Showing posts with label xbox 360. Show all posts
Showing posts with label xbox 360. Show all posts

Thursday, January 5, 2012

Black (Xbox/PS2) – EA screwed us out of realistic ammo management


Someone at developers Criterion implemented something very clever in the FPS game Black, but between early preview demos and final release, someone at publisher EA decided this nugget of genius had to be removed and, as a result, we were all screwed. I want my money back, and the perpetrator of these changes named & shamed.

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Yes, I realise I’m several years too late, since Black was released in 2006, but that doesn’t decrease the livid indignation I feel over having paid money for this crap, only for it to be missing the very thing I bought it for.

I bought Black for no other reason than the promise of realistic gun reloading.

As shown in the PS2 demo given away with OPS2M 81, the game was supposed to feature realistic ammo management. You have a number of clips and if you press to reload you lose whatever you had in that clip when inserting the new one. So if you have a clip of 20 bullets and fire once (leaving you 19), and then reload, you will lose those 19 bullets. Contrasting against every other gun game where you click reload and your bullets are topped up from a large magical ammo bag.

That’s what I call dumb ammo management. I have read on so many forums that people don’t like the idea of realistic reloading because they like to push reload after firing every single bullet, and with realistic reloading would lose very quickly. If you’re one of these people, which developers pander to, then I hate you.

I chose to own Black for the single reason that the demo showed it not to feature “dumb reloading” and would require some degree of tactical thinking and, you know, actual intelligence. That unique quality that separates us, humans, from things like chimps and hamsters.

But no. Someone at EA, or possibly Criterion, must have got cold feet and between the demo and final release replaced intelligent reloading with dumb reloading. Why is it I have not seen this discussed anywhere else on the internet or in magazines? Note the screenshots:


DEMO START:
I have two clips for the pistol.

DEMO AFTER FIRING ONE BULLET AND RELOADING:
I only have one clip and the rest of the ammo is wasted. This is realism. This is good. This is why I bought the game.


FINAL RELEASE:
One big ammo supply with no individual clips.


Clearly someone in marketing was frightened that people would not buy the game if it featured any degree of actual realism, or required some degree of intellect, so they had it removed.

Bloody hell, what must I do to get away from this crap? I used to put up with it back in the 32-bit era, when I was naïve and young, but I have grown increasingly resentful of designers that treat me like an idiot. Why can’t more games feature intelligent reloading? The only ones that do are a tiny selection of PC FPS, and even then they’re from obscure Soviet developers. Even then, games like STALKER featured dumb reloading, forcing me to trawl for mods to correct this.

I don’t like PC gaming though, I like to sit on my couch and game. I had to really force my way through Uncharted 3, so annoyed was I by both the motion-blur and dumb reloading. For me it’s an absolute deal breaker. Deus Ex Human Revolution I couldn’t even finish – how can he pop open a revolver, dump the cylinder, pop a new one in, and yet not lose the wasted ammo?! It doesn’t make any sense!

Why must every game with guns pander to people who insist on tapping the reload button like some kind of rodent with orgasm electrodes wired into their brain?

Seriously, learn some self-control and appreciate the merits of tactical ammo management.

I am both disappointed and annoyed. I was saving Black for a dull day, like today, to really enjoy. And now it’s garbage. There is literally ABSOLUTELY NO POINT in either playing it or owning it. I have completely wasted my money on a product which was not as promised*.

It’s like going to your favourite steakhouse to buy steak, and discovering they converted into a vegan restaurant. I don’t care how amazing the fried tofu is, all I want is steak, and if I can’t have steak, which is the only reason I am here, then the entire establishment might as well burn to the ground for all I care. WHERE THE HELL IS MY RELOADING STEAK?!



* I realise the demo contained the warning that the games might change from the demo, but COME ON. This isn’t a minor change like menus or graphics, this is a fundamental alteration to the entire structure of the game’s mechanics. It’s an FPS designed around shooting – to make such a drastic change is like suddenly removing Mario’s ability to jump. Or Sonic’s ability to collect rings.

The demo lied to us. EA lied to us. Someone, somewhere, is responsible for this travesty. And as a result Black has gone from being possibly the best FPS ever, with realistic environments and realistic ammo management, and turned into absolute trash. There is no reason whatsoever anymore for me to play it. It might as well be a My Little Pony game for all the interest I have.

So then, can anyone recommend a different console game which features realistic reloading? I hear Alan Wake does, is this true? Does anyone else agree with me, or am I really the only gun lover who plays video games? I would think that given the high sales of Call of Duty and Modern Warfare, someone, somewhere would comment on the lack of realistic reloading and ammo management. And yet no one ever says a word.

Saturday, April 24, 2010

Why Shoot1up is one of the most interesting shooters in a long time


There's an ongoing thread on SHMUPS forum asking why shooters are such a niche genre. The reason can be found on the exact same forum, in the form of their Top 25 Shmups of All Time List, which are voted on yearly. Every time, more awesome classic shooters are ditched in favor of the newest Cave games. That's not entirely unreasonable, because one of the only companies putting out really decent titles on a consistent basis, but it does point to the genre becoming extremely homogenized. Milestone consistently puts out stuff (you can find three of their games in the Milestone Shooting Collection for the Wii for about $15), each usually with some kind of vaguely interesting mechanic which totally doesn't work in practice. And there's the Castle of Shikigami games, which are a bit better, but not anything super impressive either. When was the last great non-bullet hell shooter? Otomedius was only alright, Gradius V is five years old at this point, and Ikaruga even older, and even that is arguably a bullet hell game.


Which is why I'm so incredibly impressed by Shoot1up, available on the Xbox Live Indie marketplace for the shocking low price of 80 points (AKA: $1.) It's a self-described "manic shooter for normal gamers", although it isn't quite a bullet hell game. It is, however, a surprisingly well developed game with some very compelling core mechanics. Around the 'net it's most well known for the gigantic woman robot shooting missiles out of its nipples, a testament to the "why the hell not, we don't have suits to impress" mentality of independent game development.

In Shoot1up, you don't control a single ship, but rather a whole squadron of them, with each counting as a life. (The in-game terminology is "phalanx".) You can expand and contract your phalanx with the L and R triggers. Spreading out your ships will not only earn higher points, but will also trigger a laser in the center if the formation is wide enough. Of course, in doing so, you're also more exposed to danger, turning it into clever risk/reward mechanic. If you lay off the trigger for a moment, a small circular shield will also form around your ships. If you lure an enemy close enough and press the trigger, it'll cause the shield to dissipate but kill the enemy in the process, awarding 10x the standard point value. Obviously, waiting for it to charge and then getting close is even more dangerous, but is really the only way to score big.

This is all very simple and easily understandable within a few minutes of play. Compare this to ESPGaluda II's various arcade scoring systems, which are so incredibly complicated that I've seen a number of people try to explain them, and then just give up.


Like many modern shooters, the goal is to reach the end of the game on a single credit. (Unlike others, you aren't allowed to credit feed, at all - once your ships are all gone, it's Game Over.) This is often a daunting proposition, because it takes a remarkable amount of practice and memorization. Over the course of twenty minutes or so, you can only screw up three times, and then you're done. Shoot1up, on the other hand, doesn't focus on isolated moments where you can die, but instead emphasis is placed on the overall picture. In general, dying isn't something you need to precisely avoid. In fact, when you're controlling twenty ships on the screen at the same time, it's almost impossible to get through completely unscathed. You can make a series of mistakes and wipe out a huge chunk of your squadron, but with some smart flying, you can eventually rebuild them. In other words, it takes more than a few misjudged bullets or mistimed maneuvers to put an end to your game, and more how you deal with the general flow of gaining or losing power. While it can get hairy in the later levels, it's not a terribly difficult game on the Normal setting, and with a few games you can probably get skilled enough to reach the end without much of a problem, and can then concentrate on score.


EPSGaluda II is what happens when you continuously target the hardcore fan with arcane scoring systems. Cave has been creating a more diverse spread lately, in hopes of reaching wider audiences, but the fact is a lot of people are still going to be intimidated by them, no matter how many times you try to tell them that they aren't that hard. (Which is a lie, of course.) We need more games like Shoot1up, that can distill the better parts of modern shmup design without backing itself into a corner than only a few can master. It still has some minor issues - the camera is zoomed in too closely, making it feel claustrophobic at times, and its status as an Indie game means there's no online scoreboards, which would've been really nice. Still, for 1/80th of the price of ESPGaluda II or Ketsui, you can get an extremely solid title, the kind which there desperately needs to be more of.