A story needs to have characters with abilities that let them reach their goals against a rival that puts their skills to the test. Videogames require just as much thought to translate abilities into mechanics for the player, and there is a symbiosis between character and gameplay, not just to beat their opposition but navigate the places they occupy. In 2009, Rocksteady Studios fully translated one of pop culture’s greatest characters into a videogame and pitted him against his equally well-established foil The Joker. By locking both men inside Gotham’s mental-clinic-turned-prison, Batman: Arkham Asylum captures one of comics’ greatest feuds over one long night.Continue reading “Psychoanalyzing Batman: Arkham Asylum’s Multiple Personalities”
A game can take many forms. The history of videogames is packed with examples of games that started as simple versions of real life activities only for their designs to evolve into lifelike simulations of the original, but just as important is how different genres can be combined in infinite ways to make new styles. This is especially true of Pong’s iconic gameplay, turning the bouncing ball structure into the wildly different Windjammers and Lethal League while still retaining its spirit. Continue reading “Sports Game Triple Play: Evolving Pong’s Design Into Windjammers and Lethal League”
Sin & Punishment’s single best setpiece captures the essence and versatility of its design. With your character Airan on a platform zipping around a naval carrier fleet, you evade the barrage of artillery fire from massive aircraft carriers, dogfight squadrons of enemy aircraft, and bat missiles back at their launchers, while unleashing a constant stream of shots to send them to the bottom of the ocean, all as the world soars and reorients in full cinematic splendor. It’s one of the most exhilarating action spectacles of the generation and combines the best elements of the classic shooter and brawler genres into one unique game. The scene ends with the freedom fighter chasing down a comet-sized missile shot from low-orbit as it hurtles at your ally-turned-monster Saki.
The first portal back to Mars is guarded by an army of hellspawn trying to rip you limb from limb. Agile fireball throwing imps and dual wielding Mancubus, burly Hell Knights and rocket-launching Revenants all converge on your location, employing a wide assortment of tactics while you unleash the concussive blast of your shotgun and unload mag after mag from the assault rifle and unleash its’ micro missile alternate fire. You weave between shots and sidestep claws barely missing your face, jump to the stunned body of a Cacodemon and tear out its eye only to be knocked down and witness the centaur-like Baron of Hell’s fatal finishing blow. The fight is an exhilarating and tense struggle for your survival.
God Hand’s penultimate fight pits Gene against his rival Azel in a knuckle-breaking slug-fest that demands that the player understands every pillar of the games mechanics. To stop him from resurrecting the ancient devil Angra, you need to pick and choose your moves to beat his, to reposition to gain a tactical advantage, and to bob and weave around counter attacks that can lead into a button mashing power struggle you’ll feel all the way down your arm. And just like main character Gene, Azel can activate the supreme powers in his arm and execute a fast-action barrage thanks to his God Hand. To beat him, you need the full cooperation of a focused mind and tuned body.
The first great fight in Mario & Luigi: Superstar Saga is against the corrupted form of the matriarch Queen Bean. The brothers Mario have several offensive targets to select, her crowned head and her two gigantic, body-builder-caliber arms that pound the ground and send shockwaves that injure any plumber that doesn’t properly jump over it. Pouncing on her noggin’ awards you nothing more than damage thanks to those pointy golden spikes, so you quickly decide to avoid that strategy, choosing instead to deflate her arms to knock the thing off and reveal her soft skull underneath. In this dazed state, she takes full damage and hacks up beans that hatch into additional enemies if the timing of your jump is off by more than a few frames of animation and you crack one open.
Metal Gear Solid 2: Sons of Liberty is celebrated for how it critiques social engineering, Hideo Kojima having crafted a theme that shows how controls built into the social fabric of a culture can shape an individual’s thoughts, ideas, and beliefs. The story and game progression do an outstanding job of subtly running players through a simulation of the events of MGS1’s Shadow Moses incident as the rookie Raiden, forcing them to question whether their actions were truly their own or if they had been molded into a clone of Shadow Moses’ legendary hero Solid Snake.
As is the great curse of every artist, the critic gets the last word. For the burlesque dancer Bayonetta, the Omnitient Critic grades her revue on a six-point scale of dirty Stone to Pure Platinum. It’s a good thing that her routine was so incredibly well choreographed that she can test it against her newest dancing partner, the mysterious and powerful Lumen Sage. The purity of the battle system comes alive against an evenly matched opponent and the vast armies of Paradiso and the hordes of Inferno, on the path to save the soul of a lost friend. So let’s look closer at our provocateurs moves and understand why they steal the show.
On my third infiltration into Ground Zeroes Camp Omega, I found an electrical panel that allowed me to cut the power to the surrounding facility, disabling all the lights and the several security cameras so I could quietly rescue the prisoner at its belly. It was the latest in dozens of exploitable gameplay options built into Omega that proved it was a dynamic, multi-faceted place that enabled and rewarded a variety of playstyles. The first game powered by the Fox Engine, GZ introduces players to the new levels of agency offered in the second part of the Metal Gear Solid V saga, The Phantom Pain; ideas that evolve the classic Metal Gear design. Continue reading “The Disembodied Soul of Ground Zeroes”
Fifteen minutes into Resident Evil 4, Shinji Mikami and his design team test your comprehension of the mechanics they’ve been invisibly teaching you since you selected ‘New Game’. Former rookie cop Leon S. Kennedy had just fought his way through the Ganado’s Village and now finds himself catching his breath on an old dingy farm. Stray slightly from the beaten path and you’ll find a radiant pearl necklace enticingly suspended above a barrel of putrid water, patiently waiting for you to find it. Retrieving this necklace is your test. You can’t just reach out and interact with it, so you draw your handgun and shoot it loose- and immediately fail as it falls directly into the barrel of sludge beneath. When you pull it from the filth, your inventory lists the item as ‘Dirty Pearl Pendant’, its picture a grimy mess. Looking back at the barrel, you notice the 2×4 propping up the lid, so you shoot that next and watch it create a cover. Since you didn’t learn the lesson before, you do now: Resident Evil 4 rewards tactical gunplay.
Let’s study the notes: