko’s gait. But since I don’t remember all the tricks now, my current plan is to practice up first by going through all the prior levels at least once. I’m currently up to level 4 of 8.

Prince of Persia: The Sands of Time

The hype over the new Prince of Persia game inspired me to do something I’ve been meaning to do for a while: replay Prince of Persia: The Sands of Time, the 3D platforming game that reawakened the dormant franchise. Apart from just wanting to refamiliarize myself with its plot events to see if the sequels make any sense at all in terms of them, I had a specific goal in mind. I wanted to master the wall rebound.

The wall rebound consists of leaping feet-first toward a wall and then propelling yourself sword-first toward an enemy. It’s one of several special acrobatic combat maneuvers in the game that can knock an enemy down instantly, and like all such maneuvers, it consists of a series of button-presses that I couldn’t tell you, even after mastering it. It does no good for the conscious mind to memorize such things. It has to go into muscle memory to be effective. At any rate, although I managed to pull it off accidentally a few times in my initial playthrough years ago, I never really learned how to do it. Instead, I had early on come to rely on the vault move, where you leapfrog over a foe and stab him from behind, which worked really well until I started encountering enemies that could block it, at which point I basically reverted to mundane swordplay. Some time afterward, an acquaintance of mine noted that he was pretty much exclusively using the wall jump in combat toward the end of the game, so I figured I should give it a try and see if it made the endgame easier.

Part of my thought on this matter was that it might be easier to learn all the moves if I used a proper gamepad. I have the PC version, and the first time through, I used mouse and keyboard. Well, it turns out there’s a reason I used mouse and keyboard: the PC version doesn’t support anything else. My gamepad driver can be set up to emulate a keyboard, but I didn’t bother, as it makes the analog controls iffy. Even using the mouse has its problems in that regard: where a modern gamepad gives you four analog degrees of freedom (via two sticks), keyboard/mouse only gives you two. As you might expect, the game binds (camera-relative) movement to the keyboard and uses the mouse for rotating the camera. This is usually adequate, because it lets you move in any direction by positioning the camera to point in that direction and moving forward. But there are a few scenes where the camera jumps to a fixed position and becomes temporarily immobile, and one particular such bit, where you have to swing on a rope and leap off towards a spot that’s just slightly off from straight forward, is made much harder than it should have been. But then, I suppose the parts where you walk along narrow beams are made easier by having a button you can press to go straight forward.

At any rate, I did manage to figure out the wall rebound, but it turns out to really be no more powerful than the vault. Yes, there are enemies who are vulnerable to the rebound and not the vault, but there are also enemies that are vulnerable to the vault and not the rebound. One of the last fight sequences consists entirely of wave after wave of three different sorts of big muscular-looking foes, one that’s vulnerable to the vault, one that’s vulnerable to the rebound, and one that’s vulnerable to neither and which, I speculate, must have some other weakness that I never discovered. This leads me to speculate about the intent behind the combat system: that it was intended to create increasing difficulty by means of increasingly specific weaknesses. Assume that there is in fact a third knock-down move. The earliest enemies would be vulnerable to all three. Tier two enemies would be able to block one move, tier three enemies would block two. The problem with this is that the player would have to be using all the special moves regularly from early on in order to notice it, and once you know one ultra-powerful move, you don’t have a lot of motivation to try anything else. (Call it the Double Dragon syndrome.) Now, I’ve looked at guides at Gamefaqs, and there really doesn’t seem to be any support for this theory there. But that might just be a symptom of the problem. At any rate, however it happened, the end result is that the game got a reputation for weak combat that ultimately resulted in the act of overcompensation titled Prince of Persia: Warrior Within.

But you know something? I don’t really care that the combat is weak and unvaried. Combat is not what this game is about. It’s about climbing things and dodging traps. Combat serves the purpose of breaking up the climbing scenes and providing a little variety, but the bulk of my time spent on the game was spent climbing things and dodging traps.

Or, to some extent, figuring out how to climb things. One thing that struck me the second time around is that this is basically a pretty short game — I can imagine someone who knows what he’s doing playing it from start to finish in a single session. It lasts as long as it does partly because of the time you spent wandering around confused, trying to figure out where you have to go next. The game tries to help you out: the camera is always trying to lead you to the right place by panning or zooming to show you your next goal, but I find that’s often not enough. There’s one bit in the final climb where I could enter a crack in a chimney-like hollow and couldn’t figure out how to get down without dying. The solution? I was supposed to be going up, not down. Once I figured this out, I remembered being stuck in the same place in the same way in my first play-through.

Overall, I’d say The Sands of Time still holds up well. The graphics aren’t quite as detailed as you’d expect today, but graphics had already more or less plateaued in their ability to impress. There’s a nice sense of mystery in the disappearing bonus areas of questionable reality — something that the sequels sensibly didn’t even try to address. And the two main characters, the nameless Prince and his sometime companion Farah, are appealingly human: working together but constantly bickering, plainly attracted to each other but, due to circumstances, unable to trust each other. The scene where the Prince muses to himself about the possibility of marrying Farah had me wincing at his clueless arrogance, but in a good way. This is something the sequels pretty much destroyed in their attempt to macho things up. Even when Farah shows up again in The Two Thrones, she’s been transformed into just another oversexed badass.

The really interesting thing about Farah is that she could easily be the protagonist of her own game, running concurrently with the Prince’s. Farah can go places the Prince can’t and vice versa, due to Farah’s ability to squeeze through small cracks and the Prince’s trademark wall-running, so they spend long periods of time separated. Who knows what puzzles she faces while you’re off doing your part? At one point, she leaves the Prince behind, and in the areas you go through as you try to catch up, the level designers conscientiously included a plausible route of narrow cracks for her.

I notice that I haven’t even mentioned the time-rewinding factor. I guess that means it was just a gimmick.

I Was In the War

iwitw1I Was In the War, by Bisse, is a nearly perfect example of everything that I think of as characterizing PC games in the 21st century: an indie effort with minimalist graphics, completable in a single play session, written in three hours by an insane Swede as part of a competition and posted on the web for free download. It’s also one of the funniest action games I’ve ever played, and I think it’s worth looking at why.

It’s got a off-kitler and deliberately stupid style reminiscent of You Are A Chef!, but the key thing is that there is no separation between joke and gameplay. The basic mechanics are themselves absurd. Aside from jumping over enemies, which isn’t always possible, the only way you can evade damage is by switching to the other side of the ground, where upside-down enemies await you. Also, your health is represented by your sprite’s size — getting hit makes you smaller, while going for a long time without getting hit makes you swell up until you’re towering over your foes, which, unfortunately, just makes it easier for them to hit you. That’s a fairly interesting mechanic for automatically balancing difficulty, but it’s also completely ridiculous. (According to Rowan Atkinson, things being the wrong size is one of the three basic types of sight gag.)

Moreover, the introduction of new enemies plays out like a series of jokes. When a new type of enemy is due to appear, a warning scrolls along the line representing the ground. The player is given enough time to digest the announcement and wonder what form “tanks” or “guerillas” might take and how they’ll affect you, and in most cases the answer is absurd and unexpected.

Action games often have a problem being funny. Adventure games have an easier time of it, because they can present jokes as puzzles, thus forcing the player’s attention onto them. But, with a few exceptions (like Katamari Damacy), action games seldom try to integrate humor with the action itself the way IWITW does. I’m thinking in particular of the likes of Earthworm Jim: as much as I enjoyed it when I played it, it seemed like most of the ideas for levels were based on how wacky they’d seem when you read about them in the manual, rather than how they’d seem when you actually played them. There’s also the approach of trying to make a game into a comedy by slapping jokes into cutscenes and dialogue, which at least means you get jokes while you’re playing, but they’re basically orthogonal to the game itself. I think of MDK2 as a good example of this, which is strange, because the original MDK is a good example of the integrated-humor approach I’m applauding here, with its powerups that sprout legs and run away when you approach them and the like. The difference: the original MDK wasn’t a talkie. It basically had no choice but to put its humor into the game itself. MDK2 hired an improv group to do voice-acting for its cutscenes, but it’s ultimately weaker for it.

In the end, the whole game of IWITW has a punch line, and it’s a pretty stupid one. But the real humor is in the telling. Which is true of any joke.

Psychonauts: Meat and Brains

psychonauts-meat1The final level of Psychonauts is called “Meat Circus”, a fusion of the inner landscapes of Raz, whose father is a circus acrobat (explaining where he gets his platforming skills from in true Schafer fashion), and another character whose father is a butcher. Now, most of the things I had heard about this game in advance were positive, but this is the one segment that I had heard complaints about. “Too hard” was the consensus. One person described giving up at this point despite being nearly finished with the game.

psychonauts-meat2Having played it now, I can assert that it isn’t even the entirety of the Meat Circus that’s so hard. It’s one particular segment of it, in a section where you have to keep climbing faster than a steadily-rising water level: a part that involves jumping between a series of curved segments of climbable mesh, partly on fire. I spent some time unable to clear the second gap at all, until I hit on an approach that turned it from seemingly impossible to merely difficult. The mesh pieces basically form a cylinder, and you leap onto this cylinder from the outside, but jumping from piece to piece turns out to be much easier if you can do it from the inside. It’s tricky to get there, and once you’re there a large part of the view is blocked by the level boss (Raz’s father, or rather, Raz’s fear of his father), but it’s still the easier approach. Talking about it with others afterwards, it seems I’m the only one who did it this way. So apparently it is, in fact, possible to make all the jumps on the outside, but I seriously wonder if the level designer intended it to be possible.

One really nice thing about the final world is the way that it ties together and explains some of the things that you saw on previous levels, things that just seemed like dreamlike randomness at the time but turn out to reflect a backstory that you didn’t know yet. It reminds me a little of the Silent Hill games in that respect, except with cartoonish zaniness replacing the creeping sense of dread and unease.

But not replacing it entirely. Psychonauts is a game about brains, and that’s not a comfortable subject, especially when the brains are being literally sneezed out, carried around loose in a backpack, and later reinserted with a funnel. I’ve quipped before that the reason we make jokes about brains is that we’re afraid of them, and when you think about it, there’s actually some truth to that. Not that we’re afraid of brains per se, but we’re afraid of what the idea of brains tells us: that your consciousness, your personality, everything you are is determined by a lump of meat, physically vulnerable, alterable by drugs or disease. It’s a queasy thing to think about, and Psychonauts harps on it from the very first words of the opening scene:

The Human Mind: 600 miles of synaptic fiber, five and a half ounces of cranial fluid, 1500 grams of complex neural matter… a three-pound pile of dreams.

Psychonauts: Pie Menu

psychonauts-menuFrankly, I find it hard to play Psychonauts without thinking of the Ratchet & Clank games. I suppose that they’re both basically just swimming in the general soup of 3D platformers, all of which imitate each other to some degree, but there are a few specific aspects that seem particularly Ratchettian. There’s the general approach to combat sequences: in most cases, battles can be won by either having skill and good reflexes, or by assessing the situation and choosing the one weapon in your arsenal that makes it easy. There’s the sliding-along-a-rail sequences, although the two games approach that in different ways: R&C made the “shredding” into something set apart in special areas that demanded tricky sequences of timed jumps, and while Psychonauts has a couple of bits that seem to be intended to evoke the same experience (but aren’t as difficult), it mainly just adds the rails to bits of the regular terrain, letting you slide down bannisters as an alternative to walking down the stairs and the like.

And then there’s the pie menus. This is the main thing that keeps reminding me of R&C, because it’s something I use all the time. If you want to select a psychic power or an inventory item in Psychonauts, or a weapon or gadget in Ratchet & Clank, you can do it through an interface that shows eight choices in a circle, from which you select one by pointing the analog stick in the appropriate direction. This is one of R&C‘s most distinctive features, and the menu in Psychonauts resembles it more strongly than other pie menus I’ve seen (such as the one in The Sims), which tend to be based on using a mouse rather than a joystick, and have a variable number of slots rather than always eight (resulting in, for example, a triangular configuration if there are only three options). And the strange thing is that, even though this resemblance is strong, it’s very superficial.

See, the point of the pie menu in Ratchet & Clank is that it was your quick-selection option. That game had a lot more than eight weapons, and the pie menu wasn’t the primary way to select them. You always had the option of opening up the screen that had the full set displayed in a grid, pushing a cursor around to select the correct square, and resuming the game. But if you were using a particular item a lot, it was more convenient to put it into one of the eight quick-selection slots where you could just press a button, flick the joystick, and release. In the sequels, bringing up the circle menu didn’t even pause the action. Crucial to the way it worked was that you could assign which item went in which slot yourself. If you got used to flicking upward for your main weapon, and then decided to switch to using some other weapon as your main one, you could just replace it.

This conceptual niche, the user-assignable quick-selection option, exists in Psychonauts, but not through the circle menu. Rather, the game lets you assign three different psychic powers to different buttons — on a gamepad, keyboard, or mouse — while a fourth button activates the currently-selected inventory item. That’s your quick-selection: selecting which button to press. The pie menu, then, takes the role of that page with the complete grid in R&C. There are exactly eight psychic powers, so they all fit on the same circle, and you can’t alter their positions on it. There are sometimes more than eight inventory items, in which case the game lets you page between multiple batches of eight.

It really seems like this aspect of the user interface was decided on because it was cool, not because it was appropriate. It’s a menu in which you don’t use any particular option frequently (because the powers you use frequently are the ones you never remove from their button assignments), that isn’t user-alterable, and which, in the case of the inventory menu, sometimes changes itself spontaneously. All of which means it loses the chief advantage of the pie menu: its “gestural” nature, the ability to use it from muscle memory. It might as well be a traditional list.

Psychonauts: Style

psychonauts-hexgridOne thing I like a lot about Psychonauts is its variability of style. Each mental world is a representation of one character’s mind, and conforms to that character’s world view, with greater or lesser degrees of abstraction and phantasmagoria mixed in. One person has decided to treat life as an endless party, and has a mind decorated like a discotheque. Another is paranoid, and has a mental landscape that’s fragmented into disjointed sidewalks floating in the abyss in varying orientation, lined with tract houses, a veneer of normality that completely fails to conceal the bizarre. One guy’s inner world is rendered in imitation of the paintings he does. Since his medium is fluorescent paint on black velvet, this makes for the strongest visual shift yet.

I think my favorite so far is the inner world of Fred Bonaparte, a classical loonie who thinks he’s Napoleon. Sort of. It’s more like he’s got a split personality and one of those personalities is Napoleon. (Or, heck, maybe he really is possessed by Napoleon’s ghost. It wouldn’t be the weirdest thing in the game.) In his mind, Fred and Napoleon are playing a hex-based wargame, which you can descend into and explore at two different levels of scale, shifting in size as appropriate to interact with the buildings on the map or the wooden soldiers. (Both soldiers and buildings occupy one hex each.) With the size shifts and the conversing with game pieces, it’s kind of like Alice in Wonderland meets Avalon Hill. And, well, the game just looks good. It’s that lush mixture of gameboard and diorama that the really dedicated hobbyists put together, the sort of thing that makes you want to learn the rules just so you’ll be allowed to touch it.

I suppose that switching around the look from level to level is really one of the fundamental techniques behind platformers: it’s a way to create variety when the gameplay has limited range. Not that this is much of an issue here.

Psychonauts: Collection

psychonauts-figmentsPsychonauts has a fairly complicated system of item collection, and it’s instructive to compare it to that seen in Lego Star Wars 2 (described previously in this blog). I described the latter as byzantine and difficult to understand, with its multiple goals and overlapping effects. Now, Psychonauts has more types of collectible. In the real world sections, there are:

  • Psi challenge markers: few in number and located in difficult-to-reach places
  • Psi cards: fragments that can be assembled into new psi challenge markers. More numerous and usually easy to reach, but often hard to spot
  • Scavenger hunt items: unique objects, most of which require solving an optional puzzle

And in the mental realms:

  • Figments of the imagination: all over the place, sometimes moving
  • Mental cobwebs: collectible only using a special piece of equipment, and can be turned into psi cards back in the real world
  • Memories: located in ambulatory safes that flee your approach; when collected, offer glimpses into character backstory
  • Emotional baggage: a two-step collectible that involves finding a tag to match with each bag; matching all five in a mind unlocks some production art

However, I find the collection in Psychonauts easier to follow, and I think it’s mainly because the effects are simpler. With the exception of the effects mentioned above of the memories and the emotional baggage (which don’t seem to affect gameplay, and can be classed as “extras”), the end result of collection is always the same: increasing your “rank”. Attaining certain ranks grants permission to buy new equipment, or allows you to learn new powers, or enhances the powers you have. By funneling everything through the “rank” concept, the game simplifies the way you can think about gaining access to stuff. I suppose that this is something that RPGs have been doing all along with character levels, but it’s unusual to see a level system that isn’t at all based on gaining experience through combat.

Now, getting all the collectibles in everyone’s mental worlds typically involves going through them more than once. Indeed, it’s completely impossible to collect mental cobwebs from the first couple of minds on your first visit, as you don’t yet have access to the necessary equipment. It’s not uncommon in these games for collection to involve repeat visits to completed levels, but it’s usually handled non-diegetically: to use Lego Star Wars as an example again, if you replay the Battle of Hoth level, there’s no sense that you’re creating a story in which the Battle of Hoth was fought more than once. In Psychonauts, however, every visit is taken to be part of the same ongoing story, even if this requires convoluted excuses. So, the first time train with Sasha Nein, his mental defenses spin out of control and he urgently needs your help to restore order, but when you go back, Sasha offers to put you through the same “training course”, explaining that the emergency was a ruse to motivate you.

A more extreme example: In the mental landscape of the monster lungfish, it’s Raz who’s the monster, a Godzilla-like building-crumbling behemoth attacking Lungfishopolis. When you complete the level, by destroying a certain broadcast tower (the lungfish’s mental representation of the crainial implants that the bad guys are using to control it), the lungfish of the city are freed from their brainwashing and come to regard you as a hero. On a return visit, you’re cordially greeted by a lungfish who warns you that there are still some crazy guys out there who “don’t realize that the war is over”, and invites you to destroy as many buildings as you want: now that they’re free, they realize that lungfish were meant to live in mucus-lined bubbles at the bottom of lakes, not in tower blocks.

These scenes make a virtue of a constraint: they treat an unlikely situation resulting from gameplay decisions as an opportunity for humor. Or possibly the other way around: they use the fact that this is a humorous game as an excuse to integrate gameplay decisions with the story in ways that would be implausible if taken seriously. Whichever way it goes, it’s something that Schafer has been doing since his Lucasarts days.

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