Monday, January 11, 2010

Co-Op ala Snerts

Three of the most basic labels for a video game are single player, multiplayer (or versus), and co-op. In this post I will explore the evolution of cooperative gameplay through my own experiences. As a result the majority of the information will be focused on console gaming. To be clear, I am only referring to video games where two or more players take on AI opponents and challenges. Examples range from old school brawlers like Double Dragon, to sports games, to modern day first-person shooters like Left 4 Dead.

A unique human experience is produced when friends, or even strangers, work together to accomplish a common goal. Single player modes attempt to replicate the sensation with AI teammates. Rarely do these computer comrades generate the sensation mentioned above. Perhaps AI will eventually improve to the point where players can’t tell the difference, but currently this is not the case. Versus game modes often have teams, and can produce many of the same sensations as co-op. There is, however, something different when a team takes on human intelligence, and this is not the focus of the post.

During the 1980’s side scrollers were everywhere, and many of them supported two or more players. In the arcades, games like The Simpsons, X-Men, Metal Slug, and Teenage Mutant Ninja Turtles drained my allowance each week. I would usually go to the local mall or 7-11 with my younger brother. We had fun playing fighters, racers, and other solo/versus games. Yet we always spent more on the games we could play together. Today those titles are the ones we reminiscent about. Playing as a team was more fun, and competing against enemy AI often allowed us to experience more of the game. This last point is crucial to understanding why cooperative gaming is so popular. The learning curve of a title is significantly diminished when there are two individuals instead of one, and the games opponents are not humans with greater experience/skill. This promotes accessibility, which among other things introduces unlikely or new individuals to video games.

The Sterns brothers gaming preferences swayed little when we got our first console—the Sega Genesis. Streets of Rage 2, Double Dragon, and more Ninja Turtles filled hundreds of hours with good times. Even Sonic 2 had an odd form of co-op, where the second player controls Tails. Although my brother found this situation less then ideal we often took advantage of the feature. Sonic 2 also illustrates another important factor in creating an engaging co-op experience. Each player has to feel needed. Tails had no camera control, and would frequently die if the player failed to keep up with Sonic. This is not an ideal situation in co-op gameplay.

The next few generations of consoles saw improvements to single player and versus game modes, but little innovation for co-op. From what I understand this was a result of technological limitations. I’ve seen the difficulties of a co-op mode in development while testing Mercenaries 2: World in Flames. The number of scenarios two humans can create within a game world is mind boggling. Combine this with the increased system demands of 3D games, and it’s easy to understand why late 1990’s and early 2000’s had few co-op titles.

Of course there are exceptions to every trend. Sports games have featured co-op gameplay for as long as I can remember. Of the top of my head the only team sports title I’ve played not supporting co-op was USSR v USA Hockey on the Commodore 64. It’s sadly ironic that I love co-op yet dislike the majority of sports games. PC also enjoyed some co-op action unknown to the console world. Diablo II featured some of the best social gaming the industry had to offer. I’m sure there were other co-op PC titles, but I was not fortunate enough to have a gaming PC at that point in history. So please leave a comment about your favorite co-op experience from a PC or sports game.

Console systems did not catch up to PC’s and sports titles until the release of Halo. Finally a console game that supports co-op, and it wasn’t a side scrolling brawler! It was a first person shooter. Play through after play through my brother and I marched our Spartans through waves of Covenant and Flood. Friends would come over to experience the sensation first hand, and most importantly fun was had by all. The game empowered both players, and encourage team work through a variety of scenarios. My favorite moments were driving the Warthog as my brother blasted away hostiles with the vehicles turret. Halo had other qualities that cemented its place in history, but co-op was the feature that extended its replay value—especially with no Xbox Live versus. After the release of Halo, the FPS genre became the kings of action co-op. The occasional exception pushed through, like Splinter Cell: Chaos Theory or X-men Legends, but for the most part console co-op was synonymous with FPS.

Chaos Theory deserves special recognition for it's revolutionary addition to the co-op genre. The stealth experience is unique and ridiculously fun. The fantastic level design demanded team work, and the vast array of gameplay mechanics increased the replay value significantly. My brother and I could go "balls to the walls" racking up four alarms and numerous kills in a matter of minutes. On the flip side we could be "sneaky," using stealth in a more defensive manner. I can't wait to play the latest addition to this game mode when Splinter Cell: Conviction is released.

The birth of a new console generation has led to a greater diversity in cooperative gameplay. Fable II is a non D&D RPG with co-op. I was utterly disappointed by its execution, but it did have the feature. The New Super Mario Bros Wii, and to a lesser extent The Simpsons Game, both feature platforming co-op. NSBW is a blast, and it's accessibility has drawn in a plethora of new gamers. Ninja Gaiden Sigma 2 will release with a two player mode. I’m very jealous of all those PS3 owners who get to experience the modern day take on the old school brawler. I do, however, have Castle Crashers. The Xbox Arcade game is an excellent tribute to the older arcade sensations that captured the essence of the co-op brawler. Even previously exclusive PC genres have made their impact on consoles. Borderlands is a Diablo II like party/loot RPG/FPS (woooh lots of slashes), and Army of Two borrows agro mechanics seen in MMORPG’s like World of Warcraft.

First-person shooters are still top dog of the co-op genre. Games like Halo 3/ODST, Modern Warfare 2, World at War, and Left 4 Dead continue to produce excellent co-op experiences. Left 4 Dead is especially important because it is a successful game that heavily focused on cooperative play. Nipping at the heels of FPS'ers are third person shooters. Gears of War 1 & 2, Mercenaries 2, and the upcoming Lost Planet sequel illustrate the lucrative vitality of co-op gaming.

As technology continues to improve cooperative gameplay will expand into previously unexplored territory. Four player, or more, shooters will become the standard not the exception. Brawlers will hopefully make a comeback—Batman and Robin: Arkham Asylum anyone—and sports/PC games will continue their consistent roles in cooperative gameplay. PC’s will undoubtedly be the most innovative especially with the growth of social games on networks like Facebook. All in all the future looks bright for one of the Sterns brothers favorite past times.

This post is a Featured Blog on Gamasutra.

Saturday, January 9, 2010

A Blatant Cure for Hardcore Motion Sickness

E3 2009 cemented motion technology as the new evolutionary step in video games. Nintendo was the first to realize the new products potential on the Wii, and is continually attempting to release innovative games. Tittles like Wii Sports and Tiger Woods PGA Tour 10 have helped nurture the previously small casual group into the biggest potential market in the industries history. The system is fantastic family or party entertainment that just about anyone can enjoy—well almost anyone.

For the most part, hardcore gamers have ignored the Wii and motion technology. When you go past all the internet noise, and look at the root of the issue, hardcore gamers simply haven’t found that fun title. The hook that guarantees a games place in history, and makes nerds everywhere cheer. The classic example is Goldeneye and Halo’s effect on console first-person shooters. Now Microsoft and Sony are entering the motion controller era to claim their piece of the pie. Will Sony’s wands or Project Natal create that key game to usher in the hardcore market? Maybe even merge casual with hardcore like the music game phenomenon Rock Band or Guitar Hero.

To accomplish the mythical goal I just made up developers need to successfully transfer established genres over to motion tech. With Sony and Microsoft entering the market more developers should be brainstorming. Unlike Nintendo, the hardcore consoles know how to utilize third party companies. The fact that Valve is interested in developing games for Natal is a good sign for FPS. EA’s accomplishments in sports games will hopefully continue with innovative new releases on the 360 and PS3 (something more then roster updates). Action and hack/slash titles are another natural fit for motion tech. The Force Unleashed was a blast on Wii, but there always can be improvements. I would love to see Team Ninja or Ninja Theory take on a hack and slash title. Any fan of a specific genre should be able to imagine a game using motion technology. Project Natal doesn’t even use a controller! How cool would it be to play and RTS with verbal and physical commands?

The hardcore market will eventually submit as more and more companies experiment with motion technology. People will still complain, especially on the internet, but a small chunk of that noise is stubbornness. You can teach an old dog a new trick, but it takes time. As more open minded gamers discover the yet to be produced mega hit motion technology will become another established genre in its own right. I’m not suggesting the traditional game pad will disappear. I’m merely talking about an exciting new chapter in the history of video games.

Friday, January 8, 2010

2D Mario is My Kind of Mario

Games: New Super Mario Bros

Systems: DS & Wii

Release: May 2006 (DS) November 2009 (Wii)


Who doesn’t have a soft spot for Mario? The little red plumber saved the video game industry back in the 1980’s, and the simplistically profound gameplay continues to entertain people across the world. I’m personally not a fan of many of the 3D Mario games, but that is my own overly biased opinion—like most things on this blog. The 2D adventures, however, always seem to scratch my platforming itch. This post will attempt to compare and contrast the DS and Wii versions of New Super Mario Bros.

What they have in common?

To state the obvious both versions feature a classic 2Dish Mario adventure. I say 2Dish because art style is semi 3D, but all the gameplay feels 2D. The result is small yet satisfying upgrade to the SNES or NES version. Addictive music complements the improved graphical presentation. The music even affects the in-game world. Items and enemies will dance to the beat, and occasionally throw your perfect jump off target—with deadly consequences.

Like every other Mario game the Princess is captured, and the protagonist must travel through eight magical worlds to save her. The standard order—grass fields, desert, snow, water, forest, mountain/bullet bill, cloud, lava—applies to both games, but each provide unique level designs that fit the different game mechanics. Both rely on the classic power ups like Star, Fire Flower, and Mushroom. They also have the Mini Mushroom, which shrinks Mario to a microscopic size. This allows him to run on water, moon jump, and enter small pipes that often lead to secret areas. Regular sized Mario has also learned some new moves. The wall jump and butt slam mechanic allow designers to put new spins on classic Mario levels.

Wii

I’m starting with the Wii for one simple reason. It has the most features. This is a result of the superior tech power of a console over a handheld. There is also a three year difference in release dates. I wouldn’t hesitate to call the Wii version a sequel of the DS game. The most notorious and news worthy addition is four player co-op. Four people on one screen can play any level at the same time. When I first heard this it sounded like a boat load of fun, but be warned. Team work is a must. Collision is abundant, meaning each player can jump of the other. Imagine leaping over a gap only to have your “teammate” bonk you on the head—with deadly consequences. Players can also pick up, eat, and injure teammates with shell like projectiles. Things aren’t all bad. The A button is a virtual safety net. If you press it your character is put in a bubble. As long as one player is not bubbled the game will continue. Overall this mode is ridiculously fun to play with friends.

Each Mario game has a unique power up. Amazingly the most simplistic idea seems the most brilliant. The opposite of fire is frost. Give Mario a frost flower to freeze enemies and extinguish fire. That’s not good enough. Fine, try a Penguin suite. Now Mario can slide on his belly to take out enemies too. Both these mechanics are as fun as a midget clown fighting a monkey on a trampoline. Of course Mario has to have a flying feature, and the Helicopter Helm fills that role. Shaking the Wii controller will result in an upward twirl. It’s no raccoon tail but it will do.

The final three elements that make the Wii version unique are Yoshi, Koopalings, and mini games. I love Yoshi and he is not present in the DS game. This makes me a sad gamer. Mini games, however, are present in both games, but the Wii version is completely in-game. Players/teams can go into mushroom huts to gain power ups and 1ups. The power ups can be applied on the map screen before entering a level. This is a great feature that allows Mario to start a difficult level properly equipped. Finally there are many villains on the Wii. Browser is accompanied by the Koopalings from Mario 3, and an oddball witch who really makes the last boss fight interesting.

Ok I lied. There are two more secrets worth mentioning. If you complete the first eight worlds a ninth opens up. To play the levels on the special secret Star World you have to collect all the Star Coins from each world. I have only unlocked the first level, and man is it crazy fun. I can only imagine at this point what the other levels have in store. If you can’t complete the game, then don’t fret. There are in-game video guides to illustrate the proper path. This is a great addition to aide the casual gamer through harsh terrain.

DS


There isn’t much to report at this point in the post. The DS version offers one significant power up not found on the Wii. This is the Giant Mushroom. Mario turns into Godzilla, or shall I say Marzilla, destroying everything in his path. The more devastation distributed the more lives awarded at the end of the rampage. Good times. Another unique feature is the power up system. Any extra power up collected can be stored on the bottom screen to be distributed at any moment during a level. The last element worth mention is the DS lacks many of the mini-games found in the Wii version, but offers a series of casual games unrelated to the main campaign.

Conclusion


Don’t let the small DS section fool you. Both of the New Super Mario Bros are excellent games. I haven’t had this much fun with Mario since the 80’s. An outstanding 5 out of 5 is Snerts Snazzy Score. May Nintendo never run out of creative juices.

Zombie Brians with Grits and Sweet Tea

Game: Left 4 Dead 2

System: Xbox 360 & PC

Release: November 2009

Left 4 Dead was a nice change of pace for the FPS genre. It introduced a frantically fun experience centered on four player co-op. Players were even allowed the opportunity to take on the role of a zombie (aka infected) in a revolutionary versus mode. In short L4D was an awesome unique experience that any fan of zombies or first person shooters could appreciate. Check out my previous review for more details about the first game.

When Valve announced a sequel many fans became angry and went to their ultimate source of venting—the internet. Some even went so far as to start/organize a boycott. I don’t agree with the boycott on principle, but I do understand where the hate is coming from. L4D was light on content, and many believed Valve would continue to release new DLC packs. This wasn’t some imaginary assumption made by a nerd in some basement back east. No. This was what Valve stated, and many (including myself) felt ripped off. This feeling was intensified for console gamers, which lacks the supportive community found on the PC. In hind sight, I should not have purchased L4D and saved my money for the complete experience that is L4D2.

The sequel has everything the original had and more. New weapons, characters, maps, enemies, and equipment create a similar yet different experience. The most obvious difference for weapons is the inclusion of melee. Wield everything from an electric guitar to a katana, and slice n’ dice your way to safety. This new feature is ridiculously fun adding an extra layer of combat to the already solid formula. Guns have also seen an improvement with both selection and performance. The same types—shotgun, smg, assault rifle, hunting rifle, and pistol—exist throughout the game, but there is a greater variety. Pistols, for example, include the traditional 9mm along with the new magnum. Assault rifles include AK47, a three round burst rifle, and the old school M16. The final addition to weapons is special ammo. Incendiary and frag bullets add some extra punch to help players survive this zombie apocalypse. Speaking of survivors, there are four new characters to choose from. Just like the first game, each character fulfils a stereotype. There is little to no developed back story. The only window into their personalities is the various one liners stated throughout the game. At first I was sad not to see the original cast, but they simply didn’t fit the setting. The game takes place in the southern United States and including characters from that region helps develop the atmosphere. Another aspect that improves the immersion factor is continuality between campaigns. The first game had four separate stories with no connection between them other then the characters. The sequel denotes a steady progression from Savannah to New Orleans. Each opening connects to the previous campaign events to their current situation. This seems very small on paper, but is vital to creating an engaging believable world.

The South seems to have had a peculiar effect on the infected. They’ve evolved again into three new types: Charger, Jockey, and Spitter. The first infected mentioned should be pretty self explanatory. Chargers charge grabbing one survivor to pummel while knocking the rest back like bowling pins. Jockey’s are the little brother of hunters. They leap onto survivors, but instead of pinning them, they take control of their movements. This is quite deadly especially near ledges and witches. The final new infected is also self describing. Spitters spit a coercive green goop that spreads across the ground on contact. Killing the Spitter will result in a smaller pool of acid spilling from the corpse. All three new infected throw any L4D vet a curve ball, and really supports the idea of a true sequel. For fans of the first game don’t fret. The original infected squad is still present. Players simply get more zombie action with the sequel.

L4D2—and no that’s not an older model of R2D2—include new game modes like Survival, Scavenge, and Realism. Survival was seen in the DLC content of the first game, but was absent from my previous review. Like Halo: ODST’s firefight, or Gears of Wars horde mode, players will face infinite waves of zombies. The game ends when all the survivors are dead. Scavenge takes the first campaigns finally and turns into a separate game type. Like versus mode, players group up into two teams—infected and survivors. The later attempts to collect gas cans for a get away vehicle while the former attempts to eat their brains. This mode is short yet sweet, and allows players to get the versus experience without going through an hour plus campaign. The final new mode is Realism. This limits the games HUD, decreases body damage against infected, and players use the new defibrillator to revive teammates. This mode can be played on any difficulty, and adds a bit of variety to a repetitious game.

Even if you doubted Valve’s ability to make a genuine sequel, and not an over budget expansion pack, you should give Left 4 Dead 2 a chance. The major changes listed above are just the tip of the ice berg. Many smaller features like improved death animations for infected, day time events, and weather effects are akin to frosting on a cake—it makes a good thing that much better. If you are lucky enough to have a choice, then pick this game up for PC. It will be cheaper, and have more support from the community and developers then the Xbox 360. Regardless, any gamer who enjoyed the original will love the sequel. Snerts Snazzy Score grants this title a reputable 4.8 out of 5. Just like their advertisements say L4D2 has, “New Friends. More Zombies. Better Apocalypse.”