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Movies, Games and Videos

(But this post will concentrate on the first of those things.)

My wife’s been away climbing alps this weekend, so I’ve had some time to catch up on my film watching a bit. I thought I would get a blog post out of these quick reviews, because I am lazy and couldn’t think of anything else to write about. I did manage to shoe-horn in a videogame link though – there is a secret MAGchievement* if you can spot it.

Monsters
I really enjoyed this. You may think it’s about aliens and is going to be actiony, because that’s how they promoted it and the trailer certainly gives that impression. It isn’t, but it is a decent road movie. How much you like it will depend on if the two leads make you want to kill. Has some really nice shots in it, particularly there’s a scene right at the end that I found really beautiful.

Green Hornet
Over-long (by about half an hour), but still quite fun. Characters that don’t have an arc, as much as just flip a switch in their personalities and suddenly start acting a different way. Horrible love triangle sub-plot that doesn’t add anything and should have been left out. Some very Gondry directing in places (especially the first fight scene), whereas most of it has almost no trace of him at all.

Book of Eli
Penned by ex-Ace and PC Gamer writer Gary Whitta. As long as you can live with the heavy religious themes (the book is a bible, dummy – and that’s not a spoiler, if you haven’t worked that out within the first mention of the book then you are an idiot) it’s a really good post-apocalyptic action movie. Some amazing landscape shots. Fight scenes that don’t rely on quick cutting and camera trickery, and are fast and brutal.

The Losers
Very fun “crack commando squad work against their ex-employers” action movie. It’s fast paced, has some decent characters, fun set-ups, and snappy dialogue. You instantly believe that these guys know each other and are at ease with each other. The main baddy has one comic-book villain affectation too far.

That’s all we have time for this week. Remember to phone our premium rate line if you think you know the answer to the “where si the videogame reference” competition. I’ve been Steve Priestley, join me next week for more Movies, Games and Videos.

* I thought I might start gamifying this blog, for no particular reason. Maybe it’ll help me keep readers. Maybe it’ll piss readers off. That seems to be the scattergun approach to gamification. Anyway, they are called MAGchievements. There is no MAGchievement for working out the component parts of the word MAGchievement. There is a MAGchievement for me if I have managed to spell MAGchievement correctly throughout this whole paragraph. This is not the videogame reference, by the way.

Old Sketchbook Designs #1 – Family Rez

While I was searching through a desk drawer for some white sticker labels (have you ever looked into your freezer and wondered exactly what the brown sauce in that tupperware box is? Well so have I) I found a couple of old sketchbooks with game designs in them.

Well, some of them are designs, some are map outlines, and some are little more than scribbles or one-liners (a habit I still have today, my WorkFlowy is full of orphaned one-line ideas, either for a single nice scene, a funny name, or a gameplay mechanic).

Anyway, I thought I would share some of them, starting with this single image and four lines of text describing “Family Rez”.

Family Rez

Basically it’s a rhythm-action game where you grab and eat notes to make a tune. I think at the time it was probably intended as an EyeToy game (I had a fairly long period of coming up with all kinds of random EyeToy games, as at the time all that was available was average party games and the excellent kung fu party game).

These days I could see this working fine on Kinect. It would probably need expanding so that, rather than just eating notes you had to perform various actions to them, depending on which Ness you were currently supposed to be. In practice it would be like watching someone dance to Black Lace’s Superman.

I would hope nobody reading this needs the “Rez” bit of the name explaining, since it’s essentially a music game. However, if you don’t get the rest of the reference – and I would be amazed if anyone who wasn’t born in the UK in the late 70′s / early 80′s did – have a look here.

It’s Not About “Us” Vs “Them”

PocketGamer.biz have put up an interview I did in about starting up as an indie.

I’ve obviously not quite got the hang of this press malarky yet, as there were no bold statements about the death of AAA, no slagging of competitors’ games, and no calling anyone mean names.

I have quite a “live and let live” approach to the games industry, and I think there is plenty of room for all tastes and scales of product – just because someone’s going to buy Call of Duty it doesn’t mean that they won’t buy an iPhone version of Carcassonne, and vice versa.

I’m surprised that all the years of wrongly predicting the end of PC gaming hasn’t put anyone off these silly statements.

In reality there are ebbs and flows as tastes change. As some people naturally find themselves without the budget for buying dozens of $60 games a year and move to playing cheaper mobile software, others will find their passion for games re-ignited by their phone play-time and invest in a new console with the peripherals and big titles that entails.

But it’s all games, and we should all just be happy that our hobby is being taken up and enjoyed by more and more people.

Anyway, here’s the interview link again. If I would say anything before you read it, it’s that I’m not as money obsessed as I think I come across!

Press Release: New Indie Studio “Mainly About Games” Launches in Edinburgh

New Indie Studio “Mainly About Games” Launches in Edinburgh

Ex-Rockstar Designer goes back to bedroom-coder roots.

UK, Edinburgh, 15th June 2011. Anthony Gowland, a games development veteran of over ten years, has formed a new indie micro-studio Mainly About Games to create mobile and web games.

After more than six years at Rockstar, including senior and lead design roles in acclaimed titles such as the Grand Theft Auto: Chinatown Wars and Red Dead Redemption, Gowland decided it was time to try something new.

“With the varied distribution opportunities now available to developers, it felt like the perfect time to move away from AAA development. It’s totally viable for a small team, or even a single dedicated guy, to create and market a successful game independently”, said Gowland.

“My passion is in creating small titles that have solid gameplay hooks and big budget polish”, he added.

The studio is also offering freelance game design consultancy services.

“Each year there are a lot of games that are very good, when they could have been great. Playing through them you often get the impression that it’s the little details that are missing or have been overlooked.

“I think there’s a real benefit to having an outsider with a proven track record play through your game with a fresh pair of eyes,” Gowland offered.

###

For more details on Mainly About Games, visit their website http://www.mainlyaboutgames.co.uk

For more details on Anthony, view his LinkedIn profile http://www.linkedin.com/profile/view?id=22234311

If you would like more information, or for an interview with Anthony Gowland please email anthony.gowland@mainlyaboutgames.co.uk

Anthony Gowland

Mainly About Games logo

We Have One of a Facebook

Like the everyone and their mum, Mainly About Games is now on Facebook.

As well as posting updates on whatever’s going on around here, there will also be links to whatever indie game (or just general games industry) news, videos, pictures, and blog posts I find interesting.

There are already a bunch of things on the wall, that I think are fairly representative of where it’s going, so maybe go and check it out?

The Numerous and Grievous Game Design Crimes of de Blob 2

Some people will tell you that de Blob 2 is a charming family-friendly game that has been criminally underlooked by the hardcore gaming masses that form the vast majority of Xbox and PlayStation ownership. They will tell you that it’s worth 9/10 review scores, and that you should give it a go.

These people are smoking crack. Or possibly just haven’t played beyond the half way point in the game.

de Blob 2, or "the accused"

Family friendly? I have screamed, sworn, and shouted more at this game than any other I can remember this generation. At least when I was playing Kane & Lynch 2 I could just put it down as a bad third person shooter with inconsistant cover mechanics and horribly weak weapons. With de Blob 2 the good game is hidden so deeply as to be almost impossible to find.

Despite, as reviewers will agree, it starting off quite well.

Screw it, let’s take this sucker apart point by point.

Crime 1 – The camera is awful.

Lots of third person games get this wrong, I have no idea why or how, since Mario got it working fine. I can maybe excuse a poor camera in a game that’s all tight interiors and busy geometry. But de Blob 2 (hereafter “the accused”) is primarily open spaces and simple geometric solids.

It’s frequently looking the wrong way, and most bafflingly often fights against your attempts to move it while it obstructs your view of the hazards in front of you. From this I’m guessing that it’s following pre-set paths and directional cues. Which would be fine, if the cues were helpful and didn’t leave you having to make leaps of faith with alarming regularity.

Crime 2 – The levels are too long, made up of too many repetitive tasks.

Levels being too long? How can anybody complain about long levels? Working your way to the top of a tower so that you can press a button is fun, right? So it’ll be fun if you have to them repeat that same task, with only minor variations in layout, six more times to complete the level.

The accused takes repetition to ridiculous lengths. Nothing is ever achieved by performing a task once. Every blockage requires at least two identical guard towers to be destroyed, or three prisoners to be released, or four buttons to be pressed, or five groups of enemies to be killed.

As far too long, just get used to the idea that you’ll be back-tracking a lot in this game. Once a level’s main tasks have been completed there are usually a handful of warp points for fast-travel, offered as some concession, but they are always too widely spaced out, and you’ll always still end up having to wander for five or ten minutes to get to the area you wanted to be in.

Crime 3 – The controls often don’t give you enough control.

Blob (that’s the name of “de Blob”, if you hadn’t guessed) has a wide range of moves at his disposal. He can jump, duck, dash, jump off walls, and wall run (of course, even coloured blobs are these days capable of parkour that would make the original prince of Persia green with envy).

Almost all of his moves are context sensitive, and the contexts have been created by an imbecile. Jumping on to a wall will stick him in that location while a little timer counts down, even if he’s just pixels from the ledge that you were trying to jump up on to.

Combat is largely achieved by locking on to an enemy and then dashing in to, or jumping on to, them. This works fine when there’s not much going on, but in later levels when there are many enemies – often with each only being able to be destroyed by Blob while he’s a specific colour, or with some being immune to being jumped on and others who shouldn’t be dashed at – the lock on will rarely pick intelligently, and will most likely result in you attacking the wrong foe. Unless you take time to lock on then manually select a new enemy, but you won’t have time to as you’re being attacked with flamethrowers, rockets, hypnotic disks that remove your controls completely and drag you towards danger while you hammer the ‘B’ button.

Stop me if any of this sounds like fun, but that leads us on to…

I don't know what you're looking so happy about. With your "sassy 'tude".

Crime 4 – There are too many varieties of everything.

Enemies come in many shapes and sizes, and there are usually a few variations of each of those. There are pads in the landscape that facilitate travelling in a specific way, but the pads all look exactly the same. Seven different colours that you can paint yourself (three primary, three secondary, and brown – frankly I prefer the landscape grey to painting it brown). A variety of switch types. Numerous special power ups that you can collect that each change your status in a different way, but all have fairly similar-looking icons.

It all quickly multiplies together to make a confusing mess of the levels. You’re never entirely sure which colour it is best for you to be, what a power up will do to you, how to defeat a cluster of enemies (especially since in later levels they’re in mixed groups that almost guarantees you losing some health as killing some will leave you exposed to attack from the others).

Portal made an entire game’s worth of puzzles out of a tiny number of unique elements. The accused doesn’t even manage one level before unnecessarily complicating matters. Less is more.

Crime 5 – Horrible in-game cutscenes.

The accused doesn’t believe in “show, don’t tell”. It goes for “tell, then show, and then show again just in case they’d forgotten. Then tell them again, just to check”. It’s littered with horrible charmless cutscenes with ugly camera angles and swooping interpolations to show you every step of the route you’ll need to take (rather than, for example, designing the levels so the paths are clear without this nonsense).

It’s also not above interrupting gameplay to tell you about something you already know (on the second to last level I was instructed through an annoying scene to avoid stepping on the heat plates, despite these having featured in at least the previous half dozen levels). Some are skippable, many of the very short ones aren’t – but these really short ones are the most repetitive and quickly add up over the game time you’ll watch them.

If you ever do play the accused, you’ll probably think I’m over-reacting at first because it also features some genuinely funny between mission vignettes. These lure you in to believing that the entire game will have character, charm, and a sense of comedic timing. Then later you’ll realise that the majority of the cutscenes you’ve watched contain little more than a static character with some poorly written “hip” dialogue onscreen (there’s no voice acting, everything is “spoken” in gibberish).

You’ll spend a lot of the game just wanting to play, but with the feeling that it’s deliberately wasting your time. Which brings us on to…

Try not to get hit by his ink, or you'll waste time looking for water to wash it off.

Crime 6 – Arbitrary time limits.

This is, for me, the big one. The crime that effectively stopped my progression through the game (on the second to last level), and ensured I hadn’t been enjoying it for a while before then.

For some wrong-headed reason you have a time limit to complete every level. It starts at somewhere around the nine minute mark, and can be extended by collecting little clock pick ups (which come in two flavours, of course, to give you either a big or little boost).

Generally the pick-ups spawn when you complete level requirements, but they also sometimes appear when you complete the side quests, or find one of the other random collectible types. The thing is, because you’re under pressure from the global time limit (and you’re never really entirely sure how close you are to the end of a level – though the goal appears to be close you may have to unexpectedly hit five switches to access it) you never feel like it’s a good idea to veer off piste and explore.

A platform game with huge levels that contain a scattering of bonus objectives and collectibles for you to find, that encourages you, through one stupid design decision, to rush through as efficiently as you can. Then when a level’s main goal is completed and the time limit vanishes, you have to backtrack across the entire huge level to mop up as best you can.

It’s not even there for any story-driven reason, as far as I can tell. If your enemies had a weapon that would ensure their complete victory in ten minutes time, that would make sense. It’s purely gameplay design driven.

But it gets worse! If you fail a level due to running out of time you have two options. You can choose to restart the level from the beginning (the whole massive, repetitive level – perhaps 30 minutes of gameplay you’ve already done), and possibly still not have enough time when you get to the end if you don’t hurry. Or you can choose to restart from the most recent checkpoint, with however little time you had before – so obviously you’re going to fail again, because there’s not enough time to complete the level from that checkpoint, as you’ve just proved.

Hnrgh.

Happy Ending

But hey! Hey! Hey.

Let’s not end this on a sour note. Let’s look at the possible improvements that could be made to a hypothetical de Blob 3. Well, obviously the time limits need to go. Probably also get rid of whoever put them in in the first place, because their opinions are not to be trusted.

Identify what makes playing the character of Blob fun and unique. Is it jumping on enemies with a big splat of paint to colour them, or is it sneaking around to avoid being shot out of the sky by homing missiles? Is it painting over propaganda billboards in a variety of colours, or wall running and flipping? Is it smashing things that suddenly paint a large area, or having to run around looking for some water when you’ve been inked? Scrap anything that’s not on the list, it’s just distracting from the fun, and spoiling your game.

I would increase the number of levels, but make each much shorter and snappier with fewer repeated tasks. It’ll make players feel like they are progressing more quickly, even if technically they aren’t.

Cut down on the pointless varieties of everything. A few enemies do almost the same thing, this is silly. Each type should look and feel distinct. Then to increase the apparent variety and stop visual fatigue setting in, dress them up themed for levels. So the standard enemy in the city levels looks different from the standard enemy in the zoo levels, or in the TV studio levels.

Finally, I’d recommend employing someone who can write a half-way decent 3d follow camera, and getting some of the guys who make your between level cutscenes to take a look over every camera that a designer has placed in a level (I know these guys are probably an outsourced animation studio – maybe you could get a camera guy in-house as well).

A Feature I’d Like in Mac App Store

Applications, and in particular games, have the system requirements listed on them.

Many Macs are built from Apple’s factory-standard components, and bought “as is” in one of a handful of possible configurations. The Mac knows what bits it has inside it, and how good they are.

So why doesn’t the App Store give me an indication of how well a game’s likely to run? Maybe on a little scale of “should have no problems”, through “might be a bit slow, but it’ll run at medium settings”, to “not a hope, don’t waste your money”. Obviously you’d have to have a disclaimer that this is just an approximation, and it might not be right.

Can’t be that hard to do, I would have thought, and it’d give customers more purchasing confidence. Why don’t other online stores do this too? I’m sure Steam could do it if they wanted to. This should be one of the benefits over buying a physical copy and having to remember how good your machine is, and if it cuts the mustard against the list on the back of the box.

Job Offer

Sometimes phishing spam just isn’t even trying.

From: ivette hardeman chardermanivette@hotmail.com
Subject: Mr Anthony Gowland

Already got job?
You can apply to start your unique job career!

Vacancies available : 3
Country: Europe
Earnings: GBP 900 / week
Probation period: 1 month
Occupation: part-time, 2 hours a day

Tempting, but I’m not sure I want to commute to Europe for two hours a day.

Is E3 over yet, I want to talk about the exciting stuff that’s happening to me goddammit. (If you read this on the site rather than on the RSS feed, you might be able to guess.)

Microsoft at E3

A sort of version of my Twitter feed, condensed and then expanded again. Like an efficient central heating system of pointless games twaddle.

  • So the MS press event starts with two non-exclusives? Seems a bit plops. It turns out there wasn’t anything particularly exciting that we hadn’t already seen or heard of. Just a lot of terrible-looking Kinect things.
  • Tomb Raider – Fall 2012? So there’s an entire other E3 before it comes out. Why show things this far in advance? That’s like 14 months at least before we can play it, do you think you’re going to be able to keep customer excitement up for that long? (Insert Lara Croft / gamer excitement joke here.)
  • Mass Effect 3 – Can’t wait to play that planet scanning minigame using Kinect. My arms will fall off.
  • Every year there should be a booby prize for the game which has been shown the most number of E3s without being released yet. The more I think about this, the more I like it.
  • Yves Guillemot: “All future titles in the Tom Clancy franchise will leverage Kinect.” They’re going to leverage kinect? Like you have to lift up heavy rocks using it as a fulcrum? This Angry Birds physics puzzle craze has gone too far. TOO FAR.
  • Xbox Bing – because we couldn’t make a dashboard that was easy to browse for your content.
  • FuriousRoss: “XBOX BING BOOBIES”
  • Needs more Xzibit … RT: @randomnine: Oh, cool. You’ll be able to watch TV on your XBox connected to your TV.
  • misterbrilliant: “Lightsaber ON.” – Obi Wan Kenobi
  • And then reams and reams of bloody awful Kinect minigame stuff. No, that’s not fair. I’m sure it’s great. It’s definitely not all just Wii clone stuff with a slightly worse interface. It does at least all look very slick and polished though. That’s what’s important, right?