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Archive for the ‘Games’ Category

Paul and the Adjustment Bureau

16 Jun

Watched a couple of movies these days:

paul-movie-poster2

I’m a huge fan of Simon Pegg and Nick Frost since Shawn of the Dead and Hot Fuzz… and this one didn’t disappoint… Initially I was expecting an ET-like movie (with swearing, I admit), but I couldn’t be further from the truth… It was loads of fun, with lots of awesome characters (stereotypical, but very well played!).

The story is about two British nerds that go to Comic-Con and decide to tour the US’ UFO hotspots. On their travel, they find a real alien and agree to help him escape the government and get back to his homeworld… But Paul isn’t exactly the typical alien (he’s more of the pot-smoking variety… Smile), and Simon and Nick’s characters aren’t rocket scientists… so, mayhem ensues, blah blah blah…

Definitely worth a watch! 9/10

Paul Trailer

 

The-Adjustment-Bureau-Horizontal-Poster-30-11-10-kc

Based on a story by Philip K. Dick (one of the greatest science fiction authors of all times!), this is a movie with a nice premise, but somewhere along the way something got lost…

This is the story of a impulsive senatorial candidate and a dancer that feel they should be together and a secret organization of non-humans called “The Adjustment Bureau” that thinks they being together is against the “Plan” they have to enforce… Normal romantic plot mixed with some scy-fi, which is kind of cool, but the plot seems unfocused and same-y… Good movie for those lazy Sunday afternoons… 7/10

 
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Awesome!

09 Jun

Nothing much to show today… Except… AWESOME:

Don’t care about the game, but that intro song is so…. awesome! 🙂

 

The new Silent Hill seems like a return to the origins, with a bit of Alan Wake in it (which is fair enough, since Alan Wake was Silent Hill with a bit of Stephen King in it… 🙂 )…

 
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More E3…

08 Jun

So, E3 is rolling… nothing too unexpected comming out, but the opening cinematic of “The Old Republic” made me drool like a mad man!

High-volume and full screen people! 🙂 It’s very good… I wish the game was this awesome, but I’m not too hopeful… Bioware’s RPGs have been lacking in the RPG front (although they’re awesome games)…

The other obligatory announcement was the Nintendo Wii U:

To be honest, I don’t know what to think about this one… From one side, it seems like Nintendo is converging its two powerhouses (the Wii and the DS) into a single device… and the HD is already long overdue… and I admit some of the uses present in the video are genius ideas (I could never come up with so many ideas)… but again, it sounds gimmicky… And it seems like it’s going to collide head on with the smartphone/pad market, without the advantages of both these devices (since you have to be near a console to actually use the new controller, while with a smartphone/pad you can go anywhere with it)…

I admit I find it strange that none of the players in the console market as decided to embrace the smartphone concept… You might argue that Sony has done that with the Xperia Play, but that’s just a gimmick designed to sell more games/phones, not a true integration of the two devices…

I guess we’ll have to wait and see who will win the next round of the console war: Nintendo with the Wii U, Microsoft with the Kinect or Sony with the Move… Can’t say who’s gonna win, but I’m sure who will lose if they don’t come up with something better than a Wiimote ripoff! 🙂

 
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Updates, etc…

07 Jun

First off, I’d like to tell all of you to go on Brain Hex. Brain Hex is a web application that does a series of questions pertaining your gaming habits and gives you a profile… My results:

Your BrainHex Class is Conqueror.
Your BrainHex Sub-Class is Conqueror-Mastermind.

You like defeating impossibly difficult foes, struggling until you eventually achieve victory, and beating other players as well as solving puzzles and devising strategies.

Each BrainHex Class also has an Exception, which describes what you dislike about playing games. Your Exceptions are:
» No Commitment: You dislike being asked to complete everything, preferring to pick and choose which tasks you will attempt, or simply messing around with a game.

Learn more about your classes and exceptions at BrainHex.com.

Your scores for each of the classes in this test were as follows:
Conqueror: 18
Mastermind: 17
Socialiser: 13
Seeker: 12
Survivor: 11
Daredevil: 4
Achiever: -1

In the site, you can also check out the neurobiological explanations behind their research… It’s fun stuff! 😀

 

Secondly, E3 is here, so I thought to share some of the stuff I was more interested in:Halo really doesn’t need an introduction, and even if it isn’t Bungie making this second trilogy, I’m enough of a fan of the series to think this merits some excitement…

 

Although I’m sick and tired of zombie related stuff, this game caught my eye on its first trailer (which I thought it was brilliant)… Let’s see if the game warrants as much atention…

The first one was mind-numbing fun (senseless over-the-top destruction that didn’t feel like a game because there was no challenge, but it was good to waste an hour one from time to time), this one seems to keep that and add an even more ridiculous cliché-based story! Yay for sequels! 😐

Stay tuned for more! 🙂

 
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Dead Space II and LA Noire

06 Jun

Two more games bite the dust:

I liked the first Dead Space game… Maybe it was because I wasn’t expecting anything special, but it kind of worked for me… The plight of Engineer Isaac was the kind of thing that works in survival horror, and trying to figure out what went wrong on the Ishimura was interesting enough to keep the game going forward…

So, my expectations for Dead Space II were a bit higher… and boy, was I disappointed! 🙂 They tried to flesh out the main character some more (which kind of make me unlike him, it didn’t seem genuine anymore), they were trying too hard to push the “horror” (which kind of loses its edge after the n-th time an enemy jumps out from somewhere, even with the limited supply of ammunition the game has), and towards the end, the game even got lazy by adding indestructible monsters and the “you’ll take damage no matter how well you play” factor…

I can’t say exactly where the game lost me, but finishing it was a chore (specially that idiotic final fight, where you had to work with whatever you had with infinitely spawning enemies)…

The main problem, as I see it, is the fact that the game doesn’t evolve the story, characters and game world… you’re just playing the same game again, but instead of being in the Ishimura (and you’ll be in there, by the way), you’re in a colony/space yard, in the midst of a xenomorph outbreak that “noone could predict”… for how long will we have these uni-dimensional bad guys that always think they can control uncontrollable forces?!

All in all, objectively, it’s not a bad game, it just feels that way due to some lazy design and associating “survival horror” to “you don’t have enough ammo to kill them all”… 6/10

LA Noire is an amazing game at the same time it fails spectacularly… Let me start by saying I love the Noire setting, but I didn’t feel it in LA Noire… For me, “Noire” involves a broken PI (preferably alcoholic) that gets conned by a mysterious woman to take some case in which she’s involved to her eyeballs, while feigning innocence… Maybe I’m reducing a whole genre to its more basic expression, but that was what I wanted to play in LA Noire, not some “straight arrow” cop that was too good at his job and had to be taken down…

Ignoring that pet peeve, this is probably the first game I’ve ever played in the last 10 years that really gives you the feeling of being involved in an investigation, analyzing clues and talking to suspects, trying to call their lies into question, or doubting them until they gave us worthwhile information…

The problem with the game is the cuddling it gives to the players… the game treats the players like morons, and takes away the real use of their investigative brains… This is noticeable when you always want to accuse everyone of lying and then back up from the accusation… the way the suspects react to the accusation gives us a clear clue on if they’re lying or not, and if you decide they’re lying, you just have to choose the correct piece of evidence… if their reaction is off someone telling the truth, you just back out of the accusation and choose another investigation path… The much-talked about facial animation system (which is amazing, by the way – first time I saw throat/larynx movement in facial animation in a game) makes it too easy to tell if the a character is telling the truth or lying… The fact you don’t have many dead end clues doesn’t help to the atmosphere aswell.

Of course, this has been a discussion for a long time: how easy/accessible we want the games to be to our customers, and one that doesn’t have an easy answer… I’d venture that it’s better to fail towards the easy side than towards the hard side, from a commercial perspective…

The action sequences are also terrible, feeling constrained, out of place and simplistic in their approach… no challenges there and it just seems a way to waste time on the way to the next piece of storytelling…

The storyline is very interesting (although not “Noire” enough for me, as I stated above), and most of the graphics are very good (bar the odd pixelated/blurry textures here and there). I say most because the female characters are probably the worse I’ve seen in ages… they all look 100 years old, which is kind of annoying when you’re interviewing a 20-year old wanna-be starlet and it seems like your grandmother… kind of ruins the immersion… Male characters are quite good, on the other hand.

LA Noire could be (and in some level it is) one of the most revolutionary games in the last decade (much more than Heavy Rain, to be honest, which the game has some similarities to), but trying to reach for a wider audience kind of spoiled it for me… But, nowadays, a 20-hour game (with a 65% completion rate) at standard price, it’s a good buy! 🙂 8/10

Next on my game list: Pixel Junk Shooter 2…

 
 

Enslaved

17 May

Enslaved_X360_Box_Front_FINAL_(Medium)

"Enslaved: Journey to the West" was one of those pleasant surprises one gets from times to times, due to low expectations… I wasn’t expecting much from the game (all I’ve seen was some video review and some comments in websites), and I wouldn’t even pick it up, if a friend of mine didn’t borrow me his copy…

Enslaved is a very nifty action/adventure game, that takes place on a post-apocalyptic world where war-machines have almost destroyed mankind, and where we control a character called "Monkey". Monkey is enslaved by the token sexy woman, through an headband that deals extreme pain on command… the girl then proceeds to the usual "take me home and I’ll set you free" blackmail. The story has more to it than this, but I don’t want to give much away anyway, and this is the core of it anyway.

What stands out in the game is the richness of the scenario elements… Instead of the usual gritty grey and browns, the game features bright saturated colors that work very well to break the usual drabness of this kind of games.

The game isn’t brilliant in any of the mechanics: fairly simple puzzles, the platforming isn’t Prince-Of-Persia level, the combat is slow-paced and lacks control, the flying disc parts are almost uncontrollable. The sum of it all is surprisingly very cool… It feels like a genuine adventure, with good level and area design saving what would otherwise be a mediocre title from a gameplay standpoint… there’s lots of memorable moments in the game, that kind of make you feel "hell yeah!".

I have only two negative points to call out:

  1. The "Journey to the West" association… In the original story (http://en.wikipedia.org/wiki/Journey_to_the_West), Monkey is atoning for past sins… in this one, it seems that Monkey is actually a good guy just trying to survive, and what the girl does to him is the really inexcusable act… It feels like somebody had a nice idea for a story and somebody went "Hey, that reminds me ’Journey to the West’, how about we say the game is based on that?!".
  2. The ending is weak… I understand what they were trying to do, taking a more philosophical tone, but to be honest, it felt silly and out of place, to be honest… A good philosophical debate in my opinion has two equally valid standpoints, and the discussion is just a matter of perspective… Well, after you played the game, the "other" standpoint in the philosophical debate is just plain wrong, however you phrase it… it seems just a play on words, to be honest…

On the plus side, the characters (which initially seem one-dimensional and annoying) kind of grow on you, and I ended up enjoying them very much, which is refreshing!

All in all, the game was a very good way of keeping busy for 8 hours or so of solid game with some "hell yeah" moments! 8/10

Next on my list: "Dead Space 2"

 
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An Old Man And His Quest – Postmortem

06 May

Time for a quick postmortem of my entry, “An Old Man And His Quest”:

What Went Right

  • Initial concept: although I’m not a big fan of this theme, my wife helped me with a basic idea so I could jump right into working on the game
  • Getting scripting working: this really helped me get the game working as I intended, and really made it easy to add powers and cutscenes to the game… I’m probably going to merge that component I did in the compo onto the framework for the next time.
  • Graphics: by going 3d and using some pixel art skills I picked up on the latest compos, I could do something that didn’t look completely terrible.
  • Music: Again, WolframTones served me well for 48 hour game music…
  • Cutscenes: I love doing cutscenes, specially in this kind of limited environment… Having to think on ways to twist my meager artistic skills and limited tech is very entertaining for me
  • Mixing the “game” stuff and the “menu” stuff in a single framework… All becomes more interesting, and it’s less work to make behave properly, especially with the scripting engine

What went wrong

  • Time managment: Again, I failed miserably in estimating development time, most of it by not considering the rest of the things that went wrong
  • Going 3d: I almost always think about going 3d and don’t do it because it’s normally harder (even 2.5D like in this game)… This ended up being no exception, and I had loads of problems getting the initial setup working correctly… It also led to some driver-related problems and things like that, that made me loose loads of time… :\ The end result is a mixed blessing: it looks better, but it took longer…
  • Bugs: Ran into some bugs after the deadline, which meant the game seems more buggy to everyone than it seems to me… :\ Fixed most post-compo, but that’s too late…
  • No time for level design: In all compos, I promise myself I’ll code something simple and let 4 or 5 hours at the end for pure level design, game balancing, tuning and polish… and I always fail at this… This time was no exception… I had 5 levels thought of, only had time to make 4 (and the last one was terribly unbalanced)
  • Using Photoshop as level design tool: what seemed like a nice idea ended up being more complicated than it should, which kind of defeated the purpose… next time I think I’ll be back to ASCII text files… or a good tile editor, if I can find one that suits my needs (haven’t found any so far, all demand too much work getting to work properly or require me to write a weird importer)

The game has circa 3000 lines of C++ code and 1100 lines of Lua code, and the framework about 17000.

Tools used:

Code: Visual Studio 2005
APIs: DirectX 9 (Feb), FMod, Win32, Lua
Graphics: Photoshop CS4
Sound: WolframTones (very awesome, only had 20 mins or so to play with it), Midi Converter Free (online free midi to mp3 converter), Sfxr
Blogging: Internet Explorer
Listening music: Winamp

On an end note, I’ll probably grab the 3d tiling stuff and scripting binds and merge it with the rest of my LD framework, for future use… I still want a competition where I can actually spend time working on the game, instead of the technology!

Thanks everybody that participated for an exciting weekend!

 
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And done!

02 May

Finally done!

You can download the game here, and the source here!

The only things I couldn’t finish was a 5th level (so only 4 easy levels), and the binding of trigger points to script (that I manage not to need)…

The part I had more fun with this game was the fact that the game logic was about 60% scripted, which is quite neat… Even the menus and stuff take place “in game”…

Tomorrow I’ll post a post-mortem of the game and the timelapse for the compo…

This is not one of my best entries, but it was quite demanding, technically and in terms of game design… This game could really benefit with better tools for level design, or more time to do it in Photoshop…

Final tasklist:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering character
  • Design levels/items so I know what to implement
  • Spawn points
  • Bind spawn points to scripting events
  • Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
  • Give and take objects to the player (through scripting)
  • Spawn creatures and give them rudimentary AI (also through scripts)
  • Draw and animate imps
  • Wand of Unsummoning
  • End of level (portal thing)
  • Main menu
  • Title screen
  • Game over screen
  • Sound
  • Music
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Load/Save
  • ….

Looking forward to playing all the games and to see comments on mine!

 
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6 hours to go…

01 May

…not nearly enough time to do everything I still wanted, as usual!

Anyway, got loads of stuff done (including time manipulation stuff)… I even implemented a portal system using only the scripting engine I built in the game! Of course, this kind of stuff costs time, so I’m guessing that I need to be better at doing it, or preroll it as part of my framework, need to think about that…

Anyway, got some ideas on how to make the game over, main menu, etc, while saving some time, so I don’t have much stuff to do, although it’s stuff that takes some time:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering character
  • Design levels/items so I know what to implement
  • Spawn points
  • Bind spawn points to scripting events
  • Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
  • Give and take objects to the player (through scripting)
  • Spawn creatures and give them rudimentary AI (also through scripts)
  • Draw and animate imps
  • Wand of Unsummoning
  • End of level (portal thing)
  • Main menu
  • Title screen
  • Game over screen (?)
  • Sound
  • Music
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Load/Save
  • ….
 

Lava and Level 2

01 May

Got the leve logic done, and finished level 2, complete with lava pits and the Orb of the Sun!

9 hours to go and millions of things still to make (and a WoW raid in the meantime)… So I got about 4 hours of real work ahead of me… :\

Task list:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering character
  • Design levels/items so I know what to implement
  • Spawn points
  • Bind spawn points to scripting events
  • Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
  • Give and take objects to the player (through scripting)
  • Spawn creatures and give them rudimentary AI (also through scripts)
  • Draw and animate imps
  • Wand of Unsummoning
  • End of level (portal thing)
  • Main menu
  • Title screen
  • Game over screen (?)
  • Sound
  • Music
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Load/Save
  • ….