At long last, our Disney/Marvel overlords have seen fit to deliver new campaign content to Marvel: Ultimate Alliance 3 in the form of the game's final planned update for the Expansion Pass. This time, instead of a series of challenges, we have an almost two hour long campaign that takes place after the events of the main story.
As always, my Marvelous Duo teammate Acharky joins me for one more adventure.
Showing posts with label DLC. Show all posts
Showing posts with label DLC. Show all posts
Sunday, April 5, 2020
Monday, December 8, 2014
The Texture Pop: Episode 18: Going Back to Persona Q
Happy late Thanksgiving from the Texture Pop! We recorded this on the Saturday after Black Friday, so we hope that you were in good spirits to the kickoff of the Holiday Season! We, as usual, were completely out of control.
0:00:00 Introduction
This intro referenced an earlier conversation we were having before the recording stuff.
And we mention Destiny again!
0:03:25 Viewer questions.
"What do you guys think about Sega?"
We jested on the cast, but in all sincerity, Sega has everything they need to be a successful company. However, they do not seem to have the saaviness to produce what audiences outside Japan want. Like many Japanese companies, it seems like they are unable to see too far outside of their national bubble. They've lost touch with the outside world, and they are paying for it. Especially with the release of the new Sonic and the not-release of Valkyria Chronicles 3 outside Japan.
This article talks a bit more about this, regarding Valkyria Chronicles 2.
0:17:20 News time, children.
Assassin's Creed: Unity's Season Pass is no longer on market.
And then we discussed Unity a little more. While this is the correct way to handle the problem, Ubisoft really should not have put themselves in this position. The microtransaction discussion made us bring up this piece I wrote about Dead Space 3.
Dark Souls 2 coming to next-gen consoles.
And Sam said all that needed to be said.
Nobody is getting review copies of The Crew
Which is never a good sign for a game. This is especially egregious after what happened regarding Assassin's Creed: Unity and its embargo.
Sony is offering $25 rebate to early PS Vita adopters.
Halo: Master Chief Collection is still broken.
0:45:20 Chris has been playing more Hyrule Warriors
They released new DLC, feeding Chris's habits. Yes, Nintendo is very much like a drug lord.
We pretty much just run down the DLC in this segment.
This leads into a conversation about DLC, pricing, and Season Pass.
0:58:40 Chris played Mario Kart.
And again, there's not much to add.
1:02:00 Chris and Garrett played Warframe.
And he get a Destiny reference in. Truly, we are the best Destiny podcast on the internet. It's a lot like Destiny, except not bad.
It's free to play, so if this conversation caught your interest, you should check it out.
1:10:00 Garrett has been playing League.
And eating hi-chews. Also, he has Twitch violate Sly Cooper's copyright.
We also tell Sam about various mythologies and how much he doesn't know about them. Most of those deities are Personas in the Persona series, so I know quite a bit about them.
1:18:00 Garrett has been doing Holiday shopping.
And we talk about credit cards and shopping and stuff.
1:21:00 Garrett watches an anime called "The Devil is a Part-Timer".
Anime. And anime McDonald's clones.
It did remind me of Invader Zim (and my previous job), but that's not worth talking about too much.
And, so course, Sam talks about anime.
1:28:00 Garrett read "The Girl with the Dragon Tattoo" some more.
I admit, the comparisons between the book and the movie versions are quite interesting, because it highlights the difference between what readers want and what viewers want.
1:31:50 I played the Binding of Issac: Rebirth
When playing on my Vita, I was always constantly trying to minimize screen glare from the sunlight, which really hindered my experience. Further, the screen made some details hard to see even in ideal situation. Just moving to the TV in my room solved a lot of my problems.
But even then, the PS4 controller is so much more suited to playing the game than either KB&M or the Vita. Really, I would say that's the ideal way to play. Either that, or with a controller on the PC. Do not use KB&M, it will hurt you physically.
As on the time of this release, it is no longer free on PS+.
When playing on my Vita, I was always constantly trying to minimize screen glare from the sunlight, which really hindered my experience. Further, the screen made some details hard to see even in ideal situation. Just moving to the TV in my room solved a lot of my problems.
But even then, the PS4 controller is so much more suited to playing the game than either KB&M or the Vita. Really, I would say that's the ideal way to play. Either that, or with a controller on the PC. Do not use KB&M, it will hurt you physically.
As on the time of this release, it is no longer free on PS+.
1:40:05 I played Persona Q: Shadow of the Labyrinth.
And you'll quickly see how we came up with this episode's title.
Also, I should not play games in the middle of the cast.
Going back to Persona Q:
If you like Persona 3 and/or Persona 4, this is a game that you need to play. Even if you dislike the Etrian Odyssey stuff, the rest of the package is so great that it is easily worth the asking price. You won't regret it. It feels a lot like an old-school JRPGs, for better or worse. However, someone like myself would be totally fine.
I actually made a mistake in this. I said that Zen/Rei get refunded for their SP they use for exploiting weaknesses. I was wrong, they actually have a skill that regenerates their SP as they walk around the map.
And you'll quickly see how we came up with this episode's title.
Also, I should not play games in the middle of the cast.
Going back to Persona Q:
If you like Persona 3 and/or Persona 4, this is a game that you need to play. Even if you dislike the Etrian Odyssey stuff, the rest of the package is so great that it is easily worth the asking price. You won't regret it. It feels a lot like an old-school JRPGs, for better or worse. However, someone like myself would be totally fine.
I actually made a mistake in this. I said that Zen/Rei get refunded for their SP they use for exploiting weaknesses. I was wrong, they actually have a skill that regenerates their SP as they walk around the map.
2:05:11 I talked about Black Friday.
(My opinion does not reflect those of my employer.)
For the record, I work retail. (Also, this was recorded on the Saturday after Black Friday.) I worked three shifts from the end of Thanksgiving to the end of the Saturday afterward. It was not great.
Black Friday is an interesting subject to think about, because really wants to do it. It's just the natural consequence of the fact that nobody wants to shop before Thanksgivings, but everyone wants to buy tons of stuff immediately afterward. Shamus Young wrote a really interesting piece on the matter.
2:12:20 Sam played Hatsune Miku... something or other.
You know how it is.
2:13:00 Sam played more Far Cry 4.
And this kinda speaks to the Ubisoft formula. They prefer, for better or worse, small iterations as opposed to large changes. Assassin's Creed, Far Cry, and even Watch_Dogs show how similar the Ubisoft open-worlds are.
If you liked Far Cry 3, you'll like Far Cry 4. If you didn't like Far Cry 3, you won't like Far Cry 4. It is as simple as that.
2:24:10 Sam played Assassin's Creed: Unity.
I am really glad that Sam got the chance to play Unity. The reason is that I have noticed that my viewpoint regarding video games is very critical. Sam is much more optimistic and positive in his viewpoints. As a result, I can play off him and we can talk much more about the positives of the game much more than I'd be able to talk about alone.
Because there is a lot of good to talk about. The character customization is great. The equipment and character development are great. And the assassinations are... amazing. I would almost recommend the game for the assassination missions alone.
So yeah, go optimism!
Sam's article about buying games on launch is here.
In response to Chris's question, if Unity would have been better after one extra year, I would say "No", with a caveat. While many technical issues would have likely been resolved in that year, I would posit that many of the fundamental issues I have with the game would still be present. This is because they mostly come down to design decisions, which I talked about here.
2:53:00 Wrapping Up
And we plan stuff regarding future shows on the air. Such professional!
(My opinion does not reflect those of my employer.)
For the record, I work retail. (Also, this was recorded on the Saturday after Black Friday.) I worked three shifts from the end of Thanksgiving to the end of the Saturday afterward. It was not great.
Black Friday is an interesting subject to think about, because really wants to do it. It's just the natural consequence of the fact that nobody wants to shop before Thanksgivings, but everyone wants to buy tons of stuff immediately afterward. Shamus Young wrote a really interesting piece on the matter.
2:12:20 Sam played Hatsune Miku... something or other.
You know how it is.
2:13:00 Sam played more Far Cry 4.
And this kinda speaks to the Ubisoft formula. They prefer, for better or worse, small iterations as opposed to large changes. Assassin's Creed, Far Cry, and even Watch_Dogs show how similar the Ubisoft open-worlds are.
If you liked Far Cry 3, you'll like Far Cry 4. If you didn't like Far Cry 3, you won't like Far Cry 4. It is as simple as that.
2:24:10 Sam played Assassin's Creed: Unity.
I am really glad that Sam got the chance to play Unity. The reason is that I have noticed that my viewpoint regarding video games is very critical. Sam is much more optimistic and positive in his viewpoints. As a result, I can play off him and we can talk much more about the positives of the game much more than I'd be able to talk about alone.
Because there is a lot of good to talk about. The character customization is great. The equipment and character development are great. And the assassinations are... amazing. I would almost recommend the game for the assassination missions alone.
So yeah, go optimism!
Sam's article about buying games on launch is here.
In response to Chris's question, if Unity would have been better after one extra year, I would say "No", with a caveat. While many technical issues would have likely been resolved in that year, I would posit that many of the fundamental issues I have with the game would still be present. This is because they mostly come down to design decisions, which I talked about here.
2:53:00 Wrapping Up
And we plan stuff regarding future shows on the air. Such professional!
Wednesday, April 25, 2012
#18: Character Analysis #1: Ulysses (Fallout: New Vegas: Lonesome Road)
Warning: Fallout: New Vegas and DLC spoilers
A
few weeks back, I discussed characterization in Fallout:
New Vegas.
I said that the “villain” faction (because the player will almost
always be directly opposed to it), Caesar's
Legion, was
one of the most poorly written groups out of the games factions.
Though I did not explicitly say it then, I lamented the fact that the
villain was so poorly written. In my opinion, the villain has to be
one of the most well-written characters in a game. Fortunately, it
seemed Obsidian preempted me and learned from its mistake. While I
was busy complaining about the Legion, they released the Lonesome
Road
DLC and introducing one of, in my opinion, the most interesting and
well-written characters in New
Vegas.
The villain of Lonesome
Road,
Ulysses,
will be the subject of my first (and hopefully not
the last) character analysis.
Before
I get into his character, I need to explain his history, and it is a
long and interesting one. Ulysses was originally a member of a tribe
called the Twisted
Hairs.
The Twisted Hairs were a tribe known for their dreadlocks that
symbolized every significant event in the lives of those who wore
them. This tribe was eventually conquered by Caesar's Legion and
conscripted into the Legion's military. In time, Ulysses began to
stand out amongst his peers and became one of Caesar's elite, while
the rest of his tribe slowly died out. He became a courier working
for Caesar and made a promise to him that he would not kill anyone of
the same profession. (I can only assume this is because either there
are a lot of Legion couriers or that Caesar thinks he can use the
couriers of an area after he takes over.) It was Ulysses who
discovered Hoover
Dam
and the New
California Republic,
symbols of Old World values from before the Great War, for the
Legion, sparking Caesar's obsession with the Dam and the war between
the two factions over it.
Soon
afterward, Ulysses was sent to explore NCR territory on the Legion's
behalf and report back to them. It was while exploring that he
discovered “The
Divide,”
a community shaped by Old
World
symbols and technology, which inspired him to wear
the Old World Flag
and carry an
eagle staff
as symbols. Ulysses saw the Divide as a place he could settle down, a
place he could rebuild and begin again. Then, the
Courier
(the player character) came to the divide with a package to deliver.
(Remember, this was before the events of the game.) The package
contained Old World technology that, once activated, detonated many
of the nuclear warheads and turned the Divide into yet another
nuclear wasteland. Ulysses would have died if it had not been for
more Old
World technology
springing to life to heal him. This event had two drastic effects on
him. First, he developed a
hatred for the Courier
because it was his delivery that caused the destruction of his home
for the second time. On the flip side, this event inspired him. It
showed that one small, seemingly insignificant action from a single
person could have a dramatic effect on the world at large.
After
returning to the Legion, he learned that Caesar lost in the First
Battle of Hoover Dam
to the NCR. He was sent to Utah
to arrange for tribals
to attack the settlement of New Canaan. (Caesar had personal
reasons
to ask for this.) He felt sorrow for manipulating the tribals in a
similar way to how his own tribe was manipulated way back when. This
was exacerbated by the fact that the tribals began to wear their hair
as he does. While they believed they were honoring him, Ulysses saw
that as nothing more than an empty mockery of his tribe's tradition
because they did not know the “history” behind it. This inspired
him to leave his duties as a Legionnaire and try to change the course
of history, believing that both the NCR and the Legion are both to
flawed and do not know the best way to positively impact humanity's
future.
He
traveled to an Old World installation, Big
Mountain,
by tracking the weather patterns, noting that storms like the ones he
was tracking are similar to the storms caused by the events of the
Divide. There, he made contact with two
members
of the Brotherhood
of Steel,
an organization devoted to preserving Old World technology, directing
one to the Sierra
Madre Casino
and having an intense philosophical debate with the other. Ulysses
was hoping that the Brotherhood would know how to best lead humanity
into the future, but eventually decided that they did not after
having this debate. He continued to explore Big MT and met with the
Think
Tank,
a group of scientists (well, tat least the brains of a group of
scientists) who experiment and innovate in the safety of the area.
Ulysses began to grow frustrated with the erratic nature of the Think
Tank and finally yelled at them, “Who are you, who do not know your
own history!?” At that moment, the Think Tank's collective memory
came back and they recalled the America of before the Great War: Not
just the nation, but the ideal. They told him about the last bastion
of the Old World. Deep down in the Divide, there was an old missile
silo still waiting for the launch command. Ulysses left Big MT
determined to change history as the Courier had in the Divide.
As
a last gesture to the Mojave before heading once more into the
Divide, Ulysses was about to accept a commission to deliver a
Platinum
Chip
to New Vegas. He was suspicious of the job, but felt that he could
handle it. Then, at the last minute, he saw the name of the first
person on the waiting list for the job. It was the Courier, who
Ulysses assumed dead after the events of the Divide. Out of respect
of his old promise to Caesar, and out of a desire for revenge,
Ulysses dropped the job, knowing that the Courier would be the one to
take it up, thus initiating the events of Fallout:
New Vegas.
All
of this history is central to understanding Ulysses as a character.
He has several interesting and realistic motives for what he does
during the events of the Lonesome
Road.
Firstly, he wants to do his best to improve humanity's future by
destroying the NCR, who he sees as unable to help humanity in the
long run. He does not bother with the Legion partly because he
believes that Caesar will eventually tire himself out and wear down
to the point where he might as be dead and partly because (and this
is speculation on my part) that he still sees the Legion forces as
family. With these two factions out of the way, the people of the
wasteland will be able to advance on the correct path, guided by the
values of the Old World.
This
leads to another one of his internal conflicts. On one level, he
despises Caesar for betraying his tribe, the Twisted Hairs, and
killing them off. On the other hand, he does partially sympathize
with Caesar and the Legion and thinks that while they cannot sustain
themselves and that they do not know how to last in the wasteland,
they still have noble goals. This is an interesting internal
conflict. He has seen the good that Caesar's Legion is capable of,
but has also experienced the worst of what the Legion can do. He has
also witnessed how the Legion operates and knows that the current
model is only sustainable so long as the Legion has an enemy to
fight. This provides a level
of depth and intrigue
to his character that is quite refreshing to see.
The
fate of the Twisted Hairs and of the Divide are what inspired another
key aspect to Ulysses's character: His obsession and attention to
detail with regards to history. After witnessing the destruction of
two settlements, the people, and the knowledge of them, Ulysses
understands the tragedy of lost history. This is what inspired him to
learn more about the Old World, the symbols and the events of the
past. He eventually took the name of a key general who defended his
home in war time, Ulysses
S. Grant.
His reverence for the Old World is a key-aspect of the character. It
is the reason he tried to settle at the Divide, the reason he
traveled to Big MT, and the reason he found his motivations and the
method to achieve his goals.
The
last conflict with his character is the one that is the most obvious,
his relationship with the player character. Because of his promise
with Caesar and his desire to honor it, Ulysses is forbidden from
attacking the Courier directly. This means that he needs to find
indirect ways to get revenge for what happened in the Divide. He
tried once by giving the player the Platinum Chip job that led to
him/her being shot twice in the head and left in a shallow grave at
the beginning of the game. By the time the player begins the Lonesome
Road,
he/she has most likely begun asserting his influence on New Vegas and
shaping it the way he/she desires. This provides further motivation
for Ulysses. He wants to not only shape the world his way, but to
prevent the Courier from leaving his/her mark on history. This
provides an interesting dynamic between the player and the primary
antagonist that is furthered by the conversations the player can have
with him throughout the Lonesome
Road.
However, just because Ulysses hates the Courier does not mean that he
will not lend his ear to him/her. This is perhaps the best part of
his character. Despite what has happened to him, despite his personal
feelings, despite the player acting contrary to his goals, Ulysses is
willing to listen and try to understand the player. The player, with
either a high enough Speech skill or knowledge divined through
Ulysses's personal recordings scattered throughout the Divide, can
even talk him down and convince Ulysses to join his side. This speak
volumes about Ulysses, more than his backstory or actions do, and
makes him more than just another enemy. It makes him a good
antagonist and character.
Ulysses
is an example of what writing in video games should be like. He has a
deep and involving backstory that ties into many of the events of
both New Vegas
and its DLC. His backstory gives him a unique personality that is
both believable and relate-able. This is what happens when a talented
writing staff makes takes it upon themselves to write detailed lore,
fascinating characters, and believable interactions for the player to
have with both of them. Game developers and writers should look to
Obsidian and take this lesson to heart when developing the world of
their games. This is arguable even more important for games because
players are active participants in the world and the story.
Wednesday, April 4, 2012
#15: DLC: How it is Being Handled and How it Should Be Handled
Downloadable Content(DLC) has become increasingly commonplace in the
modern gaming industry. Most of the biggest gaming releases utilize
it to some extent. Done well, DLC can bring new life to a game,
extending its shelf life and keeping players engaged for longer than
they normally would be. Done poorly, DLC can anger consumers and make
them feel ripped off. Today, I am going to analyze some of the
current trends of DLC and detail the pros and cons of each.
One type of DLC that has been brought to the spotlight recent is Day
1 DLC. As the name suggests, Day 1 DLC is content released for a game
either on the day it is released or extremely close to it. There are
several reasons why developers do this. For one, the time a developer
finishes a game is not the same time that it gets released. When a
game is finished, it “goes gold.” During this phase which lasts
for a month or two, the game is sent to all the major parties
involved (the game publisher, Sony if the game is a PS3 release,
Microsoft if the game is an Xbox 360 release, etc.) to be tested.
Before the advent of DLC, the developers would often begin production
of the next project or cash in on all the vacation days they no doubt
saved up. Nowadays, these developers are allowed to work on small DLC
projects. Often times these projects were started earlier and
intended to be part of the main game, but had to be scrapped for
various logistical reasons. The other main reason this type of DLC is
so prevalent is simply due to the consumer base. It has been shown
that DLC for a game sells less and less well the farther away it is
released from the game's initial release, so it makes sense to
release it early. While this sounds good in theory, this has the
potential for abuse. Companies can, and sometimes will, release
content that feels like it should have been a part of the main game.
Consumers can tell the difference between content that is a extra and
is not necessary in the grand scheme of things compared to content
that is ripped from the game and sold later as paid DLC. This
generates a lot of bad PR and negative publicity for a company. As I
have stated before, PR is very important. People will be more open to
giving companies money if they do not feel like they are continuously
being screwed over.
On the other hand, that is nothing compared on On-Disk DLC. Again as
the name suggests, On-Disc DLC is content that is already on the game
disc, but cannot be accessed normally. Instead, the developer
releases a code to unlock it later as “DLC”. I am going to be
completely honest here, I hate this form of DLC with a passion. There
is no reason for this kind of content except for corporate greed.
This is not so much of a business concern as much as it is a consumer
rights issue. The consumer bought the disc, which contains the game.
They own, and are entitled to, every piece of content on that disc.
At this point, the developer/publisher no longer has any legal say in
what they do with this content. (Within fair rights laws. As in, they
are allowed to let people borrow/rent that content, but they cannot
copy it. That would be piracy, which is a whole separate topic.)
On-Disc DLC is the antithesis to this because this allows developers
to wall off content that the consumer rightfully owns. Admittedly,
this becomes more hazy once digital distribution gets involved, but
the point is no less valid.
A
very good, and very recent, example of both these trends is the “From
Ashes” DLC in Mass
Effect 3.
For the unaware, “From Ashes” was accidentally leaked to the
world a few weeks before the release of Mass
Effect 3
via the Xbox Live Marketplace. The content is an extra mission and an
extra character for the cost of $10 and was going to be released the
same day the game would be. This was met with outcry because of the
nature of the character. It can be argued that this particular
character, a Prothean named Javik, is important to the lore of Mass
Effect,
considering that he was part of a race that wasa believed to be
extinct in game and was responsible for many of the major plot points
in the series. The outrage continued even moreso after it was
revealed that Javik and all of his voice clips were already in the
main game and a simple numbers tweak in the game code (PC only) would
allow players to use him. This was particularly egrigious after
statements from Project Lead Casey Hudson said that they would never
take something from the game and release it later as DLC. Bioware did
everything wrong with Javik. He was already on the disc, he was
released day one, and he was overpriced at $10 for one character.
This was a perfect storm that many Bioware fans saw as a betrayal.
Things only got worse later, but that is a whole different
conversation.
While
On-Disc and Day 1 DLC are definitely some of the worst current trends in
DLC, there are companies out there that do DLC in such an excellent
way that I just need to bring attention to them. The first example of
DLC done right is from Valve. Valve
released DLC for Portal
2 in
an extremely intelligent way. The first DLC they released for the
game came out only a few weeks after the game came out, but it was
not anything major. Valve released different types of hats that can
be used in the cooperative campaign to add uniqueness and personality
to the two robot characters. Furthermore, these hats were reasonably
price at around $0.50 per hat. (Final Fantasy XIII-2, I was looking
at you and your $3 costumes as I wrote that last sentence.) I can
support this kind of content because it is not vital to the game and
it is very reasonably priced. People who do not want it have no
reason to buy it (like me) but those who wanted it bought more than
enough to compensate for that. The other DLC released for Portal
2
was called “Peer Review.” This content was released well after
the game came out and added tons of new puzzles for the cooperative
campaign. It was sold for the low, low price of free. It was just to
add longevity to the game. This was amazing because companies very
rarely do this. It was basically an act of kindness to the consumer
base. I do not expect other companies to do things like this, but I
feel compelled to point out examples like this in an article about
DLC.
The
other kind of DLC I can support is the kind of DLC that Bethesda and
Obsidian released for the Elder Scrolls and Fallout games. After the
legendarily infamous disaster of the Horse Armor DLC (from The
Elder Scrolls IV: Oblivion)
Bethesda learned their lesson. One of the most well-received DLCs to
ever be released was The
Shivering Isles
from Oblivion. It had a hefty price of $25, but it was well worth it.
It added a completely new (and amazing) world to Oblivion that was
about one-forth of the size of the original game. It came complete
with new side-quests, an interesting main story, tons new spells for
mages (There was even a spell to revive dead bodies.), tons of new
ingredients for alchemists, tons of new equipment for everybody
(including one of my personal favorite weapons in the Elder Scrolls
series) and was overall a massive piece of critical and commercially
acclaimed content. Bethesda took the reception of The
Shivering Isles
to heart and made most of the DLC of all future games similarly. This
is most evident in the Fallout
3 DLCs.
There were five of them, each released at around $10, that all added
radically new and different locals to the base game. One of them
(Broken Steel) even extended the main story and raised the level cap
by 10 levels. Obsidian did something similar in Fallout:
New Vegas
and its DLC. One of them added tons of new weapons and weapon mods
that have a very noticeable impact on the game. The other DLCs each
had new worlds. The difference being that while each DLC had its own,
self-contained story (like the DLC from Fallout
3),
they all referenced characters and locals from other DLCs and tied
together in a way I do not think I have seen before. Again, with the
exception of the first one (which was cheaper), the other DLCs were
about $10. I have to stress why these DLCs were all good. They added
something new and refreshing to the game, they are fairly
well-priced, and most importantly, none of it was even close to
feeling necessary in order to make the most out of the game. It is
entirely possible to play through both of the recent Fallout games
without even thinking about DLC. It is all side-stuff that is
completely unrelated to any of the plots in the main game. There is
nothing wrong with adding new and interesting stuff later on. In my
opinion, that is the spirit of good DLC. It is supposed to breath new
life into games by adding new and interesting stuff.
DLC is a double-edged sword that has become an integral part of
modern gaming. Companies have demonstrated both the good and the bad
of adapting this new way of extending a game. It is the
responsibility of the consumer to keep the corporations honest by
seeing through the bad and rewarding those who get DLC right. If you
disagree with the way somebody is handling their DLC, then do not buy
it. You are only supporting them if you do. This is the essence of
capitalism. The consumer rewards companies who do things they like by
doing business with them.
Sunday, February 5, 2012
#5: Why Horror in RPGs Doesn't Work
Horror is a unique beast amongst entertainment genres like movies and especially games. Everything has to be perfected in order for it to succeed. The visuals have to be compelling while simultaneously disturbing the viewer. The audio has to be suitably creepy. Any slight disturbances in sound can throw the viewer out of the experience and remind him/her that he/she is safe in secure in their chosen venue. Without either of these properties, a horror movie cannot succeed. For horror games, there is an added element: the gameplay must convey the feeling of helplessness and danger while at the same time keep the player immersed in the experience. Two semi-recent RPGs attempted to add horror to their game in the form of downloadable content: Mass Effect 2 with Project Overlord and Fallout 3 with Point Lookout. These two experiences conveyed one thing to me: It is impossible for RPGs to be compelling horror games by their very nature.
Before explaining why, I feel compelled to explain the overall premises of the stories in these two pieces if downloadable content that I am referring to. Mass Effect 2 is a hard science space opera revolving around Commander Sheppard's struggle to save the galaxy. In the Project Overlord DLC, Sheppard lands on a planet where a rogue AI has taken over a base, after an experiment went horribly wrong, and threatens to expand even further. The commander then has to stop the AI before bad things happen. On the other hand, Fallout 3 takes place in the Capital Wasteland, a post-apocalyptic Washington, D.C. that exists two-hundred years after a global thermonuclear war between the United States and China. The player character has spent his formative years in an underground vault and, due to events out of his/her control, had to leave. Point Lookout takes the player character to Point Lookout, Maryland. The land is filled with radioactive swamps, mutated and inbred citizens out for blood, and loads of other spooks. Both DLCs seek to add horror elements to their respective games, but both fail for differing reasons.
The reasons that Project Overlord failed were the due to the player character and the setting of the DLC. As previously stated, the player takes control of Commander Sheppard, as he/she does throughout the main game. The problem with this is that Commander Sheppard, no matter what the player does or what paths the player chooses, is a badass who regularly murders thousands of evil, corrupt aliens or mercenaries on a semi-regular basis. This kind of character is extremely difficult to pull off horror with. A player will go through the DLC unafraid because he/she knows that Sheppard will be able to easily trounce whatever enemies that impede his/her progress. But even if the player was not playing as an awesome space marine, the setting also detracts from the feeling of horror. Throughout the DLC, the rogue AI takes control of computers and watches you as you proceed through the levels. He often yells at you through the screen with an unintelligible squeal. While this seems like it would be scary, I was never even remotely frightened by him. In fact, I grew irritated because the squeals were so much louder than any other sound in the game. All it made me do is turn down the volume so that I would stop hearing it over and over again. The minute that a big scary villain becomes annoying, scary ceases to be part of the equation.
Point Lookout has similar reasons as to why the horror did not work at all. To begin, odds are that the player will begin the DLC after they hit level 20 or so. This means that the player has accumulated tons of skill points and equipment at that point. Most enemies, at this level, will be felled quickly by a semi-competent player. By the time I played Point Lookout, I was equipped with indestructible power armor, a sword that is covered by gasoline and on fire, and several high-powered energy weapons. Even if the player came into the DLC with bad equipment, the enemies drop their own powerful weapons. The level-action rifle from the DLC might be one of the most powerful small guns in the game. It also takes cheap and plentiful 10mm ammo, so odds are the player will have thousands of rounds for the weapon. So if the player entered weak and under-leveled, they will be extremely strong by the end of it. Another way they break the horror is by making the world extremely open for exploration. The player is allowed to roam freely, giving them leave to retreat if they need to and look for items they can use. All of this ruins any feeling of powerless and inability the player might experience. Helplessness is the key to creating compelling horror. The games own systems are what prevent Point Lookout from being truly scary.
Horror requires a high degree of subtlety and skill to successfully pull it off. RPGs, by their very nature, undermine any kind of horror. The ability to develop and strengthen the player character gives the player a sense of safety, which is counter-intuitive to horror. To clarify, I would not recommend Project Overlord even as an enhancement to Mass Effect 2. While the plot behind it and the end choice are both interesting, the gameplay was sub-par and the DLC became extremely boring by the mid-point of it. On the other hand, while Point Lookout fails at being scary at all, yet it was still an excellent expansion of Fallout 3 and probably one of my favorites. It has an interesting plot, new and interesting equipment, and while the open-world does not make it scary, it is conducive to Fallout 3 gameplay and strengthens the experience. I would recommend it to any fans of the vanilla game.
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