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Tuesday
Apr062010

Conquering the Vile Buzzword: Cinematic Gaming Realized

I’ve always hated the term “cinematic” when applied to videogames. 

Why is it, exactly, that the interactive entertainment industry has such a self-confidence problem that it feels the need to invoke a term that implies that, to be worthy of note, games must ape the best qualities of movies instead of playing to their own strengths?

The term always makes me think of franchises like Final Fantasy and Metal Gear Solid; games that are known for being as much non-interactive cutscene as they are actual gameplay. Or it might conjure the image of Devil May Cry or others of its ilk that seem to revel in taking the coolest moments out of the player’s control and placing them in movies, as if afraid letting the player have fun would have spoiled the cool action movie moment the developers had in mind.

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Monday
Apr052010

Uncharted 2: An Unfortunate Difficulty Curve

It’s only logical that, in a medium that prides itself upon interactivity and developing player skill, games would necessarily get harder as they go along, peaking in difficulty at the end of the game in the ultimate test of what the gamer has learned.

In the olden days this was less complicated. Beating a game was its own reward. There was no complicated story to worry about, only overcoming the series of obstacles and seeing the Game Over screen.

But now that games are starting to tentatively poke their feet in the water of competent storytelling, a new element is added to the mix. A vital part of proper storytelling, and a big reason why the interactive medium of gaming has so far sucked at telling good tales, is momentum. Interactivity screws with momentum. It’s a nightmare to maintain a compelling pace when the player has full control of what’s going on.

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Monday
Mar292010

Uncharted 2: Loading Times and the Gaming Experience

It’s amazing how distracting a simple loading screen can be. It’s a little thing, but that seemingly unimportant static screen can rip your immersed brain right out of an amazing experience and back into the real world. It may only be for a brief moment, but it can be more than enough to break the flow of the story, to pull you out of the game, or to stifle your sense of immersion.

I’ve always found it amazing that more developers don’t try to get rid of the annoying little things. I remember back to the days when I first played games on the original PlayStation. I was so amazed by the technology of the whole “games coming off of CDs” thing that I thought loading screens were cool. They were a sign of advanced technology. No more outdated cartridges for me!

Well, those days are long gone. Times have changed, and fast. Loading screens are no longer interesting artifacts of technological progress. They are now signs that a developer couldn’t find a way to overcome the technological challenge of getting rid of them.

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Monday
Mar082010

Mass Effect 2: An Examination of Character

Defining what makes a “good” character is relatively easy as long as you stick to useless generalities. It is someone that feels like a realistic human being. It is when you dive into the details that things become decidedly muddier.

Games are not a medium known for creating believable characters. This is somewhat perplexing considering that games have more untapped potential for this than any other medium in history. They can combine great writing, acting, and visuals with the unique element of interactivity. It is only recently that we are beginning to see games scratch the surface of what is possible.

Bioware has led the way in this area. Playing Mass Effect 2 makes it abundantly clear how far games have come. They continue to top not only most every other developer in the industry, but also themselves, in creating interesting, believable characters time and time again.

Yet, when I try to figure out exactly what makes their characterization so good, I can’t quite come to a solid conclusion. I know that they’re steadily getting better by examining my gut reactions to their characters. I enjoyed spending time with the Dragon Age cast more than most of Mass Effect’s crew. I don’t even remember Jade Empire’s characters. Mass Effect 2 seems on track to be their best effort yet.

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Friday
Mar052010

Mass Effect 2: Disturbingly Frequent Demise

This just in: Mass Effect 2 is really hard!

I do not want to cast an accusing glance in Bioware’s direction if it is not justified, so I will try to reign in my nasty stares as much as possible whilst I attempt to figure out the true cause of the phenomenon, but let me just say that as a general rule I am decidedly not fond of sequels that decide they need to be more difficult just because there is a higher number in their title.

It is a remarkably common thing, and one that frustrates me to no end.

“Oh,” the developers seem to be saying, “clearly they beat the first game, so what they must want is more and harder, right? I mean, they can’t possibly just want more of what they already enjoyed but with new stuff added. Sureely they want to be incredibly frustrated along the way as well. We must assume their skills have become superhuman and throw all sorts of torturous walls of difficulty at them. That’s the ticket!”

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