Showing posts with label R-Type. Show all posts
Showing posts with label R-Type. Show all posts

Tuesday, March 1, 2011

Difficulty: Way Too Hard To Be This Easy



A Challenge of Choice
Shmups are one of the few kinds of games out there that are, from the start, as easy or as hard as you want them to be. Sure, you could make up your own implicit rules for any game to make things more interesting (my favorite new way to play a game being the Green Demon Challenge from Mario 64), shmups are naturally a bipolar beast. The question is: Would you rather beat it right now, or get a highscore later?

If you don't care about score; if you aren't interested in rank mechanics; if you don't want to earn your power-ups; if you don't care about second loops; you are probably one to want to simply beat the game. Fortunately for you, most shmups grant infinite continues, allowing a fairly uninterrupted session from title screen to final boss upon first playthrough. Some games, like Ikaruga, require you to earn your free credits through extended playtime, but the point is that they're eventually available.

Going Back for Seconds
And once you beat the game on your first shot by blazing through those continues? Maybe twenty minutes passed by. Over an hour if you were playing Radiant Silvergun (♥). Then what? If you didn't like the experience, you'll just move on to something else. If you liked it, how many times more will you play until you're tired of pressing Start to your heart's content? I would love if someone at this point realized the true potential of playing that same game with the intent of using less continues (preferably zero), but I am just a dreamer.

The truth we'd love to ignore is that once you get to see everything you'll be getting in a game, there's not much drive to go ahead and get good at it. Conversely, if you were only given as much of the game as you had earned, many people would be turned off by such strict filtering of game to the point of giving up (or "moving on to something else").

The Little Shmup That Could
Hydorah, a free and AMAZING game, does precisely this. I say amazing (nay, AMAZING), because the developer chose to keep some shmup rules from several decades ago: If you get a game over, there are no continues. The only way to get far in the game is to get good at it. How does one get good? This requires many plays through the game, starting with the first level, until the game has been beaten. What this amounts to is becoming exceedingly skilled at the beginning of the game, being fairly competent through the mid section, and being a vulnerable wanderer of hope in the final stages.

If you had the ability to replay stages you've unlocked, that would be great. If you had the ability to gain continues as you progressed through one session, that would be great. However, these great things are not in the game. In fact, there is a warning screen preceding the title screen - not to inform about the potential of seizure-inducing visuals, not to let us know about the relationship between winners and drugs, but to tell us how hard and unrelenting the game is going to treat us.



So, to say that this game is AMAZING is simply saying that I am amazed that this type of game was both created in modern times and accepted as rightfully as it would have been 25 years ago. To be fair, the entire game is a love letter to shmups of yesterdecade, namely the horizontal quarter-fests Gradius and R-Type. I'm glad this game exists. For every Hydorah that comes out - a polished, fine-tuned, intelligently-crafted game that harkens back to the days of dedicated skill-gaining power-hungry leaderboard overtakers - there are always dozens of relatively easy freeware/browser shmups that lack any sense of direction, challenge, flow, etc. Those games, unfortunately, have no hard method to play (unless they're poorly designed and are hard without reason or the ability to gain the necessary skills to overcome specific obstacles).

Why Try
This choice-driven difficulty is something special. You could be attempting a world record, get blind-sided by a strangely-generated bullet pattern, and then merrily give up and play the rest of the game using continues, no switch needing to be flipped. You could also do the opposite I guess, but your score wouldn't be all that impressive by the end (and wouldn't have any such notation on your ranking).

And let's not forget that score is only one drive to get to the end of a game on few credits. Simply beating any of these giants on a single credit is enough of a self-confidence boost to keep one feeling exceptionally proud for much longer than would be deemed healthy. There's also bragging rights, being able to play the true last boss of a game, getting all of the Achievements/Trophies, etc.

A True Man
The only thing stopping you from truly sitting down and dedicating yourself to a shmup and showing it how much of a man you are (ladies - you can be men, too) is if you want it. It's as simple as that. If you wanted to get to the top of that leaderboard, you'd be watching YouTube superplays and buying a new arcade stick instead of reading this. You'd be turning your monitor sideways and RSVPing regrets all weekend long. You'd know that you can do it, and you will do it, with enough perseverance, dedication, and energy drinks.

Or, if you just want to see what the rest of the game is like, if you've given up hope for the night and just want to shoot things, if you suddenly realized that leaderboards don't hi-five you back, then you can just press Start and use a continue. Just make sure you know what you're missing when you're granted another chance.

Hydorah trailer, complete with lovably cheesy voice work:


[cross-posted on Gamasutra]
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Saturday, June 19, 2010

Bosses

Bosses are entities that have been in shmups since the beginning (okay, early '80s). Almost every scrolling shmup since then has had at least one by the end of the game, at the end of each level, or sporadically throughout the entire game. If a particular game ended a level without a boss, it would immediately feel as if something were missing, some challenge - a test - to prove one's worth to be able to continue to the next section. And then, sometimes, a boss has issues - it's easy, it's weird, it's unfair, etc. As I've learned in the world of story telling, the ending is the deal breaker. It can make a poor experience tolerable, make an amazing experience mediocre, and in some special cases, turn a waste of time into a reason to live.

The important thing to keep in mind when dissecting what exactly makes a good boss is that there is no universal answer. The boss must be dynamic in both design and execution, tailored specifically to the level in which it resides. Generally speaking, there are five main factors to consider when designing a boss: difficulty, variety, length of battle, pay-off, and character.

Difficulty
If this is the first boss of the game, make sure anybody who's at least trying will beat it without losing all of his or her lives. Losing on the first level - even if there are only a handful - is a buzz kill for even the most seasoned of veterans.

The types of attacks don't necessarily have to mimic the same enemy types seen earlier in the level, but they shouldn't be so vastly different that the boss and level feel separated in function. A level with homing rockets can have a boss with homing lasers. This is a simple evolution of what trials the player has already passed. You can also have the boss use weapons that won't be seen until the next level. The key is transition. If a boss uses attacks completely unrelated to both the theme and enemies found earlier in the level, it will feel unattached (and so will the player).

Variety
The player is going to want an intense battle. Intensity is not found through force, but through dynamism. The more varied attacks from the boss, the better. Many shmups visually separate the boss's health bar to show when the current attack pattern will end and a a new one will begin. However, within each of these sections of the boss's health, multiple different kinds of attacks can be cycled on a loop until the player dwindles enough health.

The weapons themselves can be the same, but the ways in which the player is to both dodge and attack should be different to some degree. If a player needs to find a sweet spot to camp and shoot, then find a different sweet spot for the next pattern, there wasn't a change in strategy. Thusly, the player won't be as engaged upstairs to feel as if he or she is up against something of challenge. Keep them on their toes, even when they know what pattern is coming up next. If they don't have to think during battle, then they won't think much of the boss when it's gone.



Length of Battle
Relatively speaking, if you know what you're doing to a boss, it's okay to defeat it in half the time it should normally take. On the other hand, if you have no idea what you're doing, it shouldn't take four times longer than expected to defeat it. The sense of accomplishment from grinding a tedious and unfulfilling battle is quickly diminished, no matter how great the pay-off (discussed below).

Globally speaking, the time it should take to defeat a boss should be relatively proportional to how long it takes to get through the level. Radiant Silvergun takes over an hour to complete not only because the bosses have such lengthy battles, but also because the levels themselves are lengthy. The durations of boss battles in Touhou games follow this same formula, as do most R-Types, Gradiuses, and Cave shooters. There are of course exceptions, such as having all or most of the final level be a boss battle, because the player expects to have one grand finale at the game's end. Consider this the one free pass you get.

As far as mid bosses go, they should never take longer to beat than the end boss (obvious yes, but still apparent in some shmups floating around online). This not only lets down the player with more battling after the mid boss, but the end boss is already considered a push over before the battle even begins (given previous playthroughs). Having an easy decoy boss that leads into a surprise harder boss is great, though the effect is only successful the first time around.

Pay-Off
The pay-off isn't necessarily just about the bonus points, collectible gems, bonus life, piece of triforce, or even a granted entry to the next level. The pay-off is what the player has gained by defeating the boss, whether it comes from programming within the game code or an experience that's been developed within the player's soul (too deep?).

This one is probably the hardest to explain, mostly because it's a different experience with every player. There's a rush that can be created through clever pacing of attacks and a false sense of impending doom.

Recent Cave shooters (Mushihimesama, ESPGaluda2) love having bosses that spit out everything they're made of immediately before being killed off. This creates an immediate thrill and sense of danger for the player, but it doesn't last so long as to erase his or her extra live stock within seconds.

Ikaruga's boss in Chapter 3 does the same thing, except instead of filling the screen with bullets, the whole boss spins radically faster and fires its lasers at a higher frequency (all while you're trapped inside).

In this sense, the boss battle intensity itself is a diagram of the level's difficulty leading up to and including the boss. To put it simply, the end of the boss battle should be more intense than the beginning.

Character
This kind of ties in with the thematic connection of attacks between the boss and the level in which it resides. Here, character is meant to describe the purpose for the boss being at the end, the reason why your progress is being halted by this dominating force. Everything is under subconscious scrutinization by the player: the reason that it breaks apart the way it does, the way in which it explodes (loyal readers must know by now how imperative it is to me for there to be a satisfying explosion for everything), the way it reacts to obvious flaws in its armor system, the sounds that are made when it charges up an attack / releases a final blow / gets angry at your skills, etc.

The villain is always the most important character in any story. Obviously, without him, there wouldn't be a hero (or anti-hero), yet there can still exist a villain without someone to combat him. It's in this sense that the villain is the source of there being any conflict (i.e. a hero cannot create a conflict, only solve it).

Great villains in cinema are tied very closely with movies that are successful. Biff from Back to the Future. Jafar from Aladdin. Dr. Evil from Austin Powers. Captain Hook from Peter Pan / Hook. Agent Smith from the Matrix. Darth Vader from ...yeah. I could go on, but these villains aren't just bad guys. They have a story behind why they turned out the way they are. And in turn, they behave in their worlds in response to whatever it is that ticked them off in the first place.

The same goes for videogames, although [unfortunately] they hardly ever seem to be as developed as those found in the movies (and to be honest, there really is no excuse). Sometimes a boss is never seen until the final battle. Sometimes we only know about the boss through cutscenes. Every story has two sides, and it's a bit unfair to the player to only see one side and not have the opportunity to enjoy what's going on behind the curtain.

Some excellent bosses in videogames would be GlaDOS from Portal, Donkey Kong from Donkey Kong, and the Stone Like from Ikaruga (and Radiant Silvergun?). All of these bosses / villains made themselves present throughout the player's gameplay experience, providing both a motivation to move forward as well as a satisfying pay-off at the end. To be fair, the Stone Like never was seen until the end, but everything that it put the player through was a marvelous final exam of everything that the player was supposed to learn throughout the game.



Putting It All Together
So what have we learned here? I, for one, know that I expect a lot when it comes to a good boss battle. However, I don't consider my expectations to be set too high. After all, we're talking about a boss battle here. This is the final challenge standing between the player and what the player set out to do: play the game.

The boss is a summary of what came before. It's a vision of what to expect next. It's the whole of the parts (which in turn shoots parts of the whole back at the player). It's the element by which to judge the entire game, as the boss itself is what the game eventually leads to.

So, the next time you play against a boss and feel remarkably underwhelmed, perhaps this attempt at categorizing the reasons will assist you in understanding why. Or, if you're developing your own boss to terrorize others, hopefully you've learned something along the way that you can implement into your creations (or at the very least, disagree with me hardcore and set out to prove me wrong :D)

[cross-posted on Gamasutra]
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Thursday, June 18, 2009

The Blame Game: It's Not Me, It's You

So you're playing Raiden III, and you're just beasting it. You haven't lost a life, your bombs are out the wazoo, and that upcoming boss doesn't stand a chance against your maxed-out Crest toothpaste shooter. You're on top of the world, and then BAM-- You lost a life from some side-swiping peashooter, whose mere existence was dwarfed by your perfect run and blinding onslaught of explosions, medals, and hidden fairies. Was that really the way you thought it would all go down? You know you can't possibly continue this run knowing that you just let that happen to you. Your whole mindzone was destroyed by that one blind shot that snuck up from the rear, just when you thought the world was your bonus point.

I've come across very few shmups out there that result in both me seeing the pitiful end of a beautiful run and also have me blaming myself for the problem. I suppose there are people out there who, in all scenarios, will take a deep breath and say to themselves, "I will do better next time." For the rest of us, I think we've heard the phrase "Oh come on! That's just bullsh--" etc. time and time again.

Let's look at Raiden III. There's enemy ships designed specifically to shoot only horizontal bullets at you. In a game that's a vertical scroller, those familiar can attest that such a move is sneaky and grounds for punishment (to the game, controller, television, etc). It's hard for the eyes to judge whether collisions are going to happen horizontally (maybe one of the reasons the vertical line test in mathematics triumphs largely over any such horizontal equivalents). That's also why horizontal shmups have a pace that is slowed down, for more intricate observations that are much-needed in order to survive. This is also probably why Defender is so difficult. For anyone. And then there are those slow vertical shmups that suffer the opposite: unchallenging patterns in bullets and enemies that make you wish you had a reason to input your initials prematurely. I'm looking at you, Truxton II (but still, ♥).

So let's get to the games where I oftentimes keep blaming myself for a death. We have Ikaruga and R-Type. Both games are largely based upon memorization. Both of them definitely have unfair enemies that shoot horizontally. It's not like I'm warned any better about them coming. It's more about how predictable those enemies are. In Raiden (the series), I have a good grasp over how an enemy will shoot. The variable here is when that shot will be fired. That's really the key. Let's get Ikaruga out of the way and mention that everything is set to a rhythm that never disappoints, allowing you to know exactly when and why a bullet is coming your way. And even if you accidentally use your homing lasers, switch polarities, absorb all of the wrong color, die, and input your initials, whose fault was that? Well, you (okay, me. And it's always during Chapter 2-3). I've died hundreds (probably thousands) of times in that game, and not once have I blamed the game for a death.

R-Type follows loosely along the same lines. Scenarios are predictable enough such that you'll have a steady handle on what's going on around you. I suppose Gradius does some of the same, though sometimes the screen can become hectic enough for me to feel overwhelmed (dev's note: That was the point). I know these are supposed to vaguely simulate futuristic intergalactic space-travel against evil legions of badly-armored spacecraft, where randomness is the norm and dirty tricks are in. But seriously, twitch-based gameplay can really only go so far. If you've 1CC'd any of these unfair shmups, give yourself a pat on the back and go back to acing Death Smiles. I'll continue getting more than enough twitches with a game I have memorized from start to finish, but which I have yet to beat.

Perhaps it's personal preference, or maybe that I'm not fast enough for what those games demand. Whatever the case, I can only take so many doses of it until I've OD'd on failure. But then again, Michael Jordan missed over 9000 shots in his life. Which is why I get back on those horses, once enough time has passed to the point where I forget whose fault it was, of course.

[cross-posted on Gamasutra]
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Tuesday, April 21, 2009

Project RS3: I'm No Fanboy, I Just Appreciate Art


Project RS3 is the codename for quite possibly one of the greatest shmups ever created. It hasn't exactly been released yet, and the last I heard of it, production on the title has come to an indefinite halt. So why am I prematurely crowning the game for all of its achievements in areas of technicality, artistry, and gameplay? Probably because the other two original shmups they produced have also been deemed "quite possibly one of the greatest shmups ever created." I'm just following the pattern.

This all really amounts to what the company, Treasure (), did to the genre with each release. Simplicity is the ultimate theme here, as Radiant Silvergun abandoned the collectible powerups in favor of an RPG-like auto-upgrade system (use it more and it becomes more powerful over time), while Ikaruga tossed out the idea of powerups altogether (unless of course you consider your own personal, evolving skills as a powerup). True, Silvergun immediately gives you access to all seven (yes, 7) weapons from the get-go, but they're really just variants of three main ones (and there aren't any bombs, so I think it balances out nicely). Ikaruga went ahead and only gave you one kind of primary fire and a homing shot that you had to earn in order to use. There's a very fine line between gimmick and innovative mechanic, Treasure's games taking the latter due to their ideal application of usage. Though I do find myself enjoying the magnanimous sprays that other games can grant, there's something special about this table-turning back to the days of simplicity.

The layout of the levels - all of them - are beautiful pieces of work I sometimes regret blowing up as soon as possible, but then again, the act of blowing up those beautiful patterns of enemies and scenery was designed to be just as beautiful. And though these types of games generally need limited instruction and backstory, they provide it. This quickly adds a sense of reason, of why you're flying around shooting the things you shoot. It all starts to make sense why your final battle involves shooting (i.e. dodging) a crystal made of pure evil (something R-Type didn't quite nail the first time around). The story helps drive the action. I have no problem calling these two games a work of art. And in setting off that alarm, a new paragraph about art must ensue.

When I say art, I mean art. It's merely something that I find to be appealing. That's really it. We as humans have been discussing what "art" really is for, what, thousands of years? And no one really has a definite answer. I then question why "games as art" is such a heated topic, when "oil paintings as art" is just as unresolved. Oil paintings are just pigments on canvas. They aren't art unless someone thinks they are, at which point they are "art" to that person. This makes the subject a matter of opinion, which is more than likely my attempt to avoid participating in a since-time-began-long discussion about what makes art art. If Duchamp wants to make art, it's art. If I see a pattern of light coming through trees, it's art. Yet no human crafted that view. Who cares? If I find it appealing above other patches of light through trees, it's art. I could even find art in every patch of light ever. It's an art. And nothing more. So, back to Treasure. Radiant Silvergun and Ikaruga are works of art.

Of course I've just branded a FANBOY label across my forehead, but that's really what Treasure does; they make people love their games (if only the general public would give them a chance). This post was originally going to be a review from the future for Project RS3. My feelings towards this non-existent game are so strong, I can almost sense the very things that solidify the game as another "greatest shmup ever." The story will enrich gameplay. The visuals will be simple, yet powerful. The music will be compelling. The controls will be spot-on. The driving mechanic, that "not a gimmick" element that they add will be ingenious, never-before-seen, and yet feel familiar. Gameplay will be easy to pick up, hard to master, and have quirks of design that don't start to create a symphony of gameplay until you really get into the depth of it all. It'll be out-of-print rather quickly, only cherished by those few in the world who really appreciate the art of Treasure's work. Did I just review RS3, or was that also congruent with Silvergun and Ikaruga?(Replayability Tip: read again) More importantly, if a boy creates a cardboard colossus in his living room and strikes its weak points with a poster tube, he is recreating the art that is Shadow of the Colossus. If I go and write a from-the-future general review of Project RS3, am I an impatient fanboy who thinks he knows what he's talking about, or am I an appreciator of art just the same as that boy who calls his dog "Agro?"

Knowing Treasure, I'm happy to announce that I can't predict what they will do with this game. Being unpredictable is their staple. They've consistently been pushing innovation against limitations (and accepted limitations) since the days of the Sega Genesis (or Mega Drive, as I aim to please the international readers out there). They themselves probably aren't too sure what it is that will be RS3 - not until countless variations and experiments are carried out to see what works, what doesn't, and what will ultimately be something we've all been waiting for.

It's all very exciting, but in accordance with the mystery of the company (and all three of its interviews with the public in the last 10 years), the timelessness of patience is the real winner here. I believe the team for RS3 is currently finishing up Sin & Punishment 2 for Wii (the only reason for dusting off my white underdog in 2009), so at least we'll have something in which to indulge, other than lamenting the beast that is Longai-O.

For those out of the know, Project RS2 was later to be known as Ikaruga, though it shares no direct sequel status with RS1. The same goes for RS3, which will undoubtedly don a new title and feature something drastically different than what its predecessors offered. However, it was stated that the game would continue in the tradition of being top-down, vertically-scrolling, with 3D backgrounds, etc. Those are pretty much the backbones, while the rest of the game is a delightful mystery. Although I feel it's safe to say that this guy will make another triumphant return. That and the epitome of all crystalized evil there is in the world.

I have no footage to show, no screenshots, no mockups, no anything. All I can add to this post is a deep breath of fresh air (reader participation dependent), exhaled with a slight twinkle of thought that surrounds the fact that one of these days, the world will be graced by the beauty of Project RS3 (I sometimes wonder if Treasure developers read these kinds of things and take into account how much their pocket-sized community of fans adores their work).

Oh, and Gradius V is art, too.

[cross-posted on Gamasutra]
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