Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts
For months, it seemed like all I heard about was Fable. As an RPG fan, I considered it my duty to at least try Fable II when it was released, as I had never played the original. I rented it with a friend, trying to keep an open mind.The game began with a sweeping, lovely cinematic typical of many RPGs. The narrator had a lovely voice, and I happily got lost in it for a few minutes, until it ended rather abruptly, after following the path of some bird poop. I was willing to let that slide, and decided to focus on the gameplay. The character I played was a young girl with an older sister to introduce me to the world. My sister had the annoying habit of constantly calling me "Little Sparrow". I tried to ignore her, hoping that she would soon leave me alone.
As the game continued, I grew more and more frustrated with it. The dialogue was often laughable and sounded ridiculous for a fantasy setting. In a time of games such as Lord of the Rings: Online and TV shows such as Legend of the Seeker, the dialogue in Fable II had no excuse. In addition to the poor quality of the writing (at least in the opening area), the conversations were slow, taking forever to start and forcing me to wait an eternity to get a response. The voice-overs were slow, and it was difficult to tell from the audio cues if a conversation was starting or if something was simply an NPC bark. Poor conversation mechanics such as these are unacceptable in a game like an RPG that depends heavily on dialogue.
However, we persisted with the game, hoping that it would get better past the tutorial. Unfortunately, the game continued to aggravate me, with tedious mechanics such as holding down a button to collect experience from defeated enemies. Then the game only had one save slot, which seemed ridiculous. If I made a choice that did irreparable damage, it would become very difficult to get back, especially with just one save. Then the quest path was outlined in a conspicuous glowing highlight, which distracted greatly from the world around me. Although I can suspend disbelief by allowing game interfaces, this type of glowing path seems more distracting than if the developers had used an actual interface.
Still unwilling to give up hope, I wondered if there was something else that would make this game redeemable for me. There was, in fact, an interesting element similar to emotes in MMOs. Fable II has a social menu that allows the player to do certain actions, trying to gain or lose favor and other social elements from bystanders. There seemed little point to it, other than trying to amuse yourself with farts or get some helpless NPC woman to marry you. I was opposed to the idea of this - Fable isn't WoW or The Sims - and the whole concept of treating NPCs as expendable resources who are so easily influenced. This seemed to detract from the authenticity and took me out of the game.
I'm not sure what there is to love about Fable II; I found a lot that drove me away. While I respect what the developers were trying to do, they seem to be creating games for a very different type of RPG player.
Penny Arcade web comics have been famous with gamers for years for their humorous interpretations of popular games and culture. The writers' wit and charm extend beyond the comics to their news columns, where the writers often give very fair assessments of games. I have a good friend who is a huge Penny Arcade fan, and he was thrilled that the creators of the web comic decided to make a video game.Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness: Episode One was released in late May. While I have recently been enjoying Penny Arcade, I am still new to the comics and don't seem to connect with them as well as my friend. I appreciate the humor, but there have been a few comics that I find a little gratuitously violent or confusing. This influenced the way I saw the game, since the style of the game, from the art to the humor, was a near-perfect translation of the web comic. I appreciated most of the humor, but, like the comic, there were a few moments where I felt that it wasn't quite my taste.
My main issue with the game's style stemmed from what I felt was unnecessary vulgarity. Working in the video game industry, I am often the only woman around, and I'm no stranger to games and jokes tailored to a male audience. I'm not opposed to sexuality or innuendo in games, but having a common enemy in the game constantly making sexual motions, having sexual attacks, and peeing on me is not exactly my cup of tea. This was a slight annoyance to me, and I was willing to put up with it because of the game's other redeeming qualities. However, it's worth noting that the M-rating was put to good use at certain moments, such as when NPCs swore profusely after a shocking event happened. Instead of skirting around the issue with stilted dialogue, the NPCs reacted in a very natural way, which was quite refreshing.
From the comic-book art to the clever writing, I really enjoyed the other aspects of the game's style. The game did a wonderful job translating the 2-D art into 3-D. Cutscenes were in 2-D, but the game took place in a 3-D world. There was a fantastic attention to detail as well. The transitions between sub-areas of a level looked like shifts between comic book cells. My custom character was integrated into the 2-D cutscenes, which was a nice surprise. The level of detail extended to the writing, as every clickable object had clever and often varied captions. Instead of just "So-and-So's Mailbox," I found one mailbox labeled "It's another god%$#@ed mailbox!" This type of humor was fantastic, verbalizing the thoughts I'd often have from other tedious RPGs. This game rewards you for taking the time to look around the world with humor at every click.
I had initially seen this game on the 360, but I played through the demo myself on the PC. The controls seemed similar, but with the 360 you move around with an analog stick and with the PC it's more of a point-and-click adventure. Button-presses for special attacks seem to have all been moved to the spacebar. The PC controls felt natural to me. On dialogue screens, dialgue chioces were presented similar to the style of Mass Effect, where the feeling of the line was conveyed through the dialogue choice but the actual line said something different. Unlike Mass Effect, however, the choices and the actual statements were equally ridiculous and amusing. The combat system was simple but fairly efffiencient. Combat felt very similar to a Japanese RPG due to the turn-based system. However, it was not overly complicated.
This Penny Arcade episode is certainly a promising start. While there are certain stlyistic aspects that I don't enjoy, the developers had a very good understanding of the scope of an episodic game. The game doesn't attempt to be a AAA console title, but it is fantastically clever and entertaining. I hope to enjoy more of it in the future, when I can make some time to play the whole game through.
My first night diving back into World of Warcraft, I had such a frustrating experience that I canceled my subscription just hours after its creation. I have tried time and again with this game, but I just couldn't seem to get into it. I understand that there is more to the game than what I've seen getting to level 22, but I have been disappointed over and over.I bought WoW a few months ago on the suggestion of a friend. He thought that I'd enjoy it more if we played it together. I seemed to be enjoying it more than he did, as I was leveling up a lot faster than him. I waited for a few months for him to catch up to me, and when he finally did, I thought that I would be able to get the satisfying MMO experience that had been eluding me.
When we began WoW that day, we journeyed into an undercity of the undead. It was a stark contrast to the lovely elven world. The dark elf city was grand and beautiful, but this undercity was disgusting, from the dank sewer environment to hulking obese guards stationed everywhere. It was also a maze, structured in a circular fashion, and very difficult to navigate. I hated being in there and wanted out as soon as possible.
We finally got our quests and emerged from that filthy city. I was glad to be out among virtual nature again. Everything seemed fine for about an hour as we began some quests. Then, it started getting frustrating. Characters 40 levels or more above us started chasing us down on common roads, trying to kill us. We were shocked, as we thought that we had a choice in PvP engagments. Unfortunately, we did not, and we soon found ourselves frequently running in the wrong direction to avoid fights.
Later, we were almost done with a quest, and our team of three had just two more of a certain enemy to kill. Suddenly, all three of us were brutally slaughtered by a higher-level player. My friend had valiantly tried to buy me some time, but it was hopeless. We revived and tried to move on, only to get murdered again by the same high-level player. The next time I ran back to revive, I noticed that same high-level player hanging around our corpses, just waiting to kill us again. My friend informed me that this was "corpse-camping," where some jerk just sits around and kills helpless players like us. I understand that signing up for a PvP player means dealing with the consequences, but I had no idea that people could take pleasure in something has no sportsmanship or honor.
The next time we revived, we snuck off very carefully and ran back to a nearby village. We were discussing our frustrations with the game over voice chat at an inn. And then, out of nowhere, some high-level rouge came in and wiped out the entire village. Yes, players and NPCs alike. I can understand the need to do that once to feed an ego, but this particular player kept coming back every few minutes. As soon as the entire town respawned, it would be wiped out again.
At this point, I was so frustrated that I quit out of WoW. I talked with my friend some more, and we considered transferring our characters to a PvE (player versus environment) server. There was a steep $25 fee, so we decided against it. Outside the elven city we started in, the game just seemed to have little draw for either of us. While I would love to have an MMO to connect to friends, WoW was clearly not what we wanted.
In a more general sense, my experience with WoW taught me that I hate PvP servers. I had avoided MMOs for a long time due to my fear that one person would ruin the fun for everyone else. After having that fear realized, I saw how it ruins the fun and also prevents me from appreciating the strengths of the game. I have decided that I would rather be a "care bear," or someone who plays on a PvE server. I want to enjoy the game without the distraction of cold-blooded murder. However, my inability to truly feel immersed in WoW has extended beyond my problems with the PvP realms, as I've noticed in my previous experiences. I want to be a care bear, just not in WoW.
Today was the last day of my WoW trial. However, I had some trouble connecting to the server. I started panicking: Was my trial already over? Did I overlook the release of the new expansion? Would I lose my last chance to play for free?I stepped away from the computer and came back 20 minutes later. There were no more connection issues, and I guess I felt a little relieved that I could finish my full 10-day trial.
I finally did reach level 14, which felt like a milestone at the time. I was hoping that it would make my life easier, but it didn’t really make a huge difference. The monsters seemed to get more difficult as I got stronger, and I didn’t have the patience to level up by picking fights. I then chose to continue on my previous quests, starting to feel the monotony set in.
After finding one buzzbox for a maniacal gnome, I was assigned the task of finding another buzzbox. I spent about 15 minutes running down the beach and getting too close to some monsters that I shouldn’t have tried to fight at level 14. I resorted to looking for advice online, but the sketchy directions told me little more than the fact that I had been heading in the wrong direction. I promptly turned around and headed up to the next beach.
The buzzbox was much more difficult to find than I expected. My sources told me that it would be right where the sand meets the grass. I ran along this edge for another 10 minutes, and then realized that I must’ve missed it. I finally found it in the middle of the beach (near the shore) but not until after I had gotten attacked by several monsters that I was too apathetic to fight.
Unfortunately, my next quest in the area involved going near another dead sea monster. I thought I’d be nice and try to gather bones for a previous quest-giver, but I was hindered by a pack of those mini-rancor creatures. This time, they packed more of a punch. These scavengers had leveled up. One of them even was some sort of shaman that could heal himself. This added up to a recipe for doom. I think I died once or twice before high-tailing it out without any bones.
The assigned quest I then tried to complete involved exploring a sunken ship. This sounded cool to me, so I swam out to it. I soon discovered that managing my air would involve some planning if I wanted to get any treasure. While musing over such circumstances, I suddenly found myself being attacked by not one, but two of those awful gremlin rancors. Yes, the mini-rancors suddenly appeared out of the depths of the sea for the sole purpose of attacking yours truly. Needless to say, I died again, and my motivation died there too.
When I play a game for 10 days and at least as many hours, I hope to be struck by it and pulled into its world. I had procrastinated in picking up World of Warcraft for this long because I feared that it would take over my life. Fortunately, I faced that fear and discovered that it had little basis. While WoW certainly has many commendable features (the exquisite GUI design and hotkey customizations, for example), I am too much of an independent gamer to thrive in such a group-oriented game.
I also prefer my stories to tie together in a cohesive, highly-structured storyline that has become a standard in many RPGs. I found that WoW's structure rewarded players for quick completion of quests – not for the immersion in the story. I felt like a gratified errand girl and I would rather be a real hero in a game with people I can depend on. After all, computer-generated comrades in the one-player RPGs I love will always be there for me, and I can accomplish something that feels vastly more important than my real life.
After Day 1 of my World of Warcraft trial, I wasn’t that convinced that it was an epic, addictive masterpiece that had the potential to take over some peoples’ lives. On Day 2, I kept telling myself, "It’s not that fun. I don’t see why everyone’s so excited about it." Yet when I quit, I would keep thinking about it, and I found myself logging back in a couple of times throughout the day.I ran to a different town in Day 2 for the first time. I had to consult a map online to make sure I wasn’t running into certain doom, but I was already headed in the right direction. I found more interesting tasks there such as filling phials at moonwells and killing more advanced monsters. There is something fun about running errands for people – tasks that ordinarily don’t receive much glory in RPGs are rewarded with the appreciation of NPCs, a higher local reputation, and often money and/or an item.
One such quest involved obtaining tumors from monsters called Timberlings. It was a lot of fun because the Timberlings were very close to the quest giver and it was no trouble at all to help out a man who was trying to save the environment. The themes of environmentalism were part of the reason why I chose to be a night elf. I enjoy nature and have respect for it – another reason why I enjoyed Okami. Several Timberlings later, I had reached level 7 and quit for the day.
By Day 3, I had accepted a quest to kill Gnarlpine Ambushers, some beastly humanoids who were making the road to Darnassus unsafe (according to a pretty night elf who rode on a tiger). I searched far and wide for these beasts, but I could not find them anywhere. I asked around but no one seemed to know where they were. I went on other quests, but, by the end of the day, I still had not found those Gnarlpine Ambushers.
I asked a friend from the real world about the Gnarlplines. I was frustrated because I kept getting slowed down by other monsters when I went looking for the Gnarlpines. I found a few camps where there were many other types of Gnarlpines (Shamans, Warriors, etc.) but never any ambushers. My friend suggested that I try to group with some other players to make the fights end faster. I ruled out that possibility because I like to play games by myself without having to depend on other people or do their bidding. (This is one reason why I have avoided MMORPGs for so long – I don’t like to leave others in control of my destiny when I don’t even know who they are.)
I reached level 8 when I quit playing WoW today (Day 3), but I was extremely frustrated about my inability to locate those Gnarlpines. If this is how the game is going to be, I didn’t know how much I want to play. Perhaps it won’t be as addicting as I had feared.
There are few games that you play and actually think, “Wow, if I could make a game like this, my life would be complete.” After playing Okami for an hour, I’m convinced that it will likely be one of those truly innovative games that everyone will wish they had created.Okami’s most striking feature is the visual design. The world and characters are all made to look like Japanese brush paintings. The designs are a type of hybrid between 2D and 3D, where the lines are in 2D but the watercolor-style colors and character movement create a sense of 3D perspective. After obtaining a paintbrush, you gain the ability to paint the world and mold this fantastic reality.
The story of Okami was laid out like a storybook in the beginning, with simple 2D animation sequences and gibberish voice-over narration. It is based on traditional Japanese mythology, but it was captivating to watch. When the story switches to cinematics later on, the movements of the wolf are captivatingly realistic in their ability to portray her as a living animal. As a former dog owner, I know what expressions dogs can and can’t make.
The gameplay itself is very smooth. The wolf’s movements are animated to highlight the fluidity of this animal’s movements. Fights are fairly straightforward and don’t require a laborious wait. The paintbrush feature aids in battles and can be used to fill in pieces of the environment. Unlike other games, this feature is not in a separate space; the paintbrush can be applied at any time as an overlay for the current view. While the paintbrush will only react to certain objects, this seamlessness in which it is integrated into the game puts the player in the position of the artist and author of reality.
As you may have noticed from the beginning of my blog, I had been feeling frustrated for a long time with my gameplay. I had started several games without getting attached. I miss that feeling of addiction that I found so often with RPGs. Since Final Fantasy X, I have been searching for the next game that would pull me in. With Final Fantasy XII newly released, I thought it would be that. However, I received it in the mail and didn’t even touch it yet. So why was Okami so much more fascinating to me than the other games?
Okami was fairly simple and straightforward in the beginning. It was friendly in that you couldn’t run off the edge of the level and die. The wolf you control never talks, like a real animal. Your companion, a bug, has silly comments that keep the story from being dragged down by stuffy mystical drama. The bug tells you what to do and has character – he gets jealous yet compliments you on your new abilities. The NPCs say interesting things and seem to have their own lives. The visuals are fresh and beautiful and the paintbrush feature is quite innovative.
Traditionally, I have been a sucker for long games with good visual design. Maybe that’s because I want to escape to a world as beautiful (if not more so) than the world we inhabit. I grew up in Oregon, where I was surrounded by lush green. I love the clear blues of tropical oceans and vibrant sunsets. One of my favorite aspects of Final Fantasy X was the use of color. The sunny beaches and vibrant environments made it feel like a vacation. I love taking a trip to imagined worlds in games when it feels like a relaxing, captivating break from life.
I hope to make a game someday as beautiful as Okami. The visual design is only one part. The innovative paintbrush mechanic, seamless movement, and overall fluidity in the fantastic 2D/3D hybrid realm that really make the game shine. I am excited to be able to play more of Okami and rediscover my passion for gaming again.
I switched game rental providers last week so I could play the new releases I had been eagerly anticipating. My first choice was Kingdom Hearts II, the popular sequel to the Disney/Square RPG I had beaten last winter. I already had the guide and was excited to play it despite disappointing reviews from my friends. They had warned me of the ridiculous mini-games and errand-runnning, but this was not what I have found to be the problems.I popped the disc in and watched the opening cinematics, impressed by their clean lines and clever cinematography. The flashiness of the movie helped to hide the fact the clips didn’t really make sense within a narrative structure; I decided it was just a fun way of previewing an intricate plot.
The plot picks up after GameBoy game that takes place in between the first and second games. This linking game’s story was summarized in my strategy guide in a confusing one-paragraph description. The plot, involving regaining memories and running around a castle, seemed far-fetched.
Even more far-fetched was the idea that the game began with an entirely new character, Roxas. He appeared to be a parallel character to the first game’s protagonist, Sora. Roxas dreams about Sora and his memories.
While I do have a capacity for suspension of disbelief even in 60-hour RPGs, I found it hindered by the patience required through all the introductory movies. In a three-hour play session, I literally controlled Roxas for fewer than 30 minutes. This was not even consecutive. This few precious minutes consisted of moving my character around small sections of levels with a extremely basic tutorial.
For a game that requires such a great knowledge of a complex backstory, the tutorial is ridiculously basic. They explain how it’s a good idea to talk to NPCs (who repeat instructions thus far in case you forgot them in the thirty seconds since the last movie). They warn you to be very cautious in fights, yet most enemies can be defeated in a few single hacks.
In the beginning, the game allows you to set the challenge mode. I have been playing on “Standard” mode but am re-considering switching to “Proud” (challenging) mode. (There is also an “Easy” mode for beginners.) This game seems too easy for the seasoned RPG player. Is it geared toward children? If so, the plot would leave even the brightest child behind. I am a college student who understood the first game and am still baffled. How can children be expected to sit through all the movies when everything will go over their heads?
The opening of Kingdom Hearts II is far too dependent on cinematics to convey the plot, which is still a mystery. The gameplay is easy and does not provide a challenge; it tests the players’ patience after waiting through all the movies. However, I am still excited to play this game – I want to get through the Roxas section and believe there are fewer than two hours left of it. I will hold out hope that this game will get more challenging (I can switch modes if needed) and allow me to take more control. If not, I am going to send it back and move on.