Posts Tagged ‘heavy rain’

A Honeymoon of Cut Scenes and Gameplay

Thursday, October 28th, 2010

Rohan: It is with great pleasure that Jeremy and I welcome my brother, industry veteran Leigh H, to join us as a contributor at Restore, Restart, Quit. We will be cross-posting some of his articles here at RRQ – but do check out his blog, which features articles on morality, philosophy, media and more along-side his gaming-related articles.

There has frequently been a tension in videogames which lacks proper definition, and renders criticism vague and at times unfulfilling. There are many moments when the action is intense, frightening, complex, difficult or exhilarating and the button-presses just don’t quite match. I’ll term this interconnectedness ‘gameplay weight’, and want to give a few examples of how it’s been done right, how it’s been done appallingly, and why and how it’s changing.

Doodle Jump for iPhone: a perfect example of how seriously people take modern exponentiontial challenge-based games.

This concept didn’t require as much examination in the 80s and early 90s. Games were still for the hardcore, so gameplay being exhaustingly nerve-wracking the whole way through was common. Other games started slow and the gameplay just scaled up and up and up until you were finally defeated. No matter what your skill level, this game would always find the level of intensity in gameplay which matched your skill and push you just that little bit further. These games still exist today in the form of Doodle Jump, Lumines, Geometry Wars and many others, but they’re now considered small distractions, providing short bursts of excitement in contrast to the awesome scope and power of the big ‘AAA’ blockbusters.

Gameplay began to slow down and become more considered as cinematic prowess in games grew stronger. The advent of 3D, increased potential for emotional investment in characters, and the ability to imbue games with genuine fear brought about the ability for developers to consider a drop in the pace of gameplay where story was taking the fore. This phenomenon has left room for gameplay which just doesn’t belong with the action in one way or another as developers continue to explore this new world of cinematics clashing with gameplay. After all, games require established rules. A certain button-press must do a certain thing or the whole concept of ‘play’ falls apart (which can sometimes be a nice trick developers play, but that’s another story). However, repetition of animations or movements is hardly compelling cinema. So how do developers tackle this tension of establishing rules with unique results every time? (more…)

RRQ E06: Narrative & Storytelling

Wednesday, May 5th, 2010

RESTORE RESTART QUIT

Episode 06:
“Narrative & Storytelling in Games”
with special guests Joab Gilroy and Jessica Citizen

After an unforseen hiatus due to a computer being in for a service and an extended period of being busy with my web series project, we’re back for another episode.

This time, after playing through the relatively-recent possibly-overhyped PS3-exclusive Heavy Rain, we decided it was worth focusing an entire discussion on narrative and storytelling in games. As it seemed like a natural continuation of our inaugural episode on Gaming as a Unique Medium, we brought back Joab Gilroy from GameArena. To provide a different perspective, we also invited along Jessica Citizen of Gamepron (and some other sites).

Due to the nature of this discussion, please be warned that we spoil the ending of  a fairly large number of games including Heavy RainSystem Shock 2BioshockShadow of the Colossus and Planescape: Torment.

Our meandering discussions took us to subjects such as:

  • D&D Gold Box games
  • Space Quest, Quest for Glory and other adventure games
  • Interactive Fiction
  • Half-life 2 (Because Jeremy can’t go 5 minutes without discussing it)
  • 101st Airborne in Normandy
  • The Mass Effect series and character death
  • Continuing on after character death
  • Delivering multiple choice options in games
  • Meta-story in the game world (such as in Assassin’s Creed and the new Prince of Persia series)
  • The passage of time in game stories (such as in Metal Gear Solid)
  • Dialogue trees
  • Cut scenes as a method of delivering plot
  • Plot twists in games
  • A huge discussion of the merits of Heavy Rain
  • The limitations of game stories – having to be based around action or conflict for the most part
  • Flower & Flow – narrative without dialogue or even characters
  • Metro 2033 and Book-to-video game adaptations

Tap X to Destroy Immersion

Saturday, February 6th, 2010

In the first episode of our podcast, Jeremy, Joab Gilroy and myself discussed the nature of games as a unique medium. During this discussion, the game Heavy Rain, and it’s predecessor, Fahrenheit were mentioned.

These are fairly unique games, for two reasons:

Firstly, they have truly adaptive plot structures – precisely the thing that makes people like Roger Ebert state that makes video games incapable of qualifying as ‘art’. (A subject for another article) This should make me hugely happy to play it (and doubtlessly, also play the second one) over and over.

And yet I haven’t, and after playing the demo of Heavy Rain, suspect I probably won’t for that, either. Why? For this, second reason:

Despite their brilliant use of the medium’s ability to adapt its narrative based on the player’s actions, the actual ‘gameplay’ alternates between extremely simple gestures and a frustrating Alone in the Dark-esque movement system… and quicktime events.

I played the demo with my partner sitting on the couch beside me, sipping some wine. The lights were off, the sound was up, and appropriately enough, there was a torrential downpour outside. Add a large, expensive HDTV and you have pretty much the perfect environment to get truly immersed in anything – video game or film.

Now, There is a sequence in the Heavy Rain demo that has the player character involved in a spectacularly well-choreographed fight sequence. Two men are hurling objects, crashing through things and desperately trying anything to subdue their opponent.

Once it began, the quicktime events came on-screen in earnest. Tap Circle. Tape Square. Make the following gesture with your right-stick. Now hit triangle.

After an epic struggle with my controller, the fight was over – my character victorious.

“Wow,” was the comment from my partner.

But from me? Well, don’t ask me what just happened – I was paying too much attention to the little Playstation symbols appearing on-screen to actually appreciate the visuals, the choreography, or the intensity of the scene in general.

Which is where these games fall down.

In almost another action game, be it Modern Warfare 2, Grand Theft Auto IV or Dead or Alive: Extreme Beach Volleyball, you learn the controls quickly and then are simply able to play the game – all the while absorbing the visuals and the world that the designers have created.

You are controlling the world using a system which, after a while, becomes intuitive. It is second nature to duck behind cover, enter a vehicle, or perform a high pass with the ball. The gameplay adds to the immersion.

But with these games – Fahrenheit and Heavy Rain – even ignoring for a moment that the “gameplay” is a largely arbitrary collection of button-presses and gestures – you are forced to look out for the little symbols that keep floating frustratingly and obtrusively on-screen. You cannot simply learn the interface and ‘play’. Instead of adding to your immersion into the world, the gameplay helps destroy and detach you from the experience that these games might otherwise be able to provide you.

As a result, it becomes difficult to fully appreciate the impressive amount of effort that’s got into everything else in the game – from the animations & characterisations to the background detail of each scene.

These are fascinating games. Spectacular exercises in just what gaming might become in the future – truly interactive stories, not just rollercoaster rides where they give you a fake steering wheel to make you think you’re in control.

But as long as they are pinned down by “gameplay” that’s actually less complex (and much less intuitive) than Space Invaders, they will simply be exercises – curiosities.

I’m sure I’ll play the game once it’s released, and if I can get past the “gameplay” I might even enjoy it enough to finish it – maybe even more than once. But I’ll tell you one thing about Heavy Rain: it’s the first time in gaming history that I’ve actually wished my girlfriend was the gamer, and that I could be the spectator – one sitting on the couch with a glass of wine actually enjoying the game.

Because around half the entire length of the game I sure as fuck won’t be.