Saturday, 9 April 2016

Invisible Walls Bioshock - A critical world design view of the beginning to Bioshock

The game starts off after the plane has gone down somewhere in the ocean, the beginning intrigues the player to play on as the it says in the opening sequence "My parents said I would do great thing, They were right". Instantly the player is given a reason to play the game, what are these great things that the story speaks of? It sets the tone by establishing that there are going to be great moments in this game if you're willing to follow it through to the end. As the player you hear the carnage of the plane going down and everything going to black, however the character awakens in the water being lucky enough to survive the crash but is stranded between walls of fire all around him except for in front of the player is a clear indication of where to go to progress the story. This was done well in a way that the player isn't told directly to go forward but is more lead by the level design of the game to move forward. Naturally as humans we avoid fire as we know of its properties and how it can burn you so naturally you would look for a way forward by finding where there is no fire to go through. As a test I went into the fire to see what would happen and to see if this would kill the player. The visual effects when you are in the fire are quite jarring with bright flashy lights and sound effects of someone burning. Your first instinct is to quickly back away from the fire as this is an indicator that the player is getting hurt and that if you stay you will die. However upon testing this in the demo I've found as far as it goes the player seems to constantly look like he is taking damage however is not taking any at all, you could just sit there in the fire with no consequence. 

I found this to be used to great effect to lead the player away from the fire by doing this as in most games when the screen flashes and you hear hurt sound effects in general you back away from the object that is causing damage. When you go through to the portion where there is no fire blocking your path you immediately notice there is a strange building in front of you, the flames to the left seem to be spreading further along the sea as an visual queue not to go that way and to head towards the building. To build onto of this, at the bottom of the building are lights that seem to invite the player to take the stairs, if you walk right around the stairs you can see on the other side that there are no lights as an indicator to the player that this is not the right way to go. When you look left there is a door that is open, like an invitation for the player to go inside. When inside the player is locked in and greeted by a strange statue. From here music plays, the music sounds old in the way that it could be from anything prior to 1960. This in itself sets the setting of how the world you are about to see is affected by the time period the music is from. The building's architecture also lends itself to the idea that it is from an older time period. 

Yet again the lighting plays a powerful role in being the guide to the player and guides him down into the room where the submarine is. The light turning on the closer you get is again a great way to lead the player. In the submarine room the walls have 4 plaques, one reading 'science', another 'industry', another 'art' and the last one behind the submarine reads 'R'. This feels like symbolism to advise that player where they are going is built on science, art and industry where they are combined to create 'R'. Walking into the submarine and pulling the lever the player is given a quick in-game cut scene where he is turned around to look out the door he came in. It forces the player into looking at the setting that they are about to partake in. The video goes on to explain the three plaques, and goes on to state that with all three of these combined this is what Rapture is built upon. The architecture of what the player sees resembles 1960's America underwater. The music, the visuals and the narrative all combine perfectly in this sequence to set the tone of what's to come. You as the player can hear people talking over the speaker and upon listening can tell that this place isn't as great as the video has advised as there sounds as though these is danger all around "Watch out for the splicers". 

Upon getting to the end of the submarine ride the player is greeted by more imagery of something called plasmids. The player is then introduced to a splicer for the first time and now can put into context what was said earlier over the communication unit. Again the lights are leading the player, it never really feels like the game is telling you to do anything however is leading you right to where it wants you to go. Just from going this far in the game, it has already established the atmosphere the time period and the urgency for the player to move quickly. Bioshock leads the player without actually having to tell them where to go and majority of it is done through level design which leans heavily on the use of Art Deco. Only when the player picks up the communication unit is it then that they have someone that tells them what to do and yet even this is done in a way where the player isn't necessarily told you have to do this but simply asks them a question of what he should do.

References for images
Image 1
https://upload.wikimedia.org/wikipedia/en/8/86/Bioshock_series.jpg

Image 2
http://d1vnh8mbrp67em.cloudfront.net/image/file/2/47/74652/bioshock.jpeg

Practising My Art


ArtyApe here to art XD

drew this awhile back and decided to update it with colour, feel I'm getting a better feel for colouring

thanks for taking the time to check it out :)

Laters

Sunday, 13 March 2016

Week 2 Submission - Doom Level

Week 2 Submission - Doom Level

The Level Layout Below




This week we had to create a doom level based around the idea of having a central hub. This was to encourage the player to explore the area and pass through this same area numerous times. At the beginning of my level I situate the player right in front of a door, I did this on purpose to coax the player into walking forward into the door. The reason I made this choice was because to the left of the player is another room which has all the best weapons in it which you can gain access to if you have the yellow skull. Which the player should have when they came back around. I did this because of how in most older games there is always that room at the beginning of the game you cannot get into unless you have gotten past majority of the game and then have the abilities to come back and get into that part of the level. The room the player walks into would be where I have my central hub located. The player passes through this part of the level at a minimum of 4 times to be able to complete the stage. Throughout the map I have placed 3 skulls that the player needs to collect in order to open the big door in the main hub which takes you through to the final boss of the level. The first room with the first skull is an easy warm up room for the player to get through. It’s to put the player into his paces without testing him too much. The room with the blue skull in it forces the player to kill the enemy to obtain the blue skull, I on purpose laid the level out so the player couldn’t just straight away open and close the door to beat the bosses. The player then needs to get through a lot of enemies to get to the red skull. I did this to up the tempo for the player to force his was through to the red skull. Upon obtaining the red skull the level shakes this was to indicate that the door in the main hub is now open for the player to go into. Upon walking around the player should notice the secret room that was at the start of the level. In here the player can get the best weapons to make the last boss fight easier. If the player chooses to skip this, he can still beat the last boss but it would be harder to do so. Walking into the room with the big door teleport's you to the last boss battle. This was to avoid players being able to use the door as a way to avoid getting hurt by the bosses. When you arrive there is a yellow key card this is to indicate you will need to kill the bosses to get the other two and complete the level.

Sunday, 31 January 2016

Some Practise

Hi All,

Just doing some practise with colour, not very good at it so working on it to become better XD, I really do prefer just pencil work but being able to colour would be a good asset to have in regards to arting.

Arting yes that thing that I do sometimes XD Should prolly do it alot more but alas here is what ive been working on.



Ill keep uploading what I consider finished images as I go along anyway thanks for reading if you have any tips that I could follow would be great.

Thanks alot

ArtyApe

Wednesday, 20 January 2016

The Not So Great Holidays

Hey everyone and anyone,

I say that because I don't really know if anyone even reads these things lol. But i'm trying to create some good habits for myself so from now on I will post more and also post up some things that I have been currently working on.

I just moved in with some of my bros that I used to go to high school with, I see them as my family its been all most 5 years since we last lived together after leaving Uni oh good times indeed.

Anyway I should be doing more stuff on here as I said before so without further ado here is some work in progress, I rushed a finished copy out for the competition I sent it into, sadly it didnt place anywhere but thats ok its all about the learning experience from here on out.

Heres my Batman WIP


I really liked the way that I did his leg guards so will be working more on this in the future.

I went back to an old fan art image I did of Ryu vs Jin from Tekken just working on colouring and so far its coming along pretty good will add that in my next update.

Thanks for reading if anyone even reads this but anyway laters

Arty Ape


Saturday, 23 May 2015

Racism or Cultural Accuracy - Street Fighters Uniquely Cultural Roster

Hey everyone my last blog critique for my last assignment, next one ill be looking into whether who should be liable for excessive playing and the implications it has on our society anyway enjoy :).

Racism or Cultural Accuracy - Street Fighters Uniquely Cultural Roster

The Street  Fighter franchise has a plethora of fighters from everywhere in the world. The roster of fighters is very unique for a fighting game it reaches around the world and includes fighters from places such as the United states, Japan, Russia, India and more. The game does not hold back when it comes to creating people from those places in the world for example the fighter from India, his name is Dhalsim. He can blow flames, his win dance is that of an Indian dancer, and he is a yoga instructor, at the time of his creation around street fighter 2 the internet did not exist so this interpretation of what an Indian was pretty much became the norm. Is it right to say that this is acceptable? perhaps seeing that this over stereotyping did not only look at one portion of the world. Looking at Street Fighters evolution and understand why they made the choices they did with the characters and how their character creation has changed over time.

The racial look at street fighter 2 even begins right at the start of the game, in the opening a street fight breaks out between a white guy and a black guy fighting below a building where the white guy throws one punch and this knocks the black guy out. Could you say this was racist?, I think not if you look at it for what it is, it is simply two people fighting, their colour is truly irrelevant. However due to the backlash received, Capcom made a change in the next iteration of the game by changing it to two white guys fighting.

We can atleast say that Capcom heard of the complaint and took action to correct the issue even though you could argue there was no real issue to begin with. Characters like that though made people think that all Americans had American flag tattoo's on them and that they were all a part of the military. The stereotypes in this game are just a reflection of our society in those times. It was a common thought for people to think America then to think of America's army. Guile's stage is just a reflection of what people thought movies like top gun would have if it was a stage in a video game. The fighter jets all lined up with everyone lounging around having a good time. The other fighter from America Ken, he also had a familiar theme to his stage where there is a large boat with people standing about all looking generally happy to be there. Compare this to that of say Blanka's stage where the people look isolated you could understand as to why people thought that way.
Street Fighter 3 came along and brought with it a new cast that was just as diverse as Street Fighter 2, however it strayed away from stereotypes. The characters never stood out as much except the a few like Dudley whom was an intellectual boxer compared to the racially charged Balrog whom like it or not was based on Mike Tyson. This change in looking at fighters was a nice touch however the game felt like it lacked the personality that Street Fighter 2 had. The characters didnt have the same appeal and so the game did not do as well commercially. The look at culture that was in Street Fighter 2 really helped define the game for many players.

The people asked and Capcom answered, Street Fighter went back to its roots for Street Fighter 4 in regards to characters and design. Bringing back the old classics like Dhalsim that were such a hit in Street Fighter 2. They even created new characters that weren't so stereotypical the likes of C.Viper whom you can't really say has a nation however she is definitely a stereo typical spy with sex appeal. If there was ever a character that was a part of the Street Fighter 4 roster that could maybe offend people might be either El Fuerte or Hakan. Both are stereotypes, Hakan is a Turkish wrestler and El Fuerte is a Lucha Dore wrestler.

Though with both as above it could be stated that they are references to their source material. As we can see from the games that have come through the Street Fighter series its more to do with visually making their characters different enough to be able to allow them to have a sense individuality making the roster feel as though they have collected a cast that is from totally global standpoint. Can we see this series as racist? Maybe Street Fighter 2, however since then I would say that this game follows the stereotype tropes of people from different parts of the world.

References:

Leone, M. (2014). Street Fighter 2:An Oral History. Retrieved from: http://www.polygon.com/a/street-fighter-2-oral-history
Demby, G. (2014). 'Street Fighter II': Most Racist Nostalgic Video Game Ever?. Retrieved from: http://www.npr.org/blogs/codeswitch/2014/03/16/290119728/street-fighter-ii-most-racist-nostalgic-video-game-ever
Lo, V. (2001). The rise and fall of Street Fighter 2. Retrieved from: http://web.stanford.edu/group/htgg/sts145papers/vlo_2001_2.pdf
Image Reference
Banner: http://static.tvtropes.org/pmwiki/pub/images/streetfighterallcharactev9.jpg
Image 1: http://cbssports.com/images/blogs/tumblr_m142jmcKsB1r8a6xoo1_500.gif
Image 2: http://www.fightersgeneration.com/nx8/char/sf2-intro-possibly-mike-and-joe.jpg
Image 3: http://static.gamesradar.com/images/mb/GamesRadar/us/Other/Features/2008/Street%20Fighter%20Retrospectives/worst%20characters/Dudley_SFIII_Third_Strike(2)--article_image.jpg

Image 4: http://i.ytimg.com/vi/qd-HXajgn9Q/maxresdefault.jpg

Wednesday, 13 May 2015

Virtually Training an Army through call of duty - Call Of Duty: Modern Warfare immersion true reflection of War?

Hey,

Second blog post for a school assignment, the all mighty call of duty




Call Of Duty: Modern Warfare is a series filled with controversy yet uses the words immersion as a marketing tool. Being immersed within a game is being able to suspend disbelief and feel a part of the world you are engaging in. First person shooters have an edge in this department due to the camera angle giving you the illusion of being in that world and looking through it with your own eyes. Call of Duty is able to capture this in a nut shell and the first outing of the game had such a great story which helped you stay immersed and involved. The question is how far does immersion actually go in this game and why is it important?. What makes the game immersive to me is the modern setting of the game, it makes it easier to not have to make things up or try to understand what certain things are doing in the environment. As Madigan states "Dealing in a familiar environment also allows the player to comfortably make assumptions about those blank spaces without being pulled out of the world to think about it." (Madigan, 2010).

 This means the player can focus more on playing the game. The aim of call of duty is to kill the enemies that are in your path to the objective and then to complete said objective. However what truly helps with the immersion is that this game was made with the help of the army in America or people whom have had military service to solidify the experience and to give it a more solid grounding in reality. Doing this can only bring the sort of attention to detail that is seen in the real thing, allowing the game through immersion to de sensitize the player against killing or firing a gun. The narrative of the story mode shows a great notion in keeping the players brains occupied to deter the player from seeing any faults in the world that is made in the game. As Madigan says " Cognitively demanding environments where players have to focus on what’s going on and getting by in the game will tie up mental resources. This is good for immersion " (Madigan, 2010). The story in the game does it well by using many explosions or high speed chases keeping the players focus on the action and going fast. A great example of the above is in the final mission of the game where the player has just averted a nuke from firing and is now escaping the bunker he was in via hummer, in a flash the car you are in is flipped over by a helicopter missile explosion. The game pushes the immersion by giving the player blurry vision to try and simulate the groggy state a person would be in under such circumstances.

I generally felt dread as the villain in the game slowly approaches your view shooting your comrades in the head as you lie there without the ability to fire back or anything like that until Captain Price throws you a gun to shoot the villain with. I was stuck in that moment when my character had picked up the gun and I shot at the Villain with glee, I couldn't help feeling heroic at this moment knowing that it is only a story.
However the game itself has some reflection on the world and what has recently happened in regards to terrorism and how its changed people's perception of the middle east. In regards to Call Of Duty's view of war it is not one that correctly immerses and mirrors that of the real world. The army do use video games for training in some instances however they use games specially made for them like Virtual Battlespace 2. This make sense as Peck says " First, the military doesn't play games. It uses training tools that happen to be games.(Peck, 2012)". These games are not meant to be played with the intent of having fun they are made with the intent of immersing the soldier into a realistic simulation to teach them how to operate in certain situations. Games like Call of Duty teach people to shoot whatever is in your path without a second thought as to why, as Peck notes " Army needs a game to teach soldiers how to butter up the natives not to shoot at them."(Peck, 2012). If the world were to be filled with soldier like that in Call Of Duty's story mode we may not have a world to live in, the game shows no empathy for the opposition and acts as though everything the player does is the right of the player. It gives you only one path to walk and that path is forward, could it be training a generation of players to become natural killers?. I highly doubt this as it does not give the player that type of immersion that gives someone the confidence to be able to move and do as they do.


References
Peck, M.  (2012). Forget Call of Duty and Battlefield. Real Military Training Needs a Different Kind of Game. Retrieved From: http://kotaku.com/5883105/forget-call-of-duty-and-battlefield-real-military-training-needs-a-different-kind-of-game
Madigan, J. (2010). The Psychology of Immersion in Video Games. Retrieved from: http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/
Andersen, R, Kurti, M. (2012). From America’s Army to Call of Duty: Doing Battle with the Military Entertainment Complex. Retrieved from: http://www.lib.sfu.ca/sites/default/files/10730/cmns130_enda_scholarlyarticle.pdf
Grimshaw, M, Jagger, R, Charlton, J, P. (2011). First-Person Shooters: Immersion and Attention. Journal for computer game culture, 5(1), 29-44 .Retrieved from: http://www.eludamos.org/index.php/eludamos/article/viewArticle/vol5no1-3/html3
Image Reference
Images
Banner: http://solvetube.com/wp-content/uploads/2014/11/How-To-Install-Call-of-Duty-4-Modern-Warfare-Game-Without-Errors.png
Image 1: http://firsthour.net/screenshots/call-of-duty-4-modern-warfare/call-of-duty-4-helicopter-cargo-tanker.jpg
Image 2: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOn7f_NLDbFMnTEdJeeDE-_56zd88QPrNZXHk5tpygGz_ov43BV1eUr6SoNGVGRCZM4u4KRmmcQl-3_2vTNxkJ2uHSvFgYhfbCeMbZ1tBvC8YFWXoFAwAI9kcHR-eT083APGypvSE_U7k/s1600/Call+of+Duty+4+Modern+Warfare+(04).jpg

Image 3:  http://www.herdofcats.ca/files/images/Cod4_heartbreakers.jpg