Posts Tagged Writing

What Happened to the Dynamic FPS?

In No One Lives Forever 2, the second in the NOLF trilogy that seemed to have evaporated from the public conscious, there’s a level where you, as super secret spy Cate Archer, follow a lead to a remote station in the middle of Antarctica. You begin the level exploring the base, gun in hand, ready to take on oncoming enemies. But the base is quiet. Eerily (and obviously) reminiscent of The Thing, you work your way through the disheveled locale, with massive holes in the wall and scientists dying in front of you, not before pleading out that “he needs to be stopped.” For five to ten minutes, you encounter nothing but an ominous foreboding.

You soon find some paperwork in an office way in the back of the facility, indicating that the base is being used to breed super soldiers – and surprise, surprise, one of them went haywire. Sure enough, that very monstrous beast crashes through the wall, and you have to sneak back out the base, avoiding this lumbering creature and his powerful laser beam blaster. You have to quickly decode electronic panels to open gates, rewire circuitry to open other doorways, sneak over the creature on a thin set of pipes, and even blow a hole in the floor to regain entry into another section of the base. You spend the whole level exploring and then hauling ass, and you don’t even have to fire a single shot (since the monster is indestructible).

No One Lives Forever 2 offered quite a dynamic set of gameplay scenarios within levels that required a lot more than shooting. One level has you sneaking inside the Indian branch office of the villainous group, H.A.R.M. Another has you participating in some spy games of your own, meeting with assets and bugging phones, while avoiding the police. One has you running for you life as ninja assassins chase you down in Akron, Ohio, of all places. Of course there are the levels where you shoot a lot of badguys. But there are plenty of areas where you have to be stealthy, clever, lucky, and smart. You have to pay close attention to the specificity of your objectives and the details of your surroundings. No One Lives Forever 2 is somewhat more dynamic than its predecessor, No One Lives Forever, but even that had its versatile level objectives, among which includes: sneaking around an office while not getting caught, exploring an destroyed underwater base in scuba gear, and simply participating in a Q&A with an idiot masquerading as a leader of an evil organization.

So whatever happened to the dynamic FPS?

Int the late 90s, the complaints about FPS’s being mindless shooters were heard loud and clear; as a result, brilliant, tactical first-person shooters pushed past the “shoot everything that moves” mentality and opened up the objective pool. 1997’s Goldeneye was one of the first games to expand in such a way, involving levels where you had to escape prisons, sneak into damns, and drive a goddamn tank. Rare’s followup, Perfect Dark, opened up things even more. PC games such as System Shock 2 and Deus Ex completely changed the FPS genre into a thinking man’s game of choices and decisions, pushing the possibilities of the genre into the stratosphere. Then there were The Chronicles of Riddick games, which turned FP stealth into an artform, years before Dishonored’s tightly-controlled schematics hit the shelves. Half-Life retooled the FPS into an epic, cross-base adventure, a one-man-against-the-world saga that kept players on their toes. Even Nintendo got into the genre with Metroid; millions were surprised to find the Metroid Prime series a enjoyable, challenging, and varied version of Metroid that was retooled perfectly for the FPS genre. And Red Faction, this writer’s favorite FPS and one of his favorite games of all time, upped the ante of Half-Life by weaving a wild tale of a rebellion on Mars turned disastrous as monsters are exposed and mercenaries turn reckless. Red Faction’s brilliance was very rarely telling you what to do; figuring out how to progress made every successful moment feel earned.

Creeping along in the background during all this was Hitler. Well, not quite. But among these dynamic FPS’s were a swath of World War II shooters, comically marketed as “historic, reverent, and significant,” in that they truly thought they were honoring soldiers by making you a nameless, Nazi killing machine (at least the underrated Return to Castle Wolfenstein reveled in its campy ridiculousness – which, I may add, was also wonderfully dynamic with its objectives). It’s no wonder that these games fell by the wayside rather fast. Even though they were enjoyable for the FPS genre, they were really just generic shooters wrapped in historical dressing. There’s only so many things you could do with WWII.

Yet instead of returning to broad, fun-themed games like ’70 spy games or Mars, things that might be new or clever or versatile, game creators did was they’re always wont to do: copy, copy, copy. Disappointingly, Insomniac Games piggybacked on Half-Life design with its Resistance series, which had its own moments but ultimately was a graphically rich game where you killed a bunch of aliens (predictably, Insomniac ended the series after the third ones). Then there’s Halo, which straight-up removed any kind of dynamic level design, hyping up the admittedly-well-done multiplayer and forgoing anything like, say, Master Chief taking out someone non-lethally. EA and Activision, meanwhile, cozied in on the patriotic surge in the post-9/11 era, “honoring” modern soldiers in their games where they kill nameless brown people. People loved them, and so they went buddy-buddy with actual weapon contractors, turning straight-forward military shooters into super-powered killing squads in magic-technology landscapes, of explosions galore within their Call of Duty/Battlefield franchises. In the end, FPS’s became one of two things: hyper-realistic battles in the near future or intergalactic space shooters, where you may have to hit a switch here or there, or maybe plant a bomb in this one spot. Gone are the silly side conversations or investigative elements, the plotting around unkillable enemies or inventing a way to escape confinement. Stealth may be the sole survivor of the dynamic FPS, but you know it’ll take an immediate back seat once you grab that assault rifle.

Strangely enough, some of the most notable FPSs of today have focused on one powerful game mechanic and executed it in perfect fashion. Dishonored, as mentioned above, made stealth into an excellently workable strategy; stealth in FPS was always awkwardly handled up until that point (NOLF and Riddick did well-enough, but even they had their flaws). Portal, a brilliant game in its own right, nailed the visual puzzle genre with an incredible narrative experience. Mirror’s Edge utilized parkour as a gaming mechanism, which, while flawed, sought to create its own worldview and novel approach to movement. And Bioshock/Bioshock Infinite uses the FPS genre to explore a big-picture topic and interactive theme, forcing gamers to recontextualize their adventures in a new, thoughtful light.

Yet, as great as these games are, I wouldn’t call them “dynamic”. Their gaming aesthetic changes little over the course of the game. You rarely readjust your style of play or thinking to re-orient yourself to newer, different objectives. Levels aren’t what you could call varied. These games do one thing and they do that one thing well, but rarely are you or your character pushed in a new direction. Portal is entirely about utilizing portals to progress. Half-Life 2 is expansive but lacks the sense of urgency and chaos of its predecessor. Mirror’s Edge only has its parkour, which many people felt needed refining. The Bioshock games are graphical fetch-quests. And we all know how wildly limited Halo, Call of Duty, and Battlefield are.

I must emphasize that these games are not bad. In fact, they are quite excellent. But they all focus on a singular gimmick or approach, using a singular mechanical concept throug-out the whole game. You approach areas specifically know that, in some way, you have to either use the portal gun, or make a jump, find some items, or shoot some bad guys. Rarely are there alternate paths, or tricky areas, or significant changes in the story that demand a significant change in how to progress through an area. There may be a vehicle you have to use, but beyond that, there’s no real change-up of the gaming style. There’s no dynamism.

We can continue this observation through other games as well. Crysis gives you a super-powered, multi-capable suit of armor, but you won’t have to ever sneak into a civic building or, negotiate out of dangerous situation. The completely ignored Singularity gave you an item that allowed you to change the temporal properties of items and enemies, but you were still killing them, instead of using it to solve any wild or clever time puzzles. Not all games are like this, though. Spec Ops: The Line sought to put the mindless killing into a moral perspective, letting your more vicious decisions mean something. And the newest Deus Ex: Human Revolution, was built up the very foundation of approaching every level with a choice (somewhat undermined by its experience points system).

Maybe the problems are the stories – or rather, the approach to the stories. Spy stories are ripe with various objectives, allowing Goldeneye and NOLF to inject them in their missions. Chronicles of Riddick just could have been about a tough guy killing everyone in a space prison, but the game makers figured out a way to utilize Riddick’s abilities while at the same time, create an environment of interaction and reaction. Games like Metroid Prime, Half-Life, and Red Faction instilled a self-contained world barely holding itself together, leaving you to use your wits and skills to survive it. You travel through the world as the story happens around you (and in the background – one of my favorite parts of the first Metroid Prime game is when you arrive at the Space Pirates stronghold and discover all their writings denouncing and utterly hating your arrival). Everyone knows how brilliant and diverse Deus Ex and System Shock are.

Halo, Call of Duty, and Battlefield approach their gameplay on stopping nameless terrorists and onslaughts of aliens (their emphasis on multiplayer doesn’t help). Half-Life 2 seemed a lot more structured than the free-world spirit of the first one (remember that part when your warp like three weeks into the future and suddenly have to go around blowing up those giant Combine war machines? Talk about a sudden tonal shift). Portal and Portal 2 focus on puzzles and hilarious dialogue unfortunately doesn’t allow much room for any other gameplay types – we don’t even get a solid chase sequence. Many words have been written about the disappointing elements of Mirror’s Edge and Crysis (we don’t even talk about the latter series anymore after all the hype of the first one), and the Bioshock series is discussed more about what it represents than the actual game itself.

Captain Jack, the third game in the NOLF trilogy, was a horrendous disappointment, which seemed more like a temporary placeholder for the real third NOLF game. Yet it represents the fall of the dynamic FPS, where your character indeed blasts an endless number of H.A.R.M. agents, forgoing any spy-type activities. Perhaps Monolith Productions saw the writing on the wall, attempting to give the public what they ultimately wanted before they went under. I miss those games, the kind that kept you on your toes, that expected you to shoot in one level and be sneaky in another; to chase down a villain in one area and to be chased by a villain in another; to walk freely in a populated spot in one section and to tread carefully in a scary spot in another one. Here’s to the return of the dynamic FPS in the future generation. Lord knows they have the computing capacity to make it happen.

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Tumblr Tuesday – 02/04/14

Tumblr Tuesday is back, ya’ll!

After a pretty crazy month of being sick, then going on vacation, then being sick AGAIN, I’m finally healthy and got my creative juices flowing! Strangely enough, tumblr was rather uninteresting during all of January. But I did find some interesting things:

 — First, I share some comments on Paul Dini’s comments on Cartoon Network’s “anti-female demo” policy:

http://totalmediabridge.tumblr.com/post/70409972847/on-cartoon-networks-anti-female-demo-policy

— Some pics of The Proud Family Suga Mama being old and badass (I guess):

http://totalmediabridge.tumblr.com/post/70626629381/rat2rrj-thegoddamazon

— [YAWN] Someone typed out Yakko’s “Countries of the World” song from Animaniacs:

http://totalmediabridge.tumblr.com/post/71272675144/unfollovving-trickstercharliebradbury

— I seriously need to write about the brilliant insanity of The Grim Adventures of Billy & Mandy:

http://totalmediabridge.tumblr.com/post/71419939642

— A terrible but truthful understanding on how we view “evil” people (good for writers aiming for villainous characters):

http://totalmediabridge.tumblr.com/post/71544879897/pendulumwing-timelady-of-221b

— George Washington has had it with America’s bullshit:

http://totalmediabridge.tumblr.com/post/72877577978/the-prince-is-right-divorcedreality-george

— Some tutorials on using a grid template for artist types:

http://totalmediabridge.tumblr.com/post/74663640566/aeolian-mode-i-sort-of-taught-myself-how-to-do

— Someone compared various TV shows to famous rappers, and it’s scary how accurate he is:

http://totalmediabridge.tumblr.com/post/75049280669/deadlinecom-these-guys-crushed-it

— Once again, Phineas & Ferb breaks itself for humor, making shows like Community look amateurish:

http://totalmediabridge.tumblr.com/post/75151761510/c2ndy2c1d-this-fuckin-character-design

— Slut-shaming, 16th-century style:

http://totalmediabridge.tumblr.com/post/75285718852/nosocialsavy-oldrowley-barackfuckingobama

— Drinking differences between Australia and America:

http://totalmediabridge.tumblr.com/post/75286170770/lovewithallyouvegot

— Slut-shaming, gay-mer style:

http://totalmediabridge.tumblr.com/post/75286456334/angelbladenovak-kid-with-a-trident-ciechi

— And coming full circle, more people weigh in on Cartoon Network’s “anti-female demo” policy and how utterly, insanely stupid it is:

http://totalmediabridge.tumblr.com/post/75309507647/another-side-effect-of-this-girls-dont-buy-cartoon

 

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Why Do We “Like” The Superbowl Again?

While we pick up the pieces of that 43-8 shellacking at the Superbowl, we have to ask ourselves – why do we Americans like this sport again?

PaytonManning_FUP

The Superbowl, by all accounts, was a disaster. The commercials were mediocre and the game was a lopsided mess. Bruno Mars might have been the best part about the show (or at least the 70s-esque outfits), but overall, if it wasn’t for Twitter’s consistent, snarky comedy, the NFL would rather never bring up this big game again. Audiences, save for Seahawk fans of course, headed home drunk and hungover, wondering what that was all about. With the inexplicable complaints about the “national anthem” being sung in other languages, the commentary raging over the interracial Cheerios commercial, and white people uncomfortably pleased with Richard Sherman’s injury after some past innocuous comments (along with just a shitty game), we may want to ask ourselves why, exactly, do we love football?

I’m a football fan, and even I’ll admit that football is… kinda boring. It’s a game of moment-to-moment action, followed by long periods of stagnation and formation. The commentary is almost always awful, and week-long discussions over the latest football drama is just inane. It’s a complex but silly game where twenty-two people hit each other at full speed (at the risk of permanent and fatalistic injuries) over the strangest shaped ball in all of sports. At its worse, you get exactly what we got – two pure weeks of nonsensical hype, only leading up to a worthless finale.

I hate it. My team (the Tennessee Titans) was terrible this year, and I’ll only be glancing sparingly at the off-season developments. It’s growing more and more uncomfortable to see young men in their physical prime destroy themselves in the name of toughness, knowing full well they are pumping themselves full of illicit medication and will eventually end up medically ignored by the very organization that gave them purpose. Football fans, especially those from Philadelphia, are just the worst. And yet, come September, I’ll be there on Thursday, watching the opening kickoff.

The truth is that football is a lazy man’s game. Not the players – who are indeed exquisite Adonises at their physical peak. No, it’s the lazy man’s game to watch, follow, and enjoy.

Think about it. Football games are once a week, with a singular game on Mondays and Thursdays. You don’t really have to watch the entire game – the last quarter will do. ESPN and the NFL Network (along with every other network and newspaper and blog throughout the country) will fill you in on all the highlights and details, so you don’t have to worry about missing anything. The endless commentary allows you to not think for yourself, such that non-issues become issues (Richard Sherman) and issues become non-issues (concussions). You drink beer and eat shitty food during the game so you can engage in water cooler talk, like you just finished your “stories” – and if the NFL knows anything, it knows “stories”.

Football is a nerd’s sport. It’s a game more about states and numbers and icons that we refer to as “players” – you know, actual human beings. Crowds talk tough about the players with the audacity to judge who is and who isn’t tough – as they sit on their couches all day with Cheetos dust on their fingers. Like D&D, it’s a perfect, all-day time waster on a Sunday – I mean, what else are you going to do? Go to church? Indeed, there is more in common between geeks and sports fans than we like to think – both, after all, can be categorized stereotypically as neckbeards, obsessed with numbers and a fantasy they could only WISH to be a part of. There’s a reason why fantasy football took so well and became so popular – football is built on treating its players as cards to be moved around at will to maximize offensive and defensive capabilities. It’s the very nature of the game.

I have long, long stated that football was ostensibly an RPG in the guise of a sport. Eventually, Kotaku finally agreed. Football functions in some ways like a cross between Civilization and Final Fantasy Tactics. It’s no wonder the sport took so well to its fantasy counterpart, letting its participants have an entire week to perfect their rosters of real, living people so they can get points and win a non-existent contest to better their lives. Or something. Every website that participates in fantasy football has their own entire systems set up and designed to maximize participation. They even have fantasy football writers, which is a thing now? In August, by the way, there will be no less than three magazines on newsstands dedicated to nothing BUT the upcoming fantasy season. This is horrifying.

Many people ignore football right up until the big game. Let’s be clear. Even the most diehard football fans know how utterly overwhelming the Superbowl has become, with its million-dollar commercials and endless marketing/advertising gimmicks. The Superbowl is a mess, frankly, and we all wade through it, cringing at the hits and sexist commercials, appropriating the more progressive ones (or, at least the melodramatic ones) as some sort of progress. Deep down inside, we all know it’s bullshit – words and images and feelings designed to sell a soulless product. Don Draper would be having a field day. This also goes for those who, ironically or not, switch over to Animal Planet’s Puppy Bowl, which contains its own sense of soullessness at the expense of cute animals you will never, ever adopt. At this point, the Puppy Bowl is as beholden to is advertisers as the real game – no matter how adorable Fido is. Think about it like this – the Puppy Bowl wouldn’t exist if it wasn’t for the Superbowl. Also, the Puppy Bowl is a visual mess.

In all this nonsense, in all this violence and corporate synergy and ironic commentary and dismissal, why, exactly, do why watch the Superbowl? Why do even watch football?

Because it’s easy.

There was a time where football was considered by EVERYONE to be just a bunch of men hitting each other. Hell, it still is. But a few people, like John Madden, before he went senile, managed to explain to the world the strategy and concept of football in simplistic, easy-to-understand terms. Football got smart (it was always smart, really, but the public realized it). There’s a specific reason for every player, formation, play, rule, action and reaction, all of which creates its own miniature story one play at a time – giving viewers twenty seconds to sip their drink and eat that nacho (for the lazy), or note that stat and account for that player (for the nerdy). Maybe someone will whine after the game, or do something stupid during it, which we’ll Tweet about and gossip over like something out of One Life to Live (or pro-wrestling – which is more analogous to American football than we’d like to admit). After all that, we get a few days to NOT TALK ABOUT IT. We unwind, we relax, we do other stuff. Then Sunday comes, and we’re right back at it. Easy.

The Superbowl in particular gives us two whole weeks before its debut, which allows us to gobble up all the info we can without being overwhelmed. We choose sides and create yet another excuse to party and get drunk, and we gather together to kinda watch the final, best teams “RPG” it out. But that’s really it, isn’t it? In the end, as cruel and inane as the sport is, its really an excuse to come together, in hate or in love – a non-official holiday of cheers and snark, of dedicated appreciation or ironic detachment. The Superbowl, in its own, sad way, is our time, and in all the superficiality, we truly can make the Superbowl our own. Unlike Christmas or Valentine’s Day, where we’re forced to engage in its sentiments no matter what, the Superbowl is freeing. It gives us an opportunity to hate or love, to engage or disengage. It’s an event that we can deal with in our own, special ways, all of them valid. No matter what happens to the NFL in the future, the Superbowl will be there, and we, like obedient children, will respond. We’ll have fun on that Superbowl Sunday, with our own unique plans – which, whether the NFL agrees with it or not, truly makes the day special.

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