Gaming by Numbers – More Shattered Memories

Maybe I have a high threshold. Or low expectations. But I enjoy games that try something very different, even if not fully successful. So far, I’m enjoying Silent Hill – Shattered Memories immensely, even with its flaws, which lie primarily with the controls. While good most of the time, there are times when the controls feel wonky . . . not working as I expected. Yet, these difficulties are what I actually like about the game in many ways, because the game is pushing towards a more immersive experience.

Glitches can break the immersion, but so can a game that is too easy.

For example, I’m running from the nightmare creatures, and I have to run in precisely the right place to pick up a flare. By then the creatures are on me, and I’m shaking them off, and I can’t quite turn to run towards the door. Or when I have to interact with a device and I can’t get in the right spot easily to do so.

In more than 6 hours playing, I’ve had three, maybe four, of these moments. Honestly, I can’t say that this is more than other games that I’ve played on the 360 recently. But I think the Wii controls accentuate the problem more because of the gestures involved. More physical, more noticeable.

However, I’ve seen several players complain about the lack of combat–that the Wii’s controls for throwing off creatures are too imprecise and involve waggle. I’ve also seen complaints that knowing where to run in the nightmare chase sequences is too hard. Some say that they’re too close to the creatures to use the phone’s map to see where they are and where to go.

When I read complaints such as these, I’m not surprised that Nintendo came up with the idea of in-game help.

But how hard is too hard? In this case, yes, I died a lot in the first chase, and in a later chase, I ran in circles several times [though I only died three times]. As is, the death penalty in the game is non-existent, because you restart at the beginning of the chase in full health. I also found ways to look at my map, even while being chased.

Yet, that feeling of desperation, of running almost by instinct, is the point of the game experience. Yes, Climax could have added waypoints in the game world or markers, but then, I find the indicators for the interactive objects intrusive enough. To add such direction markers would make the game the equivalent of paint by numbers. I think even adding combat would make the game easier.

The expectation that we should be able to run through a game successfully, without failure or even some frustration, is the desire to play a game that is soulless. It doesn’t ask us to give much of ourselves to play the game.

Certainly, too much frustration, and you’re having a miserable experience. Normally, I’d say that frustration from bad camera angles or imprecise controls is not good frustration. And I think Shattered Memories has those moments. But the design of the chase scenes . . . I think that’s a good frustration. For example, the original Fallout games were somewhat brutal in their difficulty, but that was a frustration by design and for a purpose, that tied into the theme of the games. Similarly, I think the disorienting chase scenes are excellent designs that thematically support the disorientation of Harry Mason.

As much as I appreciate Harry’s confusion, I’m nonetheless watching it, experiencing it intellectually. But in those chase scenes, the disorientation is visceral. That might not be everyone’s idea of fun, but I think it’s some of the best game design I’ve played this year.

In contrast, Arkham Asylum is a fun platformer, beat’em up game that I enjoyed, but I was never close to immersed in the game. The third person view kept me removed from the game, and I just never thought for even a second that I was Batman [as much as I would love to and wanted to]. For all the supposedly terrifying criminals in Arkham, I never once had goose bumps, not once felt trepidation or anxiety. And though I thought the different tasks in the game gave it a richness of gameplay, I’ve realized in contrast that Arkham Asylum‘s trophies and environmental hints for actions kept me removed from the Batman. I know some reviewers and gamers felt that they were Batman thanks to fight scenes and the detective mode, but it felt like most games, where I’m a puppeteer. Batman’s mental and emotional state was a faraway thing to me, something I saw only intellectually and never felt for myself. [And I don't believe for one second that Batman wouldn't be afraid of facing his enemies in an asylum.]

I’m not saying Shattered Memories is a better game than Arkham Asylum, but it does something that Arkham doesn’t, which is to pull me not just into the game but into the character–into the experience of being in Silent Hill and into the mindset of Harry Mason. That success supersedes the very few control issues that I encountered.

random Gaming thoughts

  • I played Advanced Civilization with 6 friends for about 13 1/2 hours on Saturday, and it was blast, especially since I’ve not played an all-day board game in ages. It’s amazing how well Advanced Civilization stands up after all these years as an excellently balanced game. At one point, I had 3 calamities that threatened to wipe me out, but I was able to get back into the game and remain competitive. The nice thing, too, is that there was talk of starting up a D&D 4th edition campaign. [The computer game Advanced Civilization is available for download at abandonia, and it's a very near, if not exact, duplication of the board game, unlike, of course, Sid Meier's adaptation.]
  • In that game session, I talked to several friends are game developers, and they confirmed not only how steadily the game companies in Dallas have continued to wane but how the recent cuts across game companies is going to affect the games we see, though not until 2010, given development cycles. Plus, the necessary credit for producing AAA games isn’t there. One large publisher is even concerned about the lack of new releases for the fall. [Again, I'm amazed that there's not more interest in producing up-market games for the Wii because of its relatively cheap development costs.]
  • I had played through a bit of Zack & Wiki and then stopped to play other things. But I picked it up again on Friday, playing with the kids who were very helpful. Games like this are actually excellent multiplayer games, as even my wife sat down and tried to help with a couple. The reason is that the game, unlike RTS, RPG, and FPS games, doesn’t rely on controlling the character to have fun–a puzzle is a puzzle . . . as long as the gamer listens to others and respects their suggestions.
  • I picked up Skies of Arcadia in trade from Goozex, and I’m looking forward to playing it. Having fun with Chrono Trigger has made me eager to play through those RPGs that i really didn’t give time to before. I found that Skies was actually rather available in different game stores as a used game. This could be one of those games that would probably make a good suggestion for a game club such as Michael Abbot’s [which I keep meaning to join].
  • Playing games, especially board games, as a family can be tricky largely because my 6-year-old daughter is at a disadvantage. I recently ran across a very promising coop board game called Pandemic, in which all the players work together using the strengths of their roles to prevent the spread of a disease. Below is a video of the creator talking about the game’s design. [It's a little advanced for my daughter, but as a coop game, it's easy to help her along.] I like the fact that the game not only encourages but also requires lots of discussion, which is both good for the family and good to help teach the kids about strategic thinking.