Showing posts with label technical issues. Show all posts
Showing posts with label technical issues. Show all posts

Wednesday, September 25, 2013

#65: Prince of Persia: The Sands of Retrospective: The Blunder Within

Last week, I began a series of retrospectives on the Prince of Persia: Sands of Time trilogy. Starting with the original Sands of Time, I mostly praised the game for the many, many things it did correctly, including its gameplay, narrative, and setting. However, despite the great reception of the game, all good things must one day come to an end. Of course, I am referring to the direct sequel to the game, Prince of Persia: The Warrior Within. Released in 2004 as the second game in a soon to be trilogy, The Warrior Within had a lot to live up to. Sadly, it failed to do so it many, painful ways. For very good reason, this second entry in the trilogy has been labeled a black sheep by fans. Allow me to elaborate.

The very first thing that people noticed about The Warrior Within was that the Prince had undergone a severe personality shift somewhere between the two games. In the previous entry, our protagonist was a bit of a snark, but otherwise went out of his way to help those in need when he had the chance. His demeanor added a degree of levity to the preceding, helping to maintain the original game's fairly light tone. In its sequel, this was flatly not the case. Though he was technically the same Prince players knew from The Sands of Time, he acted in a completely different manner. As an example, one of the earliest lines in the game has our dear Prince calling a female lieutenant of an unknown enemy a “Bitch.” Now, to our modern AAA sensibilities, that is hardly a blip on the radar, since “Bitch” is such a common word that it feels tame. However, the Prince and a much more regal speech pattern in the Sands of Time, so this new personality was simply jarring, and the new personality permeates the entire game. Ubisoft even went so far as to get a new voice actor, Robin Atkin Downes to replace Yuri Lowenthal, who had voiced the Prince in the previous game, to sell fans on the new Prince.
If I am being honest, though. That was only a symptom of a greater problem. Overall, the Warrior Within tried to go in a much darker direction than the Sands of Time. The level design and graphics look noticeably bleaker than the much more vibrant locales of the original game. The original game's bright yellow sands, blue waters, and green grass have been replaced by dark caves, dark ruins, dark towers, and dark green gardens. Even the relative cartoon-like graphics of the original game were replaced with a more “gritty, realistic, mature” style (about 4-5 years too early, guys). This was so bad that the earliest female enemy was wearing nothing but a leather bikini with gauntlets and iron leggings in an obvious case of pandering. While Farah's outfit in Sands of Time was a little skimpy, it fit with the setting and her origins as a princess from India. This dominatrix leather outfit looked completely ridiculous, like the game was trying too hard to be mature.
Even the plot suffered from this new tone. To avoid spoiling the game for those who have not yet played it and for some reason still intend to, I will paint in broad strokes. With that said, after the time-bending antics of the Sands of Time, the prince is being chased by a Guardian of Time, called the “Dahaka”, because he was supposed to die in the “true” timeline. In order to save his own skin, the Prince embarks on a quest to the Island of Time with the purpose of going back in time to stop the creation on the Sands of Time. This will resolve the temporal paradox because he could never have fiddled with time had the Sands of Time never been created... or something. This element of the plot does not bother me too much because to some degree all time-travel plots have an element of “Just go with it”, being innately vulnerable to plot holes or logical inconsistencies. What bothered me was how the plot took all the light-hardheartedness and humor of the first game and replaced it with grim-dark upon grim-dark, since the Prince does little else but brood over his likely demise and complain to others about how unfair his circumstances are. I suppose that on some level, I can applaud the designers for daring to do something comparatively different. However, this was a bit of a slap in the face for series fans.

Not everything the Warrior Within changed was for the worse. Some of the things they tweaked were actually genuine improvements. The most notable of these improvements was with the game's combat system, fitting for a game called “The Warrior Within.” Now, the Prince has the ability to pick up secondary weapons for use in his off-hand. Though these weapons will break after enough use, the new combat system allowed players to very their attacks and perform different combos with them. In addition, secondary weapons can be thrown at enemies, permanently discarding them, but adding extra attack options to deal with ranged foes. Though I enjoyed the combat of the Sands of Time, even I must admit that this was an improvement. The combat has gone from a fairly hack and slash fest to a more visceral experience that skilled players can excel at.
Furthermore, even in the original game, ranged enemies could be difficult because melee combat was really the only option in a fight, meaning players had to either wait for enemies to come to them or find a way to close the distance. My biggest criticism of the Sands of Time was also answered, because enemies in The Warrior Within rarely exceeded 4-5 enemies, although there were points where they slipped into old habits. And yet again my praise is tempered with a handful of other issues. For example, while the game rarely threw large waves of enemies at the player, foes often had a large amount of health. I was no longer tired by the overabundance of weak enemies. Now, I was tired by the overabundance of health each individual enemy had and the sheer amount of damage they would soak up before they died. The series had gone from one extreme to the other, and neither one of them were exactly pleasant.

Other changes to the gameplay were made as well, aside from the combat. The most notable of these changes was the semi-open world of the game. In the previous game, the layout of the world was decidedly linear. Players would enter an area where they would then solve a puzzle, undergo a platforming segment, or fight a group of enemies. This would unlock a save point and the entrance to the next location and so on. The beginning of The Warrior Within follows this for a while. Then, the Island of Time opens up a little. Players are able to, with some restrictions, explore the island almost completely. Through sand portals, it is also possible to travel between the past and present versions of the island. This allowed the game to give players multiple objectives that they could tackle in any order in certain points in the story.
While this was an interesting little experiment with game design in a platformer, ultimately it had a number of problems associated with it. For one, it resulted in a major design oversight such that it a certain area of the game was not arranged in a specific fashion before it is revisited in the story, it would literally be impossible to finish the game. Another problem is that due to the similarities between past and present areas and the need to go back to previously explored areas, the Warrior Within feels like it is wasting the player's by literally forcing them to repeat already completed areas two, maybe even three or more times in the story in nearly the exactly same way.
Hardware limitations also stifled this pseudo open-world concept. As a special guest for nidoking042's Let's Play of the game, one of the developers stated that the original intent was to give players a series of shortcuts that unlocked once they completed an area in order to return to the central section of the Island of Time, similar to the way Skyrim always gave player's a secret exit at the end of a dungeon. However, the hardware of the PS2, Gamecube, and original Xbox were unable to load quickly enough to make this possible. As a result, when a player clears an area, they need to go back through it in order to make their way to the central hub which connects all the areas in the game. Speaking from experience, this added needless frustration to the game.
By comparison, other changes to gameplay are minor. For one, the amount of the Sands of Time players will be able to store is much more limiting than it was in the original. Though both games started the player off with three tanks of sand, the Warrior Within gives only an additional three through progression of the story, as opposed to the gradual upgrading via absorption of sand clouds in the original. Furthermore, the tanks are used to both fuel time rewind and the other sand powers obtained throughout the game. Unlike the previous game, where the tanks for rewinding time and for using powers were separate resources. While on the subject of sands, the Prince no longer has to absorb sand from enemies to finish them off, as he no longer possesses the Dagger of Time. Instead, sand is semi-randomly obtained through breaking objects and defeating sand creatures. These factors combined give the player a significantly smaller margin of error for making mistakes in the game. With less sand, players (myself included) would see the game over screen much more frequently.

In the end, this is easily the worst game in the Sands of Time trilogy. Fans of The Warrior Within do exist, but they are vastly outnumbered by the group who preferred the original game over it. As for myself, I ragequit the game when I realized how tired I was growing of constantly fighting enemies and dying while backtracking in platforming sections. I only know about what happens in the game thanks to nidoking042's Let's Play. This game was an experiment as to how to improve the Prince of Persia franchise, and for the most part a failed one. Even Ubisoft's developers realized that by the time development of the final game in the trilogy began. As loathe as I am to admit it, the Warrior Within is likely an important stepping stone to the grand finale of the Sands of Time trilogy as without it, Ubisoft would not have learned the lessons that they did. But we will talk about that in greater detail next time.

Wednesday, July 17, 2013

Disclosure Alert: Alpha Protocol: Episode 28: Non-Lethal Fire Damage

In this episode, we break into a mansion with the help of a crazy lady who gets off to people shooting her. Also, we get hosed at the end.



There's not much to talk about in this episode, so let's start with the whole Reputation thing. I think the Reputation losses you get for choosing either SIE or Madison over Mina make her out to be more than a little petty. As of this moment, I'm not sure whether I hate what that implies about her character or love it like I would any other of Obsidian's little touches. Either case, -1 or -2 isn't that significant in the long run, especially for Mina. It's just a little annoying because you'd think she'd understand why you'd want to at least choose Madison over her.
On the other hand, I like that choosing Madison only amplifies her [Maddy's] current opinion of you. If she likes you, she'll like you more and vice-versa.  This seems pretty realistic to me.

But as a whole, this -10 to +10 Reputation thing is pretty flawed. It's just weird how so many little things affect people's opinion of you. Would you hate your friend a little bit more if he spilled his drink at a fast food exactly one time as you watched? A lot of the +1s and -1s are justified, but a few of them border on ridiculous. Mina hating you a little more for changing handlers is the latter. The whole system where higher or lower reputations are more resistant to change in the opposite direction would've been a great idea, credit to anaphysik.

I think I like that Marburg is homosexual. It's not really a secret, as the game all but directly points it out. However, it's understated in a way that I respect. It would have been extremely easy to instead go for the stereotype. In this manner, it makes Marburg slightly more interesting and adds to his character without dominating it. This is how you deal with minorities, developers! Can we start getting that right more often?

Sometimes, those news broadcasts do a very good job at showing you what an outsider might think of the actions Mike is taking throughout the course of the game. For that reason, I'm glad they are included.

Friday, July 12, 2013

Disclosure Alert: Alpha Protocol: Episode 27: Roman Charges May Apply

In this episode of Disclosure Alert, I scream, you scream, a Gelato shop owner screams, when we shoot him for ice cream. That's how the old saying goes, right?
Then, we talk to an anonymous person... who turns out to be Marburg and call a totally random chick that we've never met before a bitch.



As anaphysik points out, the gelato shop owner made a very brief cameo in the first episode. Because we are using the Veteran background, which is only unlocked after beating the game on Recruit, we got a special introduction sequence where the drugs administered to Mike made Mina looked like this guy on the PDA. This variation is only available as a Veteran, likely because otherwise it'd be a minor spoiler.

Aside from that, the other noteworthy things about this mission is that it provides foreshadowing for the reveal that Mina works with the NSA and it has a lot of comedic potential, especially with "horse porn... all over your computer". And then you can pull the trigger for no reason. I always thought it would be cool if games gave you the option to try to kill every person in the game. It'd be like the Renegade interrupts in Mass Effect 2/3, except they are there for the entire conversation. I don't even care if some particularly skilled NPCs are powerful enough to stop you, I just the option would be pretty cool. If anything, this game shows that something like that could lead to some pretty great moments.
NPC: Could you get me 10 of this thing?
Player: *draws gun and fires*

I really like the conversation with Marburg. Like many others before it, there are quite a few different ways it can go down. Depending on what you do, Marburg can think of you as a friendly rival, a bitter nemesis, or anywhere in between. The discussion also changes a fair bit depending on whether or not you obtained a lot of dossier information on him. Lastly, your relationship with SIE matters to him, because Marburg and SIE both hate each other. (Likewise, SIE will like you if Marburg hates you and vice-versa if you meet her in Moscow after this.) It's another fine example of the game at it's best.

And yes, I needed to point out the whole "mercenary" thing. Considering the person who is guest starring in these episodes, I felt compelled to. (Although I honestly probably would have anyway.)

God, I love these interview segments. They really are a great way to frame the narrative. It allows the game to comment on what you've done and then gives you a chance to respond and possibly justify what you did. It also helps to give you insight into the mind of the big villain. As for the comparison to Dragon Age 2, I never played that game so I'll let Aldowyn and Josh handle it.

To be fair, Josh was totally right to call me on "except a solid gameplay experience". However, the point I was trying to make was that this is a game where the player interactions with the story matter a lot more than any of the "gameplay" sections in it. In fact, I think the game would've been better if they gave you more dialog and less gameplay, because the gameplay segments really do feel artificial at times. Sadly, I don't think a lot of people besides myself would go for it, and others would accuse it of "not being a video game" because reasons. Sometimes I really hate the culture surrounding my favorite hobby.

I also concur with what Josh said at the start of the Contact Madison mission. When I first played through the game, I honestly only had a bare-bones idea of what was going on. It took a 2nd and 3rd playthrough to really get a sense of the plot, and this is coming from someone who can easily understand Tetsuya Nomura's way too overly-complicated storytelling in Kingdom Hearts.

I still find it hard to believe that the one, totally random stranger that happens to suspect that her employer might be less than ethical JUST SO HAPPENS to be Alan Parker's daughter. It's such a long shot that it's pretty baffling. This becomes important later on, but it just seems like it's too out there. On the other hand, I like how the game let's you be suspicious of her, because quite frankly I would be in that position.

And #AldowynIsDumb again for forgetting his Pistol. Oh well, it only made the next episode more interesting.

Thursday, July 11, 2013

Disclosure Alert: Alpha Protocol: Episode 26: Audionarrative Dissonance

In this episode, we continue our genocidal march of Rome. Fitting the legacy of our guest, we bring carnage to all before us with extreme prejudice.



For the record, I take pride in my Lara Croft/Nathan Drake/Mass Effect/Indiana Jones fan-fiction. I worked for literally SECONDS to get you such high quality writing and I hope you're all happy. That's 5 seconds of my life I will never get back. Of course, Thorton was using that time to stealth level up, so maybe it was worth it.

Josh makes a good point. For a game that's supposedly set in the real world, the mechanics do very much make this feel like a video games instead of a spy thriller. To its credit, the "plastic-y" visuals help make those mechanics feel like they belong, so isn't too egregious. Despite that, it can be pretty strange to have Thorton use "Hide in Shadows" like a character in Planescape: Torment or Baldur's Gate when the stealth mechanics that said skill was simulating are already in place. I've spoken before about such phenomena in the past, but Alpha Protocol in particular really makes one question the necessity of old school RPG mechanics in modern day game design.

Trying to tell Aldowyn how to go ANYWHERE is insufferably annoying. It takes him forever to follow directions and the 5 second delay does NOT help. I hope you guys enjoy this glimpse of our suffering, because this was so annoying. He's a terrible hacker, which is worsened by the fact that the hacks are getting more difficult (another case of redundant mechanics in an RPG). At least he can lockpick well.

I know that building security is never well-designed in a video game (as Josh noted) because, by their very nature, the security systems have to be systems that the average player can be expected to bypass in some way. However, this level's defenses strike me as particularly bad. I don't know why that is, or why I'm bothered by it, but I am. Perhaps some of you guys have thoughts on the matter.

I'm not worried too much by it, though. After all, we went to get ice cream right afterward. >:)

Tuesday, July 9, 2013

Disclosure Alert: Alpha Protocol: Episode 25: Exactly Like a Spoiler Warning Episode

It has been a long time, hasn't it. Let's just say that since recording the first part of Rome, Aldowyn had, and continues to have, a number of issues he needed to deal with. I hope you can forgive him, because we've sure taken him to task for the delay.

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Anyway, this week we also have a very special guest joining us for the first half of our tour in Rome. Those of you who watch Spoiler Warning over at Twenty Sided will recognize Josh Viel, whom we were happy to have with us. It was a very fun recording session.

Also, funny story: Aldowyn was recording all of us, but he lost the files. Fortunately, anaphysik had backups. Unfortunately, his connection sucks. As a result, we had a few problems getting this together. There were also issues with the game audio. *sigh* >_>



This is one of the easiest and shortest non-contact missions in the entire game. Also, it's the only one of it's kind. I actually really like this mission, simply because it breaks away from other gameplay missions (And let's be honest, the parts where you aren't having conversations really aren't that good. I say that as a fan of this game.)

As for the suit, I have a theory that Obsidian originally tried to make this a mission where you had to blend in, but either realized how much effort it would be or that it looked goofy given the way Micheal Thorton looks and controls during gameplay missions. It's much easier and sensible to have this setup as a mission where Thorton scans them for Mina to get info on. I have to admit, given the recent gov't spying scandals, it's interesting how readily available all this data is to your operation. To avoid going further down the politics rabbit hole, I'll stop at that.

It's worth noting that saving or killing Al-Bara, despite him being a confirmed terrorist working with Al-Samad, does NOT affect your relationship with Shaheed if he's still alive by this point. He'll comment on it, but his reputation won't change.