Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

2012-10-10

Game Design Challenge: Wii U

This is probably the fastest GDC submission I've sent. From inception to emailing in barely 90 minutes. And, surprisingly, I'm quite proud of it. Still, I can't avoid thinking I've seen a very similar idea somewhere. EVE: Dust 514? Somehow, but not quite. Nintendoland? I didn't know much about it until 20 minutes ago. Sanctum? Iron Brigade/Trenched? These focus more on the tower defence side of things.
Anyway, meet Squad Action

Squad Action: Working Title

SA:WT is a hybrid DOTA/RTS multiplayer game for Wii U which takes advantadge of the console's online platform and varied controller possibilities.

Teams of 2 or 3 players work together to destroy the enemy base while keeping theirs safe. Each team will count with one commander and one or two ground troops.
The commander surveys the battle ground using the Wii U Gamepad and its touch enabled screen in RTS fashion.
The soldiers play in the main TV screen, FPS style, using a WiiMote and Nunchuck. They will traverse the combat area fighting the rival players and structures.
In local games the TV screen can be split up to four times to accomodate 2 full teams (plus two Gamepads), while online teams can play from different locations and screens.

Resources are collected by soldiers while alive, at a rate of one unit per second (main advantadge of killing enemies), defeating enemy troops or buildings and disabling the enemy commander's droid. Most of the resources collected are sent to the team account and a small part is kept for personal use.
Ground troops can return to the base to buy basic equipment and heal, but they cannot upgrade their loadout. The commander can offer equipement recommendations and loan part of the team resources to a player, so she can acquire equipment out of her reach. These loans would be later discounted from the players' collected resources, trading a short term advantadge for future income problems.

Options available to the commander:
- Build gates, sensors or turrets in their half of the map.
- Upgrade soldiers' armour and weapons.
- Buy and drop temporal buffs almost anywhere on the map, which can be picked by allies or enemies.
- Place warnings or attack signals on the map. In local games these can be seen by the enemy!
- Browse available equipment and mark recommendations.
- Loan resources to team members.
- Deploy a remote controlled droid.

Remote droids are controlled from a FPS perspective in the Gamepad display. They have limited combat capabilities but are the only way to build the most powerful structures, repair damaged equipment or resurrect team members before their respawn time arrives. However, while the bot is deployed the commander can do nothing else and, should the bot be destroyed, they'd be unable to play for 15 seconds, or up to a minute late into a match. The bots can self-destruct without penalty, but it takes 10 seconds until the sequence completes, during which the robot cannot move and is open to enemy attacks.
The bot can also transform into a stationary turret atop the team's base core. These turrets are very powerful and provide extra protections to nearby allies, but turn slowly and if destroyed will damage the base noticeably.

The winning team will be the first to destroy the enemy base or reach a set amount of resources, depending on game/map type.

Update: SA:WT is one of this month's highlighted entries! I'm glad that someone has enjoyed my idea. One more for the list of pending projects!

2011-05-07

Review: Mass Effect 2 (BioWare, 2010)


Platform: PC, X360, PS3

Mass Effect, the first game in BioWare's intergalactic saga, turned out to be one of the best RPG blenders of the past decade. Despite some flaws, it might even be one of the best in video game history. It is up there with System Shock and Deus Ex, becoming part of a trinity of very different games with very similar concerns, each of them a testimony of how far available technology could go to create believable environments, characters and plot, and how to take advantadge of constraints.

System Shock, Deus Ex and Mass Effect have something else in common: their sequels departed considerably from the original. In System Shock and Deus Ex it was, mostly, a matter of technology and standard shifts. System Shock was released when the FPS genre was still crystalizing and its, admittedly overcomplicated, control and inventory schemes failed to become the rule. Deus Ex 2, on the other hand, changed the reference platform from PC to the booming console market. In both cases, the result was a considerably simplified version of the first game. However, Looking Glass used the opportunity to create a completely new kind of game, while Deus Ex: Invisible War remained a dumbed down version of its predecessor.

System Shock 2 is nowadays a classic, while Invisible War is just not.

Between Mass Effect and Mass Effect 2 no such technology or standard shift happened. All the modifications to the formula were the result of fans feedback, internal development and, I guess, some pressure from EA. And those changes left a mark even bigger and scarier than anything done in Deus Ex: Invisible War.

What happened?

Sequels of the world be aware of the tale of Mass Effect. Quite a start for a saga, raised from illusion, care and depth, by many loved, despite its flaws, into change it was compelled by EA's suits and internet boards.
Not too good a shooter nor much of an RPG, that was its cross, but the way of the bender was never meant to be easyly walked. Still it sold in the millions and, once DRM was gone, I bought it and rejoiced.

Things looked bright for BioWare and its new step-father, dollars in the pocket and still two sequels short, there was much to win, while little could be lost. Yet, greed took its toll, Mass Effect 2 was rushed to market, changed for the sake of change, dumbed down to please the masses of FPS, TPS players who about Mass Effect complained.

"The Mako is plainly a bore, with little to do in outer worlds, the arsenal too ample, the stats a ton, too much to watch and learn, overheating weapons are plain odd, and why is not Tali in my bed?"
"Just let us run and gun, the next gun better than the rest, picking weapons' not that great. I play to have some fun. Oh, and could you add some mini-games?"

Someone compiled all these requests, wrote them in a chart and forced them into the game. They might not fit well, or needed more thought to blend, but the release date must be met. "Just work less on the PC port. Like anyone will care."

And Mass Effect 2, my friends, is what we have left. By the way, this is the farthest I could take all this prosaic verse.

2011-03-29

Review: Shadow Complex (Chair Entertainmente w/ Epic Games, 2009)

 
Platform: XBLA

Shadow Complex is the first serious and successful attempt at recreating the feeling of oldschool 2D exploration shooters inside a 3D canvas. It's plain to see they focused on recovering everything good from Metroidvanias, while removing the design flaws and problems arisen by hardware limitations. A new aiming system, leveling bonuses or an attempt at story-telling are some of the additions they made to the Metroid formula.

A bit of history

Since the introduction of the third dimension in videogames many attempts have been made to recreate the classics in the new environments. Most of the time, however, the results have been underwhelming. The fast action available in simple 2D worlds proved constantly too much for the more complex settings required for believable 3D scenarios, unless action was limited to only two axes (Robotron X, Einhander).
Until Zelda 64's lock on was introduced, few had managed to get things slightly right. And even after that, failure has been pretty common. Proof of this is the respected Castlevania series, which, after four 3D iterations, found commercial success only when Mercury Steam decided to break with the old game style completely.
The Metroid series did better, with the Prime saga achieving almost unanimous praise, thanks to its merge of FPS mechanics with a lock on system, plus subtle story-telling. It did, however, rely on completely different gameplay and narrative styles than its precursors.

There is, as can be seen, a common thread going on, which is not even considering a return to the 2D. That approach has been left for handheld consoles, with the Metroid and Castlevania series for Nintendo systems, or remakes of old classics and shoot'm ups, like Ghosts'n Goblins for the PSP.
Of course, there have been constant homages, with 3D games re-creating 2D gameplay in small sections. The one I remember most vividly is Nier, which achieved levels of meta-gaming off the charts. Castlevania: Lament of Innocence and Metroid: Other M also played with pseudo 2D, although not too succesfully.

Chair Entertainment played it safe, making Shadow Complex a 2D game inside a 3D world. Movement is limited to the x/y plane, while enemies are free to move all around. As a result, Jason, the main character, is allowed to shoot in any direction too. The game automatically chooses how deep you are aiming, and it seldom does wrong.

Metroidvania at heart

Shadow Complex is probably the highest profile metroidvania ever done: edge technology, a big studio devoted completely to it, an expensive marketing campaign and the push from Microsoft. The studio dedicated apparently several months redrawing levels in paper form, calculating possible advance routes, secrets placement and planning all kinds of distractions to get the player off the track.
Also, the Metroid games were studied to he deepest detail, until their inner workings were grokked by the team at large.

2011-03-15

Review: Mass Effect (Bioware, 2007), Part 1

Platform: PC, Xbox 360


It's hard to talk about Mass Effect without getting myself into a full-blown article on BioWare. A long loved company focused in a long lived genre, maintaining it while it slowly loses ground to the new guys in the party. In my mind I used to paint them as fairy tales knights, with shiny armour, declaring eternal love and care for the target of their affections.
And still, I cannot be considered a great fan on this company. Simply put, I haven't played that many of their games. I loved Baldur's Gate, but never played its expansion nor its sequel. Years later I tried Neverwinter Nights but found it too dissapointing, so I left it after 2 hours or so. Knights of the Old Republic and Jade Empire went by and I haven't played them yet, although I really want to.
And then, Mass Effect and Dragon Age came, which would be the last independently developed games before EA acquired the studio.
Yet, until very recently, I still respected the BioWare logo. It is possible that the cause was mainly my associating them with Planescape: Torment (Black Isle Studios), plus many friends of mine love their games and are constantly relating how they abused Baldur's Gate 2's magic and critical systems to destroy dragons in less than a D&D combat turn.
It's funny: most good memories I have of BioWare are actually not mine.

Mass Effect is, in few words, the evolution of BioWare from the complexities of its original Baldur's Gate and the D&D ruleset into a simpler experience, intertwined with shooter elements. It is, as well, a branching point in character complexity and plot scripting, providing a lot more depth, at the cost of some diversity.

There is so much I want to say of Mass Effect, and so little time to put it into words, that I'll post two separate articles. The first one, this, will focus on the shooter aspects, while the second one will look into the RPG segments and story.

Mass Effect

So, Mass Effect. A shooter developed by a renouned RPG developer constantly trying to make its games more immediate and accessible. Neverwinter Nights felt like a complex Diablo, while Jade Empire was a beat'm up with lots of abilities, few stats and no classes, but still many points to assign. Knights of the Old Republic, however, remained more faithful to their origins, for what I know, in spite of being an action game.
Mass Effect plays a similar trick, becoming a shooter while keeping a lot of its RPG origins: multiple missions, lots of dialog and weapons and a big stats/abilities system. It even goes further than BioWare's previous efforts in world and character design, producing a unique, rich universe with personality. It also gives the player more options than usual in how to play the main story or interact with partners.

If it has so many stats, it has to be an RPG