Skip to Navigation Skip to Content
Showing posts with label Valve. Show all posts
Showing posts with label Valve. Show all posts

The Return of Co-op

0 comments
I admire Valve and the work they do, but most of their games have been far too scary (Half-Life series) or require too much skill (Team Fortress 2) for me to enjoy. For this reason, I was hesitant to try Left 4 Dead (L4D), but I finally did upon the insistence of a few good friends.

I played L4D on two separate occasions: once as survivors against an AI enemy, and later against a rival team of players, switching off between the survivors and the zombies. Although I enjoyed both experiences, I enjoyed being a survivor against the AI best because the game was more predictable, and no one had to be a loser. Regardless of the mode, I really commend Valve for a return to a more close-knit co-op game, which provides a fantastic opportunity for teamwork and tactical thinking.

While I still enjoyed playing L4D when I was fighting other players, it wasn't as fun for me. The other team seemed to understand how to use the zombies much better, and the fact that they had human reasoning behind their strategies became annoying. The other team would know the perfect spot to stand to drag me down, throw up on me, or otherwise hinder me. When I was a zombie, the other team continued to win, and I was dead in just one or two hits. I would wait forever to respawn, then wait in what I thought was a good spot, only to be foiled by those more experienced. L4D, like many online games, has a steep learning curve for novices.

Despite solid mechanics, friends are what kept me going in L4D. I'm not a big fan of shooters, and L4D is a shooter at heart. I lack the skill of many experienced FPS players and online veterans. However, the encouraging words and amusing comments of my friends via voice chat kept me going. I really enjoy the camaraderie of co-op games, whether it's online or in-person.

While I did enjoy playing L4D with my friends, I'm not sure how often I'll seek it out. A dark city overrun with creepy zombies and scary noises is not exactly a world that I would want to escape to at night for entertainment. Perhaps that is why I seem to find myself allying with friends in Lord of the Rings: Online more often. Regardless, I glad to see that Valve is bringing back this type of small-group co-op and encouraging teamwork in games again.  
Posted under: , ,

Portals

0 comments
I get scared easily when I play games that involve shooting things and sneaking around. I usually avoid scary games or dystopian future games with creepy soundtracks. Fortunately, I made an exception for Portal and carved out an hour of my time to check it out. I left the computer after dying a few times at the hand of robots, but the next day I felt a pleasant feeling I hadn’t felt in a long time: a video game craving.

Finally, I had found a game that I wanted to play so badly that it began to creep into my daily life. I started to play a different game, but the simple puzzles in that game seemed so trivial compared to Portal. It is so rare that a game invents a new kind of puzzle that allows your mind to think in ways you have never thought before.

Portal is not really a spatial puzzle; it’s more a puzzle of physics. You have to use your knowledge of gravity and momentum and apply it in completely new ways. The game is realistic, and I believe most of its strength comes from the open-ended possibilities of a highly manipulative 3D space.

I had read about a Flash version of Portal, and I decided to check it out. While it utilized the same principles, the game lacked the black humor and the most fun element: utilizing the 3D environment. The real version of Portal completely immerses you in the game, as you have to constantly look around you and see your environment as a resource. While the wall spaces become more limited in later levels, there is still a lot of freedom in the placement of the portals, allowing for multiple solutions.

There’s nothing quite like the thrill of seeing yourself through a portal 20 feet away or looking down into a portal and waiting for the right moment to jump. While Portal isn’t a game that requires objectives be completed in a certain amount of time, there is a lot of timing that comes into play and makes it exciting. Even though you are completely alone in the testing facility, I was fascinated by how easily I became immersed in the game and lost track of time.

I played through the later levels in Portal, and I have to say that I am very relieved. Valve finally allowed itself the freedom for true innovation in game design, and I’m sure game designers will never think of puzzles the same way again.  
Posted under: , , ,