Monday 30 August 2021

Shadow Fight 2: A Pretty Good Single Player Fighting Game (on Switch)

 Hello Everyone, today I want to talk about a game I spent a lot of time on when I was younger and have finished just now. Shadow Fight 2. A Free-to-Play game in iOS and about $25 on the Switch eShop. A bit of a steep difference, but I assure you the Switch version is mostly worth that price.


Let's talk about what the game is first. Shadow Fight 2 is a one-on-one fighting game where 2 players control a silhouette of a fighter and fight each other. Unlike more traditional fighting games where the inputs are often very complex and there's a focus on combos, SF2 was made initially for phones so its control scheme was designed to work for that (which is weird because SF1 was a simple Facebook game so it's weird how good the controls transfer over). You have 2 basic attack buttons, kick and weapon/hand, and a virtual stick. A direction + an attack button does a specific attack. For example, No direction + Kick does a simple roundhouse kick to the head. Up + kick does a jumping kick at the opponent's chest level. Down + kick is a sweep. Front + Kick is a push kick to the opponent's stomach. Back + Kick is a weaker but longer and faster kick to the stomach. Etc All these attacks can be somewhat comboed into each other. But the main thing is that each attack is quite deliberate and long and can't be cancelled. The main way to damage opponents is to attack them during an attack animation. Maybe they try to do a rather long attack with a sword and you try to avoid it so you can counter attack. You block automatically by not doing anything when you get attacked but you can throw blocking opponents by getting in close and pressing left or right + an attack. So a typical match consists of all these balancing acts where players have to watch their opponents moves, counter or respond correctly and hopefully gets some really good hits in. Someone taking damage also tends to fall over quickly and moves to attack a grounded opponent are quite feeble. There are some other aspects to fights. Hitting an opponent's head does bonus damage and may even "shock" the opponent where they drop their weapons and have to fight with their fists instead which can be quite devastating as weapons are the most powerful attacking tools. Speaking of which, there are different weapons combatants can use, each with their own pros, drawbacks, combos and intricacies. For example, double handed sword makes your weapon attacks very strong but very slow leaving you more open to counter attacks from faster attacks but also leave you without an intermediate attack as all you'd have are slow and strong attacks with your weapon, and fast and weak attacks with your kicks. Other weapons like knives give you great speed and combo potential but a very small range which can leave you vulnerable to throws. You can bring ranged weapons like shurikens or throwing knives in addition to your primary weapons. They work by doing a somewhat fast wind up animation and throwing a single item horizontally at the opponent which can't be blocked but can be rolled under which leaves the thrower vulnerable just before and after throwing. Most of the weapons do see relatively balanced and I never found a pair that were just too amazing or too weak.

Magic is also a part of fights. After chapter 2, you can purchase a magic power. Then as you deal or receive damage in fights, you build up a meter which can release a magic attack such as throwing a fireball forward or summoning a lightning strike where an opponent is standing. Note, enemies can dodge or interrupt you doing this which can waste the magic. Magic is also the only thing conserved between rounds. Meaning that if you end a round with 80% magic left, you start the next round with 80% magic. Note that bosses have more absurd and broken magic powers like being able to fly around and shoot lightning from the sky at you which can combo and take huge chunks of your health away. My one criticism towards the Magic UI is that it's at the bottom of the screen. I wish it were at the top alongside health. I do wonder if Magic was used more as a comeback mechanic rather than as an offensive tool that it would suit the game better? Like if you only got the Magic meter filled by taking damage rather than through also dealing damage.

 

So because of this system, trying to get a simple 5 hit combo is quite rare. Your opponent may simply fall down after 3 hits, or recover and start blocking. So it means getting combos feels like quite the accomplishment. More importantly, this system is more intuitive for touchscreens than Street Fighter or KoF on phones.


Now, that's just the core fighting system, SF2 has a rather robust Singleplayer campaign and no online or PVP side except on the Switch which has a free play option where you and a friend can fight using any character from the singleplayer and even customize their weapon choice and perks. You can unlock more characters for this Sparring Mode by defeating certain bosses in the campaign. Sadly, you don't get to unlock the Final Boss as a character. Would have been really cool if that were the case.

 

This singleplayer campaign is divided into chapters. Each chapter has different activities you can partake in and has its own roster of unique enemies that you'll fight throughout the activities. There are story fights where you must defeat many lieutenants and eventually the boss to complete the chapter. This requires the player to get stronger gear after beating every lieutenants since they get stronger seemingly exponentially. Each Story Fight awards a lot of exp and money. There's Tournaments, which are 30 fights all getting progressively harder but against regular opponents. They reward a fair amount of money and exp. There are Challenges, which put a single additional challenge onto the fight disadvantaging you. Some are quite minor like you can't use weapons, or armour, or jump, or block etc. But some can be quite interesting and really shake things up. Like you have to stay within a zone or lose. Or can't stay on the ground for more than 6 seconds at a time. I do wish there were more of these wacky challenges than the minor ones (The later chapters feature the more interesting ones). These award a fair amount of money and exp. Note you can't go back and replay story fights or tournament or challenge fights once you complete them until you complete the entire set and unlock Eclipse Mode. There's Duels, which can be replayed every 10 minutes IRL. They work by giving both you and the opponent a random but balanced set of gear and have you fight. These are nice as they shake up what you are using but I wish they got more wacky with perks and magic as well. They award a little amount of money and barely any exp. Finally we have Survival where you have 1 live but need to go against waves of progressively stronger enemies. This is the best way to grind money if you need to upgrade your gear but award basically 0 EXP.

Activities have a difficulty rating which tells you how powerful gear your opponent will be wearing but doesn't comment on the AI's difficulty. So you can have activities against Impossible Level enemies who could wipe you in one shot but are so brain-dead that they won't try much. Or fights against Easy Enemies who become blocking and attacking super champions that they can whittle your attack down with each attack only doing about 1% damage to you and the game praising their combo score. Fortunately about 80% of the time, your opponent's AI is about on par with what the challenge level dictates.


In the iOS version, you have an energy meter that limits you to around 6 matches in one sitting and recharges over a few hours. Which can make repeated losses against bosses quite frustrating. There is no energy system in the Switch Version. Both versions also have a feature called "eclipse" which lets you play certain events in a harder difficulty, and even some already completed events, for additional money and even some premium currency. In the iOS version, this currency is extremely rare to earn without paying for it with real money but very valuable as it lets you buy extremely powerful gear you can't get with regular money. In the Switch Version, it's very easy to farm this premium currency which often can make the regular currency seem less useful. Make of that what you will.


In between activities, you can head to the shop to buy and upgrade your gear. Normally, I would oppose such systems in fighting games as it can get unbalanced but the system is simple and upfront. A piece of gear can only be upgraded a few times depending on your level. Once you level up, a new tier of more powerful gear becomes available to buy, consisting of an option to buy for regular money that is pretty expensive and a much more powerful option available only for premium currency that is priced much lower and has a bonus perk like "does extra damage when you take a critical hit" or "poisons your opponent". You also have the option to pay a little extra of either currency to upgrade your already existing gear to the next tier so it can continue being useful. As far as I can tell, there doesn't appear to be any catch to this. I like this system because you can either get a new experience with a new weapon which the game encourages, or if you find something that really clicks for you, you can keep using it. In my first playthrough back in 2014, I kept using Sais all the way until Chapter 3 because I loved them. My one criticism of the system is that if you want to upgrade a weapon from a couple tiers back, it's going to be very costly. There's also no way to sell unused weapons and gear. I also wish there was more of an easy way to transfer or add perks to gear

When you level up, you either get a new move, or a choice between 2 additional perks like "deal 30% extra damage when your health is below 30%" or "reflect 5% of the damage taken from a critical hit back at the opponent". I love the idea of unlocking new moves as you progress through a campaign as such an addition makes you objectively more powerful but you need to figure out how to incorporate the move into your arsenal to make use of that power. And by staggering unlocks like this, it allows the player to acquainted with the combat system and their existing moves before getting more. For example, one of the new moves you can unlock is a double sweep with down + kick + kick. This isn't a straight up upgrade over the single sweep with down + kick because the combat system allows the opponent to punish you if you're committed to the wrong move for too long.  A single sweep is still necessary to allow the player to interrupt some attacks safely and quickly while a double sweep can be used to trip and opponent with the first sweep and head shot them with the second sweep.

As for the perks, I like them. They add a little more flair to upgrading and the player can't be given new moves forever. And over time, they can add up to make an appreciable impact. I remember one of my luckiest wins against a harder opponent coming down to the wire and he headshot me with a critical kick.... and then keeled over because the damaged reflected back onto him and took him down from 3% heath winning me the fight. They won't let the player make crazy unique builds but they add a nice amount of personalization and flair.

 

One issue I do have with the Switch version is that you cannot play it with just the touchscreen. You need to have some controller connected..... despite the fact this was once a phone only game and you can still use the touchscreen on the Switch to go through menus.


The Campaign itself is quite long. My Switch told me I had played the game for over 25 hours before I was done. It does feel quite padded. After you complete the first 6 chapters, the game asks you to go through it again in its entirity with harder enemies and challenges. Your regular currency is replaced by a new one though that seems to be aesthetic. Then once you complete the 6 chapters again. You get placed into a new final chapter that prepares you fight the final boss (and your regular currency is swapped out again). This section is quite novel as the aesthetic shifts from the Feudal Japan inspired one of prior chapters to a heavy sci-fi one. Your character gets a new portrait with green tron lines. You fight enemies that are robots with laser weapons and guns. It's quite the change of pace and really engaging. Only issue is that it goes on for a really long time which can make it feel quite repetitive if you try and beat it in 1 sitting like me. The Final Boss Titan is built up throughout this chapter and his fight is quite the challenge seeing as he can't be grabbed or knocked down and he can quickly headbutt you out of your combos, has many long range swipes and attacks that can't be blocked and do a lot of damage. Oh and he's twice your height. Not the most fair bossfight but I do wish you could unlock him in Sparring Mode for beating him.


-The Aesthetic:

Like I said earlier, the fights consist of 2 silhouettes fighting each other. You might think this might make it difficult to see who's who. But the characters are distinguished by their gear and that the players have a large orange or blue indicator below them. The animation and poses are fantastic, which they'd have to be given that's all they have. Critical Attacks feel like they hurt. The soundtrack is a bit mixed. They have some great tunes, especially during boss fights, but 99% of the time, you'll hear the same few tracks repeated over and over again in regular fights. One consequence of using silhouettes is that customization is less prominent. In the shop you can buy some truly cool or funny gear like an "I heart Shadow Fighter 2" shirt, but won't show up because the characters are silhouettes. However, I do suspect the game doesn't even have unique models for many regular pieces of gear as some unique helmets and sais do look the same on the silhouettes even if they shouldn't. This isn't the case for premium gear which can look distinct like the Jester's hat.

 

Personally, I really like this art style. Way more than even Shadow Fight 3 which dropped the silhouette and now has full 3D models. The silhouettes are quite striking and dramatic.


-The Story:

The story is that you are a ninja who becomes a silhouette (wait, does that mean he has the N-Word pass now?) and must progress through the chapters to figure out what's going on. Your allies include an old mentor who occasionally has story quests where you play as him during flashbacks and a cute red haired female ninja who tells you if your gear is up to snuff. Honestly the story is quite in the background. And it doesn't help that there are such wide gaps between story quests that it's very easy to forget what's going on beyond "I gotta beat up the next guy". So I can't even do a proper critique on the story like I normally would since I can't remember it.



While I'm here, I may quickly discuss Shadow Fight 1 and 3. I played 1 back in the day. It was basically the pvp side of the Switch portion of 2 just more basic. It was fun to knock out a few rounds with friends in the school library. It's a little sad the game is shut down now as it was a great browser game. 3 is different. Like I said earlier, it shifts to a 3D style and no silhouettes (making the title a bit of an artifact aside from a mention of a shadow squad in the story). There are some consequences to this change. For one, attacks and animations are a lot more grounded and "realistic". If you elbow a dude in the air in 2, he just falls to the ground through you while in 3, he tumbles and ragdolls accordingly based on your model which also allows for more punishing of downed or stunned opponents. In addition, 3 ties many moves to gear now. So depending on what you're wearing, your down+kick may just be a regular roundhouse kick to the shins or a full on sweep combo. Up+Right+Kick may be a jumping knee or a multi-flip kick depending on what you're wearing. I'm a little mixed on this. Sure, it varies the gameplay and your moveset as you play but without as easy a way to upgrade gear, you can get stuck with moves you dislike.

Magic is also changed a bit. When you fill up your magic meter now, you can press the magic button to enter a specific state where you can use 4 different magic attacks (based on pressing direction+magic) depending on gear. Each attack cools down for a short while after being used so you can cycle through 5-6 attacks in one state and each attack does a lot of damage. For example, you can press Back+Magic to through a powered up crossbow bold if your crossbow has that perk, up+magic to lift enemies up and do damage if your helmet has that perk. Right+Magic to throw your weapon into the enemy if your weapon has the perk. And Down+Magic may have you set a trap or throw a weapon down or sweep or whatever depending on your legwear. Personally, I'm not a fan of this approach. Instead of Magic being this thing you need to use well, both players effectively get a super state where they can spam moves and cheese through a fight.

The progression is also different. Instead of a linear store and tiers of gear, you earn gear from card drops and said drops also upgrade your gear. There is a store but you need to pay a lot of money or gems to get random drops or whatever selection of gear is available at that day, or upgrade your existing gear with a specific currency that comes from drops. I personally dislike this system. It makes progression way more tied to RNG which can screw you with bad rolls and a lot of time spent grinding. Speaking of which, main missions often require a massive jump in power and there isn't a lot of other activities you can do in the meantime so you're often required to spend a lot of time redoing basic easy matches or Solo duels against versions of other players to earn a small amount of cards to hopefully be able to progress which gets more repetitive. More interesting events like survival or challenge are either part of a battlepass like subscription or events. At least there isn't an energy bar like SF2's iOS version

So yeah, while 3 isn't a bad game, the Free 2 Play stuff really brings it down. I'd recommend either casually playing it here and there or wait for a Switch port or something.


There's also a standalone multiplayer entry in the franchise coming out that uses an Injustice Mobile style character switching system and is based on SF3's engine. I may play that one eventually.


-To Conclude


I quite like this game. I enjoy the satisfying combat and outplaying opponents. The animations and visual style is quite nice as well and the different weapons and characters allow a for a great deal of flexibility. However, I never finished this game for a reason. The iOS version is a tough recommendation because as good as the gameplay is, the Free-to-Play monitization is very heavy handed and would result in a lot of grinding just to be able to somewhat progress. Made worse when I would lose all my lives to a boss and would have sit out. The Switch version is way less grindey and even generous, but the scars of the original version are still present in places. I would recommend the Switch version. It's a great little fighter with a good deal of singleplayer content and the additional free versus mode adds a lot of value. Just Don't rush through it.


My next and final review for 2021 will be Assassin's Creed 3 Liberation. See you then.

Ratchet And Clank 2016's Platinum Trophy

Hello Everyone, I recently got my 20th Platinum in Ratchet and Clank and wanted to quickly review the game's Platinum. To quickly state my point I feel this game was very fun to Platinum, it's definitely in my top 3 and would recommend it to any achievement hunter.


So this game has basically 4 kinds of trophies:


-1 Mandatory Story ones- Which I'll skip since they just involve Doing the Story

-2 Fun Joke Ones - There are quite a few "joke" trophies that are easy to get but more humorous than anything else. Stuff like: Lazy Lombax- Ride every catwalk without moving in Kalebo. Et tu, Copernicus?-Find Qwark's Lounge on the Deplanitiser. Pool Sharks Are The Worst-Get eaten by a Pool Shark in the Pokitaru Ocean. 

 -3  Mini Challenges - These require the player to do a specific thing well. Examples Include: Kerwan Gladiator-Complete the Fitness Course on Kerwan in under 70 seconds. Death By Disco-Use the Groovitron on every type of enemy. 

-4  Play Challenge Mode - These require the player to have to play Challenge Mode, the game's New Game + in order to get the Trophies. Note that you can keep playing Challenge Mode repeatedly if you miss some. Examples Include Master of War- Upgrade every weapon to maximum level. These Go To Eleven- Unlock every modification for every weapon. Mr. Fancypant-Upgrade Ratchet's health to maximum level.

 

 Story Ones are Story Ones so not much to talk about there. I like the joke ones because of how unexpected and humorous they can be. Mini Challenges are quite fun as they require you to ace some activities. I especially love the ones for beating the Gold Hoverboard Races under a certain Time because the Races themselves are fun and the times aren't crazy strict.

The only really troublesome Trophy is Death By Disco-Use the Groovitron on every type of enemy. Since the game doesn't keep track of which of the 50ish enemy Types you have used the Groovitron On.


The Challenge Mode Trophies mostly require you to play the game while focusing on levelling up individual weapons. This mostly just takes time and like, 2 Challenge Mode Playthroughs Max. It's fun because Challenge Mode introduces a multiplier that increases the number of Bolts you earn as you defeat enemies up to a max of 20x but it goes back to 1x if you take a single hit. This encourages the player to play more skilfully while still rewarding persistent players who aren't as skilful and really get used to using every weapon. Though the game doesn't get too difficult even on the hardest difficult and loses most of its challenge when you get a decent aresenal. I kinda wish there was an extra hard option that upped Enemy Types and Numbers to match your expanded arsenal at this point.


Note that this Challenge Mode is pretty lenient compared to past Ratchet Games where you had to do 3+ playthroughs minimum to earn stuff like the RYNO. Here, you can basically do it in 1-2 if you're skilled.

 I am a little sad there's no arena like in past Ratchet games and trophies associated with that because I enjoy the combat and would have liked it to be used in more creative situations.

 

While I'm here I might as well give a quick review on the game itself. On the gameplay side, the game is quite fun. I like that each world has like 2-3 branching paths which makes exploration more interesting (though I don't mind if it were linear either since I have to explore them all anyway) like the earlier Ratchet games.

 Combat is fun with all the varied weapons and strafing/dodging but I am mixed on a few things. Firstly is the way weapons upgrade. As you use weapons, they gain EXP which allows them to level up giving them a slight power boost and being able to buy more upgrades for them. This does encourage you to use weapons based on their EXP rather than utility. I have had instances where I had to use the close range flamethrower on longer range enemies since it was the lowest levelled weapon in my arsenal as it can feel like a waste to use weapons which are maxed out since they don't get the EXP. Second is the Raritanium upgrade tree. It doesn't feel satisfying to go into a menu every now and again and buy nodes for a 5% increase in rate of fire or bolt drop rate. I think it would have been more engaging if Weapons didn't have a EXP based on usage system and instead levelled based on just feeding each weapon like, x amounts of Raritanium for a sizable upgrade. Trim the fat and just give the juicy stuff as it were. To account for this with trophies, just have a trophy for getting x number of kills with each weapons like how Uncharted does it.

 

I do have other smaller issues with the gameplay, there's a lot of dialogue that seems unnecessary and annoying like the GadgetTron Vendor and Quark's "Ratchet can't breathe underwater" lines, the odd music during Clank's levels since Clank's levels are supposed to be the slow and puzzle focused contrast to Ratchet's fast paced levels. The in-engine cutscenes that feel more stiff and lifeless than the ones from the 2002.


All in all, I like the gameplay and would recommend it on that merit.


The story is where I'm a lot more negative though.


Firstly, The game plays like it's a movie licensed game....which is because it kinda is. The game uses clips from the 2016 movie to tell its story. Which I'm actually Ok with. For years I've been saying that Games often struggle with telling a movie-like story through just cutscenes. So I'm cool that you have the Ratchet Movie that's focused on the story stuff, and a Ratchet Game focused on the gameplay stuff so both can shine their best in mediums best suited for that. So my issue isn't with the decision for the existence of the movie to do the heavy lifting for the story, my issue is with the direction of the movie and times when more of it should have been placed in the game to add some context.


Let me start with an analogy, let's say someone wanted to reboot the Spider-Man films (I know, shocker right) and make these new films' characters more likeable and fun. So instead of Peter Parker being a down on his luck millennial whose choice to be a superhero interferes with his civilian life but does so out of guilt and an obligation to his Uncle, Peter is now a rich kid living in luxury with all his parents alive and decides to become a Superhero because it's cool. Even if it ends with Peter dressing up in an iconic Spider-Man suit and web swinging and stuff, it would be less interesting because you lose those aspects that made Peter such an endearing and interesting character.


It's the same idea with Ratchet and Clank. Ratchet in original 2002 game was a selfish dick at times. And Clank had to work hard to try and nudge Ratchet into doing the right thing which caused them to butt heads. It was only at the end after such a rough journey that the 2 became inseparable friends and on the same page which was so satisfying to watch. The world itself was also quite messy. It was this capitalistic wasteland where even the people you saved would still charge you anyway for their services which was a nice piece of satire. It was honestly a pretty original setting and take. It was the story of a selfish hillbilly mechanic who is a dick and a defective product that ends up being more useful than the copy and paste product he was supposed to be, that reluctantly team up and discover the galaxy they're in is messed up and superficial but are able to cut through that BS and become real heroes by striking at a specific businessman using the system, and finally become close friends by the end. It wasn't perfect. Ratchet's characterization was inconsistent at times as he would flip flop between chill Ratchet and Selfish Dick Ratchet in between cutscenes for no reason but it was still an interesting dynamic.

 

But in the 2016 game, that edge has been softened. Ratchet is now a goody two shoes and is immediately friendly with Clank rather than have any conflict. Clank doesn't really have much of a push or pull with Ratchet which makes their dynamic less interesting. It feels like they're together because their names are on the cover rather than through organic events that made then allies. The duo rarely even talk to each other and Clank doesn't even help Ratchet with his ship. You could replace Clank and little would change about the story. Quark has more of an arc than Ratchet or Clank since he has the whole "betray the rangers but is guilty about it" storyline. And even that is messy because the story flip flops on his reasons- Did he join the bad guys because he was jealous of Ratchet or to try and protect the Rangers? Because the Story can't seem to make up its mind and it suffers as a result. Quark being jealous doesn't line up with the story since him working with Drek tarnishes his reputation. And Quark doing it to protect the Rangers doesn't line up since he only joins up with Drek when Ratchet and Clank show up after defeating some of Drek's fleet.

 

The world itself is also much softer. People actually give Ratchet free service for saving them. The "satire" is now just the occasional reference to nerd culture/online criticism and some r/FellowKids "hashtag GadgetTron" comments. Stuff like this doesn't inform the setting or characters, it makes it appear more mundane and generic.


Even ignoring the comparisons to the past games and looking at this version on its own merits, it still has its faults. But starting with the positives, I like the idea that even though Ratchet is a goody two shoes, he still has a criminal past and is trying to make himself look more heroic in front of Clank who appears naive but can put the pieces together quickly. I wish more was done with this premise though. Maybe have Ratchet brag about his "accomplishments" throughout the story to which Clank occasionally questions him. When Ratchet fails at stopping Drek the first the time, he sees himself as a fraud and it's Clank who goes "Yeah, I knew you were lying about most of the stuff you did, you weren't an official ranger, but could certainly fight better than them" and then talk about how Ratchet was capable despite "being a fraud". That would certainly help give the duo more of a dynamic that ties into their relationship instead of a generic "you gotta accept responsibility".

I feel this is quite the missed opportunity because a Ratchet 1 is the only time where you can write a story where the duo have a conflict and different dynamic since after this, they are friends.

I have other issues as well; having Nefarious come in and dethrone Drek as the main villain suffers because then Ratchet doesn't get to settle the score with Drek and Nefarious has barely been in the game so far. It also weakens the villains' overall plans since in the original, Drek wasn't being altruistic or misguided, he was doing all this to make more money which both made him more despicable and tied into how messed up the world of the original was.


So yeah, it's odd that while the gameplay of the 2 games are about even and fun, one has better and more engaging story and characters despite being from 2002 and not that focused on the story and the other is a major animated movie and a modern game.


Regardless, going forward, I hope the new series of Ratchet games at least do the following for the story:


-1 Have the duo interact more in the game.

-2 Don't then retcon that Ratchet is the last Lombax of his kind and Clank was built by wise Time People. I feel that twist just weakened the story by trying retrofit the Duo as "chosen ones" rather than regular people who became heroes.


I haven't played Rift Apart Yet but I am looking forward to playing it one day.


But sadly, this may be my last Platinum for a while. I'm playing Genshin Impact which seems to be a long game with some really long platinums I don't intend to pursue. And Soon I might be travelling and not have a PS4 on hand. Regardless, my next platinum will probably be Saints Row 4. I hope to see you then.

Improving the Hard Difficulty in Uncharted

 

Hello everyone, today I want to talk about Uncharted's harder difficulties, what I find its faults are and what are some ways it could be improved.

Let's begin with what I feel are the aspects to a good hard mode in a game. To me, a good hard mode isn't just a mode where enemies do more damage and/or you have less health. It's a mode that demands the player really learn the ideal systems of the game and those systems are more fun at that higher level for the people playing the game. And that if the player then plays the game on an easier difficulty, they can sweep through the game even easier. To use an analogy, it's like weighted clothing in Dragon Ball. It makes the experience itself harder when using them but it improves your own performance so if you take them off, you're better at the game.

To use examples from other games, Devil May Cry's "Dante Must Die" has enemies be much faster and more aggressive, even having transformations if the player takes too long. And the player can't cheese through it by spamming stinger or something. This suits DMC's gameplay of having the player do stylish combos and fighting enemies since the difficulty requires the player be more aggressive and active themselves as well avoiding sloppy play or getting hit since that also makes fights less stylish. If a player completes Dante Must Die and then plays on normal, they'll tear through enemies easily since Dante Must Die really thought them how to fight well and avoid getting hit.

Splinter Cell Chaos Theory has its harder difficulties make enemies have better senses and deal more damage so you have to get better at sneaking which also means the easier difficulties become easier since you're better at sneaking. Same for Doom on higher difficulties since it demands the player get better at moving around and dodging or the Arkham games which require the player get better at attacking and countering and dealing with different enemy types quickly. Even with Pokemon, Rom Hacks that make enemy trainers have better teams and AI and require the player be on Set Mode or Nuzelockes changes how players approach battles and team building since now the player would need to have to switch their Pokemon around more to predict attacks and not rely on a single Poke sweeping with a single move.

This brings us to Uncharted. Typically, Uncharted's main challenge comes from combat sections consisting of standard 3rd person cover shooting but also fun movement and melee systems. At its best, Uncharted's combat can have a player run through the battlefield, weaving through gunfire, jumping and climbing stuff, shooting enemies, meleeing them, jumping enemies then take a "break" by taking cover and waiting for your health to recharge. Games from Uncharted 3 and onwards have taken steps to make arenas less linear and to encourage the player to move around more by having enemies try and ambush the player and have some cover start to break like an action movie. On Uncharted's easier difficulties of Explorer (Very Easy), Easy and Moderate, combat sections can be quite fun with these movement mechanics and the wait times for health regen aren't too long in a fight. But on the harder difficulties, Hard and Crushing, that's not the case. Enemies are far more accurate with their shots and do so much damage that the player will die very quickly if they're in the open. This makes all the fun movement mechanics completely unviable so players are stuck with only the 3rd person cover-based shooting. And the time players have to spend healing is often most of a firefight since even popping out for a second to shoot will result in the player taking a lot of damage quickly. You don't even get better at the game upon completing it on Crushing since none of the skills from effectively camping translate to making you better at movement aside from making you better at headshots. This makes the harder difficulties boring to play since instead of providing you with that typical Uncharted/action movie adventure during a firefight, it just becomes a drag. Now there are games like Metro that also have difficult firefights behind cover where you die if you're exposed for a second on higher difficulties, but the game is typically built around that kind of gameplay and rewards the player for playing smart. But Uncharted doesn't do this kind of difficulty doesn't complement Uncharted's design, turning it into a worse game. I have similar criticisms to other games with a similar design like the Call of Duty titles. It's like if in Splinter Cell, enemies were fun to sneak through on normal, but on hard they have x-ray vision so you have to shoot them to have a chance at completing the level. It's like if in Batman Arkham, enemies were fun to fight on Normal but on hard, the only way to play is to kick them in the shin, run away and then repeat the process.

You may say "then just don't play on anything harder than normal" and fair point. But I say if you're going to include harder difficulties, why not design them to be fun and reward the skills the game normally requires or are cool at least? It would certainly increase replayability at least and may even make the easier difficulties more fun in the process.

So what are some ways to improve Uncharted's harder difficulties to bring it more in line with my idea of an ideal difficulty?

The main one I have is a rework to the way health works. Normally in Uncharted, health works like in every other shooter. But what if there was a system that gave the player a shield (framed by opponents missing more of their shots) or just healed the player faster depending on how they fight in combat. So if a player does a melee attack, then a headshot, then a diving attack, they instantly get full health and/or have enemies miss their shots during the sequence. I think this would be an improvement for a few reasons. If a player doesn't care about this and just wants to play it as a cover-based shooter, that option is still there. If a player wants to be more creative, the system facilitates that and rewards them by extending the time they can stay out in the open before needing to take cover to recover. And it rewards skillful play because more skillful players can extend this time for longer during fights. And it makes fights play like a cool action movie which is what Uncharted is going for.

In conclusion, Uncharted's harder difficulties aren't very fun or rewarding to play since they don't test nor encourage the interesting mechanics of Uncharted's combat, turning the game into a boring cover shooter with lots of waiting thereby defeating the point of the harder difficulties. My proposal to improve this would be to make it so the player gets a shield/instant recovery for playing in cool ways which would both make combat more skillful and interesting, reflect the game's "Action Movie" vibe and complement the existing level design and even encourage the easier difficulties to try being cool.

So yeah, what are your thoughts?

Monday 23 August 2021

Minor Gaming Pet Peeves: Mandatory Story Breaks in Open World Games.

 

Hello everyone, today I want to talk about a pet peeve of mine I've seen in 2 open world games in particular, Spider-Man PS4 and Cyberpunk 2077. The feature in question is that certain points during certain missions, the game will tell the player to wait for a while before the next stage of the mission can begin. In Spider-Man's case, it's mostly limited to the main quest where after a major climactic event, Peter will say something like "that was intense, time to cool off for a while and go on patrol". Then the next main mission will not pop for a while, encouraging the player to partake in side activities. In Cyberpunk it's a similar case, only it can happen for any class of quests, not just main and the time to wait isn't consistent, seemingly being anywhere from a day in-game to several days + a few minutes.


Let's consider the pros; firstly it allows for story sanctioned breaks that may allow for more optimal pacing than if the player took the break during say, an urgent series of quests. It communicates to the player they can take a break now and it encourages the player to do some side content. It's also a nod to realism that some stuff takes a while to happen

But I find it not worth it and more annoying than anything.

Firstly, I like to play open world games by doing EVERYTHING before touching the main story and then blasting through the main story. So in Spider-Man, the game expects me to go out and do some side activities like finding backpacks or research labs, but I have already done everything. So I'm left just sitting there playing on my phone until the game lets me play the next story mission. For Cyberpunk, it's often not clear how long I have to wait. So I have to use the in-game sleep thing to sleep for 2-4 days at a time and then go around walk around for a while and hope the mission updates with the call. I imagine most players probably have some quests left when these breaks pop up so it's less of an issue but still.


Secondly, I find it interrupts the story more than it helps. Like in Cyberpunk, I want to see more of Panem's story, but there's frequent breaks and even if I have other quests to do, it feels like an interruption so I either have to go do other quests for a while or sleep for 4 days and then go and do another quest before I can finally get back to the storyline I am interested in. I'm going to go do all the quests anyway. This just feels unnecessary and it takes my agency. Plus it can seem punishing if you do some side questing before you get one of these waits, like if you had done your questing a couple missions later, your time wouldn't be wasted.

Imagine if you're watching the Mandalorian and part way through an episode you have to go the bathroom. Instead of just pausing the show to go to the bathroom, the Mando turns to the camera and goes "If anyone wants to go the bathroom, go now, I'll do nothing for the next 7 minutes aside from stand here and polish my guns or something". While that is generous, it wouldn't really be a fun or efficient idea. And if it did do that, most people would probably fast forward through it every time it happens because they don't have to go the bathroom at that moment. It's the same with video games, if I want to take a break to go do side quests, I'll do it anyway. I don't need the game to force me to do them. Plus if I do them early, I should be set for the rest of the game.

Now, I understand this is a minor issue in the grand scheme of things. The time wasted in doing these waits isn't so long. But regardless, are there ways to compromise so you maintain the positives while minimizing the negatives.

Solution 1: The Cyberpunk approach (ironically).


Cyberpunk has a solution for this. Some quests that ask you wait have a marker at the mission start area where V will sit and wait at and the next quest will start automatically. As an added bonus, it also adjusts the setting depending on the quest (like spawning NPCs and cars that are required for the quest). This helps because it maintains the appearance that time has to pass while still letting the player play on.


Solution 2: The Batman Arkham Knight Approach.


In Batman Arkham Knight, instead of asking the player to wait at certain points, the game just goes "Master Bruce, things have gotten quiet for now, you can use the time to go do side quests or keep investigating the Arkham Knight/Scarecrow i.e the Main Quest". The beneifit here is that it tells you the story is taking a lull for a short while but still gives the player full agency in what they have to do without wasting any time whatsoever.


But if we must have some waiting, there is one option:

Solution 3: The GTA V approach.

In GTA V, quests for heist prep activate after a while with a text message. But normally you have other quests also active or given to you at the same time so you always have something to while you wait. The smaller number of timed quests given at specific times also mean there is way less of a chance the player has nothing to do but wait even if they do all the side content first. Personally, I'm still not fond of this because it means I have to step away from the heist missions I'm so interested in.


So what are your thoughts?

Gaming on Apple Watch: What's New is Old Again

 

Hello Everyone. Today I want to talk about gaming on Apple Watch, what challenges it poses and its potential niche. The Watch itself isn’t particularly suited for gaming but I feel it would be an interesting discussion on its merits regardless

Let's talk about the hardware and features of an Apple Watch and how some games have used them.

-Small Touch Screen and Pressure sensors:

Unlike smartphones, the watch's touchscreen is very small. This limits what can be touched, your fingers will obscure more of the screen and multi-touch isn't feasible. One interesting feature is the screen's pressure sensor which is most commonly used as a pause/options screen in Watch games.

Most of the better games that use the touchscreen primarily are old school "whack a mole" type games. Guns & Bottles asks the player to alternate which side of the screen to tap to shoot bottles and thus working around the limitations of the screen.

Some bad examples include Loop which asks the player to precisely tap very small pieces to move them which can be quite frustrating as you'll end up moving other pieces

-Crown

The watch has a rotatable crown normally used for scrolling and zooming out. I haven't seen any app combine both the touch screen and crown at once for any input but I imagine it could be possible if unwieldy.

A good example of a game that uses the crown is "break the safe" where you rotate the crown to crack a safe.

-Relatively Low Storage and Processing Power

The watch ain't pushing polygons nor does it have the room to. So most games are going to have to be simple 2D stuff. There are some cool uses like Crisis Line presenting a story through text messages so Text Based RPGs are possible. Though some like Mindkeeper have managed to make a small 3D First Person Horror type experience at less than 200 MB. But for the most part, games will probably be reminiscent of all Java Phone games.

-Connection with an iPhone

Your iPhone can connect with your watch via Bluetooth. Most regular apps use this to send notifications and some data across devices. For games, I feel the best use of this would be as a way to complement your phone game. Because some games, like the one Square Enix made for Watch, pretty much requires you use your phone alongside your watch which defeats the purpose of playing on your watch if I have to play on Phone. Others, like 8 Bit Pets let you interact with your pets on your watch to quickly top them up while your Phone gives you all the details. I'm imagining games with a dynamic like the Pokewalker from Pokemon Heartgold/Soulsilver could work here. Imagine an RPG on your phone where you can do some basic missions from your watch.

-Health and Fitness

Apple Watches can track the user's movements, heart rate and breathing. Normally this is used with fitness apps. However, this does have some potential to be used with games. Remember that Zombie Run app for phones? It was a game/fitness app where the user would have to go out for a run in the real world and be warned to run faster if zombies in the game were chasing him, and the more you travelled the more loot you would find. The Apple Watch could adapt this as a watch is much less cumbersome to pull out when running than simply glancing at your wrist.

The Watch can also track the user’s sleeping patterns but somehow I doubt that can make for compelling gameplay.

-Sound

This is an odd one. The Apple Watch is capable of outputting audio and has a microphone. But 99% of apps demand you use your Bluetooth earphones to listen to anything. While there are uses for this, there was an iPhone Horror game that required the user wear headphones, close their eyes and rotate around in the real world, such a setup seems overkill for the watch. I don’t expect many games will make use of this. Also, while watches can connect with and allow users to talk with other watch users, I doubt multiplayer is possible to be anything more than a momentary gimmick.

So we’ve covered the Watch’s hardware. Based on all this, I believe the best games for the watch would be the ones that take advantage of its niche. You can access your watch easily and in more scenarios than your phone, like how your phone can access more situations than your console/PC. You can pull out your watch or your phone when you're waiting for an appointment or on the bus or whatever. This does mean that much of the watch’s uses are redundant. Regardless, this has its place. Suppose you’re waiting for a date to show up. You can quickly play a round of Guns & Bottles on your watch to waste some time like those old Java Phone games. This is why many of the best Watch Games tend to be puzzle games like Tiny Armies. They check every box: They are adapted for the small screen, they’re great for those times when you’re waiting for something. Their puzzle-like nature also means you can cram lots of different levels with little space and much of the gameplay is in the player’s heads as they figure out the solution.

With that said, here are some of my pitches/notes for Watch Games and genres that I think suit it.

-Endless Runners

Pretty simple. The player has limited inputs and has to react quickly. Good for quick bursts when needed.

-Angry Birds

The simplistic visuals mean it won’t bloat on space. There aren’t many inputs at once and the puzzle like nature suits it in bursts. One issue would be seeing everything on screen at once so the game would have to offer the ability to not immediately release your throw

-Text Based RPGs

As stated earlier, this is a possible avenue. I'm picturing the iPhone game Treacherous Trials, that plays like a simplified version of DnD and a Survival in text form, as a template for this.

-Idle/Incremental Games

There are such games on watch like Runeblade which combines it with a mini-RPG. But These types of games, you progress when you’re not playing it and when you start playing it, you get a boost. I can imagine games like a simplified version of Fallout Shelter where you’re building up a settlement as a suitable game.

-Board games and similar games

There are already checkers, chess, 2048 and a version of pictionary on Watch. Many of which allow for multiplayer on one watch. Expanding on this, I can imagine games like Connect 4, Uno, Battleship, Hangman, Sudoku, Polysphere, Worms, Solitaire, Dots and Boxes, Minesweeper, Jenga, Smash Hit could work on the Watch.

So there you have it. What are your thoughts?