Showing posts with label journey. Show all posts
Showing posts with label journey. Show all posts

Tuesday, March 19, 2013

I'm in love with my own ideas: Proteus

What?  Another Proteus post?  Geez, will this guy shut up about that game?  No.  I won't.  From reading the comments on the Steam message boards, Proteus appears to be a very divisive game.  People seem to love it, or hate it.  I'm glad that I love it.



Like other games I've loved - playing Proteus has given me ideas for a sequel or for a variation on the theme.  I think this is just the best thing a game can do for me.  I enjoy the experience of playing, and I come out of it with new ideas.  I tend to find I am sometimes very hard on the games that I love, but this is mostly because I am inspired by the gameplay and it sends my imagination running wild.  By explaining all of the ways in which a game can be 'better,'  I don't mean to denigrate the game itself.  For without the original game, I would never have felt this inspiration to begin with. And for all I know, my ideas could never be practically implemented.  But, given that I'm in love with my own ideas, I'm still going to share them with you.  

I'd love it if I could play Proteus co-op.  However, this would be a big change, as the game is first person, and you can't see yourself.  But if there were another player, you'd probably have to have a visual representation of said player.  This could be problematic, as the environment is so carefully crafted and balanced that a potentially erratic element of another player could mess up the vibe.  But maybe it wouldn't.  I'm going to proceed as though co-op play is an option.

I should mention that it seems pretty clear to me that the intention behind Proteus is to deliver a solitary experience, somewhat reminiscent of Transcendentalist writer Henry David Thoreau's: Walden.  However, these ideas aren't really for Proteus itself, which is fine just the way it is, but ideas for an imaginary sequel or alternate game, inspired by the gameplay and design for Proteus. Moving on- with multiplayer Proteus ideas...  

Based on the way that the game of Proteus chooses not to say anything directly- no dialogue, no score, no clear goals-- I would want to copy the "journey" style of online co-op play and have no direct chat, only different sorts of audio and visual signals you can relay to one another.  (jumping, spinning, rolling of the third type) Not to mention, in Journey, there is no co-dependence.  In that game, the other players are just there to work in tandem and keep each other company.  I believe this element would honor the gameplay of Proteus while expanding and changing it to include a second player. 

Or perhaps the players would be invisible to one another, and could only be seen by their effects on the island.  Causing frogs to jump, stones to hum, and the like.  This could help players to create a sense of mystery and randomness for one another by indirectly affecting the other's play.  

I suppose another expansion on the co-op idea would be the ability to lay out easter eggs for friends.  To create a custom island with player-designed easter eggs.  That would be a nice thing and fun, too.  Like a greeting card.  Examples of this element include The Anna Anthropy Occupy game - Keep Me Occupied, and Inside a Star Filled Sky -  both these games allow the player to plant flags.

One more thing I would like to see is expansion of the island area in general.  One of the most exciting parts of Proteus is when I realize that I've found something I didn't know was there.  However, by now I wonder if I've seen all there is to see.  It seems to me that I've discovered the outer limits of the game, so now I'm left with the inner limits, so to speak.  I'd like it if the outer limits seemed a bit larger, to preserve the mystery and sense of expansiveness.  If additional players were included, this may become a requirement.  

I suppose when introduced to a new and desirable gaming experience it is only natural that I should want more, more and more.  Most especially, I want to share Proteus with others, it doesn't even have to be my friends and loved ones, just anyone who will appreciate it.  I think that Ed Key and David Kanoga really achieved something great with this game.  So, despite these ideas for changing this game, I don't have any expectations that there will be a sequel.  However, I do expect to hear some 'inspired by' comments with regard to Proteus, and that suits me just fine.  

-D



Thursday, June 28, 2012

Noir, noir, noir, Full Review: LIMBO

This post is going to contain *spoilers*  I will try to keep the details to a minimum, but I will be talking about game flow from beginning to end.  Since this game is a strongly atmospheric game, I don't want to break your immersion when playing, which would spoil the game for you.  LIMBO was released by Playdead for Steam on Aug. 2nd, 2011.  





Let me tell you the story of when I was first introduced to LIMBO.  I was over at my friend Steve's house, with a bunch of friends.  Steve's a guy who makes it a priority to have the latest and coolest giant flatscreen tvs and playstation y's.  We were all playing Rock Band and drinking beer in the prime time hours, having a great time and generally being hooligans.  I'm sure we annoyed the ever-loving piss out of all of Steve's neighbors, as he was living in a small apartment complex.  No one really thought twice about it for some time into the night.

But at some point, as these things happen, some responsible adult took charge, and we were told it was time to take a break from Rock Band and to stop making so much noise.  Everybody crumpled into their seats and slowly started breathing regularly again, in a daze brought on by so much hard rocking, hard drinkin' good times.  For my own part, I was not ready to stop, and I didn't have a clue what to do next.

As we all settled down, there was maybe a little idle chatter, but mostly our energy had gotten low, perhaps we had rocked too hard and only now were realizing we were exhausted.  While this decompression was going on John quietly started up LIMBO.  

We all sat, transfixed, as he played for the next half hour or so.  We were completely absorbed by the games atmosphere.  And this was not the usual gaming crowd.  These were the sorts of hooligans that haven't owned a system since the NES, and didn't usually make it out en force for a video gaming session unless it was a game like Rock Band.  But no one said a word, the whole time John played.  We just watched the shadowy little guy walk around on screen, push down a rotted tree trunk, avoid bear traps and fight a giant spider.  It was awesome.  I was so awed by the game that I made a firm mental note that I would one day play this game, and i would play it through to the end.  

And I did.  Twice.  In just the last two weeks.  It took me a while, but I didn't forget.  I was just waiting for the right time.  And then LIMBO was a part of the Humble INdie Bundle V that Jac' did purchase for me earlier this year, not realizing that he was giving me more than just a great set of games, I was getting one particular game for which I had been salivating.

So, one day, while I was at home sick from work, I played through LIMBO.  It took me about 4.5 hours.  I had a great time.  I knew I wanted to play it again as soon as I was finished.  I just finished it for a second time, and I actually got the same feeling.  But this time I won't.  Until I have someone to show the game to.  

Because really, for me, this game comes down to atmosphere.  The hazy black and white scheme, the background and foreground merge together seamlessly, the animation is very solid, and the sounds are haunting. I always feel immersed in the game's world.  

My immersion is broken when I die, but I'm treated with a gruesome death animation and then the game starts up again, usually very near to the place of death, and   immersion returns.  Immersion is only heavily broken when I die over and over again, which did happen a few times.  In one sense it was more fun to play the second time when I already knew how to do the puzzles.

I realize now that John had definitely already played it when he showed us.  He cruised through the first portion of the game without dying more then a few times and without puzzling too long over any of the puzzles.  It was a great way to be introduced to the game, I recommend it to anyone.  

I think my one strongest point of critique for LIMBO is that, after a while, it just becomes an excuse to put puzzles in front of you.  The earlier parts of the game, I had a sense of discovery, like maybe I would learn something about this strange world that I occupy.  Or maybe there would be plot development. There's a giant spider, there's these strange dudes with blowguns.  What does it all mean?  Now I'm in a factory, now I'm on top of a roof, what's next?

Oh, more factory.  And more.  By the last third of the game, it's some sort of mish-mash of factory scene and swamp scene, and puzzle after puzzle after puzzle.  This is where the game gets to be like many other puzzle platformers, in that the setting just serves as a way to put more puzzles in front of you.  Buzzsaws anyone?  Reminds me of Super Meat Boy, a game that didn't take itself seriously at all.  In LIMBO, I just found the factory scenes boring.  

Apart from the setting not being as interesting in the latter half of the game, I think I was let down by the lack of other creatures.  Early in the game, there was a spider, and corpses hanging from ropes, and weird blowgun toting dudes and then, finally a giant fly.  But then, for the next half of the game, there's no one.  Did I kill off the entire population of LIMBO?  A giant spider, three random dudes and a giant fly?  Well, I guess we'll always have brain slugs (way cool, but a bit overused in the game).  

I loved playing LIMBO.  It's the kind of thing I would call a "gaming experience."  And I recommend it highly to everyone.  It's not perfect, by any means, but it's damned good.  

-D


*the game gets an extra point for replay value because the first 1/3 of the game or so is worth playing again and again and again.

P.S.  Oh, and before anyone says "Boring?  But it's LIMBO, dude, it's supposed to be boring" - that is so not true.  It was very entertaining, it became boring when it felt like just a bunch of puzzles, one after the other, and not a really cool world to explore and move through.  




Ideas.

This actually brings me to several ideas I have for a sequel.  One is that it would be cool if they did have a 'second play-through' mode.  Really beat the player over the head with the idea of LIMBO, meaning no escape, no real progress.  Plus, the game already has replay value, why not reward the player for it with variations on the second time through?  

One way to do this would be to have multiple paths through the game.  Or your standard 100% discovery mode, similar to the one from Super Metroid or Castlevania: Symphony of the Night.  This would promote the idea that if you truly want a good ending, a way out of Limbo, then you have to earn it.  There were times in the game when I felt the immersion was broken when I died too many times in a row on a tough puzzle. I thought the puzzles were cool, but the real strength of the game was in the atmosphere, which the challenge of solving the puzzle-- or, simply executing the solution-- sometimes broke.  Perhaps the game could have an easy route with easy puzzles or less of them.  Just a stroll through the spooky atmosphere with no real breaks in the immersion.  Just an idea.  

And/or the puzzles could be tied in with multiple paths.  There's an easy way out and a hard way out.  The hard way will lead you along a different path.  Something of a 'choose your own adventure' method, but being controlled by the difficulty of puzzles.  The game wouldn't require a difficulty setting, because the variance of difficulty modes would be built into the game.  

It might have been nice would be for extended deaths.  Like, after getting hit with a blowgun, the game could cut to me stuck in a box, unable to get out, like one of the corpses I encounter.  Like: that's just what these guys do, they stuff people into boxes.  Also - game over, you're dead. The game actually did something like this in an unavoidable way when you are captured by the spider and wrapped in a cocoon.  I guess I feel like the corpses helped to create an atmosphere of horror and when I finally encounter enemies that seem to have some agency, they don't really do anything interesting or clever.  I'm sorry, I criticize because I love.

And my final idea for a sequel to this game would be to just straight-ripoff the multi-player in Journey, by thatgamecompany.  In Journey, the multi-player mode was like so:  The game was connected to the internet, and a random player who happened to be playing in the same stage of the game as you would appear in your game.  You couldn't talk, but you could communicate through actions.  I loved this mechanic, and I think a game like LIMBO can be a good fit for it.  As you progress through the game, you encounter another player, stuck in this dark, dreary and frightening environment with you. Mostly, this would be a break in the heavy loneliness that would (hopefully) enhance the atmosphere when it is taken away. 

I really love this game, and I am so glad it gave me all these ideas of how to improve it.  This is what all the best gaming has always been for me- loving the game and being inspired for improvements. But, ultimately, I'll leave it to the LIMBO fellows to do what they do and do it well.  Here's hoping for a badass sequel.  Later!