Showing posts with label Sin and Punishment. Show all posts
Showing posts with label Sin and Punishment. Show all posts

Wednesday, June 1, 2011

Eschatos: Forcing Perspective


It's great to see a team come together and try to push shmups to new limits, allowing us to enjoy the same old formula but with a splash of vanilla to keep it fresh. Many styles and choices in gameplay have worked really well over the decades, making such a game that much more respectable for trying something different. Eschatos is not that game.

For what it's worth, Eschatos is a buffet of past successes combined together to not only impact a sense of nostalgic charm, but to also show us why we love what we love, with style. Besides the obvious audible nods to soundtracks of the 90s, there are a few humble design principles employed that are finally able to be appreciated thanks to technology catching up with ideas. My main focus is on the game's occasional forcing of perspective, bringing a much-feared depth to those bullets.


This may sound a bit familiar to my post about a forced perspective for bullet-dodging in Sin & Punishment, but this time things are different. For one, there is no gravity to worry about, so the working plane is strictly two dimensions. This makes maneuvering much easier to calculate, knowing there are still just four possible places to which to move in order to survive.

However, with this sudden perspective change, bullets closer to you move faster. This is good. It's exhilarating and pumps adrenaline when you need it the most. The problem with this is that you get less brain power to keep an eye on where the boss/enemy is located at the top of the screen (who, because of perspective, is slightly smaller than intimidating). Luckily (and smartly), the developers made the decision to angle your shots generally towards the center, to kind of mimic shooting into the distance. The result causes your bullets to gravitate towards the boss, missing at times, but sink into its meandering mantle much more accurately than you'd think when you aren't paying attention.


This is nothing new to us, of course. This was one of the selling points of RayStorm back on Playstation (and now in HD on XBLA/PSN). However, RayStorm's forced perspective wasn't extreme enough to cause any additional thrills the game would have had in flat mode. Coupled with the added difficulty in judging if bullets were on a collision course, and this was simply a novelty execution that would need some time for refinement. I'm not saying it's been perfected here, but I am saying it was a step in the right direction.

To say that Eschatos executes past designs with style is an understatement. Knowing its audience, the original Judgement Silversword (a WonderSwan gem) is included in full with the game, satisfying the player's palette to a point of contentment. The price tag might be a bit steep for those outside of Japan, but a region-free disc means that it's money that would definitely be well-spent.

Here's the middle chunk of gameplay from Easy Mode. Headphones recommended if you like hearing what you listened to when you were 15 years younger than you are now.


[cross-posted on Gamasutra]
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Saturday, April 3, 2010

Treasure: The Thrill of The Chase


Patterns in gameplay have existed since... well, since the first two videogames were released. They both had visuals and most likely interactivity as well. However, I'm talking about a pattern much more specific. In fact, I've only seen it done three times, and from the same company at that. Oh, Treasure (♥), how I unceasingly find intrigue in your existence. Read below to learn (and hopefully relive) "The Thrill of The Chase!"

The chase to which I refer can be found in Radiant Silvergun, Sin & Punishment, and Ikaruga. Though these games contain dozens of bosses, midbosses, subbosses, and minibosses, this chase occurs but once in each. Over the course of the three games, it has changed shape to accommodate both the mechanics of the game it's within and the undying thirst we have for a knowingly-conquerable challenge.

The basic recipe for this thrill chase is that you are either chasing or being chased by a subboss while avoiding both enemy fire and environmental hazards at a brisk pace. It's a workout for both the brain and the fingers, forcing the player to utilize all the mechanics of the game to not only win the chase, but to survive in general.

Radiant Silvergun: Stage 2 Midboss
Silvergun's is the most complex of the three, though it's probably the most manageable after a few go-arounds. There are sometimes split paths offered that are a win-lose situation: You may have an easier time surviving for the next 3 seconds, but the boss isn't losing health any faster. Consider this the pit-stop to give your rubber some time to cool off. This is also the only boss of the three games that attacks from both behind and in front of the player. I'm not counting Ikaruga (below) because the boss just sits down there, though you can still collide with it (and probably will the first few times).



Sin and Punishment: Stage 2-1 Midboss
S&P's version of the chase is the easiest to complete, though it's still no walk in the park. Besides the fact that there are split paths to follow in order to kill the boss quickly (time limit here this time), the game has bonuses littered throughout the chase to coax players into going for the major points at the risk of falling indefinitely. On the plus side, this boss doesn't fire back at you; he's kind of just concerned with running away from you, which makes you look like the killer. Regardless, the boss's actions give the player just enough split seconds to follow en route for a quick finish. This is the only chase of the three to also employ gravity as a mechanic, so timing [double] jumps is combined with strafing left and right, while of course collecting bonus points, firing a gun, and slashing floating bombs into the boss's rear end.



Ikaruga: Chapter 3 Midboss
This one is the killer. By this point, this is Treasure's third pass at making a chase that can really make the sweat drops glisten. Not only does this boss sway back and forth, but it constantly vomits out sprays from four companions as well as its own ugly mouth. On top of that, the sprays are alternating in polarity, so when one is crossing your path, you have to be ready to cut through the center stream and survive against an oncoming stream of the opposite polarity. I apologize for the skill level of the player in the video below. He actually does so well, you don't have much of a chance to appreciate anything (other than his dedication to turning a chase into t-ball practice).

This boss is known as one of the hardest sections in the game, which makes it all the more enjoyable to know that of all the changes Treasure made to the game for its XBox Live Arcade port, this boss had the most significant change. That change is that its companions spin in the opposite direction than they did in the arcade, Dreamcast, and Gamecube versions. Nothing too complicated for the pros, but you almost have to relearn this section from scratch, creating all new digital nightmares for your scoreboard to be plagued with when the console is turned off.



I hope I haven't missed other chase sequences in Treasure games of past. I'm relying on memory for Mischief Makers and Gunstar Heroes (which had a close call with the underground mine level), so if anyone can think of others, do share!

[Update: It's been brought to my attention that this chase can be found in two additional newer games: Gradius V and Sin & Punishment 2, both of which were also made by Treasure. Awesome. However, I can't offer too much insight on these, despite being able to easily find them on YouTube. I have this thing where I like to play Treasure games firsthand before spoiling anything online. I haven't gotten that far in Gradius V and S&P2 hasn't been released in the states yet, so I'll just have to assume that both of these chases are nothing short of thrilling. Thanks Evil_Toaster!]

[cross-posted on Gamasutra]
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Thursday, June 4, 2009

Ikaruga: Practicing Faith

For those of us who've gotten "A"s and "S"s at the end of each chapter of Ikaruga, this one is for you. For those who don't quite understand how to get past that ridiculous symmetrical bullet-dodging section of Chapter 2, this one is for you. For those who haven't gotten into Ikaruga (shame on you and your friends for not getting you into it), this one is especially for you. There's a quality in this game and few others that we've taken for granted. I haven't come across too many games in my time where varying levels of challenge, skill sets, and excitement can all be experienced from the same game without even changing the difficulty or settings. For the sake of simplicity found in Chapter 3: Faith, I'll use the entire chapter as an example of what you may have already forgotten (or soon will be learning).

Chapter 3 contains the longest intro of any chapter, which accounts for it being the most difficult to chain perfectly (Chapter 2 coming in a very close second). There are several pinpoint shots that must be timed accordingly with your position on screen in order to not get crunched by the oncoming enemies... but I think I'm getting ahead of myself. The real joy and pleasure of this game - at least for me - comes from three very distinct moments in realization and accomplishments.

First is becoming aware of polarities and consciously switching to anticipate a future action, whether it be for dodging debris, to absorb bullet fire, or to drain an enemy's health faster. Regardless of your reasons for fine-tuning this ability into the hard-wirings of your brain, there's a moment where you step outside of your body, take a look at yourself, and see how much you've grown adept at switching polarities without having to be told why. You're a shining star in the world - if only for that one moment. This one really only applies to the earlier chapters, as this skill naturally carries over into later levels. The other two are on a chapter-to-chapter basis.

The second moment in memorable Ikaruga milestones is in the feeling of taking down a boss. That doesn't just mean you took down a boss. That means you also successfully understood the majority of what was going on throughout the entire chapter, which is something that does not come on the first try. Even Chapter 1 has its hardships towards the end when two lanes of little guys fall from the middle while two large pods do a ballet about the screen's perimeter, with helpless little you trying to survive the crisscrossing of enemy bullet fire streams. Then there's of course, you know, all of Chapter 4...

The third and most important moment you can possibly have in Treasure's (♥) masterpiece is chaining a level from start to finish. This arrives in varying degrees, from knowing of the chains that should be tackled and how, to actually doing a full chain without losing a life. I don't know about some of you (okay, none of you, so keep in touch), but I never really understood chaining even after being shown the art by a friend. It wasn't until I watched a couple superplays that it at least made sense on paper. It's not until you go in and do it yourself that it'll really click and you'll begin to appreciate the work that was put into this game.

Many other shmups out there have a chaining system of some sort. While they, too, have a strict script of actors that appear on screen, strategically placed for the sake of a specific methodology for chaining, it's never more apparent and satisfying than in Ikaruga. Perhaps it's the simplicity of your firing that allows you to know for sure what it was you just blew up and what's left on screen. Maybe it's your ability to count to three in your head rather than space out your shots hoping that your meter doesn't run low (my fist remains clenched for DoDonPachi).

So let's get back to Chapter 3. Right off the bat, you're presented with a whole screen of dancing foes and these guys that run down the side and turn when at your position in y-coordination notation. Eventually I learned to do some backtracking on the screen in order to fake them out, but the superplay spoke of a different method. Watch the clip below and pay attention to how the double sets of three spinning enemies open up a hole just wide enough for a bullet to get through and destroy all three of the inside ones in a single shot. Also pay attention to how the side guys are tricked into coming for your ship as you lure them in prematurely. Pause at 0:17 and continue reading. We'll take a look at other sections soon enough.



And that's just how you start the intro. The whole screen was cleared, not an enemy was spared, and the chain is unbroken. Gorgeous. Keep in mind that this player is quite flashy with his movements and switches polarity for the sake of collecting a few extra pieces of enemy debris, making his final score a few thousand points higher than the rest of the handful of shmup gods out there who also go for the small details in life. Let's move on.

Below you'll see a section that comes up halfway in the chapter wherein the walls close in, making your area for movement quite tight. As if that isn't enough, gates start closing in on you at staggered positions, requiring you to watch your spacing even further. A series of enemies are found within these tight spaces, not really posing a threat as long as you're constantly firing. Upon the first few playthroughs, they're nothing more than an afterthought. Eventually, once you learn the method for chaining them, the whole sequence is seen in a new light. The formations of their arrival is no mistake, as you must fire a rapid shot at one column, then the other, for shooting straight-on will immediately break the chain. A few spherical stragglers break up the rhythm (our player here releases his homing shot as it yields more points in the long run. That and it's a lot safer than going past the destination hole to single-shot those guys). As for the second set of enemy columns, they may appear similar, but this time they need to be rapidly shot down the middle, as they're now approaching in even-odd formation. Take a look below and then pause at 2:30.



It goes by so quickly, doesn't it? That's probably a good reason why people have such a hard time getting into shmups, but I'll save that thought for another week. In the meantime, let's focus on the next segment. A miniboss appears behind you, rendering your past strategy of hugging the back wall useless (and putting all of your practice in dodgeball down the gutter. Well, at least I hugged the back wall). This forces you up a little bit and closer to a series of closing gates that each have a spherical friend (i.e. foe) waiting in place. Of course we all had enough to worry about, what with the closing gates and big metal thing chasing on our tails, so we just held down the fire button and didn't even worry about those bystanders. Little did we know that we needed to single-shot them all, in order, to achieve a full chain. The genius design of this section is that if you shoot rapidly, your line of fire will skip ahead to an enemy above the closest one, breaking the chain. This requires you to utilize the ability to change rhythms on the fly, weave through gates, stay above the miniboss (which really isn't that daunting. The fear factor is what makes him worth mentioning), and single-shot those suckers right before you have a head-on collision and have to tell Guinness to come back another day to see you hit that world record. Watch below. Then pause at 2:42.



As if that strict set of movements wasn't enough, you also need to remember to move out of the way because that thing that was chasing you before suddenly feels the need to scoot ahead and take control of the situation. Yes, memorization is key in this game, though there's a point at which you stop thinking about what's coming and your mind simply knows. It's hard to explain, but your fingers eventually do all of the thinking, allowing your brain to focus on other things happening on screen. Seriously, I can't be the only one who has a spectator ask, "How did you know to dodge that?" and my only response is, "I'm not too sure... I just knew."

Continuing along, once the miniboss is kaput, a series of seemingly randomly-spawned enemies appear on the screen. And when you shoot one, it only multiplies into two, until the entire screen is filled with a chaotic nonsense of bouncing sphere guys. Well, at least it was random to us at first. There's a very definitive pattern here, and our player below exploits it for all it's worth. He doesn't finish killing them off as this section is just a filler until the boss (or rather, a bonus section as a reward for killing the miniboss earlier than expected. Afterall, the entire game is synced to the soundtrack). Go ahead and watch to the end. We'll discuss the boss battle in a hot second.



Yes, so... a phenomenal performance on the final boss of Chapter 3. Our player's strategy was to weaken the outer units each to the brink of blowing up, then summoning a homing laser that destroys the bulk of them simultaneously. The remainder of them is finished off amongst some mighty angry laser action coming from the core, which is strikingly similar to one of the bosses in Chapter 3 of Treasure's previous shmup, Radiant Silvergun. And speaking of bringing back battles, that miniboss hearkens of another battle from Silvergun wherein you were chasing / being chased by a miniboss. That same battle seemed to evolve yet again in Sin & Punishment. One can only hope these foes make their spiritual reappearance in Project RS3 (or Sin & Punishment 2).

As you've seen (and hopefully experienced), there are quite a few layers of play packed into Ikaruga's deceptively simple design. Strategies change quite a bit once you play on the different difficulties, though the harder it gets, the more you have to achieve. It's design like this that really keeps me entertained, excited, and glad to be a part of the shmup community. Indie developers are constantly finding fresh ways to keep an old genre alive, while a few larger-scale companies out there are still dedicated to providing high-quality adventures in the skies (and seas!) that we've come to love.

And for those of you wondering why I never mentioned the fourth Ikaruga milestone - achieving a one credit full-game completion - I'm still working on that one. I've only been able to get halfway through Chapter 5 on one credit, so some of you may agree that I have a long road ahead :]

[cross-posted on Gamasutra]
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Wednesday, February 25, 2009

Sin & Punishment: Reading between the dimensions

Deviating from my undying love of vertically-scrolling shmups (Tate mode forever ♥), I'd like to take a moment to observe a peculiar behavior of mine in Sin & Punishment. There's a section of Scene 2-1 (or as I like to think of it, the one after you take part in drowning Tokyo in a fiery sea of magma) wherein you have to defeat a miniboss that spews out an array of candy corn bullets. For whatever reason, I always find myself reorienting the camera, in my head, to be a top-down perspective, allowing me to dodge all bullets with ease. It seems way more difficult to view the bullets as is - a barrage of near-overlapping oranges that grow larger.

It makes me wonder, then, why Treasure (♥) decided to add this section of the game (to which I can't seem to find a similar one elsewhere). Level variety and their clever use of space aside, this seems apart from all of the other bullets-coming-at-you / creatures-crawling-towards-you stylings of seemingly everything else in the game. It could be that they originally tried out this bullet pattern and found that a closer camera made it too hard to see what's coming, or even the inverse - that their 3rd-quarter camera perspective allowed them to make more complicated patterns. And so they did.

The rhythmic pulsing of the bullet waves remind me heavily of a section in Chapter 2 of Ikaruga, shown here in a near-flawless run. The player must daftly maneuver through various symmetrical waves of bullets that need to be dealt with in one way or another. Although, in Ikaruga's case, the challenge here is in maneuvering through the unstoppable waves, while you were expected to obliterate the entire miniboss in S&P (to put things in very general terms, you dot-eating max-chainers out there).

Another way to think of this situation is to think of your character as a ship that has the added ability to "jump" (pun definitely intended) through different Z-depths, effectively dodging a particularly pesky array of life-stealing orange cones. True, this has been done before as far back as 1942 (the game, not the year) and Zaxxon (the video game, not the board game), but in this case you get to do it with a complicated control scheme.

Below, that very section of 2-1. I suppose this player wasn't thinking in the top-down fashion, hence the numerous errors. On the other hand, he seems to ace the subsequent sections, so I'm at a loss.


[cross-posted to Gamasutra]
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