Friday, August 16, 2013

Shadowrun Returns

Shadowrun Returns by Harebrained Schemes represents a return in two ways. The first is clear, there hasn't been a real1 Shadowrun video game since the mid-90s, when there was one each on the Super Nintendo and Genesis. It also represents the return of a sub-genre, the isometric2 role-playing game. This was a very popular sub-genre in the 90s. The legendary Black Isle made 6 games with this style, Bioware made the two Baldur's Gates. Blizzard made 2 Diablos (though I would classify them differently as action-RPGs despite using the same view point). There were also countless Diablo-clones, and several imitators of Black Isle. However, it's been effectively dead since 2004, when Beyond Divinity came out.

The isometric RPGs remain well loved today, and some think they represented the pinnacle of RPG design, with something missing from modern RPGs. There are 2 main advantages of the view point over the more popular 1st person and 3rd person over-the-shoulder views.

The first benefit is tactical arrangement and control. With a fixed, bird's eye view of the world, it naturally lends itself to tactical gameplay. You can quickly and clearly see your positions how they related to each other and your enemies. Information like are my melee classes between my mages and the enemy are answered with just a cursory glance. More complex information like how many characters will the 30' wide fireball hit, and how many of them are my own characters are also quickly answered when compared to 3D moveable cameras like Neverwinter Nights 2, or Dragon Age Origins, and camera views like Mass Effect basically make it impossible. You'll noticed the importance of area of effect attacks is greatly reduced in Mass Effect and almost nothing causes friendly fire because it would be very difficult to manage.

Shadowrun takes full advantage of this benefit. You control a team of 4 runners, often augmented with drones and summoned monsters for up to 7 or 8 characters under control at any time. There are area of effect attacks, which do friendly fire if you hit your own troops. There are spells where you can create "walls" that deal damage to any enemy that walks through them. Both of these make positioning important. You also have overwatch, where a character will save an action point to shoot at any enemy that gets too close during their turn. This reinforces friendly positioning, and covering paths where enemies would advance through.

Unfortunately, the good ends there. The enemy AI is too stupid to avoid your walls. Overwatch is not a clearly defined in area, so it's hard to tell when a character might take the shot or not. So you can't avoid it as a player. All area of effect spells are the same size. Players familiar with Dungeons and Dragons will know of smaller and larger affected areas, plus spells that come out as cones like a flame thrower. These would have been very nice editions to spell list provided. Another style of spell that's missing compared to DnD is spells that affect movement. There's haste and slow, but DnD has a variety of spells that can affect the battlefield, such as web and entangle. These create new obstacles that characters have to decide to avoid or risk going through. Again, it would have added a lot more interesting tactics with the inclusion.

The second benefit is more esoteric. With an isometric viewpoint, the player experiences the game through sympathetic emotions. He is aware that the character(s) on screen are not him, but characters he is controlling. He feels sympathetic emotions for these characters. This contrasts with 1st person games that try to maximize immersion and make the player think he is the character. Then try to make the player feel the emotions of the events that place directly. Why is this a benefit? Because ultimately the player knows he is not the character. He is never hit with a sword, or blasted with an ice bolt. He knows he is sitting on a chair playing a game. The immersion will always be broken because of this. By bypassing the need for immersion and creating a sympathetic experience much like movies3 or books do, suspension of disbelief will be higher and the player will have a more cohesive experience.

Shadowrun does a good job using this. Between each level there is text describing the situation. These descriptions were some of my favorite parts of the game. They did a great job setting the scene and drawing the player into the world. Such a tool would not work in a more immersive experience, where the player would expect to see with his own eyes the scene and action. You can't break up Skyrim with textual descriptions of the village you're about to visit, you have to show it to the player.
Harebrained Schemes were also able to get away with no voice acting, presenting all dialog as text only.

Besides not having to pay for voice acting, 2D isometric makes producing content much cheaper than modern 3D games. This allowed Harebrained Schemes to make a game for 1/85 the cost of Skyrim. In the 90s, it allowed Bioware to make Baldur's Gate 2, which can take 200 hours to complete. It also let Black Isle make 2 Fallout games where 99% of the content was optional. Modern games are made with the idea that content is so expensive to create you have to make sure players see all of it. This really reduces a lot of what can be done with choices and consequences and reactivity. Shadowrun Returns falls for this trap anyways. The entire game is fully linear with almost no consequences to any choices you make.

The writing itself ranges from cringe-worthy to good. It generally hits above average, with a few moments of bad and good happening. The story starts off nice and low key--a welcome reprieve from every RPG being about saving the world--with film noir elements, but towards the end you still end up in a save the world situation. The characters at the Seamstresses Union (what turns out to be your main base) seem a little too get-along, friendly and helpful. I expect backstabbing, disenfranchisement, tight sealed lips, and cold shoulders from my cyberpunk.


Shadowrun Returns is the first 6 digit kickstarted game to be released. I couldn't write this post and not talk about this. It has a lot of expectations resting on it's shoulders. This game would finally answer some important questions. Is kickstarter a viable funding source for low-to-mid budget games that focus on gameplay and writing instead of graphics and presentation? Is one million dollars enough to make a good game? Is it enough to make a full sized RPG? Is the market interested in these games?

Well it turns out, the 2D isometric, despite being cheaper than 3D, were much more expensive than the top-down graphics Harebrained originally planned4. So it turns out, we don't know the answer to the first question as they ended up focusing on graphics. I would call Shadowrun Returns a good game, but just barely. So a budget around 1.2 million5 is apparently enough to make a good game. The lack of options in the game with regards to choices and consequences makes me think it is not enough to create a full sized RPG. We'll all have to wait to see if market is interested.



  1.  The terrible FPS on Xbox doesn't count as "real Shadowrun"
  2.  Most games that looks isometric are not actually isometric because of the camera angle. They're often cavalier oblique. However, for the purposes of this review, I'm using isometric to mean any birds eye view at an angle.
  3. For a short breakdown of sympathetic experience vs immersion see this video, he details why 3D sucks for movies and the same principle can be applied to video games trying for the same effect by using 1st person.
  4. http://www.gamesindustry.biz/articles/2013-07-16-shadowrun-returns-dev-will-return-to-kickstarter
  5. The kickstarter raised 1.8 million, but 600k was used by physical rewards. That leaves 1.2 million, but HBS put more money into it from their iOS and Android products and took out a loan. It's hard to say how much that adds up to.

Wednesday, January 26, 2011

Space Flight Sim Game Idea

So I have an idea for a game. It involves co-op space flight. I got this idea while playing Freespace 2. When I was playing this game, I was really stunned by the cheat sheet for hot-keys.

I can't remember this much shit when I've got 3 bogeys on my tail
It was just way too complex, and there were too many things to do. On the other hand, in different situations it was actually nice to be able to do various things. When going in for attack, you want your shields forward and more power to guns and engines. When you are trying to escape, you want shields aft and power to shields and engines. Sometimes you want to tell your wingmen to do various tasks. All these things were useful, but it was just too much. I kept wishing I had another person helping me. Either shooting at enemy ships while I flew and worked the power and shield settings, or working the settings and ordering the wingmen around while I was shooting. Which lead to my idea for a game, just make the ship 2 players and split up the duties. One guy flies, one guy shoots, both can adjust settings or give orders. Then I thought of a rudimentary ship design.
Don't make fun of my drawing skillz
 Give the gunner a turret which can rotate on 3 different planes. This gives both players a lot to do while promoting teamwork, and allowing complex maneuvers. None of the depth of the game is lost, but it's easier to play. Maybe more fun, as I like co-op better than playing alone.

Tuesday, January 4, 2011

Crysis

I'm just going to come right out and say it. Crysis is awesome. Have you ever watched Predator and thought, man would it be fun to be the Predator?

Looks like fun right?

Well Crysis is as close as I've found in a video game not titled AvP (and I think the new AvP kind of sucks so meh). The difference is, instead of fighting Arnold Schwarzenegger, you're fighting a bunch of grunts who have no idea whats going on.

Surprise Motherfuckers
I don't know if I'll ever get tired of cloaking and sneaking up on unsuspecting soldiers. I really like the nanosuit and the different options it gives you for dealing with situations. Cloak and sneak around, use speed and run around like Speedy Gonzales, switch to strength and jump up to sniper points or just go around punching guys in the face (or punching their cars in the face). The game plays like it's every great 80s action movie rolled into one. For instance, you can cut down trees with a machine gun in the game.

Also, this game might still have the best looking graphics around, especially if you pick up the Natural Mod.

Very Pretty

This game has an odd reputation. Actually, I'll rephrase that, it has a bad reputation. I've often heard it described as "not a game, but a tech demo," "boring," "extremely generic." I really don't understand those complaints. Certainly the plot isn't anything ground breaking, but the game play itself is very fun and I find quite innovative. I wonder if Crytek didn't misstep when shooting for the stars with the graphics in this game, and gamers were mad their expensive computers couldn't handle max settings.

Thursday, December 30, 2010

Screw you Capcom

I know I'm months late here, but I didn't have blog then. So I'm venting my frustration now. I reiterate: screw you Capcom.

Sunday, December 26, 2010

Spotlight: Aquaria

First a little background on me. About a year ago, I asked my friend during extreme boredom "what's the best game I've never played?" One of his answers was Castlevania: Symphony of the Night. I somehow hadn't played this game despite owning a PlayStation practically since it came out. When I got to it, it was wonderful. It opened my eyes to a whole new genre--one that Metroid players had known about for decades.

The free form exploration was really cool, accomplished the whole "suck me into the game world" aspect I said I loved. Then you get RPG-like character advancement, becoming stronger as the game goes one (has anyone ever made the reverse, where you get weaker as the game goes on?). Plus, you have different weapons and tools which let you try different things to get through sections of the game. I went on to play Super Metroid afterward, which I also loved, and my fascination with this genre was well underway.

Now fast forward a bit, I had purchased the Humble Indy Bundle mainly for World of Goo, and I thought it was a cool scheme for selling software. I didn't really look at the other games, until a few days ago when I got an email telling me they had added the games to Steam, and I could just enter a key to redeem them. Well I decided to have a look at what else I bought. Well one game happened to be Aquaria, which promised to be "Metroidvania meets Ecco the Dolphin." They had me at the first word, as long as it could live up to the billing.

Naija


Time for a brief overview of Aquaria. You play as a kid of humanoid fish thing named Naija, pictured above. Naija is just swimming along when you encounter another creature which looks vaguely like her. This awakens her mind and she realizes she has no memories. So it's time for a quest to discover her origins and/or ties to the planet. Naija has 3 main abilities, she can swim, cook (which would be called potion making if this were a traditional fantasy game), and sing. Singing is the magic system of the game. It uses a radial menu to combine mouse gestures with an Ocarina of Time esque song system. It's pretty slick and works very well.

The game has met my lofty expectations so far, with the caveat that I'm only 3 hours in. The exploration of this game is great, and it's not just finding more areas. You can interact with so much of the background, from all the fish swimming around with you, to rocks, to plants, and more. The gameplay has been primarily exploring new areas, finding new recipes, songs, and occasionally a puzzle to solve. All of which comes together really well.

I do have a few minor complaints. First is the art direction. I find the main character stupid looking. She's too cartoony and it makes gives the impression of being childish. Most of the background art and other creatures don't follow this lead, so I just enjoy the scenery and try not to spend too long looking at Naija. My second complaint is the story telling. It reeks of amateurism. With a poorly done voice over and too exposition. The developers should have took a page from Super Metroid and realized less can be more. Samus didn't have to tell us every time we found some clue "looks like I'm on the right path to Ripley," but Naija feels the need to inform us when we've found something she thinks might belong to her people. I also don't need her to tell me how she feels about everything either. Again, these are just minor issues on a great game.

Saturday, December 25, 2010

Thoughts: Gran Turismo 5

For my first real post, I thought I'd talk about GT5 as it's the game I've been spending the most time on recently. The question is what can I say that hasn't been said already? You've probably already seen the infamous Gran Turismo 5 vs. Forza 3 - AI comparison video, which it turns out was not quite true.You are probably aware of the issues with this game (B-Spec mode sucking, long loading times, etc). So what can I talk about? Well first I'm going to complain about a seemingly minor issue (transmissions), then I'll say something nice (2 things actually).

Of all the features of this game, why talk about transmissions? Well there is a flaw in this game, which really limits my enjoyment, and it's a little thing, but it's been the 2nd biggest issue I've had outside of the AI ramming me all the time*. When I buy a mod name "fully customizable transmission," I expect it to actually be fully customizable. Crazy, I know. However, GT5 seems to think it means, you can change one aspect which is a nebulous "top speed" adjustment. Why do I say nebulous? Because it lies. Every top speed I've experience had been lower than the number listed. Anyways, you change this number and then it adjusts all the ratios of the gears for you., which is really annoying. I'm playing GT so I can mess with all the tuning options I'll never get to do in real life. Then to add insult to injury, when you read the help in the transmission menu, it has a long description about manually adjusting gear ratios. I read a rumor online that you can manually adjust once you reach level 40, but haven't been able to confirm. I'm level 22 right now and it's taken me a while to get there, so I won't see level 40 for a long time. The whole ordeal is very frustrating.

Now to say something nice. Two things come to mind, the first one is that collecting cars in GT5 is very addicting. It's best not to look up what you'll win from each event and just go with the flow, getting many surprises. The second aspect is the wide range of things you can do. I find the dirt and snow races so much fun, and this is something Forza doesn't compete on. Now I could just play a rally game, but then I wouldn't have the car selection that GT has.

Final note: the premium cars do look purdy.

*Which apparently gets better as you go along the AI improves with your level. Which I find really annoying. I hate auto-leveling enemies. It's a constantly moving target, so you can't say "I'll get this much better, then I can beat him."

Thursday, December 23, 2010

Greetings and Felicitations

If you are some lost soul who happened across my blog, you may be wondering to yourself, "why title a blog 'I don't know shit about video games'? I would much rather read a opinions about games from someone who did know shit." A good question and a good point. The title is a joke, but it's more than that too. It's more of a attitude that I don't know everything, and I'm open to new ideas. I find too many reviewers who seem to think their opinion is somehow superior to others. Not to say I don't have strong opinions and won't express them, just that I will try to keep an open mind.

On to my tastes and experiences. I've been a PC gamer all my life. My dad was an early adopter of this new consumer product called an IBM, and there has been at least one computer in my house since I was 2. I've always gravitated towards PC gaming initially because of this, but later as I learned the many added bonuses PCs give you over consoles. My first console was a PlayStation, so I was late to getting one relative to my peers. Although my stepbrother had a Super Nintendo. Currently, I do own a PS3 along with my PC. My roommates have an Xbox and and Wii, so I can play any game that comes out.

If I was forced to pick a favorite type of game I would say RPG. I really like to get into the game world, and RPGs have done the best job in general of making me feel like I was controlling an actual person in a real world. You can move around at your own pace, explore, talk to whoever you want and in many choose what you want to say. A good story does a great job of sucking me in too, which all my favorite RPGs have. Besides immersion, another aspect that I like is when I can advance the game in multiple ways. Which again great RPGs have done (ie, talking, fighting, stealing).

 I hope to post once a week. It will be a mix of retrospectives on older games, thoughts on new games, complaints about big companies stifling creativity, and spotlighting indie games that I think look interesting.