Art by Eric Schiller

Moving Pixels

The PopMatters Multimedia Blog

Multimedia / Green Mushroom 

19 February 2009

Puzzle Quest: Embracing the Dissonance

Examining exactly why 2007's Puzzle Quest was such a success.
cover art

Puzzle Quest

(D3; US: 4 Dec 2007)

Note: Puzzle Quest: Challenge of the Warlords’ Wii version was reviewed by Jason Cook last year.  With the sequel (Puzzle Quest: Galactrix) imminent, I wanted to explore just what made the original so arresting.

The valiant knight and the ferocious minotaur speed toward each other, running full-bore toward what will surely be a fierce, violent battle for the ages. The knight’s sword is drawn, the minotaur’s horns bared and brandished, and those who may have been battling around them are now unable to avert their gaze from the spot at which the two warriors are destined to meet. Some seek cover, others exhort the heavens, but all recognize the epic scope of the clash about to take place…

...and as they approach each other, a table falls out of the sky, the two combatants pull previously unseen chairs out from some undefined space behind them for the sake of sitting at the now-landed table, and a board game ensues with the understanding that the winner gets to slit the loser’s throat.

While it may sound ridiculous, this is exactly the sort of imagery that comes to mind when one starts playing Puzzle Quest: Challenge of the Warlords for too long on too many late nights.

This is also the sort of imagery that brings to mind Clint Hocking’s “ludonarrative dissonance”; that is, the artistic phenomenon unique to gaming that places the gameplay at odds with the story. We’re taking part in a large-scale narrative that deals with warring lands, Homeric journeys and arduous quests, and yet, whenever we’re asked to do something important, we do so by playing a game of Bejeweled. One really has nothing to do with the other, except that winning means winning, so whenever there is a situation that calls for an explicit win/loss state, a ferocious casual game breaks out.

What’s interesting about this particular example of gameplay’s conflict with the narrative is that it seems to have enhanced, rather than degraded, the player’s experience. Puzzle Quest was all but universally acclaimed when it was released back in ‘07, at a time when a rather large portion of the gaming populace had already given up on the type of game from which the majority of Puzzle Quest‘s structure is derived: the JRPG. You walk around the world, occasionally getting into pseudo-random battles, doing quests and side quests for the various people you meet along the way, increasing in power as you gain levels through battle and good deeds. It’s a JRPG through and through, infused with constant Bejeweled-style battles instead of constant turn-based attack/defend/magic-style battles.

Why then, despite this apparent disconnect in genres, is Puzzle Quest such a success?  It was even in the game-of-the-year discussion for a couple of platforms in ‘07 (hello, PSP!).

Part of the reason may be that the story being at odds with the gameplay is an issue inherent in the battles of the turn-based RPG genre anyway. Instead of playing out confrontations, say, Devil May Cry or God of War-style, we’re asked to imagine the majority of the action as we slowly and deliberately decide whether our avatar(s) will attack, run, or perform one of a select group of spells. The story says the stakes are high and the action intense, while the gameplay is almost passive in its non-urgency. As such, replacing one dissonant set of actions with another actually feels like innovation, every battle its own little game-within-a-game rather than a set of almost inconsequential button presses followed by a usually predetermined outcome.

Another reason for the success? Quite frankly, adding Bejeweled to anything makes it feel more accessible. At this point, Bejeweled is an almost universal symbol of casual gaming, something that even those who run screaming from people who identify themselves as “gamers” have at least had some experience with. By introducing a Bejeweled-style battle mechanic, players who typically identify exclusively with the casual side of the game spectrum are introduced to an adventure style that they may never have had the inclination to previously attempt.

What developer Vicious Cycle seems to have done, then, is embraced the dissonance, deciding that if play befitting the narrative is not a priority for the genre anyway, why not make it more interesting?  By embracing, and even highlighting the story/gameplay disconnect, they’ve created something that somehow manages to feel innovative despite the utter lack of innovation that each portion of the gameplay presents on its own.

Perhaps this explains the game’s fascinatingly addicting quality, something that’s inexplicably ensnared this writer (in the face of things I should be playing) for the last two weeks straight. Either that, or there are just a whole lot of Bejeweled lovers in some serious denial.

Mike Schiller

Multimedia / Green Mushroom 

9 January 2009

Why Gears 2’s Story Works

A defense of the narrative elements in Gears of War 2.

You’ve read the reviews.  Gears of War 2 has a marked lack of depth.  It’s relentlessly immature.  Its characters are a little corny.

As our own Ryan Smith puts it, “The rating on the game says it’s Mature, but half the time it feels like it was the brainchild of a 15-year-old boy.”

All of this is entirely true.  I have no argument refuting any of it.  What I will argue against, however, is the idea that somehow the story (or lack thereof) in Gears of War 2 makes it less of a game.  On the contrary, I don’t know that I’ve found a game whose story complements the gameplay quite so well as that in Gears of War 2 in quite some time.

Perhaps it’s a matter of expectations.  When you pick up a game that says Gears of War on it, to expect any sort of meaningful story is to be asking something of a game that it was never intended to provide.  The entire point of the Gears of War series is to blow stuff up and, if possible, look good doing it.  If you blast an enemy in the head enough times, that head explodes into a crimson gush of alien blood.  If you’ve got the guts to run up to a baddie, you’re rewarded with the opportunity to take a chainsaw to said baddie.  Your reward for doing all of this is to fight bigger bad guys and see the sights that new terrain has to offer.

The strength of the “story” in Gears 2 is that it is almost entirely motivated by moving the player from one dangerous situation to another.  The game starts in a bombed-out gray ‘n brown environment that looks entirely familiar to just about anyone who played the first game, but then you’re given an excuse to shoot reavers (giant airborn squid things) in lush greenery.  Then you end up inside(!) a giant worm.  Then you end up dodging “razor rain” in an all-too open environment.  Then you’re in a giant temple.  Along the way you blast away some humongous beastly looking things, ride a reaver and a brumak, and confront the Locust Queen.

The longer cutscenes in the game do their part in heightening the player’s anticipation.  A long sequence at the beginning features the gears’ commander giving a Big Important Military Speech.  Yes, it’s a clichéd trope when it comes to this sort of movie or game, but while he’s doing all of that, you get these tremendous panoramic shots that convey the scale of the operation you’re embarking on.  The scripting and the cinematography of the scene is perfect, and it’s a great way to get motivated for the operation ahead.

The intimate conversation with the Locust Queen does the same thing, but in a completely different sort of way.  Her quiet confidence and the constant presence of the impossibly agile, impossibly strong Skorge by her side as she speaks heightens the dread you feel as you know you’re about to face off against the Predator-like beast that caused so much havok early in the game.  She’s rambling on and on about infected locusts and lambent whatnots and maybe western philosophy and how to balance a checkbook, but it doesn’t really matter because, again, the game is not really about the narrative, the game is about look and feel.

Ah, but then there is Maria.

Maria, the captured love of Dom’s life, is where my argument is in danger of falling apart.  Maria is the closest thing here to narrative for the sake of narrative, because nowhere is the search for Maria truly integral to the progression of the story.  Still, in a land where the toughest guy wins, the search for Maria served to make Dom tougher, even as it gave him a gooey center.  Maria is his motivation, before and after we learn her ultimate fate.  His anger at losing her rubs off on the player, which actually makes chainsawing enemies into bloody giblets even more satisfying.  Again, the story feeds the sense of scope, heightening the drama and determination of the player. 

Of course this won’t be true for everyone; for every player that thinks the story works wonderfully with the game, there’s one that thinks it’s a distracting mess.  I have a theory as to determining which side of the fence you’ll fall on: Did you like Independence Day?  Did Armageddon make you tear up a little at the end?  Did you think The Rock was a cinematic masterpiece?  Aside from proving I’d never make it as a film critic, the fact that I can say yes to the aforementioned three questions (or anything similar that relates to big, stupid, Michael Bay-style action movies) has a lot to do with why I find the story elements of Gears of War 2 not only tolerable, but pretty fantastic.  The story makes everything bigger, and it gives me even more reasons to enjoy blowing things up.  What’s not to like?

Mike Schiller

"Who Wants Toast?"

Multimedia / Green Mushroom 

11 December 2008

Expansion Review: Spore Creepy & Cute Parts Pack

 
Tired of slapping together creatures with the same old parts from Spore’s original creature creator? EA hopes that the Spore Creepy & Cute Parts Pack will be a shot in the arm that you, the Spore junkie, will crave.
cover art

Spore Creepy & Cute Parts Pack

(US: 17 Nov 2008)

Official Site

Tired of slapping together creatures with the same old parts from Spore’s original creature creator?  EA hopes that the Spore Creepy & Cute Parts Pack will be a shot in the arm that you, the Spore junkie, will crave.  But is it enough? 

Judging from the pattern established by other Maxis/EA hits like the Sims franchise, Spore C&C will be the first in a long line of updates.  As with The Sims 2, Maxis has confirmed in a press release that they will employ a two-pronged approach to deliver additional building tools (in the form of “stuff packs”) as well as altered gameplay (in the form of “expansion packs”).  The first expansion pack, scheduled for spring 2009, will add depth to the Space phase. 

This delivery model will hopefully keep the game (and its accompanying online community) fresh and growing.  It will also keep the cash flowing into EA’s coffers, and this parts pack in particular feels more like a greedy grab for green than a bona fide attempt to refresh the gameplay.  Coming just two months after Spore’s initial release, the parts pack adds 60 new body parts, 12 new paint themes, and 24 “test drive” animations.  None of these additions alter the mechanics or difficulty of the gameplay, but are intended to give players more control over the appearance and abilities of their creatures. 

I strongly suspect that Spore’s upcoming expansion will be the first in a series of four expansions that will address each of the four phases of the game after cell phase.  Many critics of the game (myself included) felt that each phase merely scratched the surface of the genre’s capabilities, and I imagine that the expansions are going to offer Spore fans an opportunity to add complexity to the phases they like best without being obligated to spend money upgrading every part of the multifaceted gameplay.  Meanwhile—and this is pure speculation—now that a collection of creature parts has been released, expect to see additional stuff packs that expand the vehicle and architecture tool sets as well. 

After installing and playing with the Spore C&C for a while, I did feel that the game benefited from the greater variety of parts available.  Still, adding a few dozen body parts to the creature creation tools seems like a disappointingly simplistic approach to sparking creativity in the user community.  I couldn’t help but think back to a simpler time, when user-created content was an indie thing that required a fairly rigorous set of digital design skills but was completely and absolutely open-ended.  It seems to me that since so much of Spore’s concept revolves around a shared, creative community, limiting players’ creativity with a pre-set collection of materials impedes the growth of the fan base.  In other words, I think it’s a big, fat, hairy mistake. 

Once upon a time, back in the dark ages of 56k dialup modems, there were games that were both fun and hackable.  Players would create their own content for their favorite games and upload it to fan sites, sharing among themselves free of charge.  Sure, you had to muck around with graphics editors and such, and the results were sometimes comically bad, but back in the early days of The Sims—and I know I am dating myself by admitting I can remember this—people just made stuff and shared it.  Independent programmers even made simple tools to help other people make stuff, and it was a labor of love. 

I mention The Sims specifically because, although there were many other mod-able games at the time, the large, creative community that emerged was an unforeseen consequence of The Sims’ open-endedness that took even Will Wright by surprise.  Later, the huge success of the fan community inspired Maxis to create tools like Creature Creator and The Sims 2’s Body Shop, which would theoretically allow more people to create more stuff with less effort. 

However, when the grassroots movement was absorbed by the establishment, as it were, Maxis wanted (and needed) to exercise control over user-created content in order to maintain their “T” rating.  In other words, bye-bye, nude skins and double-D-cup meshes.  By standardizing and controlling the tools, Maxis was able to limit inappropriate content, but they also squelched much of the creative open-endedness that was inherent in the first-generation, third-party tools.  Furthermore, they opened the floodgates for the less skilled, less devoted, and less innovative designers to create enormous truckloads of mediocre work.  In short, more people are now able to make stuff, but most of it is crap. 

Should Maxis give more control back to the players and create tools that allow users to generate their own custom body parts?  Is it worth having six hundred creatures that look like anthropomorphic genitalia if it means we also get a digital equivalent of the Venus de Milo?  For Maxis, the ability to control and regulate content is an important part of their business model, so it’s unlikely that they will be willing to relinquish that.  But it certainly would be interesting to see what would emerge if they did.

Jamie Lynn Dunston

Multimedia / Green Mushroom 

9 October 2008

The Political Machine 2008

Stardock has released a reduced but free version of their political simulator.

With the conventions over and vice presidents chosen, the electoral process is in full gear in America. Both sides have chosen candidates based on the gimmicks and audience they claim as their base, manifesting political divisions that have existed since Nixon first launched a campaign based on these nonsensical cultural divides. As an impressively neutral column over at The Economist explains, any hope of those cultural divides being put aside for the sake of saving our Nation have been all but forgotten. The Republicans all jeer about the liberal media whenever the flaws in their platform are pointed out, the Democrats ignore every flaw in their economic plan that doesn’t involve taxing the rich. Palin is legitimately inexperienced and ignorant of anything beyond the few issues she dealt with in Alaska. Obama’s inexperience is equally a legitimate point, making the Third party arguments more interesting than ever before in this election. And the fact that I’m comparing the Vice-Presidential nomination and the Presidential nomination’s qualifications instead of say, how they plan on saving the economy, speaks volumes about how idiotic the process has finally become. We will, as with the past two elections, get the President we deserve in this country.

I was not overly kind in my review of Stardock’s The Political Machine 2008 but I also admitted that I could very easily be biased because I just wasn’t in the mood for a lighthearted game about Presidential Elections. I’m not sure many Americans are at this point. Yet it must be conceded that any game that induces some kind of discussion about the election has value. Stardock has recently released a free to download shrunken version of their game that takes away your ability to make up candidates or tweak variables. Instead, you play as Obama/Biden or McCain/Palin in a set 24 week period. Just the mere act of pumping deceitful ads and tweaking your campaign message to your target state as a player heightens one’s awareness of the process in the real world. It is still not the deep and complex experience I pined for in my review, but perhaps it does not need to be. Whether you’re painting Obama as a snooty liberal or McCain as a dying old man, participating in the action raises awareness. And if we can do that, perhaps we’ll deserve a better leader than the ones we’ve been getting.

L.B. Jeffries

Multimedia / Green Mushroom 

23 July 2008

The Question of Challenge (or the Lack Thereof) in Guitar Hero: Aerosmith

Hopefully, fans of the Guitar Hero franchise who are also inclined to visit this here site have already seen Ryan Smith’s review of Guitar Hero: Aerosmith, which as far as my experience with the game goes is right on the money.  Still, as an admitted Guitar Hero junkie myself (which sounds extreme, but there’s really no other way to put it), I’m compelled to offer two more observations about the game.

Did I mention that the battle with Joe Perry is easierthan any battle in Guitar Hero III?

The battle with Joe Perry is easier than any battle
in Guitar Hero III!

The first of these observations is exclusive to the Xbox 360 version of the game: the achievements.  Just in case anyone was concerned that Neversoft wasn’t keeping up with the forum buzz, Guitar Hero: Aerosmith directly addresses one of the chief complaints of critics of Guitar Hero III: namely, that the game as a whole (and the set of goals laid out by the achievements in particular) is just too damn hard.  I’m pretty good at Guitar Hero games, but I’m not so good that I expect to blow through the expert career in the second night that I own the game.  As if to say “sorry for expecting you to score 750,000 on anything, and oh, also sorry for thinking you could snag a perfect score on 20 different expert-level tracks”, the achievements are quite obviously designed for the novice.  The most difficult of the achievements are only so for their unpredictability (like the one that forces you to win in sudden death in a battle mode match), and the skill-based achievements don’t even require a score of 500,000 (325,000 on “Train Kept a Rollin’” never really feels out of reach).  Experienced players with a little bit of time on their hands will have a cool 1,000/1,000 points in under a week.  This could be a boon for some players, but in a $60 game, exhausting the achievement list that quick feels a bit like a gyp.

All I’m saying is that it seems a bit strange that Guitar Hero II still seems to have the best idea of a balance of easy, tough-but-doable, and nigh-impossible achievements when two iterations of the franchise have been released since.

Seriously -- this is as hard as \

Seriously—this is as hard as “Dream On” gets.

The other thing that strikes one as odd about Guitar Hero: Aerosmith is the difficulty spread of the songs.  Of particular note is “Dream On”, which actually occupies a spot in the second-to-last tier of songs, which should suggest that it’s a difficult but far from impossible song.  Still, it’s a placement that caused some concern in the community given that “Dream On” was released as downloadable content for Guitar Hero III to promote the upcoming Aerosmith version, and quickly gained a reputation as one of the easiest songs Guitar Hero has ever offered.  It hasn’t changed a bit from that downloadable version in Guitar Hero III, and it feels even easier as part of the penultimate grouping of songs.  Again, some players might be pleased that they get a bit of a break in the form of one of Aerosmith’s most famous and celebrated songs, but those looking for any semblance of a challenge are, again, bound to be disappointed.

Totaled up, the challenge of Guitar Hero: Aerosmith simply isn’t enough in a number of ways, particularly for the person most likely to pick this up; that is, the Guitar Hero veteran who’s looking for 40 or so new songs to play.  For someone who’s never played Guitar Hero, however, someone who happens to be drawn to the franchise for the first time by the featured band, it will be perfect.

Unfortunately, that preferred target of the Guitar Hero: Aerosmith buying constituency will very likely be a rather pronounced minority.

Mike Schiller

Multimedia / Checkpoints / Green Mushroom 

16 April 2008

A Baseball Experience for the Ex-Core

 
The PopMatters review of Major League Baseball 2K8 is up today, a game that redefines (for better or for worse) the way that video game baseball can be played. But what if you want something a little bit less...revolutionary?
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MLB 08: The Show

(Sony; US: 4 Mar 2008)

This is actually the third season for the current generation of video baseball games, given the Xbox 360’s head start with Major League Baseball 2K6 way back in ‘06.  It’s the second season for Sony’s PlayStation 3 versions of their own baseball game.  As such, it would be plenty understandable for Sony to choose to put all of their effort into the PlayStation 3 version of the game, leaving the PlayStation 2 version behind.  They could have gone the EA route, putting out almost exactly the same game as last year with updated rosters, put it out at a budget price, and been done with it.

Of course, given the number of late adopters who still haven’t hopped onto the PS3 bandwagon, it’s also plenty understandable that they didn’t quite go that route.

Major League Baseball 2K8, as you might have read via today’s review from Jason Cook, has chosen to take the path of innovation, completely overhauling pretty much every aspect of baseball gameplay that we have come to know.  The hitting, pitching, and even the fielding in 2K8 features a heavy reliance of the capabilities that modern controllers wield, capabilities that the classic baseball sims never truly even tried to take advantage of.  MLB 08: The Show for the PlayStation 3 features highly developed online modes, hard drive-utilizing features, and all kinds of the extra features one would expect from a PlayStation 3 baseball sim.  The PlayStation 2 version of the same game, however, might just be perfect for the players weaned on Bases Loaded and R.B.I. Baseball, a classic experience with updated graphics and just enough game modes to keep you happy if you’re in the mood for something new.

The reason MLB 08 works for the classic players is that its primary game mechanics will be extremely familiar to just about anyone.  Sure, it’s a little bit more advanced than “press ‘A’ to pitch”, but not all that much.  You’re still swinging the bat with one button.  Fielding feels as natural as it ever has, because you’re doing it in ways that you recognize.  There’s no new paradigm, no new control ideal that must be learned; even without a look at the instruction book or an ounce of experience, you’ll be able to step right in to MLB 08 for the PlayStation 2 and be able to play.  You’ll probably lose, yes, but you’ll be able to play.

Where Sony chose to improve the game is in ways that help the digitized men in the game to perform better.  A pitcher can study a hitter’s tendencies, and a hitter can study a pitcher’s.  A fielder can use the wall to his advantage to jump up and rob a home run.  These are things that improve the experience without necessarily taking away from the pick up ‘n play scheme.  It eases you in to the new features, as once you’re used to the basics, you can slowl y introduce the more advanced play styles to your arsenal of moves.  The fantastic “Road to the Show” play style has been updated as well, as the success/fail dynamic of the tasks your manager gives you aren’t quite so cut and dried as they were before, which makes the play experience less discouraging.

As such, it’s obvious that Sony didn’t put the full-on effort into the PlayStation 2 version of MLB 08: The Show, not like they did the PS3 version, anyway.  What they came up with is entirely the polar opposite of the Major League Baseball 2K8 approach to baseball, subtle tweaks that improve the game rather than overhauling.

In short: it’s the perfect baseball experience for the ex-core PlayStation 2 owner who just isn’t quite ready to move to “next-gen”.

Mike Schiller

A Brief Example of MLB 08: The Show PS2 Gameplay