Showing posts with label incandescent rage. Show all posts
Showing posts with label incandescent rage. Show all posts

Sunday, July 31, 2022

The eternal regret

 I didn't go to see Eternals in the cinema because a) it didn't get great reviews and b) it didn't look especially good from the trailer.  I just watched it on Disney+ and loved it!  What the hell, past me?  That would've been great to see on a big screen.

Monday, December 13, 2010

On the kicking of ass, and the chewing of bubblegum

I downloaded Duke Nukem 3D on t'Xbox the other day, and have been playing it much of late. I did have the Saturn version way back when, but used the level select to skip through any bits I found too hard (i.e. most of it). So this is more or less a first playthrough.

And you know what's interesting? Its astonishing cheapness.

It's pretty hard, yeah. But a whole bunch of its hardness is due to the developers being cheating scumbags. Enemies fly around, shooting at you from slightly higher than you can move Duke's line-of-sight. Crucial bits of level-progression stuff are hidden in scenery that is nearly impossible to discern from non-descript background art. I've just come across a new type of enemy that flies at you and then self-destructs, doing a ton of damage - it's the aneurysm-inducing suicide soldiers from Serious Sam, except they can come from any angle and they're almost silent.

I'm not disparaging the game as a whole, mind. It's still a lot of fun to play, and it's interesting seeing the sort of stuff that became FPS standards: if I remember right, it was the first in the genre to offer some real-world environments; there are some basic switch puzzles that presage the way the genre has gradually grown a few brain cells; there's an emphasis on inventive weaponry, some of which is still distinctive (Shrinker! Woo!), as well as early outings for the sort of trap weaponry that is now common.

But it really is remarkable to see the sort of shenanigans that we used to put up with. Gearbox won't be able to get away with putting this sort of stuff in the forthcoming Forever. (If it actually is forthcoming. I'm remaining sceptical and Scully-like until the boxes are on shop shelves.)

Friday, June 05, 2009

This was a triumph

I'm making a note here
"GREAT SUCCESS"

So yeah, I completed Portal last night and now I know what the Internet was going on about a year and a half ago.

It was actually a different bit of The Orange Box that stuck in my mind, namely Half-Life 2: Episode Two. I couldn't do the big setpiece battle at the end, and was berating this fact to a friend in the pub last week, who suggested I check what difficulty setting I was playing on, maybe shift it down to "easy". So I did, and the plan worked.

My problem was that when you have a game like Half-Life with a very strong narrative, getting stuck on a hard bit is extremely annoying. If you've engaged the player and they want to know how the story progresses, forbidding them because they're not good enough isn't on. It's like reading a book and then suddenly the author puts his hand over the page and says, "No, you can't read any more, you didn't fully comprehend that metaphor. Stay on this page until you get my meaning."

Another game I completed this week was BioShock, which understood the idea. You have an arrow pointing the direction, there are hints on the pause screen to help you progress, and if you die you respawn in a "Vita-Chamber", normally a little way back through the level, with weapons and such intact. In last issue's Official Xbox Magazine there's an interview with Jordan Thomas, the creative director of the forthcoming sequel. He explains that, "We felt the Vita-Chambers were pretty important in terms of making it a shooter that was more about offering you hard choices and less about stopping you finishing."

I loved the Vita-Chambers. BioShock was incredibly narrative-heavy, and 2K knew their place in not preventing me from enjoying the narrative. Some didn't like them, so BioShock 2 will apparently have the option to turn 'em off. Everyone wins.

It's a tricky line, of course. You've got not stopping the players from finishing the game, but you've also got not taking all the challenge out. Obviously there are many gamers who enjoy pitting themselves against a game, the sort who play Ikaruga blindfold with one hand behind their back, but I've never been that sort of player. I'm of the opinion that I don't mind being challenged, but I've paid money for this and if I'm irretrivably stuck I want a hand. That's why I like the idea of this "Kind Code" that Sir Shigsy of Moto is yammering about (even if it's already been done in Alone in the Dark). The thing about the way that gaming is opening up to more people is that there are a lot of new gamers who've never even heard of Mega Man, and keeping everyone happy is only going to get trickier. It'll be interesting to see what ideas come up.

Sunday, November 16, 2008

More Coraline

There's a nifty little behind-the-scenes-and-interview-with-Neil-Gaiman video about Coraline up on his website. I was trying to embed the vid, but Blogger has apparently decided that allowing me to embed stuff is just, like so last month (I spent half an hour yesterday trying to coax YouTube vids on here and very nearly punched the screen in in frustration) so I'll just provide a link. Bah. Bah I say!

http://journal.neilgaiman.com/2008/11/mister-fuchs-and-his-flower.html

(It's right at the bottom)

Anyway, this has already become my most-wanted movie for 2009. Look at the fluidity of the characters' movements! Gorgeous.

(Also, is it just me or does Gaiman look a bit like David Thewlis?)