Friday, March 20, 2020

Horizon: Zero Dawn Game Analysis

Overview

Horizon: Zero Dawn is an open world action RPG game developed by Guerrilla Games and published in 2017.

Formal Elements

Players

Horizon: Zero Dawn is a single player game in which you take control of Aloy, an exile from a tribe of people called the Nora. They live a primitive existence, mostly hunting and farming. Soon, it becomes apparent that this place is Earth in the future, and some catastrophe has reduced humans to this level, while sentient, and sometimes aggressive, machines have replaced most of the large fauna. As you play, you will quickly discover that something has gone wrong with the machines in the last 15-20 years, and you will start a game-long quest to find out what happened and how to fix it.

Rules

Combat and Movement

Movement works similarly to many third-person games nowadays. You use the left analog stick on the controller to move around, and the right analog stick to rotate the camera and aim. You can run, jump, swim and dive through the environment; and after reaching a particular moment in the story, you gain the ability to take control of certain types of machines, some of which work as mounts to carry you across the huge map. Following the conventions of other adventure games, such as the God of War series, Uncharted series and others, there are numerous areas in the world for you to climb on. These enable to you scale vertical walls, cross over gaps, slide down zip lines, and rappel from huge heights.

Combat is a mixed bag. Your primary enemies fall into two broad groups: humans and machines. Humans are the least interesting to attack. You can enter melee combat and use a mixture of light and heavy attacks to kill them, but they will enter an invulnerable state if you just spam the light attack button. This state is communicated by a "ting" noise when your attack lands, but not by any change in their or your animation. Animations are somewhat varied, but melee combat does not provide much strategy besides using one or two light attacks followed by a roll or a heavy attack. Further, there is only one melee weapon in the whole game: a spear. Ranged combat gives the player much more options. Your earliest weapon will be a bow, but you will gain access to a sling to launch bombs, a high-power bow that takes time to fully draw, and several other weapons. Almost all ranged weapons can use a variety of different ammo types, from piercing arrows which do more damage, fire arrows, shock arrows, ice bombs, etc. Unfortunately, this variety does not really matter when dealing with humans. Fire attacks eat away at their health over time, while shock attacks put them in stunned state, and ice attacks increase their vulnerability to other attacks, but these reactions are the same for every human, so you can follow the same basic strategy all the time. Human enemies have access to similar weapons as you, with the exception of heavies, which will often use a gun or grenade launcher taken from a machine. As heavies do in all games, they can soak up more damage before dying, and they move much slower.

Luckily, you will spend a lot of time dealing with machines, which are much more interesting than humans. Although there are some packs of roaming human enemies, most of the environmental danger will be different kinds of machines. As detailed in a GDC talk, the developers tried to give each machine a unique personality, with special sounds, and distinct movements and attacks. Each machine has appropriately designed and placed devices and armoring on its body, and these points are all weak to different combinations of elements. For example, the stalker is a combat-class machine that resembles a cross between a leopard and a scorpion: although basically leopard-like, the tail has been elongated and is used in melee combat to whip you. The stalker specializes in stealth and ambushes: it has a cloaking device similar to the predator's, which produces a slight shimmering effect around its body. This makes it difficult to spot unless you know what to look for. It also places mines around its territory, which blow up when you stumble upon them. It's main weapon, however, is a dart gun that it will fire at you from a distance. This deals a large amount of damage, and can one-hit kill you at lower levels. Both the mine launcher and the dart gun are components that you can specifically target and destroy to remove them as threats. If you use an arrow that does high "tear" damage, for example the tear-blast arrow, you can remove the dart gun and prevent the stalker from sniping at you. You could also target the stealth generator to remove its cloaking ability and make it easier to spot. As another strategy, the body of the stalker is exceptionally weak to shock damage, so if you use shock bombs, shock traps, or shock trip wires you can put it in a stunned state and deal a critical melee attack while it is down.

Although you could discover these facts by trial and error, the developers produced a scene during Aloy's childhood where she stumbles on an ancient device called a "focus," which is a kind of wearable smart device that can be used for communication, analyzing the environment, and scanning machines to determine what kind of machine it is, what it is weak to, etc. When you encounter a machine or a group of machines, it often pays to use the focus to remind yourself which components to remove and in what way. The focus conveniently highlights the components for you, so they stand out from the body better.

Stealth

Stealth plays a large role in Horizon: Zero Dawn. Aloy may crouch when moving around in the world, which of course lowers her stance, reduces her visibility, and allows her to hide in specially colored grass as can be found in the Assassin's Creed franchise or the Middle Earth: Shadow series. Stealth is useful both when dealing with human and machine enemies. When clearing out an enemy camp, it helps to approach by stealth, tag enemies with your focus, and silently take them out one by one. Of course, this often fails miserably, forcing you to "go loud," but this can also be fun and thanks to the stealth mechanics, it is possible to rinse and repeat this if you prefer the quiet approach.

For machines, as mentioned before, it is best to scan them before you charge in and start thrusting with your spear or peppering them with arrows. A position of stealth is perfect for this, and if you have the override codes for any of the machines, you can override one of them from stealth either gaining a mount or a potential ally for Aloy in combat. As an interesting twist, some machines have a scanner which can locate you even in hiding. This scanner, of course, can be targeted and removed by using a weapon with an appropriate damage type.

Inventory

Inventory is differentiated into different categories, such as weapons, armor, potions, resources, etc. Although not visible on Aloy's character model, these categories apparently each has a different satchel, which can be upgraded using items you collect in the world. Inventory space in each satchel is initially quite limited, but if you have a few upgraded satchels, this will make it easier to move around the world. You cannot carry more than you are allowed, so you won't suffer from slow walking, rolling, or other issues you might experience in the Dark Souls series or the Elder Scrolls series. When you reach max capacity for a category, you could disassemble the item (provided that you have the skill unlocked), or you just drop an item to make room. Fortunately, many items stack, so if you have five watcher lenses, these will stack to only take up one inventory slot in your resource satchel instead of five.

In terms of equipable items, you can have four weapons equipped at the same time, no matter how many you carry. Armor functions as a complete set, so you cannot mix and match different boots, pants, jackets, gloves, etc. One small annoyance is that all your potential quick items are equipped all the time. So, if you have three different kinds of traps, and six potions, you will need to scroll through all of them to find the one you want. The up button on the d-pad is a hot button for using whatever medicinal herbs you've gathered. These fill a bar below your health bar, and the number of bars you get increases if you unlock certain skills.

Skills

Horizon: Zero Dawn has three built-in skill trees, with the expansion, The Frozen Wilds, adding a fourth. These trees focus on different aspects of gameplay: Prowler focuses on stealth, Brave improves and unlocks combat abilities, and Forager is a grab-bag of health improvements, resource gathering, and ease-of-use improvements. The Frozen Wilds adds Traveler, which focuses on passive abilities that improve resource-gathering/use and your mount.

As you unlock skills in each tree, skills lower down become available. Although initial skills cost only one skill point, the lower skills increase by tier to two, three, and three skill points each. Luckily, the game designers have been quite generous with skill points. Although you cannot quite unlock every skill in the game, you will be awarded a skill point for every level up, and also for completing particular quests.

Crafting

There are many items in the game that you will find useful to have. Although you do not have to eat to stay healthy, because the world map is so large you might want to fast travel between different locations. To do this, you need to purchase or craft Travel Rations. The same goes for all your ammo for your different weapons, potions, and traps. Although you can buy them from vendors, it is often easier to simply carry sufficient resources for your needs around, then craft them as needed.
The devs have included a handy "Create job" feature, which allows you to create a mini-quest or task based on the missing crafting ingredients for an item you want.

Procedures

Defeating a boss

Throughout the game, you will encounter several boss level enemies. These provide you with a challenge over and above the typical battle. Although the human bosses suffer from the same lack of variety as the other human enemies, they exacerbate them to some extent, as they have much more health than a typical human enemy.

The machine bosses, as in so many other areas, are where Horizon: Zero Dawn shines. You might have to take down a Thunderjaw, for example. Let me describe it briefly. It is the size and rough shape of a T-Rex, so it can charge and bite you, stomp you with its feet, or smack you with its tail. It has two disc or missile launchers on its back, and two machine guns mounted on either side of its jaw. If you remove both the machine guns, it has a beam weapon that rakes the ground in front of it. It also has a scanner to detect you in hiding. The disc launchers are weak to tear damage, and if you remove them you can pick them up and use them against the Thunderjaw. It also has two heavily armored ports on either side of its torso which access a "heart." If you can remove the armor, this heart is easily damaged. One of my early strategies was to remove the disc launchers, then use a ropecaster, which is a kind of weapon that fires a harpoon first into the machine, then into the ground. This can be used to immobilize a machine, but a Thunderjaw requires several ropes to do so. Once it was locked in place, I would try to remove the heart covering, and blast away at the heart. Later on I would use tear-blast arrows to remove the disc launchers, use freeze bombs to increase its sensitivity to damage, then hit it with its own disc launchers.
The machine boss battles force you to think on your feet, observe the machine carefully, watch for its tells, and be aware of what its weaknesses and strengths are so that you can best exploit them.

Leveling up

Each time you level up, your health will increase by 10 points, you will be awarded with a skill point. In the beginning, you could spread these points evenly over the initial tier of skills, as these all cost one point. However, the second tier of skills cost two points, requiring you to think about your investment.

Exploring an area

The world of Horizon: Zero Dawn is large, and varied. You will find grasslands, forests, mountainous tundras, deserts, and jungles. Everywhere you go, you will find different levels of verticality, from small hills, deep canyons, steep mountains, and dark caves. Although not as peppered with places to explore as The Witcher 3 or an Elder Scrolls game, there is still an impressive array of areas.
You will frequently be tasked with going to an area, and finding a particular person or item, or perhaps clearing that area of enemies. The world looks gorgeous and it is fun to move around it, both on foot and using a mount. And although the devs have been inspired by the climbing systems of Uncharted and God of War, the climbing is fast, fluid, and often offers enough interaction and alternative routes to keep you interested.

Crafting

Crafting can be accomplished by two methods. In the first, primarily used for ammo, you just hold the right trigger button, select the weapon and ammo type using the right analog stick, then hold a button to craft a certain amount of ammo. This can be done at anytime, even in the midst of combat. As long as you have the necessary materials, the item will be created.
The second method is to enter the inventory screen, and go to the appropriate tab there. You can also craft ammo here, this method is mostly used for potions, satchel upgrades, and for installing weapon and armor upgrades.

Talking to an NPC

In the beginning, I called Horizon: Zero Dawn an open world action RPG. Part of the RPG categorization comes from the fact that you are playing as a character that you can make act in different ways in dialogue. Your Aloy might be more sarcastic or more sensitive/empathetic than mine or vice versa. As far as I know, there are no consequences for these choices. If you are consistently gruff, for example, people do not react to you differently, you do not lose access to any content or quests, etc. These choices are there simply to give the player something to do in dialogue.

The other choice that you have in dialogue is over the level of detail and background. If you are really into listening to people without much personality or enthusiasm talking, you can listen to the NPCs go on about the different aspects of their religions, political configurations and histories, and the economic woes they are facing because of reasons. The devs have created a lot of optional dialogue for the player so inclined.

Copying gameplay from Batman: Arkham Assylum or The Witcher 3: Wild Hunt

Besides showing you the level, damagable components, etc for machines, your focus can also be used to enter "detective mode," similarly to the above games. This will be used to highlight the tracks of animals you wish to hunt, the patrol patterns of machines, the route taken by an NPC whose whereabouts you need to tease out, analyzing clues or items to find out more about what went down in an area, etc.

Resources

As is typical with large open world games, there is a plethora of different resources, both physical and intangible.
  • Health: Health increases as you level up by 10 points. When it drops to zero, you will die and come back at the closest save point. If your health is below 25%, it will regenerate up to 25% over time.
  • XP: XP is gathered by killing enemies, animals, and for completing quests.
  • Level: Until around level 50, it takes level * 1000 XP to level up. So, if you are on level 1, it will take 1000 XP to reach level two, 2000 XP to go from level two to level three, etc. Each level up gives you skill point to spend.
  • Skill Points: These are used to purchase skills. You earn them by leveling up and by completing quests.
  • Skills: As mentioned before, there are four skill trees, with the three main ones having 12 skills (3 skills which cost one skill point, 3 skills which cost two skill points, 6 skills which cost three points), while the fourth have 8 skills (2 skills which cost one point, 2 skills which cost two points, and 4 which cost three points).
  • Armor and Weapon Upgrades: You will find different "coils" (upgrades for weapons) or "weaves" (upgrades for armor) throughout the game. These might provide better handling, making it easier to move around with heavy weapon, or make it easier to draw, or they might provide extra damage in shock, fire, freezing, or corruption.
  • Satchel Upgrades: Although these are probably meant to function the same as the different pouches in the Far Cry series, they don't feel exactly the same. In the Far Cry series, there is a diverse range of different animals, and there is usually a special animal species of each genus which is difficult to find and will give you the max upgrade for one pouch or another. It can be quite challenging to find the territory for this animal, and even more difficult to successfully hunt it. In Horizon: Zero Dawn, satchel upgrade materials are usually a number of skins or bones from different animals, but the process is much more like farming, as certain items have different likelihoods of dropping. You might have to kill 10 or 20 or more rats in order to get that rat skin you needed for a particular upgrade. In any case, there is a story-motivation reason for there being so little diversity in the animal species in the game, so this is more forgivable.
  • Armor and Weapons: Armor provides different levels and kinds of protection for the player. Some might protect you better from melee, others from ranged attacks, and still others might provide better resistance from shock, fire, or freezing attacks.
  • Resources: Yes, in a list of resources, I have to include an item called resources. Which contains an item called resources, which contains....Sorry. Nobody likes recursive humor...Anyway, resources in Horizon: Zero Dawn are scraps of metal, wood, different herbs, and all the diverse machine parts you can pick up. Some are special items that are vendor trash: 3,000 year old coffee cups or watches, special metal flowers, action figures of animals. Others are extremely useful: metal scraps, for example, are both money and the heads of your arrows. Most shops function on a kind of combination between a barter economy and commodity trading: for each item you will need a certain number of metal scraps, but for many items you will also need specific combinations of other items. For example, to buy a certain weapon, you might need 400 scraps, the lens of a Thunderjaw, and two crystal braidings.
  • Potions and Traps: There are two main types of potions: there are three kinds of health potions (regular, full, and resistance), and several different general resistance potions (against fire, corruption, shock, etc). Similarly, there are different elemental traps.
  • Money/Metal Scraps: Metal scraps function as the game's money, but are also used in crafting different kinds of ammo, and in many different items.
  • Medicinal Herbs: Medicinal herbs are different from the other herbs in that they have a separate pouch, and can be used via a quick slot button at any point. Their main purpose is to provide a way for the player to replenish their health without having to make a health potion, which relies on different kinds of meat that can be hard to have a good supply of.

Conflicts

Leveling

Although is not possible to unlock every skill, but at the same time, you will probably end up with a very similar build of Aloy as everyone else. This is because the skills you unlock do not tie into the specific weapons, with the exception of the bow skills.

Stealth versus "Going loud"

It is possible to focus more on direct conflict or on taking out enemies quietly.

Boundaries

Grappling and Climbing

It is only possible to climb on "yellow" things, items which have been hand placed by devs to allow the player to traverse the levels.

Inventory

As mentioned before, the inventory for each category of equipment is limited, although it may be expanded. This forces you to sell items, disassemble items, or just to get rid of them altogether.

Outcomes

There is only one main outcome for the game: you find out what happened to cause the machine to become more aggressive and you solve the problem.

Dynamic Elements

There are many examples of dynamic friction in Horizon: Zero Dawn. I will mention four here. First, the leveling system works by way of dynamic friction. Every time you get a level up, it will take more XP to reach the next level. Second, the number of skill points needed in order to unlock each higher tier skill increases. Third, the amount and rarity of ingredients increases as you upgrade your satchels. Fourth, the enemy difficulty increases as you progress through the story.
A second dynamic element is the use of stopping mechanisms. There are again four that come immediately to mind. First, the spear override, which lets you take over machines, has a cooldown timer, preventing you from spamming it. Second, higher power weapons generally have significantly longer draw times, again preventing you from making too frequent use of them. Third, weapons like the Stormslinger, which shoots electrical bolts, has an "overheat" meter, which fills as you shoot and if maxed out will cause damage to you. Fourth, the limited inventory prevents you from carrying everything you could possibly need in near infinite amounts, forcing you to be more careful and strategic.
The third dynamic element is trade. There are dozens of vendors throughout the game, and it is possible to sell many farmable items to them in exchange for metal scraps, and also to use some of those items to buy new equipment.
The fourth dynamic element is worker placement. Your equipped weapons function somewhat like workers, allowing you to build up different elemental meters on your machine foes.
A fifth dynamic element is playstyle reinforcement. Depending on which skills you unlock, and which equipment you use, you might be better suited for stealth combat or for all out war.

Dramatic Elements

Characters and Story

Horizon: Zero Dawn features a large cast of characters. Most of these have little in the way of real personality or characterization. The main character is of course Aloy, the player. She starts as an outcast of the Nora tribe, raised by another outcast, Rost. It is not exactly clear why Aloy is an outcast at first, but she develops into a headstrong young woman. Most of her scripted dialogue makes her speak like a hyper-aggressive pubescent boy, and even her body language is distinctly masculine. As the story progresses, she learns more and more about the history of her people, the Nora, and the other tribes. Eventually, she begins to discover more about the ancient history of Earth and what happened to produce the world she lives in.

Aloy quickly becomes a member of the Nora through a ritual known as the "Proving." Through this she encounters more people both in her tribe and in other tribes. For example, she meets a man called Erend, who is from a tribe called the Oseram. His tribe was historically persecuted by another tribe called the Carja, but now the Carja have a new king, and Erend is a member of his army, and possibly something of an emissary. Later, Aloy will travel to the Carja lands and assist the people and the king there.

At one point, Aloy will receive assistance from someone else using a focus. With his help, she will discover that a corporation developed a range of autonomous machines which function by absorbing organic matter to repair themselves. In typical SF fashion, the corporation loses control of them, and the only option humans have left is to develop an AI that is deeply buried and sealed in the Earth. After the machines go into hibernation due to absorbing all organic matter, this AI will be responsible for cloning and raising humans and animals stored in DNA banks. You learn that Aloy is actually the clone of one of the scientists who designed the AI. One of this AI's subroutine's, called HADES, gets out of control and causes the AI to self-destruct. HADES has the goal of resurrecting the slumbering machines and returning Earth to a barren wasteland, and of course you must stop him. The AI had you created in the hope that you would grow up, gain access to the AI's data banks, and find a way to stop HADES.

The story of the expansion is similarly connected to this AI. A tribe in the far north worships one of the AI routines as a goddess, but "she" has been taken over by "HEPHAESTUS," another subroutine. You must battle some great machines and find a way to stop HEPHAESTUS from continuing his manufacture of deadly assault machines bent on killing humans.

Conclusion

Horizon: Zero Dawn succeeds on many different levels. It combines stealth, RPG-style leveling, and exploration elements that other franchises have popularized, and creates a fun, in-depth combat system (at least in regard to the machines). The story is original, but the acting and presentation sometimes lack emotion, and at other times are overly dramatic. The Frozen Wilds expansion fixes a lot of the story issues, at least in terms of acting and personality.
The world is beautiful, and well-designed, with distinct areas and truly interesting machines to dispatch.
Much like Darksiders, which combined Bayonetta-style combat with Zelda-inspired level design and items, Horizon: Zero Dawn combines pre-existing elements into a fun experience. To horribly mix metaphors, it is like what writer Neal Stephenson labels the Midwestern predilection for "recombinant food:" foods like rice krispy treats, which take already complete food items (rice krispy cereal and marshmallows), and re-purpose them into a new Franken-food. Horizon: Zero Dawn offers little that is truly original, but what it does offer is well-executed, and well-worth the time it takes to play.

Saturday, February 22, 2020

Sekiro: Shadows Die Twice Analysis

Overview

Sekiro: Shadows Die Twice is an action RPG developed by FROMSOFTWARE and Activision. It was released on March 22, 2019.

Formal Elements

Players

Sekiro is a strictly single player game, and unlike other recent games developed by FROMSOFTWARE, there is no multiplayer competitive or cooperative element, and players cannot leave messages for each other. As you play the game, you control an initially nameless shinobi. The prologue functions as an introduction to the basic gameplay and mechanics, as well as providing a background and motivation for the player.

Rules

Combat and Movement

Combat in Sekiro shares many similarities to other games produced by FROMSOFTWARE, but has several important distinctions. You control a shinobi armed with a sword, which you use to attack enemies. The animations are fast and fluid, and you can interrupt most by pressing a different action button. Although Dark Souls 3 and Bloodborne also featured quicker animations than were typical for FROMSOFTWARE, you were still locked into an animation once it was triggered. Unlike Dark Souls or Bloodborne, attacking, dodging, and jumping do not drain stamina. In Sekiro, there is no stamina bar. You can attack, dodge, or jump repeatedly as much as you want. Instead you deal with two bars: a health bar, and a posture bar. When you attack enemies, you reduce their health bar. If you can reduce it to zero, you can kill the enemy. The same holds true for the player: if your health bar is reduced to zero, you die. In practice, you will only sometimes reduce the enemy's health bar to zero. More commonly, you will attack, doing some damage and also increasing their posture bar. If they block, or if the player continues to attack, the posture bar will continue to increase. If you max out their posture bar, this puts the enemy in a stunned state, during which you can one-hit kill them, regardless of the status of their health bar. The same is also true for the player: when you take damage, you increase your posture bar, and if your blocks are poorly timed, you further increase your posture bar. If it maxes out, the enemy can one-hit kill you.

If you avoid taking damage or being attacked for several seconds, the posture bar will slowly drop. Holding block will increase the rate of drop, but your health level effects this rate: having high health makes posture reduce more quickly, while low health causes posture damage to linger. Running around slows the rate of posture recovery. This all flies in the face of what most players and fans of FROMSOFTWARE games have come to expect. I started playing Sekiro immediately after finishing my third playthrough of Bloodborne, and I felt like was being punished for having played Bloodborne. All my habits and instincts were wrong.

Besides the posture system, there is the blocking and deflecting system. Most enemy attacks can be blocked. This is achieved by simply holding the block button before an enemy attack. Deflecting is achieved by tapping the block button just before an enemy attack connects. Some enemy attacks cannot be blocked, for example, thrusts. These must be deflected or dodged. The precise timing of deflection is critical. You can hear a slight difference in the sound effect of the deflection based on your timing: perfect deflections have a sharp, ringing sound, while imperfect ones are duller and more wooden. In contrast to thrusts, sweeps cannot be deflected or blocked, but most be dodged or jumped over. Finally, grabs must be avoided entirely.

Lost? That's how most players will feel coming into the game. Instead of a relatively simple choice of block/parry/dodge/attack, where parrying is simply a high risk/high reward form of blocking, you must read the enemy's state and animations, and correctly figure out: Should I press the attack? Are they readying an attack that I can block? Will they thrust (forcing me to dodge or use a perfect deflection), or sweep (forcing me to dodge back or to jump over it)? Much of the tension of previous FROMSOFTWARE games is still here, and the density of the choices you must make in real-time is much the same, but they have increased the number of different response options you must choose from based on the enemy's tells. Compare this to walking into an unfamiliar grocery store and being forced to best match a BBQ sauce to a particular cut of meat or wine while someone is punishing you for any hesitation or dilly dallying.

Like all FROMSOFTWARE games, you eventually begin to read the opponents automatically. On my first playthrough, it took me about 5 hours spread over several days to beat Isshin Ashina the Sword-Saint, the final boss of the game for several endings. On my fourth playthough, I beat him on my first try and felt somewhat detached throughout the fight. I knew what to expect from him, and I had seen his attack patterns many times previously. I felt something like Neo must have at the end of the first Matrix movie, calmly countering Agent Smith's increasingly desperate attacks before finishing him off. Counter to the popular wisdom concerning game design, Sekiro is difficult to learn but easy to master.

Items and your shinobi prosthetic can play critical roles in combat. At the end of the prologue, you will lose your left arm in a duel. This is replaced with a prosthetic arm which can be equipped with enough different gadgets to make James Bond blush. Enemies with large wooden shields can be taken down by upgrading your prosthetic with an axe to destroy the shield, while other enemies who spew out fire or terror can be safely blocked by equipping different kinds of armored umbrellas, and still other armored enemies can be stripped of their armor using a spear upgrade. Many animal or beast enemies can be stunned by firecrackers, and others are weak against fire damage, which can be inflicted using a flame-cannon/thrower. Only three upgrades can be equipped at a time, but thanks to the ability to pause the game completely, you can easily swap these out even in the midst of combat. Similar to focus in Dark Souls 3 or bullet ammo in Bloodborne, the use of these powerful abilities is limited by an item called a "Spirit Emblem." These can be purchased at a save point, found in the environment, or received from enemies upon their death.

The typical health items which regenerate after spawning at a save point make their appearance in Sekiro. There are also rocks to stun enemies with, jars of oil to use with the flame-cannon, different sugars which increase your damage, buff your posture, or make you extra stealthy, and many others. You will need to experiment or check a wiki to see which you should carry for which enemies.

One last twist to combat is dying. In Sekiro, if you die you have a single chance to respawn immediately where you died. This can give you one more go at the enemy or boss without losing money or XP. If you die a second time, or if you decide to respawn at the last save point, you will lose half of your XP and money permanently, unless you receive "Unseen Aid," which occurs randomly but at a percentage determined by how often you have died previously. This "Unseen Aid" chance can be reset using in game items and following an optional side quest.

The basic movement system is roughly similar to previous games by FROMSOFTWARE. You can walk, run, and jump around the levels, but the biggest changes are in the freedom to explore the levels in different ways. There are many ledges that you can hang from or shimmy along, increasing the number of places that you can reach. Your shinobi prosthetic also has a grappling hook, which you can use to grapple from tree branches, building decorations, and even particular enemies. This opens up the levels immensely, making you feel like a real ninja rapidly traversing both horizontally and vertically. The target may be changed in midair, allowing you to chain from one point to another with grace and aplomb. While walking near steep ledges or along tree branches, the game developers have made it impossible to simply walk off the edge, which is one of the many instances of truly considerate design in the game. After all, how likely is it that a competent ninja would clumsily plummet off a ledge to their death?

Besides these forms of movement, Sekiro is the first FROMSOFTWARE game to feature swimming. Exploring several underwater segments is pretty fun. It does not match the feeling of Subnautica, but the swimming areas are well-laid out, and the camera and movement controls are competent and feel nice.

Stealth

Another change is to the stealth or aggro system. In previous games, you could sneak up on enemies, but after they knew about your existence, they never forgot until you got far enough away to cause them to reset their state. In Sekiro, you can sneak behind, above, or below enemies and execute them with a single deadly blow. As long as they are out of sight of other enemies and far enough away, you can chain these stealth kills together. Further, the placement of ledges, walls, and tall grass allows you hide from the enemy and execute further stealth kills, or to return to an undetected state if you managed to get seen by an enemy.

Inventory

Sekiro features a few changes from the standard inventory system in previous FROMSOFTWARE games. In previous games, you could carry 99 items of each type, including weapons, armor, health items, and throwable items. Sekiro removes all armor and weapon customization, and limits the number of items you can carry severely. For example, you can only carry three of any type of Buddhist sugar at a given time. If you pick up a fourth one, it will be sent to your remote storage. If you respawn or rest at a save point, any carried items that are at less than capacity will be stocked up from your storage. You can have up to five different quick items equipped at any time, but again, because of the ability to safely pause the game, you can use any item you want at any time, or switch your quick slot items easily.

The above limitations on numbers are partly to refocus the game away from the item management and stat matching in previous games, and partly to maintain the difficulty. Since the player can pause the game completely and thus switch out items and abilities without worrying about dying while doing so, the number of items you can carry must be correspondingly reduced in order to maintain challenge.

Skills

Skills and stats is another area where FROMSOFTWARE has departed from the past. Instead of having different stats such as strength, agility, endurance, intelligence, etc, there are five different skill trees. As you kill enemies, you receive experience points which you can see in the upper right corner of the screen. After a set amount is reached, those points are converted into a skill point. The amount of XP needed to reach the next level increases with each point earned in a way familiar to fans other RPGs. The skills themselves require different amounts of skill points, generally increasing as you progress farther from the root.

Only one combat skill and one ninjutsu skill may be equipped at a time, but most skills are in fact passive. For example, you will unlock the ability to run and slide. While running, if you press the crouch button it will trigger a short slide that let's you evade an enemy's detection, or to get back into cover quickly. Once unlocked, you do not need to equip or unequip this ability. An example of a combat skill would be the Ashina Cross. This is a quick attack skill which causes Sekiro to make two rapid cuts in the shape of a cross. This costs spirit emblems to perform. All combat skills are triggered by pressing the R1 and L1 buttons at the same time. An example of a ninjutsu skill is the Puppeteer Technique. This allows you make an allay of an enemy after committing a death blow on them. Like the Ashina Cross, it costs spirit emblems to perform.

Procedures

Defeating a boss

There are two main kinds of bosses: mini-bosses and main bosses. Main bosses are few and far between. There are very few bosses which you must kill in order to progress in the game. There are two primary benefits to killing any kind of boss in Sekiro. First, you can often receive a prayer bead, which after four are collected can be used to increase your health and posture. Second, you can unlock a new area which was not available before killing the boss. Main bosses have the additional benefit of granting you a battle memory, which can be used to increase your attack power.

The prayer beads and battle memories highlight one of the key differences between Sekiro and previous FROMSOFTWARE games. In previous FROMSOFTWARE games, you could grind certain areas in order to beat a boss. However, in Sekiro, while you can grind for XP, money, and items, XP is only used to grant skill points. Skill points can be used to purchase skills from any skill tree you've unlocked. These might give you a new attack, or increase the power of healing items, etc. BUT, they will not increase your health or posture bar, and they will not increase your attack power. Money and items can be used to upgrade your shinobi prosthetics, or to buy items and materials from merchants (some of which might allow the player to increase health and posture), but are not generally key to beat bosses. Furthermore, in previous FROMSOFTWARE games, there were companions that the player could summon if a certain boss was proving too much of a challenge. So, two major crutches that veteran players might have used to get through a boss have been removed. If you were hoping to increase your attack damage stat or your health for just a slight edge in the boss battle, you're SOL. In the parlance of many fans of the Souls-borne games, you have to "git gud." You will not be able to get a friend to help you, and you will not be able to grind XP and increase your health or damage. You'll need to learn the patterns of the boss and the best ways to counter them, and what kinds of damage they are weak to. THEN, you will be granted your battle memory or your prayer bead.

Leveling up

Leveling in Sekiro is quite different in feeling from most RPGs. You can increase your health only by collecting four prayer beads and offering these at a save point, and although you can find a few of these lying around, and you can purchase one, the vast majority of the 40 total prayer beads can only be earned by defeating bosses. By the same token, you can only increase your attack power by defeating main bosses, who will grant you a battle memory. Like the prayer beads, these must be offered at a save point in order to take effect. XP, as mentioned before, is earned by killing enemies, and is automatically converted to a skill point after the next plateau is reached. Like prayer beads and battle memories, skill points can only be spent at save points to unlock new skills.

Exploring an area

Exploration has been touched on lightly before, but like many FROMSOFTWARE games, there are many areas, events, quest lines, and even endings that are easy to miss. Although exploration feels better than ever before, the designers have drastically increased the number of different paths through an area. To fully explore an area will usually require a great deal of dedication, patience, and even multiple revisits, as it is likely that the player will not have all the required abilities to reach every part.

Resources

  • Health: Health works the same as in many games. You have a set amount, and it can be reduced by receiving damage from falls, poison, fire, terror, and regular attacks. Low health slows the regeneration of your posture bar. If it reaches zero, you enter a death state. The twist is that you have one chance to come back to life right where you died.
  • Posture: Posture determines your ability to block further attacks and avoid damage. If you block using poor timing, or if you forget to block, your posture bar will begin to build. If it maxes out, you will be put in a temporary vulnerable state.
  • Sen: Sen is the money in Sekiro. It is needed to purchase items and to upgrade shinobi prosthetics. Like XP, you will lose half of all sen that you carry when you die. If you store it in money bags, you can keep it.
  • XP: Keeping with Souls-Borne tradition, the player gathers XP by killing enemies. The main difference is that once a certain amount of XP is gathered, it is converted into a skill point. Until this happens, that XP is similar to the souls or blood echoes from previous games: upon death, the player will lose half of all XP, unless they receive "Unseen Aid." Any XP that has been converted into a skill point will be kept, no matter how many times you die. The amount of XP needed for each successive skill point increases according to similar curves to souls or blood echoes in previous games.
  • Skill Points: Skill points are used to purchase abilities from the different skill trees that Sekiro has. As you play the game, you will unlock more skill trees with different abilities.
  • Skills: Unlike other FROMSOFTWARE titles, skills in Sekiro are divided into several skill trees, which can be unlocked by progressing in the game, completing optional activities and dialog checks. Each skill has prerequisites and a skill point cost. Most skills are passive buffs, but some are combat or shinobi skills. The player may unlock as many of these as they like, but only one combat and one shinobi skill may be equipped at a time.
  • Shinobi Prosthetics: There are 10 shinobi prosthetics in Sekiro. Once you receive your prosthetic arm, you get one basic skill: you can grapple onto specific objects in the environment. For example, tree branches protruding from cliffs, and specifically shaped trees; and lastly certain decorative elements on the roofs of buildings. All the other prosthetics must be discovered by the player through exploring the environment or by purchasing them from vendors. Only three prosthetics may be equipped at a time, but they can be switched dynamically during gameplay. Every prosthetic has several different upgrades which either increase its effectiveness, or alter its effects in some key way.
  • Dragonrot: This increases as you die more and more. This makes NPCs in the world sick, and prevents the player from advancing their questline. It also lower's your chance of receiving "Unseen Aid."
  • Throwable Items: These include items like pottery shards and oil jars. They can be used in several different contexts, but are most useful to get the attention of enemies, or to set them up for a fire attack.
  • Consumable Items: These are items like different sugars which provide different attack buffs, or Divine Confetti, which allows the player increased damage to particular enemy types.
  • Sake: You will be given or will find several different varieties of sake throughout the game. These can be given to different NPCs as gifts to unlock different dialogue options. Usually, these will be nostalgic monologues about some past friend or event, which bears indirectly on the story of Sekiro.
  • Materials: The final set are materials which are used to craft shinobi prosthetics. These are things like Fulminated Mercury, Lapis Lazuli, or Scrap Iron. They can sometimes be randomly dropped from enemies, but others can only be found once in the environment or purchased from vendors in limited amounts.

Conflicts

Leveling

Although the strength of the conflict has been reduced, there is still a conflict in terms of what skill to choose. Most skills require more than one skill point to unlock, so deciding which one to unlock can feel like making a big investment.

Game Story Path

Fans of FROMSOFTWARE games will notice a requiring theme about immortality. In Dark Souls, the player and most of the NPCs and enemies are cursed to come back to life again and again. At the end of the game, you can choose to continue the age of fire, or end it, beginning the age of dark. The exact implications of each path are not exactly clear. Similarly, in Bloodborne, you are a beast hunter who is possibly trapped in some kind of dream or nightmare. When you die, you don't really die but can come back again and again, as do the enemies. At the end, you can choose to leave the dream, continue the dream, or perhaps to become some kind of in-human god-like being. Again, the implications are not exactly clear, but the in-game justification for why the player and the enemies respawn is clear and well-implemented.

In Sekiro, we also find a preoccupation with immortality and a clear message about it. In all FROMSOFTWARE games, immortality is regarded as a kind of curse or perversion of the natural order. Certain members of the Ashina clan want to make use of the Dragon Heritage or Divine Blood in order to create an immortal, unstoppable army. It makes sense that the two main story paths in Sekiro are the player either choosing to make use of this power, or agreeing with the Divine Heir that it is indeed a perversion and trying to destroy it.

Boundaries

Grappling

Not everything may be grappled to in Sekiro. Some enemies in particular animation states can be grappled to, if you have unlocked the skill which allows this. Particular branches can be grappled to. Roof decorations may also be grappled to.

Inventory

Your inventory is severely limited, as has been detailed before.

Prayer Beads

As mentioned before, there are only 40 total prayer beads, and once a prayer bead has been received, either from an area or from a boss or vendor, it will no longer be available there for any playthrough.

Outcomes

There are four different main endings, but there are several different states that NPCs can be in at the end.
  1. Shura: This ending effective short circuits the game. You decide to betray your lord, and "stay loyal" to your father. You end up actually killing your father, and becoming a demon of hatred.
  2. Regular: You decide to stay loyal to Lord Kuro, and you give him Divine Dragon Tears to cut his connection to the divine realm. He dies, but the Dragonrot curse is ended
  3. Happy?: You decide to stay loyal to Lord Kuro, and you give him Divine Dragon Tears and an Aromatic Flower to cut his connection to the divine realm. In order to free your lord of the curse and and allow him to live, you must take your own life.
  4. Happiest: You decide to stay loyal to Lord Kuro, and you give him Divine Dragon Tears and Frozen Tears to cut his connection to the divine realm. He dies in some sense, but his soul is carried by another, and Sekiro and this other person travel to the west in search of the origin of the Dragon's blood. This removes the curse of immortality from the mortal realm.

Dynamic Elements

There are several dynamic elements in Sekiro. First of all, there are the stopping mechanisms of resurrection and inventory. You may only resurrect once, unless you use a special item to refill this ability, or unless you can fill the second resurrection bar by getting death blows. Both these methods are limited by either the number of enemies in an area, or by the number of items you can carry. The inventory limitations prevents players from cheesing the game.

Secondly, there is the near ubiquitous use of dynamic friction for the acquisition of XP, as found in almost every RPG.

Third, work placement is found in the effects of equipping or swapping out abilities and ninja prosthetics.

Finally, the attrition pattern can be found in the gradual loss of XP and sen upon repeated death, and in the gradual build-up of Dragonrot. Under this paradigm, the first 4 deaths can take you from any random amount of XP to only 6.25% of the original amount. Each subsequent death takes away the same percent (50), but since the amount has become so small after 4, these deaths matter less and less.

Dramatic Elements

Although all FROMSOFTWARE games have featured a story, Sekiro is perhaps the first that takes place in a world that is easy to understand, and the developers have gone out of their way to make the main story beats comprehensible to the players. That is not to say that it will always be clear what to do, what the consequences of different choices are, or even what the conditions are for achieving different branches in the story. There is still some of the attitude of "players are like mushrooms so keep them in the dark and throw shit on them."

Characters

The main character is Sekiro, a boy found on a battle field by a master shinobi and trained in that profession. You are initially called Wolf. You lose your arm protecting your lord in the prologue, and are afterwards named Sekiro, which translates into something like "Lone Wolf" or "One ~~ Wolf," where ~~ could be arm, leg, ball, ear, or eye.

Your "father," a shinobi called Owl, plays a main role in the story. Although he raised Sekiro, he later fakes his own death and tries to kill Sekiro in order to get control of the "Divine Heir." You will have to decide whether to help him or stay loyal to the Divine Heir.

Lord Kuro, the Divine Heir, is the lord who Sekiro must protect and serve. His blood is somehow connected to the divine realm, which when given to a servant, creates a bond between them, and will cause the servant to resurrect whenever killed. Through one of the optional areas and missions, we discover that Kuro has given his blood to Sekiro 3 years before the start of the game. This explains why Sekiro can keep respawning again and again. However, it does not explain why enemies that you've killed have returned. He comes to view this immortality as a kind of curse, and asks Sekiro to help remove it from the world.

The sculptor was featured in the first reveal of Sekiro: Shadows Die Twice in 2018. Like Sekiro, he is lacking his left arm. As the game progresses, you will learn that his shinobi name was "Orangutan," and that Lord Isshin was forced to cut his arm off to prevent him from become a Shura, a kind of demon of hatred. The sculptor's shrine functions as an initial safe place, and the player can upgrade their shinobi prosthetics by speaking with the sculptor.

Lady Emma is a doctor who appears at the shrine. She is the daughter of another famous doctor, who appears to have some connection to the Divine Blood or the Dragonrot curse in the past. You will be able to upgrade your Gourd of Life, the main way of replenishing your health in the game, by giving her seeds you've found. Like prayer beads, there is a set number of seeds in the game, and once you've found one, it will be replaced by other items in later playthroughs. You can also eavesdrop on her at different times and places in order to pursue different quest lines or endings.

There are at least a dozen more NPCs in the game, but these are the ones you will probably interact with the most often. There are different merchants, but these have little personality. You can also sometimes interact with enemies, or eavesdrop on them to get more information, but these moments are rare.

Story

The story takes place in a fictionalized version of feudal Japan. The land of Ashina is under attack, and you must protect your charge, Lord Kuro, from his enemies. You lose your arm doing so, and the sculptor helps you and gives you a prosthetic arm. You spend much of the game trying to reach your lord. Once you do, you are faced with the same enemy who dismembered you in the prologue. From here, your lord tasks you with gathering components needed to reach the divine realm in order to cure the immortality curse. Once you have gathered the materials, you will have to fight your way back to the castle. There you must choose between helping your father and helping Kuro. If you choose to help your father, you will become a demon of hatred. If you choose to help Kuro, you must travel to the divine realm in order to get tears from the Divine Dragon. Once returning to the mortal realm again, you will have to fight your way back to the castle before defeating the final boss(es) of the game.

Along the way, you will explore dungeons, haunted forests, deep gorges where you must navigate ledges and branches, the obligatory poisonous ground level, and of course feudal Japanese castles and battlegrounds.

Conclusion

Sekiro: Shadows Die Twice is another masterpiece from FROMSOFTWARE. It captures that feeling of triumphing over impossible odds that has kept fans playing since 2009's Demon's Souls. At the same time, it successfully innovates in key areas. Gone is multiplayer, gone is messaging, and gone is the sword-and-board combo that got many people through Demon's Souls, Dark Souls, Dark Souls 2, and Dark Souls 3. You don't need to worry about character customization or armor/weapon/stat matching. In their place you have skill trees for the first time in a FROMSOFTWARE game, and you also have a dynamic movement system that makes you feel like a ninja. Gone is the grind of trying to get just one more boost to health or strength or what-have-you. Instead you have a system that forces you to observe your own reactions to enemies, and alter them appropriately until you emerge victorious.

Saturday, February 1, 2020

Red Dead Redemption 2...lacking in imagination

Hey all,

I've been playing Red Dead Redemption 2 for several weeks now, and while the graphics, physics, and hardware performance are utterly amazing, I'm left cold by mountains of bizarre design decisions.

To pick one that others have already touched upon: looting. In order to loot a body, you must HOLD...no hold it longer, idiot...the triangle button, then wait for the looting animation to finish...just a little longer... yeah, OK... no sorry it's not done yet. If this was some momentous occasion, the waiting and drama involved in this SIMPLE BANAL ACTION might seem appropriate, like the hubbub that Santa Monica Studios makes of Kratos patting his son on the back. However, that is not the case. You will loot hundreds, perhaps thousands of bodies in RDR2, and you will have to hold triangle, and wait for the animation for all of them. If you are looting a building, may God have mercy on your immortal soul. Going through a wardrobe involves holding that same triangle button FOR EVERY SINGLE DOOR/DRAWER in the wardrobe, and FOR EVERY SINGLE ITEM you will have to HOLD square...no, don't fucking tap it...this requires some consideration...I mean, if you didn't really mean to pick it up then you can still change your mind...AND WAIT FOR THE GODDAMN ANIMATION to finish.

Yes, I do understand that in the "real world" if I want to open a wardrobe and go through it, I will have to open every single fucking drawer in the fucking thing, and one by fucking one take out the items I want...I'd like to point out that RDR2 is not the real world, but a piece of entertainment software that emulates certain aspects of it. How entertaining is looting in RDR2? As this is a great way to support your gang, restock on bullets, and sometimes even necessary for story missions, why make it so boring? Why discourage players from doing it by making it take so much time? Why not streamline it? It is like coating a dildo with sandpaper: it just introduces friction where and when you least want it.

To pick another example, one which I haven't seen discussed, the way items attached to your horse react in a crash. Say you have a deer carcass tied to the back of your horse when you suddenly crash into a tree. This carcass will go flying and you will have to go find it, pick it up (by HOLDING THE FUCKING SQUARE BUTTON....WAITING FOR THE ANIMATION...), and put it back on your horse (by FUCKING HOLDING THE FUCKING SQUARE BUTTON....FUCKING WAITING FOR THE FUCKING ANIMATION...). Why? Your saddle didn't come off. Your guns and inventory items didn't go flying all over half of Creation...just the carcass. Now, if you had skinned the deer instead, you could have put the skin on the back of your horse (by FUCKING HOLDING THE MOTHERFUCKING SQUARE BUTTON....GODDAMN WAITING FOR THE SHIT FUCKING ANIMATION...), which now acts as if it is epoxy bonded. You could even have a stack of skins and they will not come off in a crash. Only carcasses and hogtied people act that way, and to make it more interesting, they can even be washed off if your horse gets into water that is too deep. Is it realistic? In a limited way, yes. Does it make for fun, interesting gameplay, with engaging choices? No. It means you waste more time holding buttons and waiting for animations to finish. It means you may lose carcasses and hostages in a crash or in death.

Just one more example: autosaves. If you decide to manually save your game, you might be asked whether you really want to overwrite the previous autosave. To do this, contrary to what you'd expect, you simply press X. However, when you load that save file and the game asks whether to autosave over it, now you must HOLD x. Why the difference? How exactly is making the first decision to overwrite an autosave different from the second one?

In Polygon's wonderful piece about the design choices of RDR2, they mention the seemingly complete lack of thought that went into the user experience. Your character moves stiffly, slowly, and is awkward to control in tight places. It is easy to accidentally shoot someone who you just wanted to talk to, because shooting and talking are literally controlled by the same button (it just depends on whether you have a weapon equipped or not). Or when you go fishing, baiting and putting the rod away are mapped to the same button, the difference being held or pressed.

 A little more than half way through the game, the leader of the gang, Dutch, makes this remark  "Real? How I detest that word. So lacking in imagination." How wonderful for a game that has gotten press coverage for simulating how a horse's testicles will retract in cold weather.

Wednesday, August 21, 2019

A Tale of an Idiot, Told by An Idiot

Shakespeare gives Macbeth a famous quote "It is a tale told by an idiot, full of sound and fury, signifying nothing." This month I'm really feeling that quote. When I left Japan almost two months ago, I was really hoping that I would not be coming back for any significant length of time. My hopes were not realized, alas, and here I am back in the same pattern of working on games in the morning that almost no one plays, then teaching English in the afternoon and early evening.

On top of that dreary outcome, there's my desktop. I had started to rebuild it before I left, but managed to smash several pins on the motherboard. Luckily, I got a refund and when I returned I bought the same type of motherboard and had the staff install the CPU. When I finished rebuilding it, I was still getting some really odd boot errors, so I did some searching and found an English-speaking PC service company that would send technicians to your house. After spending an hour, the tech was able to narrow it down to either a faulty motherboard, or incompatibility between the motherboard and the RAM. For this I paid $130.

Thinking to kill two birds with one stone, I took the PC apart in order to return the motherboard and buy a different brand of RAM. I somehow managed to smash more pins while I was trying to install the CPU slot cover (which is supposed to protect those pins). I hadn't purchased the month return policy this time, and the tech at the store tried to repair the pins as best he could (this cost about $50), but even with new memory, I couldn't get it up and running.

So.

I'm quitting making my own PC for all time. When I buy a desktop in the future, I'm going to leave it to professionals. I've wasted so much time and money on this, and I've started getting those sores in my mouth that I only get when I'm really stressed, that I just can't do this any more. I sold my last batch of PC parts yesterday, getting about 1/2 or 1/3 price for all of them, because that's how it goes. It's better than nothing.

My laptop works fine, and I can even play some games on it. The main thing is that I can continue my game development on the laptop. I'm continuing my job hunt as well, but more and more I'm thinking that I will remain as an independent/hobbyist. I'm 36 years old, and I'm very stubborn. I don't particularly like taking orders, or working on the types of games that most studios seem to be making: slot machine games for mobile, cheap movie franchise tie-ins, mobile games with depth, etc. Why would I want to spend my time working on a type of game that I wouldn't even play for free??? I'll keep going on my own, and fuck the rest.

Monday, July 22, 2019

Mid-Vacation Blog

Hey all,

So I'm here on what I'll call my "vacation," for lack of a better term. I can't elaborate more on it for now, but I'd like to outline a few things that have been going on.

  1. I've visited my family at their summer house, which was really fun and great. We went out on their boat, saw some fireworks, and most important for me, I got a chance to speak with my mom, sister, and step-dad face-to-face under relaxed circumstances. 
  2. I bought a new laptop. It seems to be working fine so far, and although it cost about the same as my desktop, it is actually portable, as laptops tend to be. It is also pretty good for development. I've got all my usual suite of dev software on it: Unity, Unreal, Visual Studio Community, Audacity, Blender, and GIMP. These all run really smoothly, and I haven't encountered any major issues.
  3. I've completed one game jam, and I'm currently working on another, themed around vikings.
  4. I've been going to a local rock climbing gym, and have met some nice people there. Before I left Japan, I injured my right thumb (a sprain or possibly hyper-extension), and that has hindered my climbing a bit. I think it might be a few weeks before it is really healed, so I'm trying to tape it, and not use my thumb in the meantime.
  5. I have done some sightseeing, both locally and in DC when I visited my other sister there.
  6. I've read a lot of books: the Hyperion Cantos, the first half of David Farland's Runelords series, part of Swink's Game Feel.
I've also been playing a little. The Epic Games Store released Torchlight, Overcooked, and Limbo for free, so I've been playing them a little as well. That's about all for now.

Tuesday, June 18, 2019

Vampyr Analysis

Vampyr Analysis

Vampyr Analysis

David Hunter

June 19, 2019

1 Overview

Vampyr is an action RPG developed by Dontnod and released by Focus Home in June, 2018.

2 Formal Elements

2.1 Players

Vampyr is a strictly single-player experience. You take control of Dr. Jonathan Reid, a medical doctor who specializes in blood and who has recently returned from the front of WWI. The camera is placed in the common over-the-shoulder position, and it follows Jonathan around during his time in London. As a newborn vampire, you must find out about your maker, and as a doctor you must try to treat the people of four districts of London at the height of the Spanish Flu outbreak.

2.2 Rules

2.2.1 Locations

Vampyr is secretly divided up into areas: some areas are marked as ”safe,” and you will never be attacked there, and indeed you cannot attack others or use your vampire powers in these areas. If you are under attack in a ”danger zone,” and cross the border into a ”safe” area, your enemies will immediately lose interest in you and begin going back to their original positions.

The ”danger zones” are a throwback to the checkpoints of Far Cry 2: you will often encounter the same or similar enemies when traveling between safe locations, despite having cleared them out many times before.

Certain rooms in buildings and even certain areas are blocked off for story purposes. The developers clearly did not want players to experience some content before reaching particular story beats, so those rooms and areas are locked or blocked with gates until you reach that point in the story.

Most rooms and areas, however, are available to explored from the beginning, and the player may find new weapons, ingredients for the crafting system, or story clues for the main story or for investigations.

As a vampire, you cannot swim, jump, fly, or climb. There is a scripted teleport ability, but this is limited to pre-decided points: if you approach one, you will see a teleport prompt show up, which you will need to use in order to reach that area.

2.2.2 Gear

The gear in Vampyr is limited to one-handed and two-handed weapons, plus off-hand weapons (such as knives, stakes, shotguns, and pistols). The player may also pick up many books, letters, photos, watches, rings, and other items, some of which might have significance for the story. Most of these can be sold, broken down into crafting parts, or used in crafting weapon upgrades, or medicines.

Only two main hand weapons can be equipped at one time, and the same holds for off-hand weapons. If a two-handed weapon is equipped, it will occupy both main-hand and off-hand slots.


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Figure 1:


2.2.3 NPC Interactions

There are 64 total citizens, 16 per district for each of the four districts. You will have the chance to discuss many different things with them, from one man’s love of food, to another woman’s belief that she is a vampire. By speaking to them, speaking to others in their social circles, finding objects related to them, and by secretly observing them at key moments, you can learn about them, and unlock more dialogue options. These may give you the chance to undertake an investigation for them,

2.2.4 Stats and Leveling

Like many RPGs, Vampyr has both active and passive skills. These are locked behind both XP requirements and level requirements: you must have enough XP and be of a high enough level to purchase a skill.


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Figure 2:



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Figure 3:



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Figure 4:


Active skills usually have a branch to them, allowing the player to focus particular aspects of an ability. For instance, the player may choose between receiving blood or stun from an opponent when using the Claws ability. Passive skills are just stat boosts: they increase either the raw amount or a percentage of a stat.

2.2.5 Quests and Investigations

Your main quest is always displayed, but you can also have a secondary investigation tracked in the HUD as well. Completing steps in both the main quest and any side investigations will give you XP that you can use to level up. These may also unlock new areas for exploration as you progress through story.

2.2.6 Combat

Combat plays out similar to melee combat in many games of recent years that have been influenced by the Souls series. One-handed and two-handed weapons both have a basic attack, while one-handed weapons can be used together with an off-hand weapon and two-handed weapons have a parry that can be used to counter an enemy attack. Both kinds of attacks drain stamina depending on the item used. If stamina drops to zero, you will be unable to attack or dodge until it recovers enough.

If you stun an enemy, either by sneaking up on them or by using an off-hand weapon, you will be able to bite them to replenish your blood.

Combat is a matter of timing and space, where you need to watch your opponent’s attack patterns, take advantage of lulls or recovery animations, and manage your health, stamina and blood levels in order to win through. Although it never reaches the heights of the Souls series, it is fun to engage in combat for most of the game, and the boss battles add enough variety to keep things from getting stale.

Certain damage types, such as fire or gas attacks, deal aggravated damage. This lowers your maximum health that you can naturally regenerate to. To remove the aggravated damage requires use of your bite-heal ability or a health serum.

2.3 Procedures

2.3.1 Talking to an NPC

You will spend a long time talking to NPCs in Vampyr. There are over 64 NPCs in the game, and most of them have extensive dialogue trees for you to explore, gathering information about them, their associates, the current situation in London, and also usually increasing the value of the NPC, should you decide to ”Embrace” them.


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Figure 5:


2.3.2 Searching an Area & Scavenging

Although not an overwhelmingly large world, the four districts of London provide a good amount of level to explore, with lots of surprising hidden nooks and crannies containing extra story elements.

Besides exploration for its own sack, there are many times when you will have to move through an area in search of a particular item. This could be laying around, or it could be in one of many container types, such a cans, boxes, or cabinets.

2.3.3 Selling Loot

There does not appear to be any limit for inventory items, but it may be advantageous to sometimes sell unwanted items to different vendors throughout London. Each seems to specialize in different types of items, from weapons and ammo, to medicine or general crafting parts. If you search areas very thoroughly, you will probably be able to find enough materials to upgrade your weapons without selling to much junk, but it can be useful to sell something to pick up a particular needed item.

2.3.4 Leveling Up

You may only level up by resting in a safe house. Resting also pushes the time forward one night. This updates the health of the citizens in the districts you’ve visited, and also resets the enemies in the danger zones.

It is further possible to reset all your invested XP for a small XP sacrifice, allowing you to respec your character.

2.3.5 Managing Health Conditions

Your stamina recharges quickly when not in use, and your health will also recharge toward the limit of the aggravated damage you’ve received. Using your vampire active abilities requires blood, which you can get from a serum, by biting enemies during combat, or from using weapons that have been upgraded to take blood from enemies on attack

2.4 Resources

2.4.1 Tangible Resources

  1. Money: Used to buy weapons, ammo, and crafting materials from vendors.
  2. Weapons: Used to attack enemies. Can also be sold for money, or upgraded using crafting materials.
  3. Ammo: Used in pistols and shotguns. It can be sold for money.
  4. Books, pages and collectibles: These provide story information, advance the main quest, and sometimes provide clues for side investigations.
  5. Crafting materials: These can be sold for money, or used to craft medicine or upgrade weapons.
  6. Junk: These can be sold for money or broken down into crafting parts

2.4.2 Intangible Resources

  1. Health: Determines how much damage you can take.
  2. Stamina: Recharges quickly once used, limits your attacks and dodges.
  3. Blood: Can be gained from enemies and serums. Used by vampire abilities.
  4. XP: Gained by killing enemies, completing story beats and investigations, and finding new information about citizens.
  5. Level: Increases your health by 10 points per level, and also unlocks certain abilities.

2.5 Conflicts

2.5.1 NPCs

The biggest conflict is with NPCs. As you learn more about them, you may be more or less inclined to Embrace them. Several Citizens have unpleasant personalities, or have committed numerous crimes and ill-treated others, while other citizens seem sympathetic, are trying to help others or improve their lot, and are sometimes the victims of others.

Embracing them will give you access to a larger pool of XP, but it also makes enemies more difficult, increasing their damage and health bars.

Besides the gameplay ramifications, embracing more citizens leads to a darker ending, and will reduce the stability of the district the citizen belongs to. If not monitored or managed, this could lead to everyone in a district suddenly dying, preventing you from embracing them, or performing an investigations which might grant you XP (also increase the XP you would receive if you decided to embrace that citizen).

In my first playthrough, a embraced several citizens who I deemed of low value or as having a negative impact on the district. This resulted in just the situation above: one district was totally wiped out, another suffered from recurring diseases that requires treatment each new night, and I was unpleasantly surprised by the negative ending.

2.5.2 Leveling

If you decide to embrace citizens willy-nilly, you will have access to a larger pool of XP, and so will be able to unlock more abilities and higher levels of those abilities.

If you are more selective, or decide to refrain from embracing citizens altogether, you will face the choice of what abilities to invest in.

For both of my playthroughs, I found that the benefits provided by the passive vampire abilities far outweighed investing in the active abilities, and the costs of each active ability upgrade are a further discouragement to doing so.

2.6 Boundaries

2.6.1 Map

Although large enough for the story, there are many areas that are blocked off and that you cannot explore.

2.6.2 Leveling

There is no hard limit for leveling, but each enemy only gives 5XP, and without embracing many citizens it is impossible to unlock all the abilities.

2.7 Outcomes

There are three main outcomes in terms of endings, but there are many different final circumstances under which you may finish the game. The endings depend on the number of citizens you have embraced, with zero giving you the ”happy” ending, and anything more than one giving you a sad/horrifying ending.

3 Dynamic Elements

3.1 Patterns

This section focuses on game patterns as discussed by Ernest Adams and Joris Dormans in Game Mechanics: Advanced Game Design.

3.1.1 Static Engine

This pattern can be seen in giving the player a set reward for each enemy killed and in finding money: enemies always give 5 XP and you always find 5 shillings lying around.

3.1.2 Playing Style Reinforcement

This is evident especially in terms of blood and stun. If you prefer to do a lot of damage with your weapons, you will not be able to receive much blood from them. Instead, you can change some of your vampire powers to give you blood, although this will often not offset the cost of using them. Or, you could use off-hand weapons or again upgraded vampire powers to reduce enemy’s stun upon use, and this would give you more chances to use bite in combat, and replenishing your blood thusly.

Other opportunities for reinforcement come from the types of vampire abilities you unlock. If you prefer a stealthy approach, you can use a shadow walk power that will let you sneak up on enemies in danger zones, or you can unlock several powers (such as blood spear or shadow mist) that allow you to attack from a distance.

3.1.3 Dynamic Friction

This shows up in the way that combat changes. Although officially combat is supposed to become easier the more citizens you embrace, it felt that enemies increased in level from night to night more than when I did not embrace anyone.


PIC

Figure 6:


4 Dramatic Elements

Vampyr features strong story elements.

4.1 Characters

The characters of Vampyr are well realized, both in terms of writing and in voice acting. Each character brings their back history and view point to the conversation, and often you cannot enter the interesting dialogue branches without doing some leg work, talking to others who are familiar with them, eavesdropping, or finding critical notes, diaries, other clues.

Each district also provides different speech patterns. Those in Pembroke tend to be higher class, as do those in the West End, while the Docks and Whitechapel tend to speak as foreigners, blue collar workers, etc.

4.2 Story

You are thrown into the situation of having just been bitten by a vampire earlier, and have awakened on a pile of corpses. You accidentally feed on your sister, who you don’t recognize at first due to your thirst. This sets off a chain of events leading to your appointment at Pembroke Hospital, where you work on the night shift. You are tasked with helping the hospital cope with the flu epidemic, and also with unraveling the mystery behind your maker.

This forces you to explore the different districts, and you encounter several other vampires, who are if not friendly, at least not overtly hostile. You eventually find out that the curse of being a vampire is somehow related to an ancient blood goddess, who will periodically attempt to manifest in the world. When she does, it leads to a bloodbath/disaster, and you are tasked with preventing her from rampaging around the world.

There is even a love story that ties in nicely with the main story, but I’ll leave that out for now.

5 Conclusion

Vampyr is an interesting RPG, but it suffers from trying to be all things to all people. While the combat is mostly fun, it can be frustrating and if you play multiple times or travel a lot, it can easily get repetitive. The dialogue and social systems are innovative, and might have been better served by more development time and a great focus on the social ramifications of being a vampire in a highly networked and dependent society.

Wednesday, March 6, 2019

Anatomy of a Game Jam

Recently, a former housemate and I competed in a game jam. In this blog, I'd like to go over our process for making it.

As a little background, we've known each other for the better part of six years, during which he has been working to become a writer/novelist, while I've been working to become a game programmer/designer.

Our game jam planning session took place at a bar in Tokyo, where we started discussing the theme: cycles. I have to give it to my writer friend, because he almost instantly hit upon the idea of reincarnation.

We began discussing what animals to use, as well as actions. For myself, I wanted to limit the amount of player movement or interaction with the environment. The time limit for the game was only 100 hours, and happened to overlap with my main working days, cutting out 28 hours, and I don't believe in sacrificing my sleep in order to work on something, so that takes about another 21 hours, which left 61 potential hours of work.

Anyone who knows of my love and obsession with Buckminster Fuller will know how happy I was when I realized we had ended up with four animals, each of which had three characteristic actions, each of which is shared with one other animal, allowing one to model it as a tetrahedron.


We began coming up with situations, and for balance reasons ended up with 14 situations which equally distributed the different actions.

The idea was that each time you played, you would start as a random animal with a random lifespan. You'd be presented with random situations many times in your life, and you would be presented with three choices. These choices would be unique to each situation, in the sense that each situation would have a unique combination of choices. Although there are actually 20 such possible combinations, we only used 14.

Each time you make a choice, this is saved and used to calculate the animal you will start as in the next life. Since each animal has three characteristic actions, the top three most frequent choices you made are used to pick the next animal. For example, if you chose rest, socialize, and mate most frequently, in the next life you will be a dog.

After each choice, you'll be presented with another randomly chosen situation, and will have to make another choice. This will repeat until you die, when you'll be reborn as another animal.

All that, if you can believe it, was worked out over drinks at a number of bars in the course of several hours. After that, my writer friend and I parted ways, he to do some writing and myself to do some programming.

I began with the ChoiceType class and Animal class. I knew I needed to store a few strings in each to begin with, and a list or array of ChoiceTypes in the Animal class. Eventually, I'd end up storing a few sprites in the Animal class, but the ChoiceType class has remained essentially unchanged.

Then, I started working on the Situation class. This is where a lot of the information is contained. Originally, this had a few strings and two matched lists of ChoiceTypes and strings. This was to hold a choice and the text for the consequence, but it was difficult to keep everything matched correctly, so I switched to using a dictionary. Now, because I was using Unity, I had a problem: Unity's default serialization does not cover dictionaries, so any information I entered would be lost if I closed the program. Fortunately, I found some nice code that allows you weasel around this issue with minimal fuss, so I was able to use a dictionary.

The Situation class holds a name, a description of the situation, a sprite, and a dictionary which uses ChoiceType as the key. For each choice, it stores a prompt, a sprite, and a consequence. The first and last are just strings describing what (will) happen(s).

The code for these classes is relatively minimal, but I also wrote some custom Inspector classes to allow me to enter the data more easily, and since I was using some custom classes, there would be no easy way to display some of the information. For example, the dictionary stores a custom class that has two strings for the prompt and consequence, plus a sprite showing the fallout of the choice. This is the "value" associated with each key in the dictionary. Although it is a serializable class, there is no  reason to expect Unity to be able to display such a class by default.

This took up about 5-6 hours spread between the first two days of the game jam. I also started relearning how to use Fungus, a huge library of scripts that is most commonly used by people who don't know how to code. It allows you to create a vast array of different and interesting situations and setups, provided you are willing to enter all your data into it, or barring that, to also use Lua, which I am not familiar with. Given the pressure of the time limit, and since I had already entered the data into the custom ScriptableObject classes I described above, I decided I would only make use of two prefabs provided with the library: the menu dialog, and the say dialog. By using these, I would be able to display the text for each situation and the consequence of a player's choice, and I'd be able to give the player well formatted choices to pick from.

The main game logic happens in class cleverly titled GameManager. This loads all the animals and situations from memory, and deals with picking a random animal at first, or one based on player choice if this is a replay. It also handles displaying the Menu Dialog and Say Dialogs, as well as player death, and showing the correct graphics.

The GameManager class was coded over the last day and a half of the game jam, but was not truly finished until after the deadline.

All told, I think there is in the neighbor of a thousand lines of code in the project. If you include all the Fungus stuff, it would balloon into 10,000s or 100,000s lines, but I didn't author any of that. My writer friend put in a solid 6,000 words of story and description, without which the project never would have seen the light of day.

We're thinking of possibly expanding it in the future, but I think we can both be proud of it as it stands.