Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, 20 March 2010

69 - The mind boggles

I love a bit of Boggle. Actually, I love a lot of Boggle. I get the guys over, crack open some beers and play some Boggle. For those that don't know, it's somewhere between Scrabble and a wordsearch. You have 3 minutes to find as many words as possible, but you only get points for words you've found that no-one else has.

Among my friends, I pwn. The secret lies in the 3-letter words. They're only worth 1 point compared to 5 points for a 7-letter word but they're so easy to find. Most 3-letter words can be spelt backwards too or rearranged and, throw an s into the mix to pluralise them all. Most people overlook them. Crackin'.

We played 3 rounds the other day on the super-size cube.
Nick got 41 points.
Matt got 48 points.
I got 75 points.

In fact I got 35 points in round 2 alone. I need to find some more competition.

Monday, 15 March 2010

64 - Free roaming

I've been playing the Just Cause 2 demo and I've developed a bit of a crush on it. Not because it's a particularly good or original game, but because of its environment. Okay, so only a small portion is available to explore in the demo, but videos show lush jungle, waterways, cities, snowy mountains and suburban towns. I can't wait for the full game.

I'm a sucker for open world games. I like the idea that an entire world has been created and the missions only take you in a jagged crisscross through it; there's a whole other world out there to explore. My favourites of the genre aren't necessarily the best, but those that provide the most satisfying places for exploration.

GTA: San Andreas stole hours upon hours of time. I never completed the missions. In fact I never got off the first island, I just waited for my brother to complete it. I'd spend hours driving around Mount Chiliad, or over those huge fields trying to find all the farms. I'd happily take a cycle through every alley, or fly a helicopter round and round looking for banal, boring places where I could stand and watch the sun rise, and just let the world go by.

Red Faction: Guerrilla provided some unparalleled destruction but just not enough variety. Everything was built on repetitive red rock that couldn't be damaged with the otherwise phenomenal destruction physics. The city of Eos merely provided a different set of vehicles driving by than the town of Dust. Although it had a few little gems hidden away, they were too few and far between.

Driv3r was the king of alleys. Like in Driver I'd drive for hours obeying the rules of the road. I'd stop at red lights, watch my speed and I'd look for car-parks that I could explore and parks and observatories well off the road. I'd go into back-gardens and see swimming pools and swing-sets.

Assassin's Creed, though severely flawed, was beautiful in places. Seeing a tower in the distance, running over to it, climbing it and pressing the synchronise button to get a soaring view over the city was one of those breathtaking moments in games that will stick with me forever. Again, it was tempered by a lack of variety but I could overlook that.

For my money Far Cry 2 suffered from many of the same problems as Assassin's Creed. Ignoring the missions which became a bore, there was some real jungle to look through. Problem was, I'd often wreck my car miles from civilisation meaning I'd be lumbering along on foot for miles. Quite often there'd be not a lot around for miles. Shacks in the middle of the wilderness, though awesome, were sullied by the fact that diamonds were littered around them, giving you a reason to go there. Also, there's nothing worse than going on a relaxing sunset drive only to stumble across a guard tower and get ripped to shreds my bullets.

Tuesday, 9 March 2010

58 - Where am I?

The pace has slowed a bit on my current redraft. I'm drawing closer to the big climax which is, as it almost always is, the most fun to write. It's difficult, but fun. Everything comes to a head and it's addictive, shaping the way your characters' journey come to an end.

But in many ways it's the part just before the climax that is most important; the quiet before the storm. These lulls in the action before that final act have to be pitched just right. They have to slow the action down enough to let you get a breather and let you take in everything that the characters have achieved so far and what they're soon sure to achieve. They also provide a well-needed break and stop the action rolling forward in an unmanageable, indistinguishable rush. But too slow and you lose all sense of rhythm you've built up and end up boring your audience. Either way, you don't want the scene to feel like it's been awkwardly crowbarred in there to provide variety.

I'm struggling tremendously with this at the moment and though I'm still erring too much on the side of deadly slow and boring, I'm sure (as I keep reassuring myself) that I'll fix it in a later draft. Rather than turning to books or movies for inspiration, I've found the best examples of these 'quiets before storms' in videogames.

One such is in Metal Gear Solid 3: Snake Eater when just before the climax, you climb slowly up a ladder (it takes about 3 minutes) as a beautifully haunting vocal rendition of the theme song plays. It's a staggeringly simple and mind-blowing way of slowing the pace.

Even better is in Uncharted 2: Among Thieves. You've just charged through a warzone, fought your way on to a train, fought your way along the speeding train, crashed the train, climbed up the train's wreckage hanging precariously off a cliff and battled a hit squad before finally collapsing. When you awake, you find yourself in a Tibetan village. You can't run, jump or climb. All you can do is slowly walk towards the end of the village taking in the amazing scenery and the almost tangible sense of sun on your skin. It's not only a perfect way of slowing the pace before the huge final act of the game, but it's easily the best moment in the entire game. And that's how you set up a ending.

Thursday, 11 February 2010

32 - Holes

I've mentioned before that I have a fondness of stories that are brave enough to leave certain things unresolved and unrevealed. Stories that don't tie up all their loose ends. Stories that keep an air of mysticism about them. Stories that favour pacing over exposition.

Of course all this has to be done on purpose, and done right, otherwise you're left with a frustrating gaping mess. All too often a glaring plot hole can ruin a story. But I think a story filled with plot holes is frequently preferable to one that tries to account for everything.

Gaping plot holes are better than:

Stories that stop to dump a shitload of information on you every few scenes.1

Stories that continue for an age after they should have concluded, in order to tie everything up to perfection.2

Stories that take too long to find momentum due to the fact that they explain everything you encounter in excessive detail.3

Okay, I hate stories with paper-thin plots that have been dragged out to breaking point.4 I hate stories that leave a crucial point unresolved to either make a point or simply annoy you.5 But I'd still take either of these in favour of a story that treats me like I'm some kind of forensic reader demanding an explanation for every single detail.

1 - See Ringworld
2 - See Metal gear Solid 4: Guns of the Patriots
3 - See Kushiel's Dart
4 - See Windtalkers
5 - See Broken Flowers

Monday, 25 January 2010

15 - Top ten spaceships pt.1

So this is part one of my ten favourite spaceships from film and TV. It's not the most well thought out list, and I'll probably think of another five I should have added immediately after posting. Also I've only included one from each show/film as I could easily do my top ten from just Battlestar Galactica, Futurama or Star Wars.

10 USG Ishimura - Dead Space
This is such a beast of a ship. It literally rips planets apart for raw materials. It's foreboding as you approach it before spending an entire game running through its elaborate labyrinth of corridors and rooms. Truly spectacular in scope.

9 - Valley Forge - Silent Running
Valley Forge is one of several ships that have been loaded with what remains of the forests of Earth, with the aim of orbiting aimlessly until the time comes that Earth is ready for reforestation. It's basically the Eden Project bolted onto a freight ship. Genius.

8 - Mother ship - Close Encounters of the Third Kind
It's the light more than anything that make this ship a sight. It completely dominates the sky as it hovers above Devil's Tower. It's simply astonishing.

7 - Planet Express Ship - Futurama
A thing of sleek beauty, it's a classic rocket design, caricatured enough to perfectly straddle the line between sci-fi and comedy as only Futurama does best.

6 - Aerial HK - The Terminator
It looks like a predator. Like a shark or a piranha. Technically it's not a spaceship, but it's badass and one of the scariest ships from my childhood/film history.

Tune in tomorrow for 5-1...