Feb 262012
 
 BIT.TRIP RUNNER: Retro Nostalgia Gone Wrong  February 26, 2012  Posted by at 10:35 am 12 Responses »

BIT.TRIP RUNNER Boss Fight

BIT.TRIP – Quest for Tires?

In the last few years the gaming industry seems to have finally realized gamers are aging, and these adult gamers tend to appreciate some nostalgia from their childhood gaming days.  So new games – especially indie games – are being released fast and furious to appeal to this retro market.  This movement has produced some frankly awesome games, such as my favorite game of 2010 –  Super Meat Boy.

Unfortunately, sometimes developers who mean well, dig up traits from old games that are best left buried in the past.  Case in point: Gaijin Games’ BIT.TRIP RUNNER.  RUNNER seems to cherry-pick the most frustrating of all retrogaming tropes, while introducing modern music/rhythm-game elements that are the definition of half-baked.  That sucks, because the concept of RUNNER shows so much promise! Did I mention the game looks really cool too?

First, some background on the BIT.TRIP series.  If you haven’t heard of it before, that’s not a big surprise because all 6 games initially appeared on as downloadable titles on Nintendo’s WiiWare service.  RUNNER was released in 2010, and then subsequently made the jump to Steam on PC early in 2011.  I myself picked up RUNNER in an indie game bundle – but don’t ask me which please!

The premise of RUNNER reminds me most of a game from my own retro-gaming childhood called B.C Quest for Tires, for the Colecovision.  Basically its a constantly side-scrolling avoidance game, where you need to quickly react to oncoming hazards in order to survive.  Where RUNNER differs from the earlier game is that Gaijin Games adds in a rhythm-game component.  While its possible to play the game with audio completely off, every movement (supposedly) corresponds to the beat of the music.  So by focusing in on the musical timing you can hone in your platforming skills.  Or at least that’s the idea in theory…

The Wall of Difficulty

Before I get back to the rhythm-game components, let’s just talk about the general gameplay.  This game is diabolically hard.  Its frustrating in a way that will prompt many to give up far before they see the ending credits roll.  Nevermind that, according to Steam less than 13% of gamers finished the first 11 (of  50) levels!  That is because Gaijin Games has delved back into the past to retrieve a truly evil relic of retro game design – the extreme difficulty curve.

In the early 80s it was typical for a game to start out fairly easy before smashing the player ruthlessly – often in the first five minutes.  This made sense back then, as arcade gaming ruled the day and of course harsh difficulty = more quarters! Console and computer gaming were hugely influenced by this for years, since arcade ports were so very important to the home games industry.  After awhile, developers began to tune their games for longer playtimes that fit the home market better.  It seems like this started happening with the NES. Certainly even the first Super Mario Bros. – though far from easy – featured a more elegant and gradual difficulty curve throughout its many worlds.

In contrast, RUNNER takes you from complete ease, to the absolute depths of gaming despair within 15 minutes.  The first 9 levels are short and very easy.  At the 10th level, all hell breaks loose.  This level is much longer and much more difficult than all the previous levels.  This is compounded because if you get hit once, you better get your ass back to the very beginning of the level mister!  I probably spent about  30 minutes on this level, retrying again and again in an attempt to memorize the entire level structure.  Yup, you heard right – break out your mnemonics because at its heart RUNNER is more of a upscale game of Simon Says than a rhythm game.  I suppose, in a sense you could call learning to play a song on a real instrument a memory game, but in that case you are actually creating audio (as you’ll read below, your influence on the music is minimal) and there is room for creativity.  There is no room for improvisation or creativity in RUNNER – its like a high school band class where one improvised note forces the entire band to start the song from scratch.  Didn’t Pink Floyd write an album about living in a world like that?

After the 10th level, I wasn’t expecting it to get any easier.  I was right.  The 11th level is called Odyssey and its from this level that I got the 13% stat I mentioned earlier.  You get an achievement for finishing this level, and by looking at the Steam achievement stats for this game you can see that 12.7% of owners got this achievement.  The reason why is that Odyssey is bullshit.  Take the difficult 10th level of the game.  Ok, now make it much harder and multiply the length by 4x.  All done!  Its not so much the added difficulty that hurts but the length – each time you die you must repeat the entire level, and the first 50% of the level is quite easy.  So you must trudge through this early 50% just to see what the hell is coming next, before dying and trying all over again.  Its a terrible level with bad pacing inside a game with horrible pacing as well.  We are talking groundbreakingly bad meta-pacing here, folks.

If you do manage to finish Odyssey you have not finished the first world yet.  Welcome to the first boss-fight in RUNNER.  Basically a lunar crystal-powered flying machine drops varying obstacles in front of you, with very little time to react.  In fact, in certain situations in this fight there is literally no time to react to what the game is throwing at you on your first try.  You’ll learn through trial and error, starting from the very beginning each time of course.  That type of game design wasn’t much fun in the 80s, and is borderline insulting in the modern era. Apparently most gamers thought so too – because only 9% beat this boss and finished the first world. Congrats Gaijin Games!  You’re officially hardcore…  Was that what you’re going for?

Here is the final punchline in this cruel joke of a difficulty curve: the first half-dozen levels of the second world are incredibly short and easy!

Chiptune Pain

As a rhythm-game RUNNER unfortunately comes up way short as well.  The absolute first concern of any rhythm game is that the music is good.  Trouble is, RUNNER’s music is not good.  The title and credits are done by the extremely talented Anamanaguchi, but the ingame stuff was done in-house.  Its not so much that the music is terrible, its that you will have heard each song dozens of times before you complete a level – and you’ll probably never want to hear it again.  The other factor is that the in-game tracks unfold, revealing new elements as you pick up certain powerups.  This means until you get your first powerup later in the level, you’ll hear an extremely short, sparse and minimal loop.  On the difficult levels the first powerup is often some distance away – and remember you’ll repeat the first 50% of the difficult stages tons of times – so its likely you’ll spend a massive amount of time listening to this short and crappy minimal loop before you finally finish the level.

The second element that is really important to a good rhythm game is feedback.  If you are off-beat, the game should communicate this to you somehow so you can fine-tune your rhythmic technique.  In Guitar Hero you get visual feedback on a missed note, as well as the audio ‘clang’ of a wrong note played.  In RUNNER, many moves are designed to be made off-beat (not following any musical rhythm value), which doesn’t make sense to begin with.  Those that are meant to be on-beat, don’t need to be exact – ie. you can often survive a jump/duck that was slightly late or early.  That’s good that there is some room for error, but there is no feedback to let you know you were off.   If your timing isn’t quite right, the only feedback you get is death. Have fun!

I know its a lot to ask, but please be patient as I vent on one more rhythm-game shortcoming of RUNNER. Everytime you make a move, whether that’s a jump, kick, duck, slide or a bounce you will trigger musical notes. They are triggered randomly, from the musical scale the song is played in.  Sound familiar?  It reminds me of the awesome action/rhythm-game pioneer Rez – and the notes that were played each time you hit the enemy. I actually remember really liking that effect in Rez, but I absolutely hate it in RUNNER.  Aside from me maybe just being older and grumpier, I think its because Rez’s techno score suited this type of ‘random melody’ much better than the chiptunes of RUNNER.  Chiptunes are an extremely melodic form of music, and throwing in random notes triggered by the player adds nothing useful to them.  Further, Rez was released back in 2001! This is a whole decade later, and Gaijin Games did not innovate on this formula whatsoever.  In short, don’t be deceived that you are ‘creating’ the music in RUNNER.  You are triggering annoying randomly-generated notes.  Let’s hope some indie developer truly innovates in this sector of rhythm games eventually because RUNNER is still playing catch-up to a Dreamcast game.

Fusion Failure

RUNNER is a game that tries to fuse together retro gameplay and aesthetics with modern rhythm-game elements.  The trouble is, Gaijin Games failed on both levels.  Speaking as someone who has nearly A+’d the entire difficult Dark World in Super Meat Boy – RUNNER’s gameplay is crafted for only the most masochistic and hardcore retrogamers. Further, the musical-side of the game is derivative, repetitive and adds nothing significant to the experience.  What’s most amusing and frankly amazing about Gaijin Games’ RUNNER is that they originally released it on Wii.  I cannot think of a game style more unsuited to the Wii audience than this broken mix of extreme-difficulty-rhythm-platfomer.  I’m sure on PC there will be quite a few more hardcores looking for extra nerd cred that will plod their way through RUNNER for the achievements – and then tell all who will listen that RUNNER is the most under-rated retro game out there.  These cheevo-fueled gamers might also say that “They just don’t make games like this anymore.”  Yup.  And there is a reason why.  Games like RUNNER aren’t any fun.

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Feb 242012
 


Skyrim Dragon at LoadscreenSkyrim is the probably the best game I played in 2011. Granted, I didn’t play all the winter ‘blockbusters’ (who had the time for that?), but out of the games I played last year Skyrim stands tall.  Well, Portal 2 and Dead Space 2 are right up there too – don’t make me choose!

When I bought Skyrim I decided to play it on Xbox 360, even though I also have a decent PC and a PS3.  Its pretty obvious why I avoided the PS3 version, but I also shunned the PC version even though its likely it would perform much better.  Why?  With games like Skyrim on PC I can tend to obsess over tweaking performance, looking for patches, mods, searching forums etc.  I wanted to take a different route and just play the damn game and it seemed like the Xbox 360 version would be the best way to do that.

Fast-forward 45 hours later into Skyrim.  Contrary to many other players (especially on PS3 and PC) I’ve encountered very few bugs and have been having a great time.  But I’ve also been having a progressively harder and harder time staying patient during Skyrim’s extensive loadtimes on Xbox 360.  Its gotten to the point where I’m considering buying the PC version and transferring my saves over.  And yes, I have installed Skyrim to the HDD.  Sometimes I can feel my life slipping through my fingers as I wait, watching an intricate model of a dragon spinning in space as Skyrim loads assets interminably.

So I conceived a project to see just how much of my life I’m truly wasting.  The project is twofold: first, to figure out if I’m getting maximum performance from my Xbox 360; and second, to play a few hours in Skyrim and objectively measure how much time I sit staring at a load screen.

After I installed Skyrim to the HDD, I noticed almost no subjective difference whatsoever.  So I timed a series of load screens on my Xbox360 Slim (with 20gb HDD) to determine whether there was any improvement at all from the HDD.  What I found is that the load times were basically identical within the margin of error.  Worse, the times are extremely long as you can see from the table below.  It really sucks to wait 40+ seconds to enter any building in a town.

ActionLoadtime HDD (Saves on Flash)Loadtime DVD (Saves on Flash)
Continue Saved Game from Main Menu56 s55 s
Fast Travel to Riften59 s64 s
Open Tavern in Riften40 s40 s
Exit Riften to Skyrim64 s64 s

The weird thing is that I can remember loadtimes being much better earlier in the game.  But whether that’s due to something in patches I’ve installed, or because my save file is bigger I can’t say.  But I did a Google search to see what others experiences were and found some people on Xbox 360 have much better loadtimes than the above.  One potential tip I read was to load your saves off the HDD, not off the internal 4gb flash memory of an Xbox 360 Slim.    It seemed like quite a longshot, but anything was worth a try at this point.  So I copied a single save over to the HDD and re-ran all the tests.

ActionLoadtime HDD (saves on HDD)Loadtime DVD (saves on HDD)
Continue Saved Game from Main Menu50 s54 s
Fast Travel to Riften32 s33 s
Open Tavern in Riften15 s17 s
Exit Riften to Skyrim31 s34 s

As you can see that’s a massive improvement!  All categories are about 2x faster except the initial loadtime – which I can live with.  So to anyone just starting Skyrim on Xbox 360, save your games to the HDD only.  As for the difference between HDD and DVD, its still really slight.  I’m not sure why this is.  Perhaps my old 20gb HDD which was harvested from my RROD original first-run Xbox 360 is the problem?  Regardless a small improvement does seem to exist and certainly the silence of the HDD install is nice.

So now for the next part of this project – testing loadtimes in realworld gameplay.    Here is how I calculated this: I played Skyrim for 2 hours, with no particular goal in mind other than to try to do a bit of everything.  So there is some talking to townsfolk, some fast travel, a fight with a dragon, a few deaths and and some dungeon exploration at the end.  Out of those 2 hours played, I timed loadtimes to have taken 9min 48sec which is ~8% of total playtime.  If we take this as a general average in Skyrim we can extrapolate from it – if a gamer finishes everything in Skyrim, that can take 200 hours easily.  Out of 200 hours, loadtime will have added up to 16 hours!

I was ready to quit playing Skyrim on Xbox 360 due to the awful loadtimes, but now that I’ve figured out how to improve them somewhat its bearable enough to continue.  Of course, Skyrim is due to be patched probably many more times by Bethesda in the next year or so to correct a variety of issues – so I think gamers would certainly welcome any improvements they could make to loadtimes!   That’s probably a pretty naive hope though, right?  Bethesda does have their hands full with the PS3 debacle I suppose.  How are your loadtimes in Skyrim?  Post below!

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Feb 242012
 

Hero Academy iOS Multiplayer

App Store Link: Hero Academy, Free


I’m quickly discovering that asynchronous multiplayer games fit iOS perfectly.  Case in point: Hero Academy by Robot Entertainment.  I love Robot’s Orc’s Must Die on PC, and so I went into this game expecting good things and wasn’t disappointed.  This isn’t a proper review, just a heads-up that this game is definitely worth your time!

The game is free and ad-supported.  The ads are really intrusive and if you like the game you’ll surely pay to remove them.  The ads are removed when you buy a premium ‘team’ via IAP.  Currently there are only the Dark Elves available for purchase (I got them for 99c, but I believe that was a sale price).  So for a single price you remove the ads and get a new team with new powers to play with.

The game is similar to chess or from a retro-game standpoint – Archon.  You move units with different powers on a gameboard, with the goal of destroying the other team’s crystal(s).  Its extremely simple – I grasped most of the concept within the first three multiplayer games.   On that topic, there is no single-player whatsoever in Hero Academy, but I’m fine with that.

Multiplayer matches play out  asynchronously like Words with Friends.  Once you finish your five moves each turn you’ll submit it, and then wait for your opponent to move.  However, you can play many games at once, so if you are juggling about a dozen games you’ll always have a move to make.  The only catch is that Robot has used their own proprietary friends list to power Hero Academy multiplayer, so your Games Center friends won’t be available.

So far I’ve had quite a bit of fun with Hero Academy for 99c.  I do have some concerns though.  Firstly, the game isn’t Universal yet, so those on iPad are treated to upscaled, blocky visuals.  Come on Robot, that ain’t cool.  Presumably Robot will be releasing many more teams in the future for IAP.  I’m fine with that, as long as the teams are balanced well and those who don’t buy everything can still compete.  I will give Robot the benefit of the doubt here, as the IAP Dark Elves are actually the slightly weaker team than the free Council squad.  Anyway, the game is free so give it a try!  And add me as an opponent if you dare – my username is grahf.

App Store Link: Hero Academy, Free

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Feb 242012
 
 Batman: Arkham City – Elegance Lost  February 24, 2012  Posted by at 5:42 pm 5 Responses »

Batman Circa 2009

Batman: Arkham Asylum was an awesome game.  Rocksteady did away with the need to tie-in with pre-existing Batman movies or comics and by doing so created an amazing game with a completely original story.  It also helped that they got the feeling of being Batman himself so very right.  The combat didn’t just ape what had come before in the 3rd-person action genre, but struck ahead to define a system that so fluid and graceful that it left most players feeling superhero-esque!  Arkham Asylum also had more going for it than a well-written story and innovative combat – the unique environment of the asylum itself played a major role in convincing players to see Batman: AA through to the end, as did the constant malignant presence of Joker.   These elements come together in a way that was completely unprecedented for a licensed game, and indeed for most games in general.  It’s not really any wonder Arkham Asylum was my game of the year for 2009.

I finished Arkham Asylum two years ago and was left wanting more.  I stayed in that world for some time after the story was complete – first to solve all the Riddler puzzles and thus the mystery of the Asylum, and next to hone my combat skills in the Challenge rooms until I could clear an entire room without being touched.  Still I wanted more, and now two years later Batman: Arkham City is finally here to pick up that slack.  Or is it?

Open-World Agony

Arkham City changes up the winning formula of Arkham Asylum in some pretty major ways: a bigger world, many more villains, many more combat moves, bigger battles, sidequests, hundreds more Riddler puzzles, and wait for it … more DLC.  Like most fans, the previews had me totally convinced that these moves were all positive.  After playing Arkham City, the truth is that none of these additions make the Rocksteady Batman formula any more compelling, and worse – they water down some of the best aspects of the game.  Arkham Asylum had an elegance of design that the newer game seems to have sacrificed to the altar of MORE and BIGGER.

Let’s talk about the combat first.  The first thing you’ll notice about combat in Arkham City is that the battles are bloody huge!  It’s common to face dozens of thugs at once, and of course Batman encounters many new thug variants that need to be tackled in unique ways.  Honestly, I found myself getting my ass handed to me for the first few hours (this on Hard difficulty keep in mind) even with the finely honed Batskills I carried over from the first game.  A legitimate strategy for winning these early battles is to punch once, then counter once, repeat ad nauseam.  If you attempt any fancy moves, you are almost guaranteed to be hit from behind and finished off quickly as Batman starts the game with very little health.  As you progress in the game, gaining XP and thus unlocking new gadgets and skills, combat does become easier.  But it never approaches the elegance of the first game because there are too damn many enemies!  It’s extremely hard to plan a graceful but brutal combo-heavy assault when Batman is constantly surrounded by three thugs preparing to throw fists.  In Arkham Asylum, I tried to wipe out the enemy in the most stylish and satisfying way possible; in Arkham City, I tried to survive.  And it was ugly.

Batman Arkham City Combat

It doesn’t help that the control scheme in Arkham City is positively overloaded with gadgets and special moves. As I pushed A + X on my Xbox 360 controller to activate one special move, rapidly tapped LT followed by RT to throw gadgets and then Y + B for another special, I had the thought that there is literally no more space to add more skills/gadgets unless Rocksteady would like to map button combinations including the Back button (Back + RT + X anyone?  You may need a Batclaw to actually pull off that move).  In Arkham Asylum there were enough skills for considerable complexity but each move had its place and potential uses whereas in the new game I felt many moves were completely unnecessary – especially in light of the constant overbearing attack from the thugs mentioned above.

Joker returns as a primary villain in Arkham City and once again Mark Hamill puts on an amazing performance as the clown prince.  But, he is not alone, oh no.  Completely off the top of my head, here are the villains I can remember from Arkham City.  Ok here goes: Penguin, Two-Face, Ivy, Bane, Deadshot, Ras al Ghul, Mad Hatter, Quincy Sharp, Hugo Strange, Riddler, Zsasz, Clayface and probably many more I forgot!  It feels like Rocksteady went out of their way to cram in as many villains as possible into Arkham City and in doing so, lost the beautiful focus that the original game balanced on so perfectly.  Yes, there were other villains besides Joker in Arkham Asylum, but they all served the greater purpose of the main narrative – and that’s not the case here.  Arkham City’s main narrative skips from one villain to the next at a breakneck pace, almost as if Rocksteady were afraid players would lose their interest if any one storyline thread lingered overlong.   It is truly overwhelming at times – and bewildering that such a talented developer didn’t see this outcome.

I’ve talked to many gamers that finished Arkham Asylum and really enjoyed it.  One thing I never heard any of them say was, “If only this game was open-world.  What an improvement that would be!”  I never said that either.  It’s not so much of a problem to create an open-world (and make no mistake, the world of Arkham City is extremely impressive in terms of scale and detail) but the difficulty lies in populating it with interesting tasks to tackle outside the main mission structure.  Many developers have failed on this mark and sadly Rocksteady has fared no better.  Let me broadly describe some of the sidequests you can take on in Arkham Asylum: Race from phonebooth to phonebooth across town; VR gliding missions (ie.  Fly through rings.  Seriously!); blow up TITAN containers (ie. treasure hunt with zero puzzles); and collect Riddler trophies (ie. treasure hunt with puzzles).  None of these tasks will keep you from the main missions, folks.  The worst part?  Arkham City is a shorter game than the original when considering the main storyline.  I have to wonder what might have been, if Rocksteady didn’t get all open-worldy.  My guess is there would have been more time for the good stuff!

Catwoman DLC Travesty

Catwoman: DLC Travesty

Finally I have to touch on the DLC situation with Arkham City.  Flat out, it sucks.  You’ve probably already heard that Catwoman and her missions are doled out in an Online Pass-esque manner – only to new game buyers.  Let’s first skip the fact that Arkham City is a single-player game, totally unaffected by the ‘server fees’ that the industry uses an excuse to grab $10 from used-game customers - that’s a classless business move and sad for the industry.  But the worst part is that the Catwoman DLC is terrible.  It contains just four missions, all of which are very short – and none of which are good or add anything useful to the Arkham City narrative.   Beyond that, Rocksteady has really flipped the proverbial bird to completionists, since some of the elusive Riddler trophies are only retrievable by the Kitty herself.   I’m trying not to be cynical here, but this DLC must have been a product conceived in a boardroom, not a developer studio.

Batman: Arkham City is a very polished game made by talented developers with high production values and it shows.  I haven’t said anything yet about how the graphics are a big improvement over the first game.  That’s because it doesn’t matter.  Arkham City diverges from the first game in many meaningful areas with lackluster results.  It doesn’t surprise me that it was featured heavily in 2011 Game of the Year voting all over the internet, but it didn’t get my vote.  Not only does Arkham City lack the pure elegance of Arkham Asylum, somehow Rocksteady’s new game lacks the soul of the Dark Knight as well.

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Feb 232012
 
 GameThought Launches!  February 23, 2012  Posted by at 4:50 pm No Responses »

GameThought is my platform to talk about games,  hope you like it!  Let me introduce myself –  I’m Jeremy Janzen.  Want to know more?  If I told you all about myself in this first paragraph, that would ruin some of the mystery wouldn’t it?

Err, in all seriousness I do have a larger purpose for this blog.  Instead of writing video game reviews, I’m more interested in writing feature articles – whether that deals with an issue in the industry, a genre or a specific game.  I don’t want to cover all the bulletpoints on a game, covering graphics/sound/gameplay as been done from time immemorial.  That’s boring to write and let’s face it, increasingly boring to read.

I strongly encourage feedback on anything written here!  Please leave your thoughts in the comments section.  I feel a good and successful article is something that encourages thought and discussion, beyond the binary “Should I buy this game or not?” information that plenty enough sites already offer to readers.

Thanks again for checking out GameThought!  If you like some of the articles here, why not subscribe to the RSS feed or enter your email address on the sidebar to receive new posts by email?

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