Wednesday, October 15, 2014

What Mechanics Could Truly Be

The last game I played that was new to me was Aliens: Colonial Marines. I remember playing it. I can recall some cutscenes and story elements. Even many of the rooms and firefights come to my mind. I reloaded multiple dozens of times, and killed many enemies. I remember this. This is gameplay. These are the mechanics that made up the game. This separates games from other media.
So we are all aware that games are an amalgamation of mechanics and story. However, the two have issues being married. Mechanics are interactive. The repeat and players master them. It can be jarring to be pulled out of the interactive experience and thrown into a cutscene or narrative piece, switching the game to a passive experience. I may be coming as saying I dislike cutscenes. I enjoy story elements as much as the next guy, maybe even more. It’s because of this, that I want to see games go further. I want to see more.
Metal Gear Solid 5 - From Gamespot

Each media has its ups and downs. They have strengths. It has been an increasing trend in videogames to try and be movies. To get the cinematic feel. I feel this is the wrong direction to take. Because games have something different, something integral. They have interactive mechanics. Games can change, they can be breathing and living. A switch to passive experiences, with long winded cutscenes and actors may not be the best option for playing into the strength of gaming. Games like Minecraft can tell a story based on mechanics. Based on change. The world is crafted and created by the player, and reflects who the player is. Bioshock: Infinite, while amazing, cannot ever change. The same thing will happen every playthrough; the same hallways, the same twists.
I think we can step away from this. Games are getting bigger and pricier. If instead however, we make smaller games. Games with solid mechanics that show and reflect the player, we can start moving games towards their true potential. Imagine instead of an open world city, a house. One house with excruciating detail. In this house are two or three NPCs. Every action the player commits, affects the actions of the NPCs. They can form opinions and ideas on the player. The player would form their opinions of any NPC based on how they are treated, and would treat the NPC accordingly. It would simulate true relationships. As this idea evolved, so would its scale and depth. This has been tried on larger and simpler scales of course in games like inFamous or Fable. But I believe the scale was too large to have the impact really hit home. The narrative was lost on the player who was lost in the mechanics.
The mechanics have to be the narrative. The mechanics have to create the narrative. By starting smaller scale projects that give players direct control over the environment, and truly reflect every individual would truly set games apart. It can be done.Long winded cutscenes are not necessary, and they hold games back. Let games be truly interactive. Let’s see more effort to intertwine gameplay and narrative truly. Pull back and use a smaller scale. Perfect the technique. 

Thursday, October 9, 2014

Cool-onial Marines. 8/8 m8





Expectations are an easy-come-easy-go situation. When you look forward to something, it often times has to be better than your expectations. Aliens holds a lot of expectations. It has influenced gaming since gaming was new. So whenever a rumor of a new Alien game surfaces, expectations start expecting.

It’s almost unfair. Colonial Marines never really had a chance. I picked up my copy at the store for around 9 bucks. When I brought it to the register I said “I was waiting for it to drop below $10 so it would be worth the money.” The clerk's stale response was “It still isn't.”
I didn't play Colonial Marines right away. It sat in stack among other games waiting for me to get an Alien itch that needed scratching. he recent release of Isolation gave me that itch.
Colonial Marines started off with dull graphics, that cannot be denied. However, I was surprised by the environment design, and how true the game kept to the Alien feel. To the guns and ship design, the ambiance of the lighting, this game felt like Aliens. Sound was perfect as well, with jarhead marines spewing nonsense over an intercom. The guns gave off their iconic riffs of audio as well. Even through dull textures, this was Aliens.

Gameplay was bog standard. Expected controls for any shooter. Run of the mill doesn't mean bad. It controlled competently and everything functioned how it should. Enemies hide behind cover and try to flank you. The aren’t the brightest, but sometimes manage to elude bullets all the same. Nothing is too hard to kill. Most enemies will go down with a few bursts of fire. Aliens themselves die with a shotgun burst or two.

I think what I liked most about the game was the story. Sure it didn’t take too many risks, but the locations you visited all felt authentic. As the game progressed I never got tired of waiting to see where I’d be taken next. What enemies they threw at me. The progression from location to location based on story progress felt organic. The cast of characters were as thick-headed and throw-away as their counterparts in the film Aliens.

Aliens is not my favorite film in the franchise (I am an avid supporter of Alien 3.) Despite that fact I still enjoyed the game. It really captured the action/shooter vibe the film had going for it. Sure it had a glitch or two, but all-in-all the game performed adequately. The gameplay functioned properly, with nice controls and movement. The story plugged along, and even had me emotionally attached by the end. Graphics leave a bit to be desired, but the design of the game is top notch. I would recommend the game to any fan of the Alien franchise. I enjoyed it.

Wednesday, October 1, 2014