Showing posts with label multiplayer. Show all posts
Showing posts with label multiplayer. Show all posts

Friday, 27 November 2009

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Monday, 21 January 2008

Co-located play (or Playing games in the same room with friends)

I've been thinking a bit lately by how social games have become. I mean, they've always had a social side, but they've become a lot more socially 'acceptable' over the last few years. And I don't just mean the rise of the MMORPG, like World of Warcraft, but the more traditional inviting people round to play. I know with respect to the Wii, the novelty factor is responsible in part for this curiosity, but can it last? Can the Wii introduce people to gaming and keep them interested?

I was playing a couple of games at my sister Katerina's over the weekend. She's never been seriously into games but enjoys playing them with people. One of the games we looked at was Super Mario Galaxy. I wanted to try out the co-star mode where you have one player playing Mario, and the other acting as some sort of helper, and we took turns in different roles. The second player uses the Wiimote to do things like collect and shoot star bits, freeze enemies, make Mario jump higher etc but you don't actually play a second character (like in Sonic 3 on the Mega Drive for instance, where you can play Tails ). I didn't mind being the 'co-star' as it was pretty interesting trying to anticipate what player 1 was going to do next and figuring out how you could help out. Plus, I'm sure there were a couple of points where my actions e.g. freezing an enemy mushroom, dictated what player 1 actually did do next. In contrast, my sister got a little bored after a while. We only played the first couple of levels, so it's possible it would have got more interesting as the levels got more complex. Meanwhile the endless storyboarding at the start of the game (which you unfortunately can't skip) probably didn't help either. Nevertheless, I can see how you could get bored just pointing the Wii remote at the screen for hours, while someone else actually gets to play the game.

We also played EA Playground, a game that revolves around a number of different playground games e.g. dodge ball, track car racing, tether ball etc. There were three of us playing but we only had two Wii remotes, so we ended up taking turns. It would have been interesting to see how the games would have dealt with more than two players, as I'm not sure they all could. There was a bit of a learning curve as each game had it's own set of instructions that we had to read through, but since there was some crossover between games it wasn't too bad. What was annoying was the tiny writing the instructions were displayed in. One of the things we noticed while playing was how in some games e.g. tether ball, you could quite easily strain your arm. Ok, so part of this is due to getting a bit excited waving the Wii remote around (which also tends to something getting knocked over) but it must have something to do with the feedback from the game. This came up in a meeting with my supervisors a little while ago when we were talking about Wii Sports (the gameplay in Playground is pretty similar to this). We talked about how the feedback from the remote is not the same as you get in real life when performing the same actions. The fact that you don't 'feel' the ball when you hit it seems to make you more likely to try and hit it harder. Since there isn't actually anything there, you just end up straining yourself. If the Wii is trying to tap into 'natural' movement, this could end up confusing the learning process when you realise it's not quite the same as in real life.

We did enjoy playing Playground though and I reckon this was because it is set up as a number of different competitions. You can play in the same team for some of the games, but the goal is still to win. Super Mario Galaxy requires a lot more investment in terms of time, and is not so easy to dip in and out of. So for what we wanted - to spend an hour or two playing games - we were much better off with something like Playground where we could try out different games that were relatively short and had clear cut goals for each of them. I think it might be quite difficult to find a dedicated co-star to play Mario with over long periods of time. In contrast, the single player mode in Mario is probably a lot more interesting. Though kids can play both games, EA Playground comes acorss as a bit more simplistic and with less to explore than in Super Mario Galaxy.

I guess it partly comes down to what you want to play games for and to everyones' personal preferences. It seems to be the case that when it comes to playing a game with a group of people, you don't want something with a high learning curve that requires a lot of investment. What seems more popular are games where you can compete against each other, or a computer controlled team, and that you can play in short bursts (or longer if you so choose). So far, the Wii seems to be catering for both the dedicated single player and the more casual group of multi-players.