So, if you saw there was random letters here, that's because this damn blog has been nonfunctional and I've been trying to get it to work. I honestly didn't think anyone was looking at it so I just left it there after I figured out how to get a post up.
If you didn't see the random letters here...uhm...
Anyhow...I've been trying to get something written. I would've had something, but it got deleted when I tried to post it. So it's been a bit slow. Cut me some slack here.
I'll have something up here eventually.
Cathartic Gaming
Sometimes, gaming is just the best way to get it all out...
August 27, 2011
February 2, 2011
Critically Analyzing Other M: Pixel Hunts (Gameplay)
Ugh. This game is kind of a train wreck of bad gameplay designs. It really confuses me, though. It's not like this game had bad developers coming into this. Sakamoto's been developing Metroid since Metroid became METROID. While I've never been terribly great at exploration, this one feels rather isolating, linear -- not like a Metroid. Maybe that bit was Team Ninja? Hm. I should really figure out who was responsible for what. Anyhow, figured I'd throw that bit in since this section is going to be a bit short.
Occasionally, you'll be enjoying a nice bit of adventuring through (albeit linear) corridors when you hit a cutscene. Then you'll be forced to switch to first person mode. Although it bugs me, that's not the primary problem I have with this. Then, you'll have to hunt and find an obscure bit of scenery that the game wants you to find and discover something about.
Don't get the wrong idea here. At the very least, they have the right idea-- "show, don't tell"-- but they just implement it really badly. Look, you don't get a whole lot of hint as to what you're looking for. Maybe I'm just not observant enough, totally possible. But the one time it sticks out in particular-- you get attacked by this huge purple lizard thing, (which worked out to be really annoying , but that's relatively minor I suppose...). Shortly afterwards, you find a dead GF soldier (I forget who, honestly). Then you get shoved into first-person mode for a pixel hunt. I scanned each of the GF soldiers standing around (all of which I've now forgotten except for Anthony). Then I looked around puzzled for a few moments, at the plains behind me that were green and yellow, not finding anything of interest. Then, having been fed up with pixel hunts by that point, popped open GameFAQs that helpfully told me I needed to look at a particular patch of green that happened to be goo and blended in with the rest of the environment.
I'd supply a screenshot if I could, but I can't find one. D: If someone finds one, I'd be much obliged if they would give me the link to it. :D
Anyways...they're rather frustrating as a method of moving the narrative along. Adding the scan visor and how it outlined all scannable things (in addition to giving ANOTHER vehicle for plot and atmosphere development) would have helped the process immensely. Or at least making it so that, as you hold down the B button to swivel your visor, it could lock on automatically to what you're looking for. Or, goddammit, they could just tell us what we're supposed to be looking for. >.<
So...hopefully you guys all made it through that mess alright. Tomorrow: more gameplay issues and story if I get that far! :D
Occasionally, you'll be enjoying a nice bit of adventuring through (albeit linear) corridors when you hit a cutscene. Then you'll be forced to switch to first person mode. Although it bugs me, that's not the primary problem I have with this. Then, you'll have to hunt and find an obscure bit of scenery that the game wants you to find and discover something about.
Don't get the wrong idea here. At the very least, they have the right idea-- "show, don't tell"-- but they just implement it really badly. Look, you don't get a whole lot of hint as to what you're looking for. Maybe I'm just not observant enough, totally possible. But the one time it sticks out in particular-- you get attacked by this huge purple lizard thing, (which worked out to be really annoying , but that's relatively minor I suppose...). Shortly afterwards, you find a dead GF soldier (I forget who, honestly). Then you get shoved into first-person mode for a pixel hunt. I scanned each of the GF soldiers standing around (all of which I've now forgotten except for Anthony). Then I looked around puzzled for a few moments, at the plains behind me that were green and yellow, not finding anything of interest. Then, having been fed up with pixel hunts by that point, popped open GameFAQs that helpfully told me I needed to look at a particular patch of green that happened to be goo and blended in with the rest of the environment.
I'd supply a screenshot if I could, but I can't find one. D: If someone finds one, I'd be much obliged if they would give me the link to it. :D
Anyways...they're rather frustrating as a method of moving the narrative along. Adding the scan visor and how it outlined all scannable things (in addition to giving ANOTHER vehicle for plot and atmosphere development) would have helped the process immensely. Or at least making it so that, as you hold down the B button to swivel your visor, it could lock on automatically to what you're looking for. Or, goddammit, they could just tell us what we're supposed to be looking for. >.<
So...hopefully you guys all made it through that mess alright. Tomorrow: more gameplay issues and story if I get that far! :D
Critically Analyzing Other M: Sensemove (Gameplay)
Ahh, Sensemove. I hear that's actually been pretty well received, so I have to be a bit careful here, as I don't think it's anything other than a slimmed-down quick-time event. Anyways, I mentioned before that I think the awkward control scheme is, at least partially, implemented because of Sensemoving.
Basically, how Sensemove works is this: By tapping the D-pad in a direction when you're about to be hit, you'll perform a dodge that will made you briefly immune to damage. If you happen to be charging a beam as you Sensemove, then your beam will be instantly fully charged, giving it an offensive use as well.
I think I have two fundamental issues with this:
One, it's just a really simple quick-time event. Quick-time events are bad because they aren't SKILL reliant, they're reflex and memorization-reliant. Also, it gives the developers an excuse to program in some bullshit "Sensemove" event. Now replace the word "Sensemove" with "Quick-time event" and tell me you haven't said the phrase "some bullshit..." before. And they are even worse, I think, than your normal quick-time event just because it uses the Dpad...tapping the Dpad SPECIFICALLY to avoid something while I'm running...REALLY awkward.
Two, it reduces a lot of battles to "mash Dpad" "shoot charge beam" "keep mashing Dpad", which, I will say, the occasional need to switch to first person mode for missiles REALLY interrupts the flow of. You'd think that would be a good thing, but it actually REALLY bugs me, almost as much as Sensemove itself. That also makes a lot of the fights really trivial, except when I want to pretend I'm pro enough to actually KNOW when to press the Dpad.
And of course, I'm probably a little butthurt from trying to dodge things the "normal way" -- y'know, getting out of the way, jumping, ect, and just getting owned because of it. But really, what's so bad about that? I think the implementation of the Sensemove mechanic was a bit...unnecessary. Why do I need a quick-time event to dodge, Metroid: Other M? It's not like Samus isn't quite speedy in her own right. And I know how to jump. I make extensive use of these two traits in every other part of the game. Why not tweak the mobs in this game so it's actually possible to dodge them like this? Every other Metroid in the series pulled that off and didn't need some bullshitquick-time Sensemove mechanic to dodge. And for those of you that say I'm not hardcore enough, we can leave this version of the game in Hard Mode without Sensemove. I'm sure there are those of you out there that could pull that shit off, you hacks with no lives. XD
But the Sensemove mechanic isn't the only thing that forces this awkward control scheme. A certain Sakamoto felt it would be a good idea to have pixel hunts, too...
Basically, how Sensemove works is this: By tapping the D-pad in a direction when you're about to be hit, you'll perform a dodge that will made you briefly immune to damage. If you happen to be charging a beam as you Sensemove, then your beam will be instantly fully charged, giving it an offensive use as well.
I think I have two fundamental issues with this:
One, it's just a really simple quick-time event. Quick-time events are bad because they aren't SKILL reliant, they're reflex and memorization-reliant. Also, it gives the developers an excuse to program in some bullshit "Sensemove" event. Now replace the word "Sensemove" with "Quick-time event" and tell me you haven't said the phrase "some bullshit..." before. And they are even worse, I think, than your normal quick-time event just because it uses the Dpad...tapping the Dpad SPECIFICALLY to avoid something while I'm running...REALLY awkward.
Two, it reduces a lot of battles to "mash Dpad" "shoot charge beam" "keep mashing Dpad", which, I will say, the occasional need to switch to first person mode for missiles REALLY interrupts the flow of. You'd think that would be a good thing, but it actually REALLY bugs me, almost as much as Sensemove itself. That also makes a lot of the fights really trivial, except when I want to pretend I'm pro enough to actually KNOW when to press the Dpad.
And of course, I'm probably a little butthurt from trying to dodge things the "normal way" -- y'know, getting out of the way, jumping, ect, and just getting owned because of it. But really, what's so bad about that? I think the implementation of the Sensemove mechanic was a bit...unnecessary. Why do I need a quick-time event to dodge, Metroid: Other M? It's not like Samus isn't quite speedy in her own right. And I know how to jump. I make extensive use of these two traits in every other part of the game. Why not tweak the mobs in this game so it's actually possible to dodge them like this? Every other Metroid in the series pulled that off and didn't need some bullshit
But the Sensemove mechanic isn't the only thing that forces this awkward control scheme. A certain Sakamoto felt it would be a good idea to have pixel hunts, too...
Critically Analyzing Other M: Two Perspectives (Gameplay)
Oh, and one more disclaimer. Obviously there are going to be spoilers in these posts. However, I urge you to not worry that much, as a) you really shouldn't play this game anyways, it's awful (and if you do want to play it, play it from a friend or get it used/rent it, but PLEASE do not buy it new), and b) if you're playing through it, you've probably gotten far enough you know what's going to happen anyways.
So, first off, the gameplay. It's easiest to comment on without becoming subjective, although it's hardly a subject one can speak on without injecting one's own opinions. But where to begin? There are all sorts of things I have problems with...
As you can see from the picture above, the controls, other modes notwithstanding, are quite simple. Almost elegant, and if they were all that the game used, I would have to praise it for its simplicity and use of design to mimic the 2D platformers. However, that's not the case. If you haven't noticed, you have to go into first-person mode to fire missiles. Incidentally, you can't move while firing missiles. Also, the transition from third to first person isn't exactly smooth. Frequently I find myself transitioning only to have the camera flailing about on me because...well, because I just swung it around in my hand to aim in first person mode. So I get to add a few moments to my frantic trying not to die movements to aim at something that is hopefully not moving fast or killing me and...well, you get the idea. It's not the best design in the world.
You can sensemove while in first person mode, which essentially acts as a "dodge everything and take no damage" move, but shaking the wiimote while aiming is one of the most unnatural things I've tried to do. But I'll say more about that in a moment.
So there are basically two issues with the current control scheme as we've discussed. One: You can move in third person mode, but cannot fire missile. Two: You cannot move in first person mode, but you can fire missiles. Resolving either of these would make the gameplay a little more smooth and natural, at least in my opinion. Well, you could make it so you fire missiles while say, holding down the B trigger or something (Actually, let me go see how that feels...well, I can't definitively say so either way, but it's not bad.), but then you just negate all usefulness of the first-person mode, leaving only the awful, awful pixel hunting sections to deal with (which we'll also get to later). Well, then you could add movement to the first person mode, but then you'd have to add the nunchuk. Which brings me to my next point:
WHY THE HELL IS IT SUCH A BAD IDEA TO USE THE NUNCHUK? Granted, the wiimote D-pad isn't BAD, and that's certainly low on my list of complaints for this game, but seriously, we could have had two control methods for this game. One using the first-person view, with more accurate shooting and dodging, and one using the third-person view, with more fast-paced action and finishing moves and lots of jumping. But -- IN FAVOR OF SIMPLICITY, MIND YOU -- they chose this ridiculous scheme that forces you to switch to first-person due to arbitrary game decisions (enemies resistant to beams, pixel hunts) which feel forced and restrictive (oh yeah, we're getting real objective here!).
I'm not real sure why they wanted to force BOTH control schemes in, but even wanting to they could have done it better. Let's give movement and missiles to both schemes. And to add variety to both, we can re-add the scan visor to the first-person mode (I desperately missed this mode) and maybe other fun visors if you're feeling creative, and then do wall-jumping and edge-grabbing in the third person mode. Platforming is a lot easier in third person mode, as well as some of the combat sections (smaller baddies and whatnot) so it wouldn't go unused. And then, suddenly, you have a control scheme for people who like the more strategic first-person and for those that like the faster pace of third-person, as well as natural, unforced reasons to swap between the two, without the need to switch between them WHILE YOU'RE BEING EATEN BY A METROID ARRRRGH.
Hell, we could even regulate the morph-ball to just third person as well, if you REALLY wanted to.
But I think the main problem with all of this stuff is the implementation of that ugly mechanic, the Sensemove...
So, first off, the gameplay. It's easiest to comment on without becoming subjective, although it's hardly a subject one can speak on without injecting one's own opinions. But where to begin? There are all sorts of things I have problems with...
You can sensemove while in first person mode, which essentially acts as a "dodge everything and take no damage" move, but shaking the wiimote while aiming is one of the most unnatural things I've tried to do. But I'll say more about that in a moment.
So there are basically two issues with the current control scheme as we've discussed. One: You can move in third person mode, but cannot fire missile. Two: You cannot move in first person mode, but you can fire missiles. Resolving either of these would make the gameplay a little more smooth and natural, at least in my opinion. Well, you could make it so you fire missiles while say, holding down the B trigger or something (Actually, let me go see how that feels...well, I can't definitively say so either way, but it's not bad.), but then you just negate all usefulness of the first-person mode, leaving only the awful, awful pixel hunting sections to deal with (which we'll also get to later). Well, then you could add movement to the first person mode, but then you'd have to add the nunchuk. Which brings me to my next point:
WHY THE HELL IS IT SUCH A BAD IDEA TO USE THE NUNCHUK? Granted, the wiimote D-pad isn't BAD, and that's certainly low on my list of complaints for this game, but seriously, we could have had two control methods for this game. One using the first-person view, with more accurate shooting and dodging, and one using the third-person view, with more fast-paced action and finishing moves and lots of jumping. But -- IN FAVOR OF SIMPLICITY, MIND YOU -- they chose this ridiculous scheme that forces you to switch to first-person due to arbitrary game decisions (enemies resistant to beams, pixel hunts) which feel forced and restrictive (oh yeah, we're getting real objective here!).
I'm not real sure why they wanted to force BOTH control schemes in, but even wanting to they could have done it better. Let's give movement and missiles to both schemes. And to add variety to both, we can re-add the scan visor to the first-person mode (I desperately missed this mode) and maybe other fun visors if you're feeling creative, and then do wall-jumping and edge-grabbing in the third person mode. Platforming is a lot easier in third person mode, as well as some of the combat sections (smaller baddies and whatnot) so it wouldn't go unused. And then, suddenly, you have a control scheme for people who like the more strategic first-person and for those that like the faster pace of third-person, as well as natural, unforced reasons to swap between the two, without the need to switch between them WHILE YOU'RE BEING EATEN BY A METROID ARRRRGH.
Hell, we could even regulate the morph-ball to just third person as well, if you REALLY wanted to.
But I think the main problem with all of this stuff is the implementation of that ugly mechanic, the Sensemove...
February 1, 2011
Critically Analyzing Other M: Introduction
Metroid: Other M is a bit of a phenomenon of a game. It's the first Metroid game to give its beloved heroine a voice, and to add emphasis to her backstory. It's also the first to adopt the feel of its 2D predecessors in 3D. It's polarized many people over how they feel about the game, long-standing fans of the Metroid series or no (Just go look on the GameFAQs forums). Nintendo is baffled as to why it's selling so poorly (albeit, not poorly, just not as well as they wanted.) Because of the above, (as well as a personal interest in the game) I think we should take a closer look at the subtle Metroid: Other M.
As a disclaimer, I want to say at least that I'm going to critically analyze it as much as I can. Samus Aran is a character of much significance to me and my earlier developmental years, so obviously I can't look at the game through a purely analytical mindset. Nor am I someone, similarly to Samus, without any sort of paternal issues in her life. With that in mind, let's look at critically analyzing the good and the bad of Metroid: Other M.
Hm. Perhaps first, it is poignant to establish what lens we're looking at Other M through. For a game, the lens usually used are, basically, "Gameplay" and "Story". However, as someone who develops games, I can see how these things are both separate, and yet, are not. Thus I propose a "Story through Gameplay" lens, that observes how the game crafts the story from its mechanics. I will probably analyze Other M through one of these lens at a time, but, in doing so, I do not mean to imply that they are separate. Great gameplay will exemplify a story through its mechanics, and a great story will make gameplay worthwhile and memorable. ((And of course there are other aspects to a game, but these are very core pieces to a game and, more to the point, the two aspects in which I feel Other M failed them most.))
Finally, I want to say that I haven't actually finished Other M, as it's really painful to play. XD But I've done extensive reading about the game, and as much as I detest it I'm fascinated by it. There are those that, as I do, loathe this game and everything it stands for, and there are those that love the way Samus has been characterized and quite enjoy the control scheme. I can't really say either viewpoint is more valid, but I can say that people who fall into the latter category haven't actually had a fulfilling relationship with a paternal figure, or at least aren't empathetic enough to realize one when they see one (or more accurately, don't.).
And Google, if you'd kindly stop telling me that "gameplay" is not a word?
((This post is broken up into several parts for the benefit of my readership.))
As a disclaimer, I want to say at least that I'm going to critically analyze it as much as I can. Samus Aran is a character of much significance to me and my earlier developmental years, so obviously I can't look at the game through a purely analytical mindset. Nor am I someone, similarly to Samus, without any sort of paternal issues in her life. With that in mind, let's look at critically analyzing the good and the bad of Metroid: Other M.
Hm. Perhaps first, it is poignant to establish what lens we're looking at Other M through. For a game, the lens usually used are, basically, "Gameplay" and "Story". However, as someone who develops games, I can see how these things are both separate, and yet, are not. Thus I propose a "Story through Gameplay" lens, that observes how the game crafts the story from its mechanics. I will probably analyze Other M through one of these lens at a time, but, in doing so, I do not mean to imply that they are separate. Great gameplay will exemplify a story through its mechanics, and a great story will make gameplay worthwhile and memorable. ((And of course there are other aspects to a game, but these are very core pieces to a game and, more to the point, the two aspects in which I feel Other M failed them most.))
Finally, I want to say that I haven't actually finished Other M, as it's really painful to play. XD But I've done extensive reading about the game, and as much as I detest it I'm fascinated by it. There are those that, as I do, loathe this game and everything it stands for, and there are those that love the way Samus has been characterized and quite enjoy the control scheme. I can't really say either viewpoint is more valid, but I can say that people who fall into the latter category haven't actually had a fulfilling relationship with a paternal figure, or at least aren't empathetic enough to realize one when they see one (or more accurately, don't.).
And Google, if you'd kindly stop telling me that "gameplay" is not a word?
((This post is broken up into several parts for the benefit of my readership.))
November 4, 2010
Hey.
http://www.escapistmagazine.com/videos/view/extra-credits/2414-Facing-Controversy
Go watch this.
I'll wait. No skipping half of it or doing something else while you watch it. Fucking. Watch it.
...
Okay? Hear all that?
< This
is not going to help this medium grow.

Neither is this.
Want to tell this author what you think, but you don't want anyone else to see it? Think she's full of it and need to set her straight? Want to worship the ground she walks on? Well, good luck with that last one, but you can email Chrys at catharticgamer@yahoo.com and at least tell her what you think.
Go watch this.
I'll wait. No skipping half of it or doing something else while you watch it. Fucking. Watch it.
...
Okay? Hear all that?
is not going to help this medium grow.
Neither is this.
Want to tell this author what you think, but you don't want anyone else to see it? Think she's full of it and need to set her straight? Want to worship the ground she walks on? Well, good luck with that last one, but you can email Chrys at catharticgamer@yahoo.com and at least tell her what you think.
November 1, 2010
AUUUGH MONSTER HUNTER
Have you guys ever played Monster Hunter? Good-freaking-christ that game has a lot of playtime. It's so dense it's like I bought a disk made of lead. I'm like 90 hours into the damn thing with no end in sight. If you want a game with some serious bang (explosions, seriously) for your buck, then Monster Hunter Freedom Unite is definitely worth it.
Just don't expect to finish it in this lifetime.
~`~
God of War: Ghost of Sparta hits tomorrow. Since I'm a huge dumbass, I got the special edition PSP of it. Granted, it looks fucking badass. Still, that's a lot of money I should probably put towards more important things. Oh well. At least it comes with Kickass too, which is something I've been told about 9001 times I should go see.
~`~
NaNoWriMo starts today, but I'm not feeling very much like writing, so I'm going to complain about it on my blog instead.
~`~
Want to tell this author what you think, but you don't want anyone else to see it? Think she's full of it and need to set her straight? Want to worship the ground she walks on? Well, good luck with that last one, but you can email Chrys at catharticgamer@yahoo.com and at least tell her what you think.
Just don't expect to finish it in this lifetime.
~`~
God of War: Ghost of Sparta hits tomorrow. Since I'm a huge dumbass, I got the special edition PSP of it. Granted, it looks fucking badass. Still, that's a lot of money I should probably put towards more important things. Oh well. At least it comes with Kickass too, which is something I've been told about 9001 times I should go see.
~`~
NaNoWriMo starts today, but I'm not feeling very much like writing, so I'm going to complain about it on my blog instead.
~`~
Want to tell this author what you think, but you don't want anyone else to see it? Think she's full of it and need to set her straight? Want to worship the ground she walks on? Well, good luck with that last one, but you can email Chrys at catharticgamer@yahoo.com and at least tell her what you think.
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