Tuesday, July 7

Platinum inFamous: Fun and Not So Hard.

I just finished a good run with the Sucker Punch PS3 game inFamous, getting all 49 broze, silver, and gold trophies and netting myself my first ever platinum trophy.

Brad Shoemaker’s review of inFamous on Giant Bomb convinced me to give this game a try, and a comment he made on the Giant Bombcast about the trophies being not too bad to get got me to try for all of them. I’m happy I did both; inFamous is a lot of fun, and the trophy hunt was enjoyable, just hard enough for me, and rewarding to boot (as much as video games can be).

A hallmark of inFamous, and a chief component in its enjoyability, is its pervasive forgiveness. You could cynically characterize this as “pervasive too-easiness,” but I’m a casual enough player to really appreciate it.

  • You cannot die from falling, even off of Empire City’s tallest buildings (slight exception being made for some specific platforming sections, where death + checkpoint is actually preferable to re-climbing anyway). If you miss a jump, it’s usually pretty easy to just climb back up the building you were on.
  • Missions and even some boss fights feature liberal checkpointing. This was very welcome especially after playing GTA IV, where missions almost exclusively restart from the very beginning, before the often-tedious travel sequences.
  • “Stickiness” to assist with landings and prevent falling off. I’m a particularly poor at platformers (Cait has labeled me “hole-faller”), but inFamous makes some very tricky (and vertigo-inducing) jumps possible by subtly keeping you from over- or under-shooting the jumps. (As I understand it this is similar to Sucker Punch’s previous Sly Cooper games.)
  • Radar for finding collectables. There are 350 “blast shard” collectables across the city, and 30–40 “dead drop” satellite dishes that contain audio recordings, and trophies for finding some and all of each. Any nearby collectables appear clearly on your radar when you “ping” it.
All told, the game succeeds in cutting out 95% of the potential frustration of playing it, with the remaining bit being just enough to provide a satisfying challenge.

Getting all fifty trophies was a balance of playing through the story and some nice sandbox play.

I had to play through the story twice, first making the “good” choices and maxing out my good powers, and then again to be “evil” and to up the difficulty to hard. I found Hard clearly tougher than Normal, but not overwhelmingly so, especially after gaining experience and skill from going through once.

The 350 blast shards seems daunting, but their appearance on the radar makes finding them through exploration tractable (compare with the 100 pigeons in GTA IV, which really require a map to get). I had happened upon nearly 300 over the course of just playing through all the missions, and the rest were a few hours of deliberately pinging my way over all the buildings, ground, and piers.

Some of the trophies require a bit of sidetracking into the sandbox that you might not otherwise do. For example, the Road Kill and Casey Jones trophies require you to kill 25 enemies while riding on cars and trains, respectively. 25 kills is low enough that, under the right circumstances, it doesn’t take too long to get these, and working for them can be a good change of pace from the missions. In any event, it’s a nice way to encourage and reward the emergent play aspects of a sandbox game.

Other trophies were about experimenting with all of Cole’s abilities. Get Off My Cloud requires 100 kills by knocking enemies from a height, such as a tall building. Going out and trying for this explicitly would take an annoying amount of time, so instead I just made sure to do a lot of knocking off buildings while playing through the missions and eventually got it. This was a strategy I probably wouldn’t have pursued otherwise, so I was glad to have it exposed for me. The same with Red Baron (100 airborne enemy kills) and Oh, You’ve Done This Before (50 “sticky bomb” grenade kills).

All in all, inFamous was a great deal of fun to play. It’s combat is easy to get into and satisfying to execute. I was happy to spend the additional time in the game to grab the trophies, and pleased that it was possible for me to be completist and get them all.

It’s unlikely that I’ll find another game that I am inspired to — and have the time for — complete in this way, so I’m glad to have the one platinum under my belt.

Saturday, March 28

infoMania is Amazing

Not much more to say than that. If you like the Daily Show, watch infoMania on Current TV. Thursdays at 10, or clips on the InterYouTubes.

Wednesday, March 25

Legend of the Seeker


Just caught this promo on Hulu. I think that there is a land even beyond self-parody.

Wolfenstein 3D iPhone control scheme


John Carmack’s excellent Wolfenstein 3D Classic developer notes led me to check out the game on the iPhone. (app store link)

The writeup is a great read. Carmack obviously excels at writing video game engines, so it’s interesting from a programming standpoint, but I was pleasantly surprised by his game design insights. (Also, his bit about starting up quickly should be adopted by every iPhone game developer. Your stupid intro logos waste my time.)

The game itself is enjoyable, even though I don’t have any particular nostalgia for it. I’m only about three levels into it, and have been enjoying this look at first-person shooter roots.

What took a little while, though, was finding a control scheme that I was comfortable with. Wolf3D on iPhone began, as Carmack says in his notes, as a proof-of-concept for shooter control on the iPhone, so they offer a fair amount of customization.

As I don’t have prior familiarity with Wolfenstein, I’m not sure how it’s “best” to play it, but for my FPS comfort I was basically looking for a way to circle-strafe reliably.

I think the ideal layout would be a forward/backward and turn on one side, and a strafe (with fire icon?) on the other side. Since that’s not available, I came close by turning on tilt-to-move (and cranking it up all the way to 100%) and upping the thumb sensitivity a bit to 60%. This got the strafing and turning speeds about in line for a circle-strafe.

Nevertheless, the controls still don’t work for longer than maybe 15 or 20 minutes at a time before my hand needs a rest. The gripping and sliding on the glass just wears my thumb down too much before long.

Tuesday, March 17

Probably Our Last Game of Java

I was able to convince Cait to give Java one final play tonight. I think it was our last.

I find Java’s presentation incredibly compelling. Take a look at this picture from the Geek. Java has heavy cardboard hexes that you arrange and stack to build villages and jungles in a Indonesian valley. The verticality plays into the game mechanics: you move your builders around to jockey for the highest position in a village, and you can use tiles to cover up and join or break apart existing villages.

Java is curious for giving you rules but actually no indication for how to play the game. On each turn you have six action points (a hallmark of the Kramer / Kiesling “Mask Trilogy”) to spend on moving workers, placing tiles, drawing cards, and building palaces. Each of these can be used to score points of various amounts, so when you first start playing Java you have little sense of the overall flow of the game. You do stuff randomly to try it out, and since scoring comes regularly, a few points at a time, there isn’t any good feedback built into the system to tell you that you’re playing it “right.”

I squeezed one last game from Cait after going on BoardGameGeek and finding reviews and forums that actually explained how a game of Java should proceed. Specifically, the first several turns of the game should be spent placing the irrigation tiles and grabbing their easy points. Then, since you cannot place the jungle/village tiles on top of the irrigation tiles, they have effectively defined the board that you’ll play on for the rest of the game.

Knowing this, we tried once more and definitely had a better time of it. Getting irrigation tiles out early gave the session a guiding arc. The later moves, constrained by the irrigation tiles, felt less random. Cait’s still not a fan, though. She compared the dribbling out of bits of points here and there to playing basketball with just free throws. I’m enamored enough of the physicality of the game to still enjoy the experience, but will admit that Java is hardly a favorite.

Nevertheless, I find Java’s failure to provide direction out of the box a fascinating case study in game design. It’s interesting to compare it to, say, Agricola, which enforces a designer-proscribed flow by only revealing one new action each turn, or Mystery of the Abbey, which is entirely open-ended about what questions you can ask (not to mention the several different decks of cards to choose among) but that only serves to make it more rewarding when the strategy starts clicking into place. Even after we learned “how” to play Java, it was still a turn-to-turn exercise in local optimizations, with nothing great ever gained or lost.