Visit to Northern California – October 2009

Well, hello there! Been a long while since my last post so I’m taking advantage of the holiday break to go through some of the photos on my laptop, figured I would at least scratch the surface of the giant photo pile.

Review: Halo: ODST

51ICIAyG50L._SL500_AA280_ I enjoyed the SP component of Halo 3 and felt Bungie was going in a good direction and so I didn’t feel any trepidation in picking up ODST. This new installment in the Halo franchise is also a new direction for Bungie and from a production and design standpoint that transition is a frightening, unpredictable, but with potential to be very rewarding experience.

Liked

Stealth Gameplay: I’m a fan of stealth gameplay in general, when it works of course. The stealth gameplay in ODST worked fairly well, while not overly complicated the functionality worked in most cases. It was hard to tell sometimes when I was safely hidden in the shadows and when enemies could see me. I noticed the bottom section of my UI would change, a grayish strip would vanish and then reappear, wasn’t clear at all though if that had anything to do with stealth.

Story/Narrative: The story wasn’t mind blowing, but it worked, I also liked the concept of tracking down, discovering/playing through what happened to your downed squad mates.

Optional Comm Data (Narrative Pickups): I like when games include the optional narrative pickups that provide back story to your surrounds. There was only one story line you could discover, and while the VO was top notch and the dialog well written, something about the audio playback made it blend in to much with the normal surrounds, the first time I heard it I thought a cut scene was about to play or the people were stand behind me. I also wasn’t able to find all the comm data given they can be hard to find in certain sections. The only way to find them was using your VISR and the color coding used doesn’t allow them to stand out enough.

Two Disks: I applaud Bungie’s decision to have two disks for Halo: ODST, the SP campaign disk and the Multiplayer disk. I feel it’s a good decision from a design standpoint if it means a stronger component on each disk. Sacrificing content just so the game fits on one disk is painful. So while it might not always be a justifiable solution, it should at least be seriously entertained.

Firefight: So far I’ve only been able to play Firefight by my lonesome but I enjoyed the experience. It is boring solo, but with three other mates it would be a blast. I liked the inclusion of the random “Skull Mods”, like enemies throwing more grenades. In basic functionality it feels like Horde mode in Gears of War, which isn’t a bad thing. Bungie’s own spin, aside from the “Skull Mods” is that players must make it through five rounds and each round consists of five waves of random enemies.

What I didn’t like about Firefight is the lack of online matchmaking, I think this really hurt the potential of Firefight. Hopefully this gets rectified for Halo: Reach

Vehicle Combat: Vehicle combat in Halo games is always enjoyable. I’ve even started to like the vehicle physics used for the Warthog…barely. So it was fun to romp around with your little A.I. buddy shooting, blowing stuff up, and making Covenant road pancakes along the way.

Didn’t Like

Getting Sniped: On several occasions I would get sniped from a great distance by a grouping of pixels. I know this is to promote using cover but the sniping archetype could do with a group awareness, so if there are multiple snipers that have you in their line of site they don’t all shoot you at the same time over and over again.

Animations: The animations were rough, almost seemed like animatic animations were just left in to save time.

No Duel Wielding: Not 100% sure why the decision was made to exclude a positive feature from Halo 3 from ODST.

Sound FX/Music: I’ve always been disappointed with the majority of the sound effects in ALL Halo games, and ODST is no different. At times dialog would get lost due to sound effects or music getting in the way, not being lowered dynamically to allow critical sounds to be heard. The musical score doesn’t always feet with the situation you’re in and can harm the immersion factor, this is compounded by the frustrating fact there’s never been a way to turn off the music.

On the Fence

VISR: I liked the VISR concept but felt it was underutilized, especially since it was mostly useless during the day time missions given the exploding sun effect if you looked at day light. I also felt better color differentiation could have been used to allow the various interactive elements to stand out better. An example, it was easy for me to miss communication data on occasion because the bold yellow lines would get lost behind non-bold yellow lines.

Open World: While I liked the open world gameplay, at the same time there was no incentive to explore other than to avoid combat, which of course then removes elements of gameplay, and find communication data, which was difficult to find at times and I wasn’t compelled to look. There are ’secret stashes’ if you can track down the bonus communication data in various sections, which helps a little, but not enough.

Multiplayer Disk: I get the feeling that I paid extra for Halo: ODST because of the inclusion of a fully packed multiplayer disk, which in some ways is appreciated, since I’m not a huge fan of Halo multiplayer and I haven’t bothered buying all the DLC and now I have it. This doesn’t change the fact I’m still not a huge fan of Halo multiplayer and probably won’t get the % of money worth from the disk I paid for.

End of the Day

At the end of the day I liked what I had experienced after completing the Halo: ODST single player campaign. I commend Bungie for taking Halo in a new direction and I think now that a new foundation has been laid they can build upon it for the next game. Unfortunately I did feel that Halo: ODST wasn’t worth a $60 price tag and this put some unneeded pressure and expectations on it. This isn’t going to hurt sales of course, at least not that I’m guessing, but given the content of SP, a price of $40 or $50 felt like a better deal.

If you’re not a die hard Halo fan you might want to wait for a price drop before picking up Halo: ODST.

Batman: Arkham Asylum Collectors Edition Photos

Took some un-boxing photos of my collectors edition of Batman: Arkam Asylum. Good stuff.

The Guild – Do You Wanna Date My Avatar

Music video by Jed Whedon featuring the cast of The Guild. Great video and catchy tune. It’s even funnier if you’ve played MMOs before.

If you liked the tune you can support The Guild by purchasing the MP3 off either Amazon or iTunes for 99 cents.


Related Links:

The Guild

New QuakeCon trailer for id’s new IP, Rage

The game seems to be shaping up nicely, as far as from what one can garner from videos. I’m certainly looking forward to Rage, though I can’t help but think about GearBox’s Badlands as well after watching it I don’t see that as being a bad thing though as both games offer gameplay and environments I enjoy.

Related Links:

id Software
Rage Teaser Site

Thoughts: Batman: Arkham Asylum Demo (360)

This quote sums up a feeling I had perfectly:

…that was the constant feeling I was getting in the demo; I think I should be able to do X, yay I can do X.

batman-arkham-asylum-boxartThe combat system felt really nice, it was intuitive and felt like it knew what I wanted to do next. I found the communicative methods used to tell me to counter or that where an enemy was felt good and non invasive. I was impressed with the number of melee moves, punching, kicking, flipping, re-focusing on a new opponent, etc. that are all woven into the combat system, not to mention the fluidity of the animations.

The Detective mode is really nice (see the skeletons through walls, etc.) It also highlights points of interest, optional and critical. It allowed me to gain the upper hand on unsuspecting thugs. Sleeper hold ftw!

The A.I. behavior I’ve witnessed has been pretty slick and really helps with immersing you in the game. Their movements, animations, combat, reactions to your actions, etc.They also make comments about what’s going on in the world, what’s happening, what you’re doing. Both friendly and enemy units alike.

The graphics are also fantastic, they really nailed the look and feel.

Top it all off with a healthy assortment of collectibles and unlocks, like Riddler trophies hidden away in vents, or talking to friendly characters or interrogating thugs also yields information or unlocks stuff. The character Bios are welcomed, given I was unaware of the tragedy that befell Batgirl.

The only annoying thing I came across was the auto-lock on the grapple does, one LB click and I would go sailing into the air onto a gargoyle I didn’t want to ascend to. I just have to pay attention to where the lock-on icon is before reacting.

Rocksteady’s three areas of design focus for the game are Investigation, Free Flow Combat, and Predatory Combat (stealth), the essence of Batman broken down into three systems, and from the demo I got a taste of all three and they’ve so far done a hell of a job. I felt like I was the Dark Knight.

Really looking forward to this one. Will be interesting to see how the entire game holds up, though I have a feeling it should do Ok. :)

Update: Played through the demo again, I think it’s timed as it stopped at a different spot, but I experienced some new things I didn’t the first time, the demo being replayable has to be a good sign. This time around I was able to do that upside down-pull thug up-and leave him dangling. Three thugs ran over and commented on the guy hanging, even the guy hanging begged them to cut him down.

The little nuances go so far in helping any games atmosphere and this one has many. I took out three guys in the last room and Joker got on the load speaker and commented, something to the extent of, “Three down! Come on boys, you’re getting a little short on men.”

TED Talk: Elizabeth Gilbert on nurturing creativity

Saw this posted over at PvPOnline.com. A wonderful and inspiring TED talk by Elizabeth Gilbert, author of “Eat, Pray, Love”, on nurturing creativity. Emphasis on keeping a positive outlook rather then languishing in self hatred when the creative magic isn’t consistent. If creativity is part of your job description, like it is for me, then I highly recommend you give it a watch.

Relevant Links:

Elizabeth Gilbert
TED

Level Design: Left 4 Dead – Complex (Update 2)

Wanted to post another update showing some more recent screenshots from the Left 4 Dead level I’m making, Complex.

Level Design: Complex (Left 4 Dead)

I had Tweeted a while back that I would start posting pix of the Left 4 Dead level I’ve been building called, “Complex”. It’s loosely based off my apartment complex here in Berlin, Germany. The map is being built as a test bed for learning the tools so it wont be very big. So far the biggest problem I’ve had to figure out are the ins and outs of the NAV Mesh. I just figured out a perplexing issue today which revolved around the NAV Meshes’ auto-generate feature not fully covering stairs. A quick fix provided by the “nav_splice” command and all is well.

I’m still in the Grey Boxing phase (Orange in this case) so just toying about with dimensions and the overall level flow right now. Though, given the absurd amount of final assets available in the asset browser I’ll occasionally stick an asset in if trying to get an idea for an area or experimenting with various entity types, breakable walls for instance.

So yeah, will post more as the level progresses for now here are a few obscure screen grabs from the editor.

Complex_01Complex_02Complex_03

Valve’s wonderful Left 4 Dead Authoring Tools Tutorials [ Link ]

3 Public Service Announcements…from the future!

Saw this over on Laughing Squid. Heed the P.S.A.s kids, they could save your life!