Showing posts with label Feature. Show all posts
Showing posts with label Feature. Show all posts

Feb 6, 2017

Dark Souls: Soul Soup for the Wicked

I've been feeling very nostalgic lately. Strangely, the latest memory jolt wasn't about games from yesteryear, 8/16/32-bit era, but for a much current stock of games. One game called out, above all other titles, from the depths of my psyche to be played again. 

That game is the beloved, and simultaneously hated, Dark Souls.

Much has been said about Dark Souls. The world of Lordran is a very brooding, mysterious and dangerous place for gamers of all walks of life. It is fair to say, that this third-person hack-and-slash adventurer, not only injected new interest into the dusty action-rpg genre, but also swiftly cemented FromSoftware as the kingmaker of ungodly, difficult, impossible to put down, games.

The game is hard, cryptic, and unrelenting in its onslaught to demolish new players wishing to delve into its clutches. This viciously circular curriculum is only possible because of the open world structure of Dark Souls, and its minimalist approach to lore/mechanics and general pointers. Those wishing to learn about the in-game world, must closely examine every nook, found item, while observing the sprawling environment. To progress in DS, is to die! And die and die again!

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The difficulty scaling of DS does not come from the many hard-hitting enemies encountered, but from the game's core design based on dying/reviving/exploring/leveling up:

Dying

No hints are given. Items must be looted, earned, or found. Helpful NPC are hidden throughout the world, and only help at a price. Strangely, the paths a rarely blocked; as if the game is trolling you by saying you are free to go anywhere. And indeed anywhere can be explored, should one wish. Except, an early visit to most places guarantees a swift demise. Many hideous and wild creatures hunt the realm of Lordran: Undead Wraiths, Drakes, Possessed Knights, Hellish Demons and all manner of twisted abominations, such as Bosses and their unsavory breed.

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Reviving

Death and rebirth is in the design. Upon revival, recovery of lost souls collected from fallen enemies (souls being the currency of DS) is always a possibility. A tricky feat, as DS enemies are prone to violent rng ganking, and the levels are filled with traps, chasms and dead ends filled with OP mobs. The bonfire save points peppered through the realm, provide as safe zone for restoring life-replenishing flasks and leveling up. Each bonfire can be kindled to increase its healing effectiveness by the use of Humanity: a sort of ritual of strengthening which reverses the process of hollowing. Adding another layer of difficulty are the unique NPC and player invasions which can happen while a player is in human form, knee deep in vigorous combat.

To offset this, cooperation with other friendly players is possible, and recommended for those in need of a helping blade. Also, experiencing those whattha fuuuuck/fuuuuck yeah!!! moments is always more fun with another person.

Exploring

Where to go and how best to get there is a staple conundrum in the DS universe. Each area is a part of a bigger whole that makes up the massive open world. Traveling through castle ramparts, ascending dilapidated chapels, looting catacombs, clearing out a wicked fortress, visiting a legendary metropolis, and fighting through the capital of a fallen civilization is all in the day’s work in DS. The genius of level design on display falls in the realm of perfection, as each area is seemingly connected by hidden paths that prompt the urge to explore.

Although the game is six years old, and its graphical limitations are now very visible, the overworld design still holds true. Each level is like a piece of classical painting that will etch its grandeur into player's psyche, stimulating urges to revisit time and time again. [A dedicated patching community crafts many graphical fixes for free download to PC users.]

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 Leveling up (true way)

Beating the game, and playing it again is the true way of experiencing DS, as more things will fall into place the second/third time around. Sure, the game is known for many hellishly aggravating spots, but to those resilient players with a keen eye and a knack for memorization, DS becomes a pleasure ride beyond compare. Choosing a proper starting class, selecting and finding the right item from the get-go, and proper distribution of stats, unlocks an incredible meta depth to DS. (Meta which takes form of specific character builds, progression paths, speed-running options, and the like.)


Dark Souls is a rare game resistant to the tides of change in the industry. Its legacy is not carried by popularity or sales or even FormSoftware. Dark Souls lives gorging on the devotion of its fans: the freaks, the instigators, the adventurers, the statisticians, and community curators. What else needs to be said? Just this, in Lordran, eternal is the trail that binds us all together. Salutations to all the Stray Souls, and good hunting!




Mar 13, 2014

Growing Up Gamer: From Bits to Infinity

I'm leisurely lounging on my couch, enjoying a laid-back Saturday afternoon. Sipping some juice. Playing Super Mario World. Letting my mind wonder in 2D lands. And an unexpected ring-tone tugs my awareness back to reality.

A quick glance at my surroundings confirms there's nobody home but me. I lift the nettlesome receiver.

“I got the game!”
 “... Which game?”
“You know which game, bring your controller now!”
“... You got Street Fighter II, no frigging way!”
 “Yes! And you need to come now!”

My shoes fly onto my feet, 20 seconds flat. I'm out the door, zipping pass the elevator, almost plummeting down the stairway. Two minutes from the time I put down the phone, I'm already at my friend's house plugging my controller into his Super Nintendo. Grinning excitedly because of the upcoming PvP match.

It Began on the Streets 

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The next two months are spent studying eight unique road warriors, and mastering their intricate thumb-scraping moves. The year is 1992. A decade that was my wondrous entry into the worlds of video games. My initial system of choice: Super Nintendo (with Super Mario World already packed in).

Time was abundant those days, my friends and I would rent games and play them until dawn. Always scouring our neighbourhoods for obscure video game and VHS rental shops – and there ware many. If you wanted to try newly released games, you'd have to hit up The Arcades: Places know as inclusive covenants of amicable characters with diverse gaming skills and knowledge. A lot of gamers I know -- and later became friends with -- I met at the arcades, and the various anime clubs that were slowly popping up around town.

The only way to get gaming news back then was by spending allowance money on the monthly Game Pro/EGM Magazine. And if you were interested in imported games, anime, and comic books, the 'zine of choice was the legendary GameFAN Magazine. Between browsing magazine shelves of our local Scrum Mart, and frantic joystick bashing at the local arcades, we still found time to watch every episode of Video Arcade Top 10, and Game Nation. Yeah, TV was the only way to siphon gaming related news. Radical.

Launched Into Space 
 
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Time rolled on, and so did technology. In mere four years 16-bit consoles jumped from 32 to 64-bit. Games became larger, more encompassing, and rich in content. Despite the hasty technological progress, gaming was still considered something only odd nerdy people did. Until the first ever commercial for a video game was shown in movie theatres: Final Fantasy VII.


This Square Enix title summoned a hype of Bahamut proportions. Now, everyone was talking about video games. No doubt, gaming was clearly becoming a mainstream hobby. The release of Hallo on the original Xbox only solidified that fact – and brought reluctant PC gamers to the console market. Microsoft and Sony—with its PS2—continued dominating the gaming industry. Developing and releasing a plethora of wicked and awesome games.

With the advent of the Internet, online capabilities finally descended onto home consoles. Playing video games was no longer an experience shared with a handful of dedicated friends; gaming has gone global. The Big Three: Xbox360, PS3, and Nintendo Wii, were the precursors of change. And each gaming system evolved from a gamer-only platform, to inclusive family-friendly entertainment hubs.

And Latched Onto Our Souls  

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When playing recent Gen8 super machines, it is clear that gaming has ingrained into our habitual behaviour. Instant access to online sharing tools, integration of relevant social media platforms, reworked iterations of established titles, and we are primed to blast off into digital realms yet uncharted. A new level of collective gaming is now stimulating our synapses. We are witnessing a creation of a new limitless cyberspace horizon.

But after a dramatic all-night session of online play, I sometimes reminisce about the simpler time. A time when being a gamer meant you were confined to a basement room. A game-filled hideout where only a handful of your nerdy friends would want to visit. Very few people understood your hobby, and even fewer knew the difference between a Sega Genesis, and a Super Nintendo. And you were glad for it. Here is one last CHEER to the wonder and fun of Retro Gaming!


GAME ON!





Sep 8, 2013

Super Metroid: A Revealing Look Into Samus' Suit

The most memorable year in gaming for me was 1994. Mostly due to the release of Nintendo's Super Metroid: A series known for its female protagonist bounty hunter Samus Aran and exploratory open-world gameplay.

Super Metroid is the third instalment in the Metroid series (Metroid 1 and 2 are available on NES and Game Boy). Once released, the game immediately had a lot to aspire to.

Rather than just reviewing this game, I'll discuss its overall feeling and composition. If you think a 2D game cannot instill any emotions into players, then you simply haven’t visited the alien infested, structurally massive, planet Zebes.

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Isolation

Landing on Zebes you're introduced to a rather silent environment. Several minutes pass before Samus trips the alarm system which alerts her foes to flood the many corridors and passages she must explore.

Beyond  Samus' introductory log, there's no other communique or direction on how and where to proceed. You're left to explore, alone. Not having any sort of AI or director, you can completely give yourself to the urge of exploration. And that urge naturally takes you deeper into the planet's vast world filled with secret passages, items, power-ups, and critters all too suited to the environments they're in.

The game's large and complex environments can be imposing, but they are made this way to add a certain degree of isolation. This mood is maintained throughout the entire game creating a very tight bond between the player and the silent armour-clad Samus. Each new uncovered area has clues that must be considered to progress. There's no hand holding in this title, you simply must observe the environment closely, make mental notes, and come back once you gained a new ability or weapon.     

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Bewilderment

Each section of the game is a small unique world. Each world is a piece of a greater puzzle that is planet Zebes. Majority of rooms are connected through a series of colour-coded doorways. To open those doors you'll need to fire specific weapons at them. But first you need to find those weapons. Because of this feature, progress happens in a very nonlinear fashion.

Sometimes you're able of circumvent areas by taking a hypotenuse--like turning into a ball a scurrying small spaces. Other times you'll need to find key items--such as lava resistant armour--by battling a boss. Progress gets tracked on a grid-like map that you can access anytime to get a better lay of the land. But the beauty of the game design is that the more you explore the more it gets imprinted on you memory. Once you've been around the neighbourhood, you just know your way around.

Because there's so much to explore, you'll want to backtrack often. Unlock only a portion of a stage? Come back with new abilities. See a suspect ledge? Find the Ice Beam, and try freezing an enemy to use it as a stepping stone. You'll never find everything first time. And that's ok, because this game is all about gradual pacing and being absorbed in its intricate layers. Like enjoying tasty Gelato during summer nights; or shooting a lava beast in its open mouth with a super missile.

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 Creativity 

The game's solid graphics, sci-fi inspired scenarios, and imaginative design make it a standout title. The sound fx are all fantastic, and the music is as memorable as the areas you'll discover. But that's not what I mean by creativity this time. What I want to say is that Super Metroid lets players craft his/her own adventure by giving them flexibility in how to reach certain objectives. 

While there's logic in the level design, the designers gave many opportunities to completely disregard the visible path. Having a through understanding of certain techniques, such as wall jumping, players who memorized level layouts are able to acquire ability-enhancing items early to power through the game, or completely break it.

By sequence braking,  players can skip preordained events or even glitch the game entirely. As a homage to those dedicated and crafty enough, the programmers put in different endings to reward folks who manage to clear the game under specific number of hours -- a worthy achievement.

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Legacy 

Many Metroid games have come and gone, but no other Metroid game has been as influential as this one. After two decades, Super Metroid is still considered an example in inventive stage design, tone creation, and isolation settings. Samus Aran was the first legit female hero, and through inspiring generations of fans and game designers she has become an icon in gaming. 

There are fan websites that recreate maps using in-game screen capture to show planet Zabes in incredible detail. You can even watch YouTube videos proving how Samus can shrink into a ball quarter of her original size. This game is one of a kind, and I try to play through it at least once a year, always loosing myself in its massive universe. Come and find me, I'll be near an enemy generator shooting critters that appear.

Developer: Nintendo, Intelligent Systems
Publisher: Nintendo
Platform: SNES, Wii, Wii U
Released: 1994
Genre: Action-Adventure, Sci-Fi