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Michael117's Comments - Page 91

My Gaming Landscape [April 2, 2012]


Posted on 04/03/2012 at 04:58 PM | Filed Under Blogs

@Nick You're right on all fronts Nick. Sunshine is the first Mario I've played since Super Mario many years before, and I don't regret buying Sunshine at all. I'm going to get back into one of these weeks, but right now I'm really loving Star Ocean The Last Hope. I fell in love and felt like a kid again the second the first area started up in Sunshine and I've had lots of fun overall so far, but there are many moments of frustration peppered into that experience. When things go right in a level and I do things well, it's spectacular, but there's so much room for things to go wrong and with me they always do lol. I'm excellent at the Mirror's Edge style of platforming, and I love using Halo's Forge to create my own platforming, but the Sunshine brand of it is a bit tougher for me I think. The camera is bad at times but it's not as bad as I tried to paint it to be. My biggest problem with Sunshine is something I actually didn't mention at all (not sure why I didn't, it is my biggest criticism).

The biggest problem I have is that I don't feel like the mechanics are consistent. The animations are excellent and the gameplay is great, but it's inconsistent for me. I was in a guys house one time doing a mini game so I could earn either a start or a blue coin. The concept was simple. There were columns of boxes and I had to use Mario's "jump up & pound down" mechanics to break each box, and once I broke them all I get the prize. It was extremely difficult for me because sometimes when I went to climb on the box Mario would just walk into the box continously, sometimes he would reach up and climb up slowly. When I tried to jump up onto the boxes sometimes Mario would just hit the side of the box and slowly do an animation where he slides off the side cartoonishly, sometimes Mario would grab the ledge and climb up, and sometimes Mario would do some kind of super jump, backflip in the air, and land on top of the box or even land somewhere off in no mans land and miss the box entirely.

I never know exactly what will happen when I use inputs in Sunshine. When things go well they're amazing, but more often than not I'm frustrated and feeling like this system is beating me and not making my job any simpler.

Journey Review


Posted on 04/03/2012 at 03:11 PM | Filed Under Review

Ebert was wrong then, he's wrong in 2012, and he will be wrong 100 years from now. Games don't have to mean the same thing to everybody, games don't have to mean anything at all. But Ebert was wrong when he said games couldn't be something. If you tell us something can't be done, keep your eyes open because when you least expect it somebody might show you reason to reconsider. That is all.

My Gaming Landscape [April 2, 2012]


Posted on 04/03/2012 at 02:23 PM | Filed Under Blogs

Deus Ex is one game you're playing that I wish I had. It's number one on my to-buy list at the moment. I love the fact that it's a stealth game first and foremost, because stealth games are my favorite. For you personally Esteban, if you want a shooter than is a much better mix of stealth and gunplay you need to play Crysis 2 if you haven't already. Crysis 2 is basically Halo, CoD, and Splinter Cell all thrown into one game. It's mechanically one of my favorite shooters I've ever played, it's just plain cool as shit. I could go guns blazing into encounters if I wanted, or I could use cloak and sneak around for long periods of time, and I could sneak up on enemies and pop a magnum round in their head for an instant kill or do an assassination with my knife. You can play Crysis 2 at a variety of paces and deal with enemies with both stealth and gunplay. You're encounters can be loud and action packed romps, or you can play like I do and your encounters can be whisper quiet and slower paced. You'll be well equipped for whatever style you choose.

As for Sunshine, I really like the game but I've been taking a long break from it. The camera isn't very good and the level designs are really unforgiving. It's so easy to fall off a ledge, a fence, or screw something up and find yourself all the way at the beginning of a level. The platforming mechanics they came up with are are cool but the way they used them tries my patience. It's frustrating, and not because it's difficult, but because it's just not fun when a game kicks you in the nuts and tells you to deal with it. If I was playing Halo, running and jumping around, and I accidently slipped off an edge and found myself at the beginning of the level and had to go through everything over again, that crap wouldn't fly. Super Mario Sunshine is basically a platforming sandbox and playground. There's tons of verticality to the levels and plenty of ground to cover, but there's no checkpoints, no modern gaming convieniences. The levels are all just a big sandbox, with a single beginning and single end, plenty of obstacles, and no safety nets of any kind. There's very little structure to Sunshine not only in the level design but also in the narrative. I'm several hours into the game and I have no idea what the hell is going on.

It's very open world, there's plenty of places to go, and I don't feel the game shoving me in any direction or helping me out at all. For people who like open world game designs that might sound like a cool thing, but it's not. Not for Sunshine. That's one of the reasons I haven't been itching to play it, it doesn't really hold my attention. I don't feel like Mario and I are doing anything important whatsoever when I play. There's plenty to do, but I don't get the feeling that it'll all be worth doing. I've played through well over a dozen levels and there's several portals around the town open for me to explore, but I don't see a reason why I should lol.

Chrome Xbox 360 Controllers Coming Mid-May


Posted on 04/03/2012 at 01:44 PM | Filed Under News

My new slim came with one of the newer all black ones and I like it a lot. Plus I have an older black one and a white one from the fat 360 days and they're not quite in need of replacement yet. The only thing I really need to deal with is the rechargeable battery packs I have. Rechargeables have to be replaced every couple years or so and mine are way over due to get replaced, like "I first used them to beat Halo 3, way over due".

Ghost Recon Future Soldier "Inside Recon: Guerilla Mode"


Posted on 03/31/2012 at 05:38 PM | Filed Under Feature

I played a bit of the first two Advanced Warfighter games, I even played both generation versions of the 1st game. I really want to like these games but I there's way too much going on on-screen and I always have a big problem with it. It's straight up over-stimulation and clutter. When I play, my soldier always feels so unweildly and overly complicated. The goal is to shoot something in the face with your assault rifle, but there's so many distractions from HUD effects and gadgets and this and that and giggidy gaggidy bling blang drone incoming colored diamonds shiny shit galore! How are you suppose to fight a war like that? The cover systems have always sucked really bad as well. These games have tended to try and be too sophisticated and they end up doing the small things (design-wise) very poorly.

Even with that said I will probably want to check this out, something keeps drawing me back to the series and makes me want to see what's going on with their combat and everything else. The guerilla mode sounds pretty interesting I guess. I love a good survival mode. I'll have to see if this game's version is any good. I want to see what the tactical camo is all about as well. If I can use a bit of stealth they'll earn brownie points with me.

Episode 60: Pop Cast


Posted on 03/30/2012 at 06:27 PM | Filed Under Feature

You're the man Patrick, you've really been coming up with some really great discussion topics. Everyone seems to be playing some pretty cool games. Sucks that Downpour was such a drizzle and Murphy Pendelton was such a jabroni. I probably won't be picking the game up at all now. In fact I still haven't finished Homecoming. I was actually enjoying Homecoming quite a bit. I loved the town, the music, and the couple puzzles I had to deal with. I just took a long break from the game exactly like I did with The Room and I haven't been back to it in a while. I don't have any big problems with Homecoming, it just didn't hold my attention for more than a few hours. At the moment I'm playing a mix of full games and demos. I've been on a demo spree trying out stuff. I'm obsessed with Civilization Revolution, and I desperately want the full game so it just shot straight up towards the top on my list of games-to-buy, right behind Deus Ex Human Rev. I was so happy that Sid Meier got a shout out in this episode when you guys were talking about diplomacy in a Star Trek game I think it was. Another game I've demoed and really want now is Warhammer 40k Space Marine.

As far as full games go I've been doing a first playthrough of Fable 3, which is a long story and I wouldn't know where to start with that game, so I won't. Finally, last night I started my second playthrough of LotR: War in the North and I'm having a blast, it's way better than my 1st run through the game. My 1st run was kinda "meh", but my 2nd run on a higher difficulty has been a whole new game. The game is so much tougher and requires strategy and defense in a way that's similar to Dark Souls. I walk into encounter spaces holding the bumper so that my shield is brought up and everything. I've died so many times in the first castle alone and it's always made sense and I've been able to up my game and overcome it. Not only is the combat even more fun but I was able to take my leveled character and use him. There's tons of replayability because just like the enemies, the loot all levels as well. When I ended my 1st run I had the best junk in the game, but at the beginning of the 2nd run I basically had the worst junk and I was more than happy to engage in more loot fests and dungeon diving. Even the RPG skill tree and stat features are built for replayability. You will never max out on the 1st run. You'll get a bunch of cool abilities (I didn't feel cheated), but you won't even get 50% of the skill trees maxed on the first run. Jules I remember you were saying you wanted to check out the game, and I can't recommend it enough. I even wrote a blog about it a couple days ago going into detail. It's review-ish but I don't like calling it a review, it's just a gaming update to me.

Boom, wall-of-text is well on it's way to fruition, I must continue. I thought everybody had really amazing ideas for pop culture inspired games. I especially loved Rob's Real World idea. I agree with Rob, I love seeing games be able to work as social experiments. That's kinda of the way I look at Mass Effect or any games that present you with ethical dilemmas. Not just ethical dilemmas, but I like games that give players freedom to show their personality and habits, especially when people don't realize they are showing it. It's fascinating even watching people play a game like the Sims, Sim City, or Civlization because some of the mechanics in those games are completely void of violence or what many define as action.

Anytime I visit my cousin JoJo she is always playing the Sims or some social online game. I will literally sit and watch her play for an hour just to study what's happening. We will talk about the houses she's built, she'll show me her decorations, her floor plans, the families she's built, and the deeds she's done. One time she told me that in order to obtain this house she wanted, she actually killed the person living in it and usurped the plot of land. I was like, "What? You can kill people and steal? You're...okay with that?" Whenever I play Sim City I always try so hard to please as many people as possible and I always support the clean energy efforts, science education, and socially progressive things, even when protestors or corporate representatives start gathering outside my mayor's house. I love strategy games and god games like that. I can't wait to buy Civilization Revolution because I have too much fun with those mechanics. I usually focus my civ on science and culture gathering and I have a secondary focus on military spending. I avoid open war as much as possible but I do build a ton of spies and sabotage other civs in every way I can. I tried waging war against Alexander the Great one time and laid siege to his capitol Athens, man that was a fucking stupid idea. He tore us up from the floor up, none survived, and when the battles were over I didn't even have any units to send back home with their tails between their legs lol.

Usually at the end of the demo I built up a catapult army (3 units), combine it with an archer army (3 units) and I go unleash a full assault on Montezuma and the Aztecs because in the demo they're probably the only ones I can defeat in war. I know It's fucked up, but it's a lot of fun. I'm just fascinated by these Sid Meier games because there are so many conditions for victory and you don't actually have to engage in war at all if you don't want to. There's such a variety of victories like domination, economic, scientific, cultural, etc. You can research and implement different types of governments from Despotism to Democracy, and you can even strictly institute religious fundamentalism or focus purely on science. Plenty of freedom, paths to take, and skills to mix. I can't get enough of these games, Sid Meier knows the way to my heart, as does Will Wright.

When it comes to pop culture-influenced games that I want to make I'm not sure I have any gems like how you guys did. Off the top of my head I want a good Mighty Morphin Power Rangers game. Lots of action, you could run around and do quests for people in a school setting because in the shows the kids are usually pretty young. Then you could band together to fight off giant monsters, have robots to upgrade and personalize like an RPG, than get into straight up action-packed brawls and boss battles on a Godzilla scale. There could be human-to-human combat when the kids are just in their normal Power Ranger form, and then there could also be giant robot combat. The game would be a childhood power fantasy, but in it's narrative and quests maybe it could address issues of bullying, gender roles, maybe there's a divide between the Power Rangers and you have to become a mediator and diplomat in certain quests so that it's not all just violence. Maybe some of the Rangers have problems at home with family and have to be counseled or helped out. Has anybody on the crew played Knights of the Old Republic? In KotOR when you are taking the Jedi trails you come across a Jedi that has become angry and tainted by the darkside. She can potentially become a party member, but I think she can also be killed, I don't remember. Well you have to get to know her, use empathy, and diplomacy in ways that really stuck with me and maybe you could do that with some enemies in a Power Rangers game. Power Rangers has been seen as racially stereotypical and even sexist or racist, as well as just being overly violent and pointless. Maybe it's time to change that image and make it much more than it has been. The Rangers should be presented as real young adults with real problems, but also have this amazing ability to fight for what they believe in and save the world in fantastical silly ways that make sense to kids. You could give them that fantastical universe, but also get them to ask themselves, "I have all these cool power, but what am I fighting for? What matters to me?" Mechanically there's so much potential in a possible PR game, and you could try adding intellectual exercise to it. It'd be easy to fuck it up, but I think it's worth the risk and could possibly evolve the IP and give it more credit than it has. I just came up with that off the top of my head, but I've had some other ideas for a bit longer.

One of the ideas I've had for a while is an open world, social simulation, stealth, evasion, survival, horror game inspired by The Grudge. When it comes to horror I don't care much for chainsaw men and monsters. What really terrifies me and gets under my skin are ghosts. In the movie The Grudge there's a scene where a lady is at her work and begins to be antagonized by some subtle ghostly things. She finds a security guard, he makes her stay in the surveillance room as he goes to explore the disturbances. She watches on the camera feeds as he wanders around finding nothing. But then on one camera feed she sees the ghost girl in the form of a shadow, spill under a doorway, materialize in a hallway, and begin walking towards the camera. The ghost was chasing her and was completely aware of her. The lady is so terrified she runs home safely but the ghost follows her and deceives her in a few clever ways until it eventually ends up in her bedsheets and sucks the lady into nothingness. I saw that and thought I could make a game based on that. She was a completely normal person living her life, not a power fantasy, but she was confronted with some paranormal dangers. She couldn't take self defense classes, couldn't use pepper spray, couldn't whip out an assault rifle and say, "Come at me bro!". An unknown and deadly threat engaged her fight or flight responses and she wanted to survive. Games don't do that and they should.

The point isn't violence, in my game you can't just shoot your way out, you can't just inflict damage on things you're scared of. You have to have scary things confront you, be vulnerable, and engage the survival instincts. You should feel like a survivor, not like a sexy badass. Being a survivor isn't always pretty, and being in a spooky environment won't always leave you feeling confident and empowered. It could be open world and the progression isn't simply about quests completed and XP. It's similar to a film, but it's very mechanical and much more interactive than a Heavy Rain for instance. You create and personalize a character, than the game begins. You have a sandbox in which you live your life, but since you're new to the game you have no idea what to do, you get to wander around pick up on narrative clues given to you through phone calls, letters, emails, conversations, and even dream sequences. There should be a speech tree for sure. You can send in applications to an employer, do a job interview, wander around your apartment complex and try to figure out your own version of a normal life. You have to stay hydrated, clean, do laundry (which means you might have to wander to a creepy laundromat in your complex), dress your character, and you live your life.

You could come across NPCs and develop relationships whether they be friendship or romance, you could get phone numbers, go on dates, visit apartments, have sex, go party for fun etc. Or you could be a shut in and play mini games in your apartment. If you are more of a shut in and spend plenty of time in your room, it could become a bit like Silent Hill The Room. You could give the player all these ways to kill time and feel ownership over this character. Now, ghostly encounters will happen in any variety of ways and you shouldn't be able to predict them all the time. Maybe at home, at your girlfriend’s house, at the laundromat, at work, in a hallway at some random building you stumbled across, etc. The plot progresses when you encounter ghosts, evade them, survive, etc. You will want to figure out what the heck is going on so you have more quests to progress that plot.

Most of the scares should be very subtle. Maybe sometimes something happens and you never actually see a ghost at all. Maybe you hear weird noises, see odd things, are alone somewhere unsettling. I want players to be in an interesting and atmospheric environment that is colorful and beautiful at times, cold and empty at other times, and will hopefully build up false senses of security. I'm obviously not a writer, I can't explain why the ghosts exist, what they want, or what the progression will mean and how pacing will work. I just want to work out the mechanics, level designs, and the level of variables I want in the system. Who can affect who, is there an economy, do you need to pay bills, how will currency be acquired as well as expended, are relationships based on a simple math system like Fable, how long should the day night cycle be, is there more than one job to apply to, how many buildings would need to be explorable, is there HP, permadeath, if your in a dialogue tree and you start telling people you're seeing ghosts will they distance themselves from you or try and try to take you to a doctor, etc?

Ideally I would want the animation to be the most superb thing about the game, like an Uncharted, or like that Kara tech demo we saw. The world won't feel real if the animation isn't cutting edge. I want it to be open world, be dynamic, and offer really intimate and creepy horror in ways that aren't tightly scripted and linear. I don't want people to live in this open world city and feel like it's one-dimensional. When you're in a playsession I don't want you to feel like you're in a dungeon, need to beat a sub-boss, get 1000 more experience, and level up to 23. Ideally when a player enters a playsession they should be curious, and not have a clear idea of what will happen next. In my game you should be able to just wander around like an Elder Scrolls game, enter some building, walk into a random bathroom, and sit in a corner reading letters if you wanted to even if it had nothing to do with a quest, a relationship, or ghost evasion sequence. You shouldn't be punished for playing it your way. It should be as player authored as we can afford to make it. As the player authors their own character and experience, the AI will decide on what time is the best for a scare, a plot twist, some drama, etc. The AI will constantly watch you without you knowing, kind of like the AI Director that Valve created in Left 4 Dead (which controlled the zombie encounters), and will adjust the game according to how you're playing. Scare intervals can't be too close or far apart, and the intensity and variety of events has to fluxuate.

If the animations were superb I would love to go crazy with the movement mechanics, that would be my favorite part of all! Your character would be a normal person, so you shouldn't be able to do Mirror's Edge style parkour, but you should be able to move around in abstract ways. Hide under tables, in closets, climb, jump, squeeze into places, sprint, do a running charge through a doorway, jump through breakable windows, have a cover system, hide from threats, etc. I don't think all of this is impossible on current tech. I don't think every mechanic and element would work in the finished product, but I do think the concept is worth fleshing out. The brainstorming phase is the most important part of any game because you get to shoot for the stars, and then begin working your way backwards, cutting things, finding what works best, till you have a working system and well rounded gameplay that makes sense. Simpler is always better, I want to avoid overwhleming the majority of players with overly elaborate mechanics. There should be a lot of opportunity in the game, but the mechanics you use to engage opportunities should be very simple and consistent.

Resident Evil: Operation Raccoon City Review


Posted on 03/30/2012 at 12:33 PM | Filed Under Review

Nick you lost me the second you said the game has poorly implemented shooting mechanics. This is a shooter, and screwing up the shooting is like making an RPG without any stats and progression to have control of. This has nothing to do with anything, and it's extremely nitpicky, but in some of the pictures there's a group of soldiers (1 lady and 3 boys). Why does that lady have to have a deep plunging neckline on her armor? I get it, she's pretty and most likely eyecandy, but come on. What the fuck is the point of wearing body armor and a gas mask if you're going to wear clothes that expose vital organs like your lungs and heart?

Friggin dopes. She has knee-pads and a gas mask on, but her vitals are wide open. All the boys are covered heavily head to toe like Juggenauts from Modern Warfare 3.

Warhammer 40K: Dark Millennium is an MMO No More


Posted on 03/30/2012 at 12:19 PM | Filed Under News

I don't have anything against THQ so I hope they manage to survive all these layoffs and find a way to stay afloat while making good games. I love the Warhammer 40k universe so I'll definitely support this new 40k game and THQ. I still want to buy and play Space Marine really bad, but Dark Millenium will definitely end up on that list as well. For the Emperor!

Ken Levine Nominated For Time Magazine's 100 Most Influential People


Posted on 03/29/2012 at 06:30 PM | Filed Under News

I can't help but love Levine. There are a lot of problems with the gaming industry, with culture, with business. All of us at one point or another have some trend to complain about or a rant to get off our chests, but when I think about a person like Ken it always makes me happy. I can always look up to him creatively. No matter how confusing things get or how weird I feel about some issue in gaming, if I can look around and see that an old-school gamer, old-school designer, down-to-earth, intelligent, nice guy like Ken is on top of the world making great games and running a good studio, it makes me happy and let's me know that the sky isn't falling. Gaming isn't all about Bobby Kotick or any other wicked witches of the west. To be honest, if it weren't for the Ken Levines, Miyamotos, Jason Jones, and John Carmacks of the world, I probably wouldn't have any aspirations of getting into the development world.

Ken doesn't try to follow any trends for the most part. Nobody in the entire gosh damn planet was asking for a game like Bioshock, but he made it. Nobody asked for it, nobody could anticipate it, he just did it and it was really great. Sometimes you just have to take a wild shot in the dark, and provide the masses with something they never asked for, or never knew they wanted.

Binary Domain Review


Posted on 03/26/2012 at 06:12 PM | Filed Under Review

Despite being very standard the weapons seem kinda cool. I'd probably end up using the customizable assault rifle the most. Is it customizable in the MW3 or Crysis 2 sense (adding optics & attachments)? Or is it more like an upgradable Mass Effect system (aquire an upgrade that improves damage or accuracy)?

The way you described the headshots got my attention. I think it's awesome taking a robots head off could make it go berserk or turn on its allies around it lol.

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