Might as well get ill

I finished Illbleed last night. It’s an interesting game for sure: the content is weird, the premise is unique, and its approach to horror is straight out of campy 1980s classics like Creepshow. It’s also a pretty good example of bad game design: it’s too complicated, the rules keep changing, and there are some points that rate very high on the frustration meter. You should check this review out, because I even went to the trouble of making a graph to describe one of the principle design failures of this game.

The Descent

I went to see The Descent last week despite knowing absolutely nothing about the film. I’d never seen a trailer or even a poster, but strong critical response convinced me to go.

The Descent is about a group of thrill-seeking women who decide to go spelunking in a remote cave. They get pretty deep into the cave before they realize how dangerous their situation is. The tension is high and unrelenting, and then the monsters come out.

What’s nice about this film is that it doesn’t waste any time whatsoever on superfluous scenes. The script is concise and direct: only the necessary scenes are included. This is a “pop out of the dark” movie, and after a while there is a definite rhythm to each scare event, but the film never becomes trite and it never really loses its ability to startle you. The characters are developed just enough to make the interactions between them important, and the monsters are not dwelt upon for longer than necessary.

It’s been a long time since I’ve seen a pop-out movie that is this effective. Though there are a huge number of films in this genre, very few are successful (Alien is probably the best of the bunch). The Descent is tight, simple, and expertly constructed, and I found it much more effective than I was expecting.

Sadness Added

Thanks to forums member ghostsarecool for letting me know about a new horror game for the Nintendo Wii called Sadness. Developed by Polish developer NIBRIS, Sadness is apparently a “gothic horror game.” There’s really no details yet, but the NIBRIS site does have a couple of live-action movies to demonstrate how they expect the control scheme to work (no real details, though). IGN (warning: link goes to IGN) has some more concept art. Hopefully we’ll get more details about this title soon.

Fatal Frame Found to be Frequently Forgotton

Last week I decided to pick up Fatal Frame 3, since I really enjoyed the previous two games in the series. My local game store chain had never heard of it, and I couldn’t find it at the local big box store either. But it wasn’t until I found that even Amazon.com doesn’t carry new copies of this game that I realized that it has become incredibly hard to find. There are a few used copies on ebay, a few copies available through Amazon Marketplace, and you can buy a copy direct from the official site (for $57, ugh), but otherwise it’s nowhere to be found. Ebgames.com has a pretty neat feature that allows you to see which stores carry a specific game, and according to them, there’s only about three copies left in the entire San Francisco Bay Area.

Since the game has been out for almost a year, I was hoping that it would have dropped in price. Instead, it seems like Tecmo decided not to press any more copies of the game after its original run. I guess this means that it must have sold terribly, because I think it is pretty rare for a company to only make a single run.

In the end, I found a store about 45 minutes away from home that was selling it for full price, so I picked it up there. Since it was so hard to find, I really hope it’s a good game.

The Problem With Manhunt

Manhunt is the type of game that I’m not really interested in. Gritty realism, with gangs and torture and an emphasis on ultra-violence, performed by none other than the player-controlled protagonist? Not really my cup of tea. I mean, violence in context can be extremely interesting (see A Clockwork Orange, or better yet, read the book), but from all the hype I got the impression that Manhunt selected violence as a means to stick out from the crowd–a way to sell more units. I can sympathize with the Blue Sky in Games campaign.

But on the other hand, a lot of people praised the game for being extremely emotionally disturbing. I read a couple of reviews where the reviewers wanted to enjoy Manhunt, but found themselves feeling a little queasy because of the game’s combination of intensely difficult sneaking gameplay and the brutally violent gang kills. This site is all about games that elicit emotions from the player, so “makes you feel queasy” sounds like something that I should be interested in.

Torn between the trite-sounding premise and the promise of emotionally disturbing gameplay, I decided to rent Manhunt a few weeks back and give it a shot. I generally enjoy sneaking games (the ones that don’t suck, of course), and I also happen to be one of the five people in North America who bought the PS2 headset (I got it for Lifeline, of course), so I was ready to experience everything the game had to offer. I also needed to determine if the game was correct for the Quest given my new-and-improved Quest requirements.

Manhunt is a pretty hardcore sneaking game. It follows the regular sneaking game rules: sneaking is a requirement because if you are seen, you’ll have to fight somebody, and fighting is very hard. Like many other sneaking games, it also allows you to hide in the shadows and obscure yourself from your enemies’ view. The developers at Rockstar did a really good job with this mechanic: they made it clear when you were hidden (via a HUD element), they made hiding places plentiful, and they made it so that you can move at your default speed without making any noise (you don’t have to crawl around on your belly to get behind guys you want to take out). An interesting difference between this game and most other sneaking games (like the Metal Gear Solid series, for example), is that the enemies do not follow predictable patrol patterns. They move might visit the same areas after a while, but they are not on a well-defined path like the bad guys in most other sneaking games, which makes predicting their movement a lot more difficult. The goal, of course, is to sneak up behind each guy in the level and take them out as violently as possible. The kill mechanic only requires a single button, so as long as you get up behind the guy without him noticing, you will kill him every time.

I think the sneaking mode in Manhunt is flawed in two ways. First of all, the radar isn’t just useless, it is deceptive. The radar in Manhunt only displays enemies that the player can see or hear. Now, if you can see the enemy the radar itself is useless, so you mostly use it for enemies that you can hear. In order to make the radar less useless, the developers have made all the bad guys make all kinds of noise (they talk to themselves, whistle, etc). But there is no guarantee that all the enemies in the area will be making noise, so you cannot rely on the radar to tell you when it is safe to move. I think the reasoning behind this decision was to increase tension: you may be able to conceal yourself easily in shadows, but since there is always some ambiguity about when it is safe to move, leaving the shadows is supposed to be a more traumatic experience. But in practice, I just found this approach frustrating. I’d wait in an area for several minutes while a whistling guy walked around, then I’d pop out at the last moment to kill him only to be noticed by his silent friend who happens to be standing a few feet away. Often the radar will suggest that nobody is around when that isn’t the case, and I found that relying on it actually worked against me. I think the game would have been a lot more fun with a motion detector (guys light up only when they move), or with no radar at all.

The other flaw I had with the sneaking in Manhunt is the enemy perception model. Most sneaking games follow the Tenchu awareness system: an enemy can be unaware of the player, can be aware of something but unsure what to do, can be aware of something and begin to investigate the area, or they can be fully aware of the player and move to attack. Metal Gear Solid follows this formula, as does Siren. But in Manhunt, the enemies only have three states: they are entirely oblivious, they heard a sound and move to investigate, or they saw you and are now moving to attack. The enemies have perfect vision, and can see and identify you from very far away. This, combined with the useless radar, makes it very easy to be spotted. Every time you leave the shadows, you risk being seen by a guy several hundred feet away, which will automatically alert all the other guys in the area. Even worse, if one guy sees you move into the shadows, all the other guys magically know where you are as well (this really sucks when they start carrying around guns). I think the game would have worked a lot better if there was some more fuzziness to the enemy’s perception.

But the real problem I had with Manhunt was that despite the fairly solid sneaking mechanics and the interesting instant kill system, I found it horrifically boring. The moment-to-moment game play is always the same: approach the new area, discern the best hiding spot, then take enemies out one-by-one. The levels are very linear and there is little room for elaboration on this theme, and the only real reward is the animated kill sequences. Compared to Tenchu or Siren or Metal Gear Solid, there is almost zero variety from one room to the next, and the entire game hinges on the idea that killing guys is a fun thing to do.

Unfortunately, I didn’t really find killing guys brutally very fun. Sure, there’s a couple of different animations for each weapon, and it’s sort of fun to see the over-the-top violence once or twice, but really, there’s nothing very compelling here. Don’t get me wrong, I’m not criticizing Manhunt for being violent; I’m criticizing the game for relying upon that violence as the single source of entertainment. I got bored with killing guys pretty quickly, and the sneaking wasn’t interesting enough to hold the game on its own, so I lost interest.

I didn’t think that it did a particularly good job of scaring or disturbing me, either. Maybe I’m just too desensitized to violence, but the shock value wore off pretty quick. The sneaking mechanics were well implemented but not nearly as tension-inducing as those in other sneaking games. Basically, the whole thing felt like a well-implemented but ultimately shallow vehicle for violent scenes, which is not what I’d call “emotionally substantive.”

So, next time I get around to it, I’ll add Manhunt to the Close Calls list. I think that it is weak in both of the categories I require: it does not try to be very scary and it does not have any real horror themes other than brutal violence. Too bad, because though the content was lacking, the implementation seemed to be pretty top-notch.

Building Emotional Response by Rethinking Fun?

Jane over at GameGirl Advance is thinking about games as emotionally disturbing experiences. Her conclusion is that perhaps we need games that do not endeavor to be “fun” in the usual sense of the word.

If games are to be taken as art, the next step has to be for some game developers to abandon the concept of “fun” – or at least, to rework it and to challenge it.

An interesting thought. I am of the firm belief that video games cannot progress into the mainstream as a legitimate form of art until they can be emotionally relevant to players, but I hadn’t considered the idea that emotional relevancy might come at the expense of fun. Perhaps that’s a trade off we should be willing to make.

Ill Communication

Lately I’ve been trying my hand at Illbleed. It’s an exceedingly strange game, both in terms of its premise and its game mechanics. I don’t really like it so far–the ideas seem good but I’ve found the execution to be very frustrating. There’s a lot of interesting things here, like the trap disarming mechanic, but the possibility for failure is so high and the checkpoints are so few and far between that I hardly have time to appreciate the finer points of the design. I’m too busy trying to maintain all the different stats I have, and trying not to let any of them kill me.

The thing about Illbleed is that there is only one way to win but there are tons of ways to die. Your health can drop to zero. Your bleeding meter can go too high. You can run out of adrenaline and are then unable to avoid traps. Your heart rate can get too high, causing you to faint. There are too many values to manage and not enough ways to manage them. If you want to decrease your heart rate or bleeding speed you can stop moving, but then you’ll be dinged for not completing the level in time. And often the game will put you in situations where you must take a hit (or increase your heart rate, or lose some adrenaline) no matter what.

Basically, Illbleed seems to give you zero margin for error. If you don’t do everything perfectly (and knowing what to do is a problem in and of itself), you’ll fall victim to one of the many ways you can fail. And since there are no checkpoints and only one or two save points per level, failure usually means losing a significant amount of work. It seems like there are a lot of cool things going on with the design, but the frustration level has been way too high so far.

I haven’t finished the game yet, so maybe my opinion will change. At the moment, however, it’s not looking all that hot.