Tag: gaming blogs (Page 2 of 9)

If Gaming is To Evolve In The Next Generation, It’s Time to Start Ditching the Cinema

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Not getting my Playstation in time for the “Final Fantasy VII” craze, my first experience with the series was “Final Fantasy VIII.” While I could make the argument that I got the better game of the deal, that is a topic of heated debate best saved for another day.

Instead the point in mentioning my first exposure to a “Final Fantasy” on Playstation is to reference that moment we all experienced when playing that series for the first time on that platform when you first saw one of the games cinematics. Though I’m not an expert on human behavior by any means, I still feel fairly confident in suggesting that the majority of people’s immediate reaction to viewing one of those beauties was to pick their jaw up off the floor so they were able to better articulate to anyone that would listen how it was “Just like a movie,” and to wonder “When all video games will look that good.”

Now “FF:VIII” may have been my personal exposure to the wonders of the video game cinema, but it would be far from the last. In fact, you could argue that the PS1 was the heyday of the video game cinema, as console developers began to realize the incredible (at the time) graphical potential in these scripted sequences, and just how much they could add to the basic video game story which previously was viewed by even the most intense fans of the medium as a sort of inevitable handicap thats few exceptions of excellence were best treated as anomalies.

Simply put, cinemas on the Playstation were nearly universally thrilling exhibitions that showcased levels of potential out of gaming that may have been dreamed of, but never really considered in earnest as a viable progression.

However, the Playstation came out in 1994 and hasn’t really been actively developed for in about 12-13 years. Cinemas though, in a format that strongly resembles that which they debuted under, remain.

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“But,” you say, sensing where I’m going from both context clues and the headline, “cinemas have improved greatly since then, and exercise a level of quality that makes those PS1 examples look archaic and pathetic.

On that point, I don’t disagree. There is a film like quality in the modern cinematic that even during the mind expanding origins of the PS1 cinemas I wouldn’t have been able to properly envision. What’s more is, cinemas of that quality are so prolific now that they’ve reached a point where their construction and implementation can, from a user stand point, be viewed as effortless.

The ability for a modern game to use cinemas in order to make their stories more in line with the presentation style of films may have reached their awe inspiring peak in the days of the Playstation, but in terms of overall quality you can’t argue that every subsequent year makes them better and better.

However, I hate them. Hate them, hate them, hate them. Hate them nearly every time I see them, and have had the experience of several otherwise great ,or at least enjoyable, titles ruined almost entirely by their presence.

To understand the problem with the modern cinema, you really have to look back at why they came to be in the first place. They existed to invoke the aforementioned reactions of “Wow this looks like a movie” and “When will games look this good?” and gave gaming a needed crutch to improve the outward appeal of its storytelling.

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However, gaming no longer needs that crutch and is becoming weaker and weaker by relying on it. The idea of a video game being able to mimic a film may have once been a fantastic notion, but can now be accomplished by nearly any reasonable budget.

As such, that same idea is now insulting. While there may have been a time when films were the only known effective way to tell a visual story, that time is no more. To suggest that is the case is to ignore the tremendous strides that certain ambitious developers have made in the field when it comes to finding a way to present a story that is uniquely told by the abilities of video games.

Yet again and again, game developers from all walks of life see no problem in creating a tightly scripted, high graphical sequence that allows you to do absolutely nothing but put the controller down and watch. When you consider that the one universally defining characteristic of video games is interactivity, putting the player in a position where they are either entirely unable to interact with the game, or mostly unable to do so, is crippling and converts the experience from game to digitally animated film instantaneously.

What’s more, the use of cinemas to such an insane degree have also spawned a number of other flaws in gaming. Among them, the most consistently annoying of which would have to be the rise of the QTE. These sequenced button presses are, on occasion, a well done way to add a level of interactivity to story segments, but for the most part are used as a sort of begrudging solution developers offer to anyone who may balk at why they aren’t able to actually play the game they purchased instead of just watch it for its presumed technological grandeur and “epic” story.

The game that really highlighted the gravity of this problem to me would have to be “The Last of Us.” While “The Last of Us,” has one of the greatest stories in gaming history, it is made nearly unbearable at times because of its reliance on traditional cinemas to tell the tale. The cinemas themselves may be better scripted and acted out than nearly all others out there, yet still manage to be groan worthy if for no other reason than they force you to stop playing the very game itself. A game that relies heavily on keeping you in the moment, and gains much effectiveness from its tense atmosphere which instantly dissipates the moment a cinema appears.

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What’s even worse in that instance is that Naughty Dog exhibits, in the same game no less, the ability to effectively tell a story with nearly no reliance on cinemas. That’s evident both in the banter between Joel and Ellie during levels which does more to enhance both individual characters and their relationship than any cinematic in the game can possibly do, and in the opening moments of the game which show perhaps the most gut wrenching and effective moments of the entire experience and afford you at least some level of interactivity with consequence.

Now even as I type this, I feel a twinge of hypocrisy as I’m among the biggest supporters of Telltale and their “Walking Dead” series, which is more or less an experience made up entirely of cinemas and quick time events. However, the very key difference there is that the “Walking Dead” series openly presents itself as that type of experience. It is a point and click adventure game, which are traditionally expected to be lighter on gameplay, and high on scripted sequences. You know to expect that when you go into it, and the developers are able to put extra work and importance into them since they are the majority focus of the game.

Instead my real problem with the whole idea of the modern cinema, is its appearance in games that otherwise feature an extremely active pace. It’s in those games where I sign up for the action and gameplay, and are instead spoon fed cinema after cinema that, regardless of the overall quality of the individual examples, are with few exceptions nowhere near as thrilling, effective, or certainly enjoyable as the very game they are apart of and, ideally, are only in place to enhance.

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There was a time when the cinematic was a useful, exciting tool that showcased the potential for gaming to reach new heights of storytelling excellence. That time has passed, and the entire reason the average pre-rendered scripted cinematic remains is based on nothing more than laziness and an unwillingness, or creative inability, to pursue a viable storytelling evolution that can recreate the feeling and effect of the first time we viewed an elaborate cinema in a game, without harming the game in the process.

Much like 2D gaming or other tropes of the medium once born out of technological necessity, there will always be a place for the video game cinematic, regardless of whether or not it is still universally desired. However developers everywhere, particularly those with budget to spare, need to really sit down and think when designing their next titles if the use of a cinema is actually enhancing the experience in a meaningful way, or is merely preventing the player from actually being able to play and only serving to help the graphic and storytelling teams flex their creative muscles without purpose like the design equivalent of a professional bodybuilder.

Do that, and I think that many of them will come to the same conclusion on cinemas that many gamers have been exercising for years, which is to just skip them all together.

Blood Bowl 2 Could Be A Much Needed Break From The Same Old, Same Old Sports Themed Game

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One of my favorite game growing up was “Mutant League Football” for the Sega Genesis. A parody of the NFL that read like it might have been proofread by the Cryptkeeper (Bones Jackson instead of Bo Jackson, Killer Konvicts instead of Dallas Cowboys, etc.) the game was far from perfect, but it’s complete devotion to making an over the top, often childishly disturbing version of football as we know it was admirable and almost always entertaining.

It was a game where fireballs and landmines were in play, and you could bribe the referee or even murder him if a call didn’t go your way. It’s carefree over the top nature is an even greater breath of fresh air than it was upon the games initial release, especially when weighed against the increasingly stale entrants in the “Madden” series.

Of course since it was an EA title and that company would go on to make all the money in the world from that “Madden” series, “Mutant League” got the axe before it became a full fledged franchise, and theoretical PR nightmare.

This disheartened me for years as I longed for a football game that actually took a fun and creative approach to the subject matter, without sucking too bad (looking at you “Blitz: The League”). It turns out though, that the “Mutant League” games were actually based on an old tabletop strategy game called “Blood Bowl” which has actually been a tabletop tournament staple for years. Unfortunately I’ve never really been able to get into the tabletop gaming scene, and the video game adaptations of the series have been a real mixed bag.

Even still, it’s getting hard to suppress my excitement for the forthcoming “Blood Bowl 2.” In development by Cyanide Studios (developer of the most faithful adaptation of the game to date), little is unfortunately known about the game outside of its usual promise to be the biggest and best digital version of the game to date, with claims of better graphics and animations as well as new modes to back them up.

It’s the usual sequel rhetoric to be sure, but I’ve got to say that the screen shots of “Blood Bowl 2” provided by the game’s publishers are fairly encouraging, and show off a game aesthetically closer to the “Mutant League Football” proper sequel I’ve always wanted.

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Of course, “Blood Bowl” isn’t meant to mimic the real time mayhem of “Mutant League,” but its still going to be interesting to see if Cyanide can do justice to the popular strategy game, and make it accessible enough so that those of us longing for a football inspired game that doesn’t take itself so damn seriously can get on board and find a new addiction when “Blood Bowl 2” is released sometime in 2014.

The Top Five Fixes and Features That Need to Be in Fallout 4

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In what is quickly becoming the internet’s worst kept secret, it appears that famed developer Bethesda is gearing up to announce the highly anticipated “Fallout 4.” As one of the general public’s most beloved games of the previous generation (feels weird saying that…), the hype train for “Fallout 4” is beginning to resemble a locomotive in India, as fans across the world eagerly await any news regarding it.

While developer Bethesda is usually so generous with their game content it can feel greedy to make requests, that doesn’t mean that there aren’t a few items on every fan’s wishlist for “Fallout 4,” as well as a few generally accepted flaws in “Fallout 3” that could use a fix. Personally, I know I can think of five things, I’d really like to see in “Fallout 4.”

The Ability to Play In A World Affected By the Ending

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I’d have to say my biggest disappointment with “Fallout 3” was that the game just kind of ended. There was the usual climatic final mission, but then you just got a cinema explaining the consequences of your decisions in the final moments. At that point if you wanted to keep exploring the world, you could only load up a save before the final mission and do it from there, with the finale being forever left on your to-do list.

It was a baffling decision that felt like one of the few genuine design flaws in the game. How could a game with so much to see and do just end? While the expansions and New Vegas fixed this particular problem, I expect that Bethesda will learn their lesson from “Fallout 3” and allow us to not only continue to explore the world after the credits role, but hopefully alter it in some noticeable way based upon the ending.

Incoporate Greater Grey Area Options

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While “Fallout 3’s” karma system was one of the more involved of all the games that afford you character building moral choices, it’s hard to deny that if you really wanted the world to reflect your personal choices, the only real paths available were to be a paragon of virtue or the most evil bastard that ever lived.

That’s always been troublesome to me considering that morality in the “Fallout” universe is ambiguous to say the least. Forcing players to ultimately choose between comically good and evil just to get the game to react never really felt in-line with the rest of the world. It would be great if the karma system better incorporated the choice to live somewhere in the middle (neither entirely good or evil) and if the world reacted to you in this manner just as they would if you lived on either polar side of the morality scale. After all, as Bruce Campbell quipped, “Good…bad….I’m the guy with the gun.”

An Expanded, Region Specific Soundtrack

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As much as I loved Three Dog and the game’s unique (and often disturbing) selection of 40’s and 50’s music, after a while I’d often turn off the radio as the DJ banter and songs didn’t take long to repeat. While this is expected in a game of this length, it was nonetheless annoying.

An expanded song selection would certainly go a long way to fixing this in “Fallout 4,” but what would really be great is if more individual regions of the map had there own radio stations. After all, it’s not hard to imagine a number of small range pirate stations would pop up here and there, and having certain songs only available in certain areas through those stations would go a long way to cutting down on the music monotony.

Longer Emphasis on Survival

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When you first enter the world of the Capital Wastelands, you feel appropriately small and helpless. Nearly everything could kill you instantly and, since the game allowed you to go anywhere at any time, getting in over your head was easy. In those early moments it was vital to scrounge for any and all available resources, even if it meant near certain death to do so.

As the game went on, however, it didn’t take long before you were so stocked with equipment you would often pass up valuable items simply because you couldn’t carry them. Within only a few hours of play you go from fist pumping because you found a clean bottle of water, to better stocked than the local Wal-Mart. While this kind of character building is expected in RPG’s, it would be nice if a better balance was placed on resources availability so that the incredible survival aspects of the game don’t just disappear after the first few hours.

It’s understandable that your character will become more powerful and adapt overtime, but you should never feel as complacent in your available resources as you did in the later parts of “Fallout 3.”

More Imaginative Weapon Crafting

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One of the things I liked about “New Vegas” is how developer Obsidian wasn’t afraid to take some chances with the design, since they knew the established “Fallout 3″ formula was strong enough to hold the weight of the occasional tweak and innovation. Among those tweaks was an expanded ability to better your items and weapons through the occasional pick up and crafting. It worked because it makes sense that in an apocalyptic world you would become somewhat adept at making do with what you have, and making what you have better based on what you find.

It was a step in the right direction, but it could go much further in a sequel. There’s tons of seemingly useless items floating around the “Fallout” universe, and it’d be great if you could find uses for them through a more involved crafting system. “Fallout 3” did have the occasional blueprint that allowed you to do this, but it felt too clean and simple. Allowing players a crafting screen to play around with that isn’t necessarily dependent on strict recipes would go a long way to expanding our involvement in the world, and our desire to explore it.

As The Xbox One Attracts More Controversy, More Importance is Placed On Titanfall

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If you haven’t heard, Microsoft and the Xbox One found themselves in a bit of hot water recently, when some long rumored whispers that the Xbox One is under-performing against the PS4 when it comes to games they share were confirmed when “Battlefield 4” developers DICE revealed that the Xbox One runs at a lower resolution than the PS4, while side by side comparison gameplay videos gave us a pretty clear indication of the difference between the two machines. This was an unfortunate reveal only enhanced by the discovery that some of the footage in “Battlefield 4” Microsoft was using for promos of the Xbox One actually contains some footage of the PC version of the game.

This of course breaks up the relative peace Microsoft was enjoying following the  controversy that followed shortly after E3 and the initial Xbox One reveal, when people attacked Microsoft for many of its policies regarding the Xbox One, as well as its seeming focus on being a device more interested in multimedia capabilities than actual gaming. When Microsoft retracted a number of the more controversial measures, it had seemed they could kick back, maybe hype up the pre-order numbers for the device, as well as any number of its merits, and put that past trouble behind them. That is, until this all happened.

Now the Xbox One is again the goat of the video game world, fanboys begin to wage war, PR companies summon their voodoo spin doctors, and those of us somewhere in the middle find an enjoyment in the chaos. Of course, if you stick around gaming long enough, and you eventually learn to not throw dirt on anything until you absolutely are sure it’s dead, less it come back as a zombie to take its revenge. What I mean is, don’t write off something so adamantly if there is still the off chance that it’ll come back to bite you when you want it down the line.

This is where the Respawn Entertainment developed 2014 shooter “Titanfall” comes in. See, admist all of the trouble that the Xbox One endured recently, one interesting win for the company did emerge, when it was announced that “Titanfall” will be an Xbox One and PC exclusive forever. While that doesn’t mean that future sequels of the game will remain on the Xbox One only, it does still ensure that Microsoft has the immediate rights to the best looking exclusive seen on either system, and one of the few games shown of the next generation so far, that looks like a killer app.

While of course a final “Titanfall” game that falls well short of expectations would lend a different set of problems for Microsoft, the more interesting case comes if the game turns out to be as good as footage and previews have suggested, and as lucrative as well. In that case, then by the time that more systems start to hit the shelves and the non-early adopters start considering making system purchases early next year, “Tianfall” will be in a position to move Xbox Ones similar to the way that “Halo” moved the original Xbox.

What’s interesting about that is that it will be a pretty clear case that in spite of everything that the Xbox One has gone through, it’s all irrelevant compared to the power of a single game. The industry is moving further and further away from exclusive games, and many people in the gaming community are also calling for a more unified gaming experience where all games are available to everyone. However, it does still sell systems, and should it be able to alter the Xbox Ones fate (again, in spite of everything) when the console race gets going in earnest, then it could just be enough to preserve the traditional methods of gaming exclusives, at least for the conceivable future.

What’s really interesting about that is that Microsoft clearly had a plan at one point to take console gaming in a very different path based on the original policies of the Xbox One. Even without those policies, there is clearly still a focus on incorporating  the controversial multimedia features on a level not previously seen out of a console. If Microsoft really gets a hit then with “Titanfall,” do they begin to re-enact some of those policies now that they have a userbase who will remain loyal to them? Do they also see the power of games and begin to turn the public focus of the Xbox One to a game first console, or does the natural increase in multimedia use of its users who purchased the system for “Titanfall” somehow justify their seeming focus on that instead?

Nothing speaks louder than sales in the gaming world, and considering the rare beast that “Titanfall” has the potential to be (a AAA true exclusive of full merit) it’s release and subsequent fallout is one of some importance. It not only has the weight of the Xbox One at its shoulders at the moment, but given a certain level of success could well help answer several questions about what direction the industry is going. Is that a lot of weight to put on a single game? Yes, but that is exactly the role that Microsoft gave it when they pursued this as an exclusive. They have a faith in it that probably cost them a lot of money, but they spent it because they knew it had the potential to define the Xbox One and help to give the system the foothold it needs in the Western market where it’s main sales power is going to come from.

The next generation of gaming may start this month with the release of the PS4 and Xbox One, but it’s not until the major games start hitting next year will it begin in earnest. Of those games, none has more to strive for than “Titanfall,” whose success and quality may very well give us an indication of how the future of gaming will shape up, and if Microsoft will be a part of that future at all.

Instant Impressions – Path of Exile

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It’s not possible to talk about the recently released free to play game “Path of Exile” without mentioning its strong resemblance to “Diablo.” In fact, lets just call it like it is and say that “Path of Exile” is, for all intents and purposes, a knockoff of “Diablo.” However, I’ve never found being a knockoff a bad thing in the world of video games, so long as said knockoff follows three simple rules:

 

1. Make sure you’re borrowing from an already great game.

2. Improve on any structural flaws the original game had.

3. Introduce at least one unique idea that the original game did not have.

 

Does “Path of Exile” adhere to all of these rules? For the most part, yes.

As mentioned, it draws most of its inspiration from the “Diablo” series (fulfilling the first rule), and does it to a degree that’s worth elaborating on. Right down to visual layout of the menu, this game has the design stench of “Diablo” all over it, to the point where a glance at a screen shot of both games, could possibly cause even a fan of the fabled Blizzard series to hesitate. I don’t really resent it for lifting the “Diablo” gameplay formula (click your way through mobs of enemies while improving your character, and getting better loot) because “Diablo” not only introduced that style of gameplay, but by an large perfected it, however I will say that the sheer amount of little design elements borrowed from that series, can cause you to roll your eyes once in a while.

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Fortunately any lapses in design creativity are largely negated by the admirable way “POE” honors rule number 2. The developers of “POE” recognize that when you are making this style of game, the most important thing you can do is to get the fundamentals right. That’s why extra care has been put into making things like loot drops, enemy balance, skill risk/reward, and combat variety, as sound as possible and implemented in ways that keep you from having to consider any of those elements while playing. What I mean is, the best type of ARPG’s are built in a way that quickly puts you into a zen like focus, as your brain reshapes its perspective to hone in on the gaming world, and all of its functions and rules. The moment that you, say, run into an impossible nest of enemies or wonder why the game keeps dropping the same item, are the moments when you focus out, and begin to lose interest. “POE’s” intent on making the genre fundamentals so solid ensures that these lapses back to reality are few and far between.

Does it do anything outside of the norm to satisfy rule number 3 though, and make its own mark? This is a little trickier than the first two, but I’m going to tepidly say “yes,” and cite the skill system as my justification. See, whereas most of these games work off of a simple skill tree where you choose basic branching paths to determine how you will build your character, “POE” uses a skill grid that is absolutely massive (you can’t capture it in a single screenshot), and as far as potential depth goes, leaves the old tree design in the dust. Trying to break it down entirely would be a fruitless headache, but just know that it allows you to take any of the game’s classes (which are all admirably balanced and equally useful by the way), and build them anyway you like. For example, it might not be as easy or immediately rewarding to build a barbarian character who is also adept in magic, but with the right level of dedication you can do just that, along with any other character combination you can think of.

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Despite fulfilling all three rules to this style of game design, I still find myself slightly resenting “POE” for it’s lack of creativity. Though I do really enjoy the design consistency of the game’s gothic horror elements, and the bleak world they come together to form, aesthetically speaking there is really nothing here you haven’t seen quite a few times before. Similarly, outside of the improved skill system, as far as ARPG’s go, everything here from a gameplay standpoint is pretty commonplace as well. This doesn’t really deprive the game of much at first, but as your journey wears on it becomes more and more obvious that not many original thoughts made it from the brainstorming process, to the final game.

That being said, “POE’s” lack of innovation does very little to harm the overall experience, especially once you factor in the free to play aspect. Yes I know it’s not usually a good sign when the final say on a free to play game is “It’s free,so you have no reason not to play it,” but the fact that this is a free to play game in the true sense of the word (I.E. you’re never encouraged to spend money if you don’t want to) takes it from a game that only dedicated fans will probably be interested in, to something that….well…. you have no reason not to play.

Some are saying that “POE” feels like more of a successor to “Diablo 2” than “Diablo 3” did, and while that’s certainly true in the sense that it carries on so many of the things that made that game great, the lack of progressive design keeps it from achieving the full implications of that lofty goal. However, I will say that with the exception of “Torchlight 2,” this is simply the most satisfying and consistent game of this type that I have played since the seminal “Diablo 2,” and deserves to be tried by everyone reading this.

Download “Path of Exile” for Steam

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