Showing posts with label BioShock. Show all posts
Showing posts with label BioShock. Show all posts

Thursday, March 27, 2008

The evolution of first-person shooters


Last year wasn’t significant because of the number of first-person-shooter games released. For a few years now, this has been a popular niche for developers and publishers since it caters to the hard-core gamers who are the bread and butter of the video-game industry.

The reason 2007 stands out is the variety and excellence of the first-person shooters that were released, due in part to the processing power of the next-generation PlayStation 3 and Xbox 360, and to the increasing emphasis that developers are placing on story and character development.

Halo 3 (Microsoft Game Studios; Xbox 360; rated mature) This game’s single-player story mode is exactly what it needed to be: more of what the first two games gave us. Where there was innovation in Halo 3 was in the multiplayer options available for FPS gamers. With the ability for 16 people to go after each other, or for four players to cooperate on playing through the story, Halo 3 made a plural out of the FPS genre.

Bioshock (2K Games; Xbox 360; rated mature) Bioshock was groundbreaking for two reasons. First, the art direction and singular vision behind the game make it a complete and entirely believable world, despite its madness. The second reason involves the debate as to whether FPS games should construct the protagonist as a blank slate. The idea is that individual gamers are better able to “become” the character if that character is vague. This is why nobody knows what Halo’s Master Chief looks like. In Bioshock, the character you play has no identity at all, and this becomes critical to how the story plays out. The clever game designers took a philosophical argument and made it a plot point.

Jericho (Codemasters; Xbox 360; rated mature) It’s the talented storytelling of Clive Barker that causes Jericho to stand out. He’s crafted a horror game that is gory, weird, and tinged with religion, basing the story on gnostic texts. You are the commander of a seven-person military unit trained in conventional and occult warfare. Each squad member has some kind of occult power, and you can move from team member to team member, making strategic use of each one’s talents. This ability, compared to switching from one gun to another, is a great game-play mechanic.

The Orange Box (Valve; PC, PS3, Xbox 360; rated teen and mature) You’ll use surprisingly few weapons in the Half-Life games, of which three are included in The Orange Box. The protagonist, Gordon Freeman, isn’t a soldier, super or otherwise. He’s a scientist, and his primary weapon is a gravity gun, a device that allows him to pick up and move heavy objects. Admittedly, such objects can crush enemies, especially when flung at high speed. Unlike so many games that beat you over the head with explanations, Half-Life is refreshingly vague about what you are supposed to do. At times, trying to solve the puzzle of “How do I get across this room?” becomes maddening because of the lack of clues, but most gamers appreciate being left to figure things out.

BlackSite: Area 51 (Midway; PC, PS3, Xbox 360; rated teen) BlackSite is built on mystery. You play as a U.S. soldier caught up in a conspiracy, starting the game by looking for weapons of mass destruction in Iraq, but instead stumbling across some bizarre and dangerous creatures. Imagine your surprise when you encounter the same creatures in the desert around Rachel, Nevada, the closest town to the rumoured American military base at Groom Lake—Area 51. No shock, then, to discover that the enemies you fight in BlackSite are aliens. I was able to overlook some of the technical problems with this game, and instead enjoy the sly subversiveness of the game’s story, which is a pointed commentary on U.S. involvement in Iraq.

Crysis (Electronic Arts; rated mature) Crysis was developed to push the limits of PC gaming systems, and would be fairly standard first-person-shooter fare if it weren’t so visually stunning. You are a member of a special-forces squad sent in to secure an archaeological site, but there’s something on the island that’s making meat out of all the soldiers. The flowing imagery of Crysis hasn’t been achieved before, and it sets a new standard for visual fidelity. To really make the most of this game, you’ll need a topnotch system running Windows Vista. You can play the game on lesser computers, but you’ll miss out on what makes it so special.

[originally published in the Georgia Straight]

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Wednesday, February 20, 2008

GDC 2008: Deconstructing BioShock

Ken Levine, from 2K Games Irrational studio in Boston, has a reputation for being a bit brusque. He’s a man of clearly formed opinions, and he isn’t timid about sharing those ideas. Nor does he have any patience for those who may not share his viewpoint, it seems.

In demoing BioShock at E3 last year, Levine was quick, short, and blunt. He seemed like he needed to be somewhere else. It turns out, he did, because, he admitted during his presentation, they were making changes to BioShock right up until the last minute.

His talk, bright and early at 9 a.m. on the first day of the conference, was entitled, “Storytelling in Bioshock: How to empower gamers to care about your stupid story.” He was scheduled in one of the larger conference rooms, and despite the early hour, a nearly 1,000 people had crammed in the room to hear what he had to say.

“I pissed off some people on this project,” Levine admitted, “because my story came very late.” Levine likens the writing of a video game to any other process that goes into development, and he thinks that the development cycle needs to accommodate last-minute changes to the story in the same way a decision may be made at the last-minute to change a spawn point.

Levine also talked about how the thing that made BioShock such a great storytelling game was the fact that he had stripped out all the storytelling from the game, and instead used the gameplay to develop a narrative. “As time went on,” he explained, “we made our story simpler.”

It’s counterintuitive, because you’d expect the story in a game to get bigger over time, but Levine said that BioShock didn’t find itself until he had initiated the “Great Character Massacre of 2006” and gotten rid of any extraneous characters.

What’s important, said Levine, is to remember “Storytelling 101”: “Who are your main characters and what do they want?”

It’s a subtle, but important distinction, differentiating between story and narrative, and for Levine, the best narrator in a video game is the world. “The thing we render best in video games is the world,” he said. “The benefits of graphics have enabled us to create detailed worlds,” that can then take the responsibility for telling the story.

Maybe Levine isn’t the horror we’ve heard about, and is simply misunderstood. Maybe not.

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Tuesday, January 22, 2008

Nominees for Game Developers Choice Awards

The nominees for the Game Developers Choice Awards were announced this morning.

BioShock and Portal lead the pack, each with five nominations, including Game of the Year.

I'm very pleased to see Mass Effect (Game Design, Writing, Audio, Innovation) and Everyday Shooter (Best Debut, Best Downloadable), two of my favourites of 2007, getting some recognition.

Notable titles missing from this list? Surprisingly, not much. Maybe Heavenly Sword (pictured here) for Visual Art. Maybe Ratchet & Clank Future: Tools of Destruction for Game Design. Looks like Uncharted: Drake's Fortune claimed the Sony Computer Entertainment quota.

And Vampire Rain. Kidding. I kid.

Mass Effect deserved a Game of the Year nomination, though. Certainly over Super Mario Galaxy, which was fine for what it was: a rehash of the franchise.

Anyone out there note any other glaring omissions?

Here's the complete list of categories and nominees, which will be handed out at GDC 2008 in San Francisco on Wednesday, February 20:

Best Game Design
BioShock
Call of Duty 4
Mass Effect
Portal
Super Mario Galaxy

Best Visual Art
Assassin's Creed
Team Fortress 2
Crysis
BioShock
Uncharted: Drake's Fortune

Best Technology
Halo 3
Crysis
Call of Duty 4
Portal
Assassin's Creed

Best Writing
Portal
God of War II
Mass Effect
Half-Life 2: Episode 2
BioShock

Best Audio
Call of Duty 4
Everyday Shooter
BioShock
God of War II
Mass Effect

Best Debut
Crackdown (Realtime Worlds)
flOw (ThatGameCompany)
The Witcher (CD Projekt)
Everyday Shooter (Queasy Games)
Aquaria (Bit Blot)

Innovation
Rock Band
Portal
flOw
Peggle
Mass Effect

Best Handheld Game
Puzzle Quest: Challenge of the Warlords
The Legend of Zelda: Phantom Hourglass
Phase
Contra 4
Peggle (for iPod)

Best Downloadable Game
Pac-Man Championship Edition
Everyday Shooter
Peggle
Puzzle Quest: Challenge of the Warlords (XBLA version)
Flow

Game of the Year
BioShock
Call of Duty 4
Portal
Rock Band
Super Mario Galaxy