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Tuesday, November 20, 2007

Another World (Out of this World)

Another World is one of those rare gems. A true piece of art, and surprisingly original and ahead of it's time. It was created almost completely by Eric Chahi, a programmer, artist, and game designer from France.

I started playing this through the first time on the Super Nintendo, and didn't actually finish it until well over 10 years later. While there have been many different versions on as many platforms, I want to focus on the creativity and design found in all of them. For what it's worth, I started with the SNES and Genesis versions, and finished playing the recent Hi-res remake.

To say it's unique is an understatement. It is very easy to see that this was quite the visionary project, that knew well it's technical and artistic limitations, so chose to explore within them.



You control a young particle physicist. The game opens up as you are returning to your laboratory. Night has fallen, and the thunderous and chaotic weather provides a thinly macabre sense of atmosphere. The advanced and intelligent security systems in your lab give a key to the significance of this place.



The player is ignorant of where this lab exists, but it's obviously a very important place. Perhaps an experimental offshoot of a larger, well funded organization. Government? Military? The player is left to ponder these external bits of fiction themselves, as the answers are only subtly hinted at. The story is not aware of the viewer. Rather, you feel more like an outside observer, watching their actions and only being able to guess at their meaning. The creativity of the human mind is an extremely powerful tool that is harnessed masterfully.




It's business as usual as you saddle up to your computer and proceed to begin another test in conjunction with the particle accelerator. You pop open a soda as you wait for the test to finish.



Outside, the thunderstorm has picked up, and a sudden flash strikes into the side of the building, interfering with the test. As your equipment is surged beyond control, some remarkable combination of forces causes a pocket of space to rip you from your place in this world.....



You are hurdled, computer desk and all, into a lethal and alien world. This is where the game itself begins. Suddenly existing many feet below the surface of a water pool, the player is for the first time given control. Slowly, dark tentacles of some unseen predator rise up from the depths to reach out for you. Your survival instincts are triggered, and they tell you one thing, "go up!" and thats just what you need to do.



Its the first of many situations that relies purely on context. In fact, that aspect alone is what is so remarkable about this game. Everything is derived from whatever situation you happen to find yourself in next. control inputs have general actions associated with them, but these may change depending on the circumstances. This approach to the game design really forces the player to think about their surroundings, and how to use everything at their immediate disposal.



From swinging back and forth to harness the gravity and inertia of your suspended cage in order to come crashing down on top of the guard below you...



To observing the reflections off of these suspended lamps to accurately shoot one down and into the head of the enemy below...



To taking a leap of faith off a cliff to avoid being devoured by one of the landscapes larger predators...


The creativity, and uniqueness of these contextual situations is well thought out, and rely heavily on predictable and realistic physics and sound problem solving. Sadly, this type of immediately understandable method of design seems to be the exception rather than the norm throughout the industry. An issue that so many problem solving games face is that they are:

A: Overly predictable and unrealistic "puzzles" slapped into whatever world they exist in. These examples are usually the most basic application of some sort of impediment that the player must tackle. Such as pushing three multi-colored boxes into three multi colored floor slots. I would describe them as "gamey," as they feel as if no effort was given to make the puzzle's existance reasonable or justified within the world. They remind the player that its a game, and break down the illusion of any fiction present.

B: So complex and unrealistic that its nothing more than a matter of trial and error until you stumble upon what works. Many point and click adventure games suffer from this. I'm sure anyone reading this who has played an adventure game or two can think of more than a few instances when they had to do some ridiculous series of actions to get to the simple outcome required to progress. Often times with examples like this, were the player actually in that world, they could arrive at the outcome much easier if everything there were at there disposal, but limitations of character control prevent these solutions. These also break down the illusion, as they remind the player of the limitations of the system.

Another World walks the delicate balance between the two. It relies so well on the experiences and fundamental understanding of the everyday world around us, that it feels very real and plausible.






While there is a great amount of trial and error in Another World, it's never a matter of feeling that you are in a poorly executed and pre-determined order of progression. I spoke earlier of design within limitations, and this is an example of what I mean by this. There are no arbitrary limitations. If you are stuck somewhere, its because theres feet thick wall on one side, and a sure plunge to your death on the other, and not because of something such as a low built fence that you character simple "cant" climb over. Things such as invisible walls, and other arbitrary and unrealistic elements of restriction are very destructive to the player's suspension of belief. This sort of thing was surely in the mind of the designer, as every possible course of action was thought out, and ends with a reasonable conclusion (In most cases a very interesting and unique death.)




The Landscape and it's inhabitants are immediately alien. While bearing many similarities to our own earth, time and evolution have clearly lead only the strong and deadly to survive. pulling yourself out of the water from which you just escaped death, even the seemingly docile land dwelling animals pose the highest threat to you.



Once upon the land, a bunch of slow moving and clumsy slugs crawl across the ground. striking incredibly fast, even the tiniest amount of venom from their tetracting tooth will kill you instantly.





This dynamic of presenting one of the most harmless earthen creatures (the slug), something that the player is immediately comfortable with, and showing its incredibly lethal capacity in this world sets up the inherent dangers that the rest of the experience is so rich with. It asks the question "If this is the bottom of the food chain, what else am I going to have to contend with here?" Its a very ominous beginning that establishes a wealth of anticipation for what may happen next.




You find yourself soon enslaved by the civilized people of the world, and you are thrust into a environment you know nothing about. Waking up after capture, you discover yourself imprisoned with another one of these beings.



The bluriness of sedation wears off slowly, and your eyes again take their focus.



A guard paces slowly beneath you, and off in the distance, slave workers dig into the cavern with their pickaxes. Elements of an oppressive political climate are immediately noticeable. Things do not look good.



As much as the player is like an observer into the adventure of this young man, so too is the man like an observer into this strange new culture. A lack of verbal communication only enhances this abstractly claustrophobic and disconnected feeling. You have done nothing wrong, but find yourself enslaved under the whims of whomever is controlling these people. You are innocent, which also questions the imprisonment of your cell mate, and the other slave workers in the background. Have they done nothing wrong? Do they deserve this? Your innate sense of justice and desire for simple survival is what spurns you forward from here on out.




The course of the adventure takes you from the ravaged landscape outside the city, to the slave mines, and eventually into the heart of the city itself. All along the way, subtle elements of this culture exists here and there to more flesh out the story.



I believe the designer was quite clever by not making a visual distinction between the slaves and the guards. A clear distinction between the two, such as varying clothing color, would make the division between the two much more black and white. I think a lot is gained when you don't immediately know the differences and motives of these beings. You derive everything from their actions.



Catching a glimpse from a high rise structure within the jails, even the style of architecture seems sharp and dangerous.

As you make your way into the heart of the city, you become witness to more of the enemies lifestyle and culture.



From their indulgence in brutal gladiatorial combat, and their recreational lust for entertainment through death....



...to their vain self-indulgence. Your presence is a most unwanted one in this city.



Its an observational story. The literal motives, and social and political ideologies are never laid for you. Nor is there any closure. Just as the game starts out thrusting you into this world, and leaves the reasoning all up to you, so too does it end like this.



crippled by the sadistic beating of one of the aliens, death seems more close at hand at the end than it ever has. Only the interjection by your nameless friend saves you. The only being that has showed the slightest bit of compassion and understanding for you so far.



The end finds you helpless, legs broken, at this mercy of your new comrade. Flying away from the city, the player is left to ponder what the true outcome for our hero might be.

The basic ideas of friendship and responsibility come full circle in this experience. While you saved your friend from the cage so early on, so too does he come to your aid when you need it most. All unspoken, but with the simplest of understandings for each other, the relationship between you and the alien is one of the strongest examples that the gaming artform has produced. Its an excellent example of what the most extreme of circumstances can bring out in an individual.

The artistic approach is very simple and stylized. Having to exist within the constrains of the technology, the level of detail of the visuals is sacrificed for the addition of other things. Cinematics look rotoscoped and are very well executed. The simple balance of resources is superb.



There is detail and movement in all the right places to give the illusion of life. The game's focus on the mundane is also a testament to the appreciation therein of subtlety. It removes that larger-than-life feeling that so many games constantly strive for, and instead, brings things down to the human level. The experience feels much more intimate that way.

Its easy to relate to this character, because he thinks and acts in the ways that you might, and not like a superhero. There is as much drama to be found as there is science fiction within this tale.



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Thursday, October 4, 2007

Monster Hunter

If someone asked me where to find the best creature and environment art in this industry, I would point them to this game.

It's huge in japan.

The kind of runaway sleeper success that any game dreams of. A recent version of it on PSP even won the Game of the Year Grand Award at the 2007 Tokyo Game Show.

It doesn't do so well in the states. My thoughts on why could probably fill another entry completely, but I will just say that it probably had a lot to do with its lack of marketing over here more than anything else. (I practically bought the game by accident myself.)

What really attracts me to it is how well executed their world is, and the beings that inhabit it.



I suppose I should explain briefly what the game is about for anyone that doesn't know what it is. You make a character who lives in a small bustling town. You pick one of several possible available missions that are posted on a board in the tavern, then travel to an area and fulfill the requirements for the quest. repeat.
sometimes its gathering something found somewhere within the landscape, sometimes its kill a group of monsters, sometimes kill a singular more predatory monster. the game is very exploratory, as a major aspect is harvesting raw materials within those areas. Cracks in the cliff-side can be mined for ores, plants can be harvested off the ground, fish caught from local watering holes, and everything you kill you can cut pieces off of. Taking these materials back to town between quests, you use them to craft better weapons, armor and items for your character. The more you make, the more your character's attire begins to take on the aesthetic of the monsters you have slain. The meat of the experience is developing your character, exploring landscapes of the different areas, and combating inhabitants within those lands.

What the game does so well is establish an ecology that feels like it could very well exist. Most of the monsters are dragons, but not the same cliche dragons you have seen in every fantasy fiction this side of Lord of the Rings. Their physiology reflects the natural environment around them, which then dictates their unique methods of aggression and defense. Subterranean dragons have no eyes, magma dwelling dragons have skin thats as tough and thick as rock to cope with the heat, aquatic dragons have a streamlined form like a fish, and so on. Every monster looks as if it has evolved to function in the environment around it.

Much of these monsters borrow from our own paleontological records, and as a result, there is a huge dinosaur influence in many of the creature's design and look. Its the kind of researched aesthetic a paleontologist or biologist could easily respect. Thats saying a lot for an industry that usually goes with simply what looks cool, throwing feasibility out the window.



Some examples, placed next to real world biological reference or naturalist art:





This dragon is the subterranean one I spoke of. Drawing inspiration from the Lamprey, and other eels, its one of the best examples of contextual, naturalistic design in the game. It rarely travels in light, so it has no developed eyes. Like many water eels, it can release a surge of electrical energy around itself to stun and damage it's prey.







For many, its easy deduce their habitat and influence, from common animals such as fish:











to more extinct examples, again mainly drawing from the prehistoric era for influence:












The range established in the fiction of the ecology ranges from a heavy dinosaur physiology with a small influence of traditional dragons, like above, to more fantasy heavy monsters, with a bit of dinosaur influence:



























Many monsters draw from the transitionary stages of evolution from dinosaur, to feathered dinosaur, to common birds:












Or take a cue from the larger, wingless herbivores:










Even a food chain is established, as the world is populated with passive, to mildly aggressive herbivores that are more abundant than the larger predators. True to form, many of these species will flee if provoked, rather than confronting you directly. Some only fight when attacked and cornered:



















With these co-existing animals, a believable food chain is established, with you as the player trying to claw your way to the top of it...




When the creature isn't as heavily drawing from specific examples, it takes more broad concepts of adaptation, and applies these to the design.

Take the example of dragons that live in the volcanic areas of the game. Due to the heat, their skin is rough, craggy, and thick. Allowing thick coating to protect from the magma pools that speckle the area, it also acts as a natural camoflauge amidst the grey and rocky terrain.







These elements not only make the ecology so believable, but directly translate into the experience as well. In order to find the dragon, you have to figure out which rocky outcropping in the area isn't just rocks, but the spiky back of the burrowed dragon.









Again, this type of natural camoflauge is an element common in the everyday biological world we live in.










Much like the Hermit crab thrives by inhabiting the abandoned shells of dead snails, a similar relationship is established with Monster Hunter's "Hermitaur," which lives in a multitude of hollow remains of the environment, included large shells, dragon tail bones, and larger skulls.







As time goes on, and you harvest more and more scales, fangs, bones, horns, and other materials from these beasts, a multitude of different armor and weapons become available for you to have made. This makes the idea of "the Hunt" so appealing, that those monsters could yield the next part missing in order to make a new, stronger helmet or chestplate. these articles reflect the look of the monsters themselves, and the act of creating them becomes an exploratory adventure all it's own. In this sense, elements of fashion are very strong in this game, and play directly into the enjoyment of developing your character. Armor looks different for both male and female genders, and between the blade wielding and gunner classes.
















The fictional ecology is simply the best I have ever seen in a game, by a longshot. Each monster has its own behaviors and personality. All of which translate someway into the experience. Either in the aggressive or passive nature of the monster, to their own unique biological advantages and disadvantages that can be exploited to take the beast down. Kudos to Capcom for such a well researched and executed ecosystem.



The personality of any given creature is what makes the hunt so fun, and what makes battling these wyverns some of the most intense, and well constructed boss fights I have ever played. You die in this game. A lot. But with each death, you learn more about the nature of the respective monster. You learn it's quirks and mannerisms, and know more fully what they monster has at it's disposal. Soon enough, you know the timing of using items, engaging attacks, jumping out of the way, as well as the timing of the wyvern's unique set of attacks and charges. To a seasoned player, the game begins to take on a feel similar to chess, knowing what moves you have at your disposal, and gauging the timing of the enemy attack. If you can approach it like what it is, a learning process, you get better at the battle, and ultimately, know the inside and out of what makes any given dragon tick. This makes the subsequent victory so fulfilling, and makes each wyvern unique. It doesn't divide levels of difficulty merely into another creature that deals more damage, and has more hit points.




The Tigrex is one of the more dexterous dragons you battle. It charges fast at you from a distance, and sometimes even wheels around after passing you to suddenly charge again. This makes simply jumping out of the way of the initial charge not a guaranteed breath of safety. For most other dragons it would. It prefers to begin a faster attack at a distance, like a cheetah or lion, and getting right up close to this guy often times causes him to try and back up and get away from you. Other dragons may use that proximity to their advantage, whipping you fiercely with their tail, or releasing a burst of noxious gas from their bodies to damage or poison you. These are good examples of how a combat approach that works wonders on one type of wyvern may kill you when battling a different type. In this sense, much of the success of the gameplay experience hinges on not just how powerful your in-game character is, but how knowledgeable you are as a player of the monster you are battling.



These enormous mountain dwelling boars are a whole different battle. Performing quick, fast charges, and gorging you with their tusks, their approach to combat is a great deal simpler than most dragons. They have no breath weapon, nor do they have any tough scales that would cause your weapons to deflect off their skin.



The volcanic black dragon Gravios, on the other hand, DOES have thick skin, and only the underside of his belly will not deflect attacks like most other areas of his body. He often runs into the shallow pools of magma, where you cannot go, and blast you over and over with his fiery breath attack. The Gravios, like certain other types of wyverns, can have his tail cut off. Causing enough damage to the tail will slice it off. Not only does this render his tail attacks much weaker from then on out, you may also harvest parts from the dismembered appendage.



The Gypceros dragon is one of the more dominant predators in the swamp area. Something he does that is unique unto him is a sneak attack. When close to death, he will keel over and collapse onto the ground. A player that doesnt know any better may go up and attempt to start carving pieces off his body, only to be devastated by a sudden unexpected attack from a wyvern that was only playing dead to his advantage.

These are examples of just a few of the multitude of factors that may play into engaging any one of these monsters. Their is TONS of depth to the combat system, and many tricks and secrets (such as cutting off the tail, or breaking a chunk of chest plate off a Gravios) to taking down a monster that are especially satisfying when discovered for the first time, and always cataloged in your mental arsenal for next time.



The creatures are perfect, but would easily fail if they didn't inhabit equally well crafted environments.

This is where the franchise strikes gold a second time. Each area reflects a distinct ecological influence, from forest and hills, to jungle, beach, desert, snowy mountain tops, and smoky volcanoes. Almost any screenshot in this game could hang framed as a landscape painting. Not only are the vistas breathtakingly beautiful, but often times stretch for miles into the distance.

Elements of the environments directly affect your character as well, and must be carefully considered before going out to quest there. Unless you take the right precautions and travel prepared, some extreme environments like desert and snowy mountain tops will themselves be harmful to you.

Out into these sprawling vistas, passing clouds will cast shadows onto the hills in the distance.










Journeying deeper into the forest, the sky will bloom out to bright white, as the abundant tree canopy makes the color and details of the sky above hard to see. Its subtle details like this that make the areas feel very real.













The beach scenery is done well too, and when its raining, the sandbar that normally stretches out giving access to these long forgotten ruins is underwater, and impossible to reach.






Desert areas stretch out for miles into the distance, and heat waves bounce off the ground, making these landscapes undulate and breath.
Many of the creatures that live here burrow into the sands, and detect the vibrations of you feet. This gives a rather unique element to fighting monsters in the desert.









Volcanic mountains are just as hot as the deserts, and just as potentially deadly. Near the mouth of the volcano itself, thousands of particles of brightly colored embers and ash will rain down on you, carried by the winds in the area.



Swamps are bathed in a thick white mist, and the trees look twisted, as if they are barely clinging on to life. Pockets of occasional swamp gas will sicken the character if they are breathed in. As this area is so abundant with toxic vapors, many of it's inhabitants are also poisonous, as evolution and adaptation within a given area is paid special attention to.






As an area is reflective of the beings that live there, the cold weather of the sonwy mountains is inhabited primarily by mammalian animals, and not the more common cold blooded reptilian creatures found elsewhere. Towards the peaks of the mountains, snow and ice whips through the air, and everything is covered in a thick layer of snow.










Only Shadow of the Colossus, and the ocassional area in Metal Gear Solid 3: Snake Eater come to mind when trying to think of an environment that feels this real and alive, and gives a sense of intrusion to the player adventuring through the landscape.


Even in the ways one would assume the tendency of a japanese developer to incorporate overly cutesy characters, like Final Fantasy does with the Mog for example, Monster Hunter does succesfully. In line with keeping things within the established context and world, these cultural quirks aren't as damaging to the seriousness of the rest of the game like they normally are.

The Felynes are a species of catlike bipeds that inhabit the world. Keeping with their theme, even these cute creatures are cute in the ways that real animals are cute, not in the way that an animated cartoon is cute. They look and sound like real cats, which makes them digestible next the more seriously themed creatures in the game.







If most games would approach their character and environment design with as much respect, research, and seriousness as Capcom has done with Monster Hunter, Games would most certainly be a more heavily respected media.

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