Thursday 26 May 2016

World Design - Portal

At the beginning of portal when the player first stands up, they are shown a timer that is running down. Already the player is presented with some sort of urgency within their surroundings. There is nowhere for the player to go and is then introduced to the movement control's. On the wall next to the timer you can see that there a poster, it stands out due to the use of negative space it has. Compared to the rest of the environment that has a grey dull colour, this part of the wall has black and white and stands out really well. When the timer reaches 5 seconds the player is introduced to what seems to be the narrator in Glados. She counts the final seconds and announces that a portal will appear. Straight away the player is faced with the main mechanic of the game. The use of the portal to move from one place to another. In its own right it shows the player that you must proceed through here to continue the game. 


When you get to the other side of the portal you appear next to the poster that you saw from within the room, below this you can see symbols that might relate to what you have to do to proceed. The symbols really stick out to the player as a way of navigation without the player being told by words of what to do. Following the symbols I place the cube on the platform to hold the door open. There is then an orange dotted line that suggests to the player to proceed forward from here through the door. The use of the colour orange stands out really well against the grey. The next puzzle to solve shows the player that no matter that situation there is a way to solve it, building on top of the previous puzzle of using the cube to hold the door open, this time the game is showing the player that they can take the cube with them through portals to hold doors open,  leading the player through portals showing that every situation faced from here can be solved dependant on how the portals are used and that objects can also travel through portals. 

                                                      Oh you have a gun do you?

The next puzzle shows the player the firing of the portal gun first hand, as it is triggered to fire in front of player when they walk down the stairs. As you know now you can traverse through said portals when you do, you land up above the portal gun which you then jump down to get. This part is very important to the rest of the game as the player fires the gun for the first time they can comprehend as to how the gun works. The very first time you can use it you are only allowed the power of the blue portal this is done so it instantly reinforces to the player that blue will transport you through to orange and vice versa as seen before.  The next puzzle furthers this idea by making the player shoot a blue portal to the other side of a ledge, the side your on has the orange portal fixed into place, walking through bring you to where you shot the blue portal. The next couples level are more the same till the player is challenged to use physics within the game to slingshot themselves across levels. This was a great way to show how the portal can be applied to solve problems in numerous ways. During my play through of the demo not once did I feel lost within this game world, and not once did I feel like I didn't know what to do the game flows really well and introduces on the mechanics in a non intrusive way.

References
Image 1
http://cdn.akamai.steamstatic.com/steam/apps/400/header.jpg?t=1447890222
Image 2
https://www.rockpapershotgun.com/images/oct07/valve/portal/port0.jpg
Image 3
http://farm4.staticflickr.com/3094/3246011749_d423a63723_z.jpg?zz=1

Sunday 1 May 2016

Call Of Juarez: Gunslinger - World Design



Ever wanted to be a bounty hunter in the days of the wild west? If that's the case you're in the right place, Call of Juarez delivers that experience and more, placing you into the boots of Silas Greaves, a wondering gunslinger in the last days of the wild west. The game begins when an older version of the character walks into a bar and starts to talk to people at the bar about his adventures as a bounty hunter. In these first moments we are given an insight into the characters infamy as the bar patrons questions the legitimacy of the stories that were written about him and his bounty hunting ways. This first scene is very important as it lays the ground work for how the narrative is delivered to the player, It also sets the tone of the game as well as the art style that the creators Techland were going for. Like the wild west, the games aethstetic is gritty and delivered through animated cutscene's that look like something from a noir comic book. The use of colours are minimal during these cutscenes which is great as it seems to try and not take too much away from the parts where the player is actually playing. The narrative of the story is delivered through flashbacks told by the main character to those in the bar who would want to listen. 
The narration is carried over to when the player is actually playing the game as he narrates while the player plays. The first scene the player is introduced to that they are able to take control of is an outdoor ranch areas. We go from the narrative being delivered by comic book like panels to a first person shooter in a 3D environment. Even though the player has been transported to this 3D space to keep with the gritty theme of what has been shown to the player so far, the 3D environment has cel-shading on it. The cel-shading is done in a way where it still keeps with that comic book and gritty feel of the west. It's not clean outlines, the lines are jagged and jarred. The textures used also convey that rusty look that would be expected from a western film. The first scene is setup in such a romanticised way that immediately you feel like a courageous cowboy gunslinger parading around the ranch to save your fellow cowboys from the local militia, the architecture that we can see from the side of the road shows clearly that the player is in the wild west. The broken down wooden fences and house clearly goes on to further the idea of the rough feeling that the west places upon the location. The game has established throughout the start that it is a linear experience and does in no way try to trick the player into believing otherwise. It is through this view that the player can sit back and enjoy the game as a complete experience on its own rather than relying on previous games in the series to fill in the gaps. In your first interaction with an enemy, the narrator tells the people in the saloon that he had no choice but to take out these militia guards as they were already too many in number and if he were to make it out of this alive he would have to take them down. This is a very simple and straight forward way tells the player that he will have to kill the guards in order to advance through this portion. The design and flow of the level sets the tone for a shooter perfectly, when the player arrives on the ranch your forced into a bottleneck where they only way to get into the house is to go forward through where all the enemies are firing at you from. The game places big rocks from where the player starts to where the player has to go, they are spaced out evenly to provide the player with cover to get closer to make his shots. The rocks however do not seem out of place and fit with the theme of the wild west, there are also old broken farm carriages laid out near the rocks as well. Once you make it through this first part the game leads you into a different part of the ranch where the water tower is. The game goes on to place great importance on the man standing near the water fountain and the narrator goes on to talk about how enemies in this position are deadly because they have the high ground. The game spends time zooming in on this to signal to the player to take him down first as a priority as with the high ground your an easier target to shoot. This is when the player is introduced to a mechanic that is somewhat like a last chance dodge. When a bullet is first and if it has the potential to kill you the game slows down and the player needs to choose whether to dodge left or to dodge right, flicking the left analogue stick in the direction opposite to the bullet allows the player to dodge and stay alive, it then indicates to the player that there is a gauge at the top right of the screen that refills when it is full again it allows the player this lifeline option again. 
I felt that this was a great mechanic as it gives the player that feeling of invincibility that the wild west instils in the mind further building on and fully pushing the theme of the wild west. This introductory level is used to teach players the mechanics like any good video game should. It is in these first moments that the player is taught about how the firing of the weapons work, how the player can dual wield and also how slow motion works within the game. From here the player is lead by the narrator into the house where 'Billy the Kid' is held up. Going through the classic trope of the west a showdown between the outlaws of the west and the government hounds tracking them down. The player is given the experience of holding up within the house for as long as possible while hearing the narrator talk about the adventure he had. When it came to the time where the player has to make a run for it, the narrator says 'I then ran to get the horses from the barn', a subtle push to tell the player that it's high time to leave, If the player doesn't leave the narrator then repeats himself, 'It was at this time that I went down to the barn to get the horses'. I thought this was a great nudge to the player to move forward within the game. When the player goes to the barn to get the horses there is an overwhelming amount of enemies showcasing the desperation that these characters are in. Upon entering the barn the player is then shown another side of the game, the showdown. It is here that the player gets to feel what it might be like to be in a shootout in the west. The use of both analogue sticks to keep focus while using the other to get a faster draw balances really well, as the player has to keep an eye on the opponent as well as an eye on the holster. As soon as you see the opponent draw his gun you could then draw yours and shoot. This scenario happens many times throughout the game yet it doesn't get to the point where it feels like its tacked on. 
The way it is handled with the use of the story telling and the mechanic itself really feels well paced. However even though you win the dual in this case, the narrator back tracks and tells the story differently which I felt was a genius way to tell the story. Like most people the idea of thinking back to past events can be hazy, this was a really great way to show how the ideas of flash backs can be played with and doesn't necessarily need to be coherent. This is done a couple of times throughout the entire game, and is also sometimes done in real time 'and out of nowhere a ladder appeared' and literally a ladder would be put into the game in real-time to allow the player to advance forward. This was an interesting way of stopping the player from advancing forward to much without completing an objective. The start to Call of Juarez could even be compared to the start of the game to the Prince of Persia the sands of time. It has many similarities to how the game begins, how the foundations are set in a similar way,  how the protagonist is talking about past events, how the game has a mechanic that manipulates time in some way, and how the beginning level's layout is made in a way to guide the player carefully through the start showing them the ropes the whole way. The difference's here are to do with the setting, the theme, the game play genre and ultimately the narrative. Call of Juarez is a first person shooter where as Prince of Persia is a third person action game. To me this shows that good game design on a basic level no matter the genre cannot be overlooked. The flow of the first level is very important in keeping the player interested in taking the next step to go to the next stage and the stage after that to complete the game. I really enjoyed how the game unfolded however the only gripe I had with the game is that at the end of it the player is forced to choose revenge or redemption, after playing as Silas you discover that at the end of his tale the bar he walked into has the man who killed his brothers in cold blood. 
The twist at the end where he is telling the entire story to this man who killed his brothers is a stroke of genius but giving the player the choice of whether to take revenge or not was a strange move. I played both sides to see how it ended and felt that the revenge option is the true ending, my reasoning for this is that it made more sense for Silas's character to do this, the wild west is a place where an eye for an eye makes sense, the story told from Silas did not in any way show that he was a forgiving man. This game was enjoyable from start to finish as it was a complete experience and didn't try to change the characters perception of the west, it showed the player its view of the wild west and how real world people could be spun into a tale of fiction while helping stay true to who these people were portrayed to be in real-life.

References for images from top to bottom
http://cdn2.gamefront.com/wp-content/uploads/gallery/gunslinger/2013-05-24_00001.jpg
https://i.ytimg.com/vi/Yo0V62TAqZ8/maxresdefault.jpg
http://assets.vg247.com/current//2013/04/call_of_juarez_gunslinger_4.png
http://cdn.mashthosebuttons.com/wp-content/uploads/2013/05/204450_screenshots_2013-05-22_00007.jpg
http://static1.squarespace.com/static/50d0fc0ae4b0c75e54db0249/t/51ebff40e4b01b84c0892a8c/1374420802746/The+Good,+The+Bad,+%26+The+Ugly.jpg