Chris Glein Game Design and Life

Ghostbusters

Played on Xbox360

Like many, the first time I went roller skating I was timid and hugged the wall the whole time. But there was a turning point where I finally gained enough confidence to let go, power skate as fast as I could, and really enjoy myself. That point was when the Ghostbusters theme song came on. I remember later in my life, going to some skating birthday party where my mom told this little factoid to a girl I was crushing on. I was mortified, of course. But apparently it doesn’t embarrass me now, as I sit freely blogging it to The Internet.

The first time I saw the Ghostbusters movie I obviously enjoyed it enough to inspire death defying confidence. I mean, bustin’ makes you feel good, right? But of course I didn’t really have a clue about most of what was going on (keymaster… why are the adults laughing?). As time passed and I returned to the movie it just became more and more awesome. But I’m not here today to talk about the movie. I’m here to talk about the video game. No, not that one. The new one. Yes, there’s a new Ghostbusters game that features all the original voice talents.

And really, that’s what makes the game: the voice acting. You go around to familiar locales, fighting familiar ghosts, all the time listening to the chatter of Venkman, Stantz, Egon, and Winston. Dan Aykroyd and Harold Ramis do an awesome job; Ernie Hudson does good but has a more limited role; Bill Murray pretty much phones it in. Murray’s obviously the more successful actor, but he just doesn’t feel like the same Venkman from his Ghostbusting days. But in general the whole cast transports you right back to the 80’s, living out your childhood dream of busting ghosts with the Ghostbusters.

The core gameplay can be generally described as a first person shooter, but it doesn’t really feel in any way like Halo or anything. Because instead of packing a rifle you’ve got a freaking proton pack. The developers did a great job of making the proton pack feel just right. It’s got the sound, the look, and leaves just the right amount of carnage. You use the stream to wear down a ghost until it’s weak enough for you to wrangle it, then you toss out a trap and suck that apparition in. It feels exactly how it should, and each capture is very satisfying.

To mix things up you also have alternate modes for you weapon. The slime feels very appropriate for a Ghostbusters game, but the shotgun and machine gun modes are a little more of a stretch. It’s not so far out of place to yank you out of the groove, they’re there for the less traditional ghosts that you don’t actually have to trap. It doesn’t feel as satisfying as the classic ghost wrangling, but the game is probably better for having the variety.

Basically the rest of the game rides on those two main strengths: the voice acting and the feeling of your proton pack. The rest is pretty standard for the genre. The environments aren’t bad, but rarely are they particularly inspiring. The story is an appropriate vehicle for giving you an opportunity to return to classics like the Stay Puft Marshmallow Man, but it isn’t particularly memorable beyond that.

I’d say the biggest problem of the game is the uneven difficulty curve, which is exacerbated by the extremely long loading times. Every time you die you’re dumped to the loading screen and treated to that ever so classic Ghostbusters theme. Every time. No, no, I mean every time. And it always starts at the beginning of the song, with the game finishing loading right about when you’re going to find about “something strange, in the neighborhood.” It’s really amazing that no one realized how extremely annoying this would be. You get to some freakishly hard part in the game where some gargoyles are cheezing you, and you’re going to listen to the first part of that theme a couple dozen times.

The game does make it a little harder to die as that as long as one of your fellow Ghostbusters is still standing they can revive you. Well, they can… but they might die before they get to you. Of course you have the return the favor, reviving them when they get knocked down. Which you will be doing constantly. There are many fights where you will spend as much time fussing over your comrades as actually unloading with your proton pack. It’s hardly heroic. I don’t mean to say that the game is too hard, because it’s not. It’s just that it’s uneven. You will coast by most of the time, but occasionally you’ll hit an annoying snag, and then you’ll have the Ghostbusters theme song stuck in your head for a couple days.

Aggravating load times aside, I did truly enjoy this one. It’s all about the source material. If you find the Ghostbusters movies hilarious, and you’re okay with a light FPS, then this game is a nice short distraction.

Champions Online: Impressions

Played on PC

This past Halloween weekend Cryptic decided to offer Champions Online for free for a couple days. Promotional weekends are increasingly common in MMOs, but generally they’re structured as a “welcome back” for old subscribers, and they’re offered for older games. But Champions Online is a brand new title, so having the opportunity to try out a fresh new game for free was quite a treat.

In my lapse of blogging I completely skipped over the time period where I transferred off of Tabula Rasa and on to City of Heroes. I’ll need to recap my feelings about that game at some point, but fundamentally all you need to know is that Champions Online is the successor to City of Heroes. Same dev team, save concept, better tech. As a developer this is an odd move, since common wisdom says that you should be looking to acquire subscribers and hold on to them. Starting over with a new title means you’re going to be competing with your own product. This is why Ultima Online’s sequel got preemptively canned back in the day. It’s the same reason there’s still people playing both Counter Strike and Counter Strike: Source. But I guess the MMO publishers are finding that players maybe aren’t as faithful to one title as early behavior indicated.

As a player I like this quite a bit. The MMO genre has to evolve, and it’s really hard to do that with an existing product with an already invested player base. Any major change will piss them off. The easiest way to innovate is with a fresh new title. Of course these games represent a huge development investment, so it’s not sustainable for this to be the only source of progress. But I think a clean slate is necessary from time to time.

In the case of Champions Online, I definitely got the impression that this was a clear upgrade from City of Heroes. It’s unmistakably the same feel, but care has been taken to smooth out a lot of the rough edges. That’s not to say there aren’t some issues with it, but in general I like what they’ve done. So to recap my impressions I’m going to list off my likes, dislikes, and “meh”s from the weekend. Keep in mind that I only had a day or two to fool around with the game, so these are truly initial impressions and may contain blatant inaccuracies.

Like: Character customization
Given the lineage this is no surprise, but it’s even better here thanks to more abnormal combinations. Plus this time around you can make minor modifications to how your powers look. Want a half-robot half-wolfman wreathed in green flames? You got it. The buildings blocks are there to make a spectacular variety of heroes, and due to that I enjoy checking out other players at least as much as actually playing the game. It’s fascinating to see what people come up with the tools they’re given. You can see my creations here.

Like: Name uniqueness
With every MMO I run into a brick wall at the end of character creation when I have to come up with a unique name. With Champions they’ve skirted the whole issue by saying it’s not the end of the world if there are two characters with the same name. Instead you have a handle to resolve name collisions, but that handle doesn’t display over your character and spoil your design.

Like: One versus many
Most MMOs balance you as being more powerful than one opponent, but generally stressed to your limits with too many more than that. In Champions you are a superhero, and as a result you are able to take down multiple foes at the same time. In no way will you be bested by a cluster of boars, unless those boars happen to be super villains (I haven’t personally seen any boars in the game, but knowing MMO tradition I can only assume they’ll pop up somewhere). Having combat that isn’t just one on one all the time really keeps things more interesting, with more potential focus on area of effect attacks and crowd control.

Like: Difficulty scales to party size
Both Tabula Rasa and City of Heroes also had this feature. There is a downside in that instances can never be as finely tuned as your general WoW 5-man affairs. But there’s a distinct upside in that you don’t have to actually get together an exact number of people in order to play in a group.

Like: Integrated mission tracking
LotRO recently added this feature as well, and there’s rumblings of WoW doing it in the future (yielding to the extreme popularity of QuestHelper). Thankfully it looks like the entire MMO genre will evolve beyond reading obscure quest text and trying to figure out how that relates to your map. I certainly don’t miss the days of either cheating with thottbot or wasting time aimlessly wandering.

Like: Light death penalty
If you die, you immediately revive at the closest spawn point. You get penalized one Hero Point, which will temporarily reduce your effectiveness. But your Hero Point comes back through combat, so you’re not stuck with a fixed period debuff. In no time you’re back in the action, with the only real damage being done to your pride.

Like: Travel powers
Getting around in Champions is fast, fun, and thematic. You can fly, you can jump, you can tunnel - whatever fits your character theme. And best of all, you get your travel power immediately after completing the (skippable) tutorial.

Like: Charge/sustain attack powers
Some of the powers in Champions can do more damage depending on how long you hold the button. The mechanics are simple, but they give a little more depth to what is otherwise mundane MMO combat.

Like: Not as heavily instanced as City of Heroes
This isn’t really something to like the game for; it’s more something to not dislike it for. In City of Heroes every mission involved going into an instanced area. Every. Single. One. Champions ditches this for a more standard split of partially open world and partially private instanced content.

Like: Achievements
I didn’t get to dig into it, but I did notice that the game offers achievement-like rewards. As I’ve already mentioned, I’m a fan.

Like: Separate world resolution from UI resolution
Want really crisp UI but your video card can’t quite handle that resolution for the whole game world? Normally you’re screwed. But in Champions they let you have your UI at a higher resolution than the game world, giving you readable text but with reasonable performance.

Meh: Open missions
This is my first time trying out the feature that Warhammer Online made famous, and I wasn’t very impressed. The idea of informally sharing a quest with other people seems cool, but I never encountered one that had clear goals and rewards. Maybe there are better ones deeper into the game.

Meh: Itemization
Mission rewards give you a large selection of reward choices that have dizzyingly similar starts on them. I realize that part of the problem is that I don’t yet understand the meaning of all those stats, but I think it really stems from having too many attributes. It’s good that these items don’t actually change the look of your costume (which you carefully crafted), but that does mean that the only thing to get excited about with an item drop is a miniscule increase in effectiveness. I think I prefer City of Heroes’ system of power modifications, where you choose what individual attributes to improve for each power like damage or casting time.

Meh: Theme
Don’t get me wrong, I like superheroes and supervillains. But the whole defending Metropolis thing doesn’t really do it for me. Helping out the local police force, freeing civilians from fallen rubble… yawn. These don’t carry enough escapism for my video game criteria. Champions doesn’t seem to have it as bad as City of Heroes, where you’re fighting petty crooks the whole time. Once I was out of the tutorial area they at least started to mix it up with irradiated mutants and ice demons, but I still didn’t really feel connected to the modern semi-realistic theme. I don’t know why I can endlessly smash orc skulls in some fantasy based MMO, yet I have to talk to one policeman in Champions and it’s a total turn off. For games with this level of time commitment, you really want the world to draw you in.

Dislike: Funky use/talk targeting
There’s a “use” button in the game, which is overloaded to cover both talking to people and picking stuff up with super strength. The end result is that when you’re trying to talk to some NPC you instead might end up ripping up a light post. You can instead click to talk to a NPC, but it requires more fiddling than you’d expect.

Dislike: Weak feeling melee
I tried out a couple different power sets, and universally I liked my ranged characters more than my melee ones. The animations looked flashy enough, but it just didn’t match up with the damage I was seeing. It’s pretty standard for MMO combat to feel disconnected, so you think I’d be used to it. But it’s really disappointing to carefully craft an awesome blade swirling character to then try them out in game and have it feel totally weak.

Dislike: Where’s the Xbox version?
When I first tried Champions it was the PAX after last, and I played it with an Xbox controller. It’s clear playing the game now that some things were done a certain way to be more console friendly (like the funky talk targeting). But where’s the news of the Xbox port? So many games have claimed they were going to bring the MMO to the living room, but no one’s delivered yet. What gives? When will I be able to waste away my life from the comfort of my couch?

Overall
I enjoyed my weekend of Champions. Am I going to pick up a subscription? Probably, but not yet. I’ve got too many things in my queue right now. But I do definitely want to come back and spend more time with this one a bit down the road. Feeling ownership over a character is key to enjoying this class of game, and Champions really excels at that.

A Touch of Evil: First Impressions

I picked up a copy of A Touch Of Evil at PAX last weekend, and what follows are my impressions from the first couple sessions. This is by no means a proper review, since I haven’t played enough to really make any firm judgment (hell, I haven’t even moved beyond the basic rules set yet). Nor is it really a good session report. But I figure there are people out there who’d be interested in what I have to say given that the game isn’t set to officially hit stores for a couple weeks.

A Touch of Evil is a board game that can be best be described as a playable version of Sleepy Hollow. It takes place in the town of Shadowbrook, which has recently be hit by a series of murders. Each player adopts the role of an investigator who is trying to uncover the villain and defeat them in an epic showdown. The elders of the town might be able to help the heroes or they might actually be in league with the villain; it’s up to the players to investigate the town before making their move so that they don’t hit any nasty surprises. The players are trying to stop the villain before the whole town gets murdered off, but of course they’re also racing each other to see who can beat the villain first and take all the credit.

For my first game I played solitaire to get acquainted with the game flow (using two hero characters with the cooperative rules set). My primary goal here was to make sure that someone knew the rules well enough so that the big game night later in the week would go smoothly. Playing solo with two characters allowed the game to move rather quickly, with the game ending in about an hour including time spent re-reading rules for clarification. The expanded Mystery Phase events added to the cooperative game helped accelerate progress by moving the shadow track often and creating investigation (the game’s currency) on the board to jump start the economy. I was able to outfit my characters pretty well and win a showdown with the vampire villain no problem. All told it was an enjoyable singleplayer experience, although next time I would incorporate all the advanced rules to increase the difficulty.

With my trial run out of the way it was time for game night. Seven people showed up to play, with me being the only one familiar with the rules. Thankfully the game is pretty intuitive so everyone picked it up quickly. Unfortunately seven players make for a long turn sequence, and the game ended up taking around three hours. At some point we informally switched from a competitive game to a cooperative game for the final showdown in order to just end the damned thing. Despite the length, most people enjoyed the game and are eager to play again (although likely with fewer people and/or faster moving rules).

The villain we matched up against was the Spectral Horseman, and his rampage ride ability was a big hit. Every now and again someone would linger too long at a location and all of the sudden the entire board exploded with fights against the horseman. Unfortunately we had bad luck with Mystery cards and the rider got significantly buffed early on. It’s odd to be wishing for murder to strike the town, but the trick is that murder cards both move the game closer to darkness as well as create opportunities. Some cards just straight up buff the villain, and we got a lot of those in the beginning. Because of this the shadow track didn’t move very far until late in, so nobody was rushing to get a Lair card and attempt a showdown. But halfway into the game the town elders started dropping like flies, there were autopsies left and right, and all of the sudden the economy was in full swing.

One thing that definitely contributed to the slow down (in addition to the sheer amount of people) was the Fog card that subtracts from player movement. On paper it didn’t seem like a big hindrance but it often pushed location runs just out of reach, subtly slowing down everyone’s ability to explore. Given the choice between getting halfway to a destination and staying in town to draw another event card most people chose getting a card. All I know is that next time we play I’m buying a horse on my first turn and not looking back.

In spite of the length pretty much everyone still had a good time. But I think I owe them apology. I quote from page 3 the rulebook:

A Touch of Evil, The Supernatural Game can be played by 2-8 players, either Competitively or Cooperatively. For game length reasons you may find it best to limit 7 or 8 player games to Cooperative play or the ‘Team Game’ covered in the Advanced Game section. The game will work with virtually any number of players (limited only by Hero Characters available), but will become cumbersome with 7 or more individually Competitive players.

Whoops. Oh well. It was still a fun game and it’s easy to see how different each session can be. I’m certainly looking forward to the next one.

Big Love

So there’s this HBO series called Big Love, which I am currently working my way through on Netflix. I’m two discs in, and I am totally hooked.

Big Love is about polygamy, and it’s absolutely fascinating. Mind you, the series isn’t supportive of the concept. In fact the whole mechanics play out into one big train wreck. But it provides you a portal into a world that is both familiar and also completely different, which in my opinion is what good storytelling is all about.

The show centers around this polygamist family with one husband and three wives. They are all one big family, but each wife’s time with the husband is rigorously scheduled in equal increments so that no one feels slighted. Each wife even has her own house. There’s this odd balance between keeping everything together and yet carefully segregated. The dynamic between the three wives is really interesting, with huge heaps of jealousy but also some sisterhood.

Outside of the home the family leads a very different life, as that they have to keep their polygamist lifestyle secret, for fear that it tarnish the husband’s reputation and thus his business. The family is thus very aware of the critical eye the rest of society places upon them. The only people who do approve are their extended family in the polygamist cult they grew up with, and they’re all bat-shit crazy. The whole result is a very isolated family that has to lean on each other pretty heavily. Or at least they would if they didn’t have so many issues.

In general the characters come off as genuine. Even though this is a very odd, obviously unhealthy situation, you can relate to them as people. The one exception is the second wife, Nicki. Her self destructive tendencies and malicious manipulation pretty much makes her the biggest villain of the show. But at least it’s fun to hate her, and eagerly anticipate her inevitable spectacular breakdown. It’s coming, I know it. Until then I eagerly check the mailbox waiting for the next disc to arrive.

Braid

Played on Xbox360

I’d heard good things about Braid, so I snatched the demo up as soon as it became available last Wednesday. I was immediately surprised by the visual presentation. In static screenshots you don’t really see the constant motion going on in the background that gives the game a surrealistic painted quality. It’s subtle but really beautiful. But the first level included in the trial didn’t knock my socks off from a gameplay perspective. So far the game had only shown me relatively straightforward platforming, and if I hadn’t hear so much praise for Braid I probably would have left it at that. Thankfully I trusted in the good things I’d heard about the game and slapped down $15 for the full version so I could see more.

I’m glad I did, because Braid is the most mind bending experience I’ve had since Portal. And if you’ve played Portal you know how strong of a statement that is.

In each world of Braid time behaves differently. There’s this one world where your character’s position in physical space maps to everyone else’s passage through time. If you move to the right, time move forwards for them; if you move to the left, time rewinds. This in itself is enough to make your head explode, but then on top of that different objects exist in different timelines, some which you can rewind and some you can’t. Later in the game you split out your shadow out to walk in a parallel timeline, where you work together with it to gather keys and hit switches. And then later you gain the ability to manually place a time distortion bubble. It’s nuts.

The puzzles in this game require you to think about time and space in ways that you never have before. The solutions are generally never very difficult to execute and are made easier by the fact that you can rewind your timeline. It’s kind of like Prince of Persia: Sands of Time, except you can rewind as much as you want, as long as you want, and at whatever speed you want. So the difficulty isn’t in the execution, it’s in getting your mind to wrap around concepts it has never confronted before. Which is the best kind of puzzle game.

But Braid doesn’t try to be just a puzzle game. It actually has a story. It’s true that after having gathered all the puzzle pieces and completed the story I can’t quite admit to having the closure that my Closure achievement tells me I have, but I do appreciate that someone really tried to turn this puzzle game into something more. The music, the visuals, and the story all work together to create a truly unique experience. Yes, it’s $5 more than Geometry Wars, and I probably will play Geometry Wars for longer. But Braid is one of those singular experiences where video games cross into the territory of art and leaves you with something truly memorable.