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  • Games

    Thoughts on DeusEx:HR

    If Eidos Montréal’s latest game was called “The Machine Within: Beyond Human” or perhaps “Augmented: The Human Factor” or something like that then I could summarize the game like this:

    “An excellent game which, in spite of its flaws, easily stands out from the flood of angry space marine shooters. The game mechanics are approachable but also flexible enough to indulge a wide range of play styles. The gameplay, the mood, the story, the visuals and the audio aspects of the game are very well balanced which makes it a very entertaining title even if there is indeed room for improvement.”

    So if it had no relation to the original Deus Ex game then this article would end here. But it has so I’ll go on and list the ways I feel DX:HR doesn’t quite measure up to it’s predecessor. Make no mistake, I really appreciate the effort of the developers and that they did succeed several ways with this great game. Counting the things they got right would take too long :) and wouldn’t help defining why I label the original Deus Ex as “My Favourite Game Ever”, so here is what I didn’t like about DX:HR.

     

    Limited boss fights

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr01.jpgBy far the most glaring mistake, I just don’t understand how a “shoot while it moves” sort of primitive encounter ended up in this game. They already had all the gameplay elements required for DeusEx-y boss fights, ones which can be resolved in different ways. They even implemented a side mission that can be won by talking to the target. It instantly reminded me of the confrontation with Gunther Hermann in DX.

    Humoring players with a stealth preference would have been even simpler: some clever level design and some time for the player to prepare the environment. In DX, Anna Navarre stepped on a mine in the private jet or in another playthrough I chipped her health off bit by bit with a stealth pistol while hiding in an air duct. Took me a while but at least I wasn’t suddenly forced to deal with my gatling gun wielding foe face to face…

    So I see no excuse for this one: they had the good example and the technical means to do it properly.

     

    Unified health

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr02.jpgDX kept track of several damage zones on the body which was weird at first but added an interesting twist to my “player stories”.
    At some point I had to escape from the top of a building. I ran out of ammo and medkits and the enemy was also closing in so I retreated to the roof, turned on my leg augmentation, targeted a street light and jumped. I broke both my legs when I hit the top of the lamp post so I couldn’t walk anymore. I managed to crawl to a dark corner of a nearby park, barely avoiding a patrolling police bot. It seemed like an eternity but at the end I did reach the safety of the sewers and fixed my legs with a few packs of soy food I threw away earlier.

    This more complex system would’ve given additional depth to DX:HR’s tactical aspect and would’ve worked well with the health regeneration mechanic. (For example enemy shoots my right arm, I can’t aim properly, I keep hiding until I’m well enough to place  a proper headshot.)

    While implementing this feature is relatively straightforward in first person view, it is rather difficult to properly show the consequences in third person: limping, crawling, a damaged arm shaking badly, etc would all need proper animations and some very clever animation tree to mix them.

     

    Third person – first person disconnect

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr03.jpgWhile I see the advantages of the outside view I would’ve preferred a leaning function so I can stay in first person all the time. Switching back and forth not just breaks immersion for me but also accentuates the shortcomings of the FP mode: I don’t have legs or body for example, which is silly in this post Crysis era. I’m not a ghost so I want to see my shadow on the wall.

    Another thing which I found annoying is that the FP hands and gun is still rendered in separate depth group, on top of the environment. So I can brush my face against the wall while pointing a 1.5m (5 feet) long sniper rifle straight ahead at which point it starts to look like a toy gun. Again, Crysis got this right where my avatar turns the weapon to a rest position across the chest. (Also the gun casts shadows on the world.)

    Implementing these features would indeed affect the gameplay somewhat (like I can’t fire my sniper rifle while too close to a wall) but they would fit well in a Deus Ex game which is not a mindless shooting gallery.

     

    Cutscene special moves

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr04.jpgThe ultimate immersion breakers in this game for me. They were just weird at first but got annoying really quickly.

    Let’s see a typical situation from the original DX: I’m sneaking on high ground, looking down on patrolling enemies, figuring out who to take out first. When I have a plan then I jump off from the balcony or container stack, I land behind the enemy and smack him unconscious before crawling back to the shadows. It all ends in 4 seconds, giving off a super phantom ninja vibe.

    Now in DX:HR the same scenario takes 3x as long, involves flashy lighting effects and booming bass from the Icarus landing system and the umpteenth repetition of canned animations. No vibe, I just feel cheating and cheated.

    Don’t take away my control. Never. Ever. Especially not during common actions like a melee hit or just falling. Incidentally that’s why I can’t stand mid-game cutscenes. One at the beginning of the game setting the mood and one at the end is fine, but don’t touch my avatar while I’m supposed to be playing. Recommended watching the related Extra Credits episode. But I digress.

    These relatively long, uninterruptable motions break the game one way or another: once I performed the hand to hand takedown on one of two guard having a conversation. While I was beating up the guy, his friend was just standing there, apparently mesmerized by my smooth moves and cool haircut. Only when I finished he started yelling and shooting. This solution obviously makes the AI look dumb and the alternative is even worse: if he started shooting and hurting me while I was doing my kung-fu that would’ve been really frustrating. So while cutscene special moves make for good marketing material it’s a lose-lose situation gameplay wise.

     

    Too many and too strong augmentations

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr05.jpgIn DX installing a new augmentation involved making an often difficult decision: do I pick invisibility over radar transparency? Protection from bullets or shielding from EMPs? I had to choose wisely because once the aug slot was filled with one of the options, there was no way back.

    There is no such limitation in DX:HR which, combined with the effectiveness of the available augmentations makes the game too easy, at least if I play stealthy. After a point I just stopped buying augs because it felt like cheating. (I played on the highest difficulty except during boss fights.)

     

    No weapon skills

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr06.jpgI’m not a total fan of DX’s weapon skill system, I feel it’s too punishing especially when it comes to heavy weaponry. So much so that it discourages improvisation when I’m in a situation when I’d like to (have to) use weapons I usually don’t deal with. God, I set myself on fire so many times with a GEP gun…

    Having said that, a similar but more relaxed skill system would’ve been welcome in DX:HR, just to add another layer, another twist to emergent gameplay.

     

    Branching story and endgame

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr07.jpgDX had so many branches in the story that I felt overwhelmed by it especially when reading FAQs after the first playthrough. But then I took on the challenge and tried to see all the possible ways the events could unfold. (I beat the game 3 times but I still wasn’t able to save Paul… :\ Maybe next time…)

    DX:HR simplified this aspect as well but for some reason I’m fine with it. The only thing which really bothers me is the end game: it’s basically a DVD menu where you pick the ending you want to be played. The developers should’ve at least dressed up this simple mechanic to resemble something which fits the game’s world. For example killing one particular person selects one ending while destroying a certain equipment triggers another.

     

    So these are the issues I had. It often felt like I’m playing “Fisher-Price My First Deus Ex Game”, but then I encountered a homage to the original DX and that put me in a more forgiving mood. All in all I’m slightly disappointed that I don’t have a new favorite game but I’m really glad that I got to play a great one.

    Written on September 26th, 2011
    Categories: Games
    Tags:

    Deus Ex: Human Revolution

    The original Deus Ex is my favorite FPS game so when I heard that they are making a prequel I was intrigued. I figured that if a company picks up such a lesser known franchise then they must have a pretty solid idea what to do with it. (And probably know how big of a meh DX:Invisible War was and will try to avoid the same mistakes.) Of course “solid idea” might not necessary mean “great idea” (*cough* X-Com *cough*) but hell, it’s time for a proper first person think/explore/decide sort of game, I hoped that Eidos Montreal gets it right.

    http://www.zspline.net/blog/wp-content/gallery/misc/dxhr_logo.pngI saw an early render trailer and read an interview with one of the developers and that was convincing enough to make me avoid any further news regarding the game: No screenshots, no trailers, no dev diaries, no reviews mean no spoilers. (I did check the metacritic score.)
    I bought the game on Steam, waited for the first two patches and then started playing.

    All I can say is that this is how you make a game in this day and age.

    I’d like to have more games where the most glaring problems are the choppy menu UI and that the mouse doesn’t work in gamepad mode. (Clever people already fixed the unskippable intro videos.)

    Written on September 5th, 2011
    Categories: Games
    Tags:

    Bulletstorm multiplayer

    Recently I got cable net so for the first time ever I have a good enough internet access for playing shooters online. Not having any other games installed, I gave Bulletstorm’s multiplayer a try and it turned out to be rather fun.

    In this mode the game is stripped from all the crap elements (story, characters, conversations, quick-time events) and the game mechanics start to make sense. The Anarchy game mode is strongly cooperative and mildly competitive which ends up being a very tasty mix.

    I’m sure that the novelty of online gaming will fade away over time but right now I’m quite entertained by the multiplayer Bulletstorm.
    (I also learned that I should read game reviews and watch gameplay videos before (not) buying a game so next time my expectations won’t be off this much regarding the single player mode.)

    On a related note, I recommend reading this two part PC Gamer editorial on the topic: Part 1Part 2.
    Tom Francis’s views are very close to mine, but in his response, PCF’s Creative Director also brings up valid points.

    Written on March 8th, 2011
    Categories: Games

    One sentence reviews #1

    Bulletstorm: Interesting environments and great visual design wasted on primitive game mechanics, dumb story and genuinely annoying characters.

    Dragon Age II Demo: This demo, featuring butt ugly and totally linear levels, repetitive combat, boring enemies and inconsequential character interactions, will not help selling the full game.

    The Walking Dead (TV): A properly written and acted drama which feels fresh in spite of being situated amidst the “done to death” zombie apocalypse scenario.

    Written on March 6th, 2011
    Categories: Games, TV shows

    Game music remixes

    Excellent remixes of excellent music tracks from excellent games:

    Paul Ograbisz – Mercenary Killer Pilot (Raptor Remix)
    Paul Ograbisz – Dark War (Rise Of The Triad Remix)
    (Look for that tiny “Play direct from Paul Ograbisz” text.)

    SongeLeReveur – Megaman 3 Intro

    Written on October 7th, 2010
    Categories: Games
    Tags: ,

    New XCOM game: Shooter missing the point

    The recent announcement of a new XCOM game pissed off quite a few X-Com fans but I don’t really understand them.
    I mean, the franchise was abused before so one more crappy xcom game shouldn’t be such a surprise.

    Okay, maybe the game won’t be “crappy” per se but it won’t be an true XCOM game either, here is why:

    It will be a first person shooter.
    There is a good reason why there isn’t any Need for Speed adventure games or Contra MMOs: there are expectations toward a franchise. The genre, the main characters, the legacy it has. Yeah, sure, you can deviate from them, but it’s very tricky to do it right. Just look at the sad decline of Sonic games…

    And it’s not like they switched the turn based strategy to a new and fresh approach. No, it will be just another first person alien shooter in the sea of similar FPS games. Smells more like sure money than inspiration.

    “…gripping narrative ride.”
    Big part of the appeal of the original game (to me at least) was that I played my story. I placed and designed the bases. I named the soldiers and I made the mistakes which killed them. There was no script to ensure the safety or death of a character. I was responsible for everything.

    Now I can be sure that the hero saves the world and gets the girl the same way every time.

    The player plays as an FBI agent.
    What? An FBI agent fighting aliens… hmm wait a minute… Oh, okay, I see…
    It’s not X-COM but X-FILES… a simple typo…. of course… it all starts to make sense now.

    Anyways, by removing its guts is not how you revitalize and update this admittedly slow paced genre.
    You do it the way Nival did with the excellent Silent Storm:
    - Full 3D with dynamic shadows.
    - Realtime actions if no enemy is visible.
    - Fully destructible buildings.
    - Physics driven props. (Guy dies on the top of a hill, drops ammo which rolls down the slope to me. Cheers.)

    I wish they were making more games like that…

    Also, beyond the gameplay aspects, I don’t really get the marketing side either. What were they trying to do?
    I doubt they thought that people who knew and loved the original will be pleased with this FPS approach.
    Who knew the franchise but didn’t like it is still not a particularly good customer base.

    This leaves the ones who didn’t know X-Com at all, as the target audience. Hmm…
    I think the interesting question here is not whether it will be a good game by itself, but why is it called like that?

    Written on April 19th, 2010
    Categories: Games

    New Super Mario Bros: Addendum

    I.: I really, truly and wholeheartedly hate all and every underwater levels.

    II.: What the hell is going on with World 9-7? It’s so ridiculously difficult and mean that it’s borderline Asshole Mario.

    III.: Still love the game. :)

    Written on April 12th, 2010
    Categories: Games

    New Super Mario Bros: New and super

    http://www.zspline.net/blog/wp-content/gallery/misc/newsupermariobros.jpgI’ve always been a fan of platformers, especially the ones starring Mario.

    I first met him in a bootleg version of Super Mario Bros played on a noname Chinese NES compatible “TV computer” (“…with 1001 integrated games!”).

    The game was awesome until it got incredibly difficult. Blisters started to form on my fingers due to the increased pressure I applied to the buttons, hoping that it will make Mario run faster and jump farther. It made no difference, I kept dying so I lost interest along with the skin on my thumbs.

    I grew older and more dexterous, so I enjoyed Super Mario 3 a bit more, although I never actually finished it either. Well, at least not on the console: I beat the first 3 real Mario platform games (SMB2 is crap, doesn’t count) in the late 90’s on an SNES emulator. (The “save anytime” feature helped me through the really frustrating parts.)

    I played several Mario clones from Giana Sisters to Secret Maryo Chronicles, but none of them was as good as the originals they copied.

    The New Super Mario Brothers shows once again that apparently only Nintendo can create a proper modern 2D platformer.

    Simply put, this game is a real artwork, easily the best of its genre.

    I think the main reason why it succeeds is that they struck a balance in every aspect of the game:

    How it looks / how it plays.
    It’s not like those indy games which might play well but they are so ugly that my eyes hurt. But it’s not the other extreme either where the visuals are breathtaking but the gameplay itself is boring/frustrating (who cares about the stupid AI or the control problems when a game uses DX10 effects and has big tits in it, right?).

    In NSMB the graphics perfectly match the gameplay: neither of them has more emphasis than the other, both of them are polished and feel solid.

    Easy to learn / hard to master.
    The whole game can be played through with only three buttons: left, right and jump.

    My mom, who has never played a single computer game in her life, started playing and after the third session we got through two maps without dying. (The fact that my mother got interested in the game, by itself tells much about the quality and appeal of NSMB.) Simple controls, proper feedback, clear goals. (And it looks cute too.)

    But you can also go deep if you want: the control scheme and game mechanics allow you to perform some really hardcore stuff:

    New tricks / old tricks.
    While the fundamentals of the game remained the same, there are enough new elements to keep the experience fresh.

    They introduce new mechanics cleverly, showing how things work, what actions are possible to do. There are no explanation popups, no NPCs describing a new enemy or situation. The player learns about the world as children do: by observing the environment and the events happening within.

    For example the first time we encounter a sand fountain, a turtle is walking onto it, showing that the column of sand is solid enough to carry things.

    Only a game developer can spot and isolate these nice, subtle touches: they are transparent to casual players who don’t even realize that they have just learned something new. What they perceive at the end of the level is that it was fun.

    Single player / Multi player.
    Playing alone on the maps is fun, playing with friends (or parents) is fun as well. The levels’ layout work well in both single and multi player modes, I was not able to spot any kind of bias in the level design.
    The solitary exploration of the map is a different kind of fun than the chaotic multi player sessions, so it’s really up to personal preferences who enjoys which more.
    (Check out this video for some advanced multiplayer action.)

    Not easy / Not hard.
    While there were moments when I really wanted to break the wiimote in half, generally the game is much more friendly and less frustrating than any of Mario’s previous adventures.

    Failing several times on a level turns on the Super Guide feature which provides some help: Luigi shows how to play the given area, often revealing useful tricks. (Like that a barrel carried above my head works as a shield, blocking icicles and fireballs. God, knowing this made my life so much easier…)

    And there are levels (like the one where you ride a raft and control a spotlight by tilting the wiimote) which are difficult but also so interesting that I didn’t mind trying again and again.

    Okay, so these were the good things about the game, now lets see the problems.

    The “spin” move is performed by shaking the wiimote, but often there is some lag, and sometimes it doesn’t register the move.

    That’s all.

    It’s a truly awesome game.

    Written on April 7th, 2010
    Categories: Games

    A little known fact: Alanis Morissette is behind the soundtrack of Sonic CD.

    Not really, no, but this early track of the Canadian singer would’ve blended right in with the rest of the cheesy vocals of Sonic CD.
    (The soundtrack for the levels is still awesome in a geeky-nostalgic way.)

    Written on March 3rd, 2010
    Categories: Games
    Tags: ,

    Mass Effect 2: The end

    http://www.zspline.net/blog/wp-content/gallery/misc/me2logo.jpgYesterday evening I finished Mass Effect 2 and I’m feeling kind of empty ever since. I really didn’t want this game to end.
    I must say that I’m really impressed how mature ME2 is, both design and story wise. The target audience is not teenagers, entertained by one-liners burped by macho, hairy men in Gears of War. No, this piece of software is for adults, in spite of lacking alien porn and excessive gore.
    This is how you make games in 2010.

    I let this experience rest for a while and then write an article about it. What I’m certain of even now is that I have a new #2 best game ever. (Deus Ex is still #1.)

    Written on February 9th, 2010
    Categories: Games
    Tags: