Showing posts with label Machina. Show all posts
Showing posts with label Machina. Show all posts

Wednesday, 16 May 2012

Horror and hiding

So recent rumours about Dead Space 3 have hit the internet. Ranging from being set on an icy planet, to featuring customisable weapons, story mode co-op and even a cover system.
Obviously such a strong departure from Dead Space's dark, claustrophobic setting and gameplay not suited to combat caused a bit of a stir among fans. Me being one of them, I too was taken back by this potential shift. This wasn't unexpected news, as Dead Space 2 was more action-oriented than its predecessor, and it only makes sense for developers to aim games to a more general, action-loving audience. The Resident Evil series has been going down this path for years, including the upcoming Resident Evil 6, which has been made even more action-y than any other RE title. Why? Money of course. To big developers, it no longer seems financially viable to produce a Survival Horror game in its true sense. Resident Evil 5 sold more copies than Resident Evil 4, so clearly Capcom were doing something 'right'.

No, Capcom, you're right. There's nothing more terrifying than well-lit open spaces

However, we don't know that Dead Space 3 will take Resident Evil's path and become a full-on action cover-based shooter, this is based entirely on a loose rumour. The co-op seems like a horrible idea, though, as adding another player or brick-stupid mandatory AI will only detract from the isolated feeling of Dead Space - and horror in general. A cover system may not be such a bad thing for a horror game, however.
A critical element of horror is suspense - which in turn is a result of the relationship between two factors - Hope and uncertainty. The player hopes to reach their goal, be it reaching the end of a level, escaping a room or simply surviving. The uncertainty arises from the ambiguity of the player's ability to reach this goal.
Now, suspense is relevant to any genre, and even games such as Super Monkey Ball can create suspense using these factors. Recently I have been playing a lot of Deus Ex: Human Revolution, a brilliant game that is brilliant. The game discourages the brute force approach, encouraging players to sneak their way around. These are tense moments - hiding in an enemy stronghold, hoping that a passing sentry won't bother to look over the small piece of wall you're pinned desperately behind, alerting the entire building to little ol' you. These stealth moments are some of the tensest parts of any game I've played. This example, of course, only works when the player is vulnerable - when there is some risk associated with being discovered, be it Adam Jensen is understocked in weaponry, low on health or simply trying to get that ghost achievement. There is a tangible suspense and this isn't a game designed to scare. This needs to be put to horror use.

Tension. Also, robot arms

Amnesia: The Dark Descent, i.e. one of the scariest things ever made by human beings, lets the defenseless protagonist, Daniel (this scared me a little when the game seemed to be talking to me directly) can either run or hide. Hide around corners, hide behind doors and hide in cupboards. The game even gives the player the ability to peek around corners without coming out of cover. All this to avoid some guys with weird faces.

Pictured: World's most effective laxative

Now, I have had plans for a cover-based horror game for a couple of months now,'in the works', so to speak, so this is an idea that I've had to pitch to people. In this game, the protagonist runs and hides from his problems instead of facing them - it's in his character. With no means of combat or defence, he is pretty much done for once his cover is blown. Blown cover in Metal Gear Solid and Deus Ex generally results in a clumsy panicked attempt at a firefight, raising the tension from moderate to somewhere ridiculous. My horror game has an enemy monster which can follow the blood trail of the wounded protagonist right to where he is hiding. When this pig/dog/moth finds the player, it alerts all surrounding enemies to your presence.

So from this we could believe that cover in Dead Space 3 could be used to great effect. Encouraging the player to keep Isaac hidden from the necromorphs and new human enemies would be a great way to create atmosphere. Combining this with the gore and panic from the previous 2 titles, players could be given a truly horrifying experience.

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On the topic of video games currently being designed, I'm also adding more details to Machina, a '3rd Person Puzzle Platformer thing with birds and Moais' video game idea I've had for quite a while. It occured to me recently that I haven't put much, if anything online about Machina, except for a few halo concepts. Over the next few months I'll be putting together a brief production bible for it, including characters, creatures, settings, designs and a basic story and themes.

It has occured to me while designing things for the two games is that most people may be rushing in with the visual, sound and kinesthetic models - i.e. the game - and leaving the story, themes and emotions to lag behind. People want to make games, not tell stories.
If any of these projects sprouts wings and takes off, I'll be sure to employ an actual writer to make sure that a good story with good wrtiting is told, and doesn't play out like a 5-year-old scribbled it down.

Monday, 20 February 2012

The masochism of late-night brain befrazzlement.

2:30 AM

After a few months of being good and going to bed at a half-decent time, I've started doing all-nighters again.
I know I shouldn't. Every time. I will always regret it in the morning after 3 hours sleep and the taste of stale coke and tea in my mouth.

So why do I do it?

As I work late into the night, listening to Deadmau5, Daft Punk and in tonight's case, this guy- time stops. The concept of the impending deadline vanishes. I have all the time in the universe to finish what I'm doing. Perhaps it simply reminds me of my younger days, spending hours and hours creating art and animation, regularly and willingly working until the early morning. Getting up in time for school didn't matter when I was crafting my one-man masterpieces.
Despite my love for this animation course, and all the people in it, I still sometimes wonder if I was more productive animation-wise before I came here, when animation was just a hobby and not a career choice.
Anyway.

Perhaps the enjoyment of these all-nighters is the feeling of accomplishment; that you've won the battle against biology to meet your goal. The relentless drive of the mind has won over the failings and protests of the body. And a battle it is. The best comparison I can think of is carrying a heavy sack of chicken feed on your back. You know, that thing people do all the time.
It's relatively easy to stay upright and carry it as long as you put the effort into balancing. If you don't put in the extra effort into balance, your strength lifting the sack is wasted and you come crashing down, spraying your chicken dinner all over the ground. What I'm trying to say here is that it's not the actual working that is the hard part for me, it's constantly keeping my stamina up to stay awake. One slip and boom I'm asleep. This to me is the closest thing I can describe as the 'extra gear'.

The fruits of this extra gear?
Well:
After making the 'Ice Cold' logo for Red Bar Radio, I felt inspired to make another piece of art for another favourite podcast, Distorted View.

Don't judge me by my choice of podcasts.

The basic idea was to have the show's host, Tim Henson, in a Pedobear outfit beckoning children in. His idea was to have the advertisement he described on school buses and posters, in response to a news story of Texas schools selling advertising space on the property.

On a subject of less ambiguous morals, I have compiled and combined the Fentil doodles and EVA doodles in my sketchbook from the last two months.

Hm, not as much as I'd expected.
I still have yet to combine the Machina and Weird doodles, but those will be for another post, soon.

Now back to this darned dissertation.

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