Monday 21 September 2020

I used to think my blog title was funny, until everyone started proving me right. Anyway, I've changed it to better reflect the majority of the posts I've made in the last couple of years, even if they're spaced months apart. I guess my old ones from uni will just be oddities in the back catalogue.

Sunday 6 September 2020

Some Assembly Required

 So like so many others right now, I've bought the Avengers game. I've not played much so far, but I have observed something: this game doesn't know who it's aimed at. Combat is crowded and a little frantic but instead of plowing through like you'd think for a game with mass appeal, you are supposed to dodge and parry based on fairly short warnings that are almost constant when surrounded by enemies. Fail to do so and you are not only injured (as one would expect) but your attacks are interrupted. You're supposed to play like an expert or you'll just keep stumbling around feeling far from a super powered hero.

Then there are the skill trees and gear systems. Playing the story missions requires a "power" level otherwise you'll be unlikely to succeed, but gear and skill management is one of those annoying things that gets in the way of pursuing the story. And you have to constantly manage gear, because you have so little inventory space, most equipment will just become fodder for deconstruction, because multiple resource systems are also another thing that is present but interferes with the average person who just wants to play the story.

The game keeps throwing this and tutorial missions at you to teach you the systems you'll be diving into when you "finish" the game and focus on grinding the multiplayer. But why does the multiplayer need to intrude on the story for a single player experience? It seems like a lot of the multiplayer is recycled missions and assets from the story anyway, but in an effort to drag out the content and squeeze it for all it's worth, the game has an unintended (or perhaps not) side effect of alienating someone who just wants to see a story and feel like a superhero.

Perhaps it's just me, but it seems like games are being designed now where the closest to "fun" you can get is just picking the lowest difficulty and hoping it's not too aggravating.

Sunday 5 April 2020

Limited Functionality Is My Nemesis

Well, it's been a while. I wanted to take a little time to complain a little more coherently than I did during my live streams of Resident Evil 3. This does concern more than that game specifically however. My thoughts are a but scattered but the essential point to make is about functionality. Although it could also fall under that derided gaming attribution: "accessibility".

I've personally found RE3's dodge mechanic to be inconsistent, rather like that of Bayonetta, which I went back and forth about during streams pointing out how late it needed to be then suddenly getting a perfect dodge way earlier than I expected, only to find myself then dodging too early then pushing for late dodges then getting hit, and so on. Some people seem to have no trouble perfectly timing a dodge in RE3, good for them. But to me that only draws attention to the problem, that the dodge is ineffective.

By which I mean that pressing the button for "quick step" does indeed step quickly, but in most circumstances it is useless. One exception that springs to mind is the sequence when fleeing from Nemesis while shoots you with a rocket launcher. Otherwise, using the dodge can actually cause harm rather than evade it. Try dodging past a zombie and they grab you, even successfully timing a perfect dodge away from one enemy can send you into the clutches of another. There appears to be no invincible frames of the animation when used normally and you still have some recovery before you can move normally or dodge again.

The perfect dodge on the other hand, evades the attack, provides some invincible frames, gives you an opportunity for a counterattack, and recovers faster. The regular dodge is largely pointless save for being a vector for perfect dodges. Frankly, this is a terrible idea. Rather like games by From Software (which I haven't played, this is going off of observation not experience) or some fighting games, function for the average player is rudimentary, with most of it being reserved for more expert players.

This itself is not quite the problem, for instance I understand there aren't many ways to make some things easier such as learning a musical instrument (that one is from personal experience). The problem arises when packaged in an entertainment format, such as a video game, that is sold to all. This is not a skill that one learns to be able to produce creative expression, this is someone paying to be entertained and instead being frustrated. If your response is along the lines of "get good", I would offer the frustrated a better piece of advice: get a refund.

It brings to mind the "controversy" that arose around Sekiro: Shadows Die Twice, last year. From Software made a game for expert players, but sold it to everyone. I don't want to delve into all that nonsense here, I bring this up mainly to point out why there was bad press and negative feedback about the game - because it was not made for the average player, but they were certainly willing to take the average player's money. Due to that, they have to take that criticism, because the skill of the player doesn't invalidate their experience. Not to mention there are so many other aspects to a game than just its difficulty, but gamer elitism is also not the point of this post.

Function was limited for average players. Rather than being something that worked for everyone, but was more rewarding for those using it effectively, it was something that had little practical value for a non-expert player. Personally, I found myself trying to avoid using the dodge in RE3 and falling back on my RE2 experiences of keeping distance and wearing enemies down. Unfortunately, the game isn't designed to let you do that most of the time.

If instead the dodge worked as some sort of action-roll with some invincible frames, but if timed perfectly allowed for a follow-up attack with higher or guaranteed critical chance, then at least it would have universal function but reward expert use. Even in such a situation there are ways to limit the practicality of spamming the dodge and never being hit, since of course you'd be spending all your time not attacking. For a game that really seems intent of having you avoid regular enemies anyway, it sure does restrict your ability to do so. And not just with the dodge, but also the environment.

Sorry it took so long to get to the main point I wanted to make; I do try to explain myself and the situation, and also it's been a while since I did a lot of writing. What it boils down to is: you can ignore all my ravings and complaints made while enraged if you want, but they are my experiences with the game, and they're no less valid than your own. Whether you think it's a good game and I think it's a bad game is irrelevant to the fact that I'm not going to say that I like this game, certainly not when compared to its predecessor (by which I mean RE2 remake, not the original RE3).

As I found with a second playthrough on a lower difficulty, my complaints from that first run were not because of the difficulty setting, because I had the same complaints on standard as I did on hardcore. I'm not even attempting nightmare mode until I've unlocked some good bonuses. Which means, yes, I'll still be playing the game - but I didn't call my channel Joyless Gaming for nothing.