Velvet Assassin: First Impressions

By Shamus Posted Tuesday Sep 8, 2009

Filed under: Game Reviews 56 comments

Well, it’s a $7 game. You might argue that I can’t complain too much. But we are bound by our purpose in this life, and my purpose is to nitpick videogames. Ergo, if there are flaws, they will be noticed and remarked on. Starting with…

Velvet Assassin is the story of Violette Summer, with special guest-star: Her ass.
Velvet Assassin is the story of Violette Summer, with special guest-star: Her ass.
I begin a new game. The choices offered are “normal” and “hard”. Invariably this sort of setup indicates the designer hasn’t actually given any thought to what difficulty levels are for or why they exist. This does not bode well for the coming experience.

I set up the controls. What is it with console ports? Do they just choose to omit a couple of keyboard keys at random? I always use numpad DEL for crouch / sneak, and to Velvet Assassin that key doesn’t exist. On the upside, I can use numpad enter, which most console ports manage to screw up. Still, DEL is the key I usually assign to STEALTH MODE, and I’m betting that is a thing I’ll be doing a lot in this game. Now I’ll have over a decade of muscle memory telling me to hit the wrong button when I want to sneak. Didn’t you guys have to USE a keyboard at some point during making this game? How do these basic details escape you?

The opening cutscene is right out of lazy storytelling 101: Voice-over exposition with montage images. It makes no effort to tell me who the main character is or establish the stakes. Okay, it’s a given that we’re playing a WWII game and the player is going to be predisposed to wanting the Allies to win, but it seems that an opportunity was missed here to make things personal or to hook the player with a few interesting questions. Violette’s voice is well-delivered, but clinical and detached. This may be appropriate for the character, but it makes the introduction that much more sterile. This is supposed to the the opening hook, and it’s basically got the same level of emotional investment as the opening of Wolfenstein 3D. The only reason we care at all is because we’re against Nazis and Nazis are bad.

Continue reading ⟩⟩ “Velvet Assassin: First Impressions”

 


 

Stolen Pixels #123: Her Story

By Shamus Posted Tuesday Sep 8, 2009

Filed under: Column 15 comments

Here is a strip about Velvet Assassin. Or about the History Channel. Or both. Sort of.

I am not crazy about how it turned out, particularly panel #2. “Old guy talking” turned out to be harder to pull off than I thought. Most stock photo sites are designed around the idea that you’re building advertisements, and so 90% of the pictures are of young women smiling. I couldn’t find anything in the “old and dull” end of the spectrum. And no degree of photoshopping could get rid of that “ask your doctor about Viagra” vibe the picture has going.

Ah well.

 


 

The Path: Robin

By Shamus Posted Monday Sep 7, 2009

Filed under: Game Reviews 57 comments

Robin is the youngest of the girls. Here is her bio from the website:

Robin is nine years old. A very lively child. She loves playing in the forest. Only on the path, of course. Mother tells her to never go into the woods. She never says why. Robin thinks there may by fun things to play with in the forest. She sometimes hears the creaking sounds of what seems to be a swing! Or the howl of a wolf in the distance! Robin likes wolves. They are her favorite kind of animal!

The “nine years old” thing confuses me. She looks and acts much younger. I would put her in the six or seven range, myself. At any rate, Robin’s journey is really interesting because it contrasts her perception of the world with our own. She encounters the wolf in the graveyard. Her wolf is an actual wolf, or a wolf-man. At one point in her journey she comments that “Wolves are just dogs.” In another she comments that she wants something “big and cuddly”. This desire becomes dangerous when mixed with the earlier misconception.

Continue reading ⟩⟩ “The Path: Robin”

 


 

Mobile Reading

By Shamus Posted Sunday Sep 6, 2009

Filed under: Random 29 comments

In the past couple of weeks, I’ve gotten a number of requests from people who would like a version of my book in a mobile-friendly format. One person suggested removing the line breaks.

Really? Is that what you do for mobiles? It seems like mooshing an entire book into an endless run-on paragraph would make it harder to understand. But I don’t know. Buying a mobile device for me would be like buying a Wii Fit for Larry Flynt. I’m a techno-hermit shut-in. Ergo, no need for a device to surf the web in tinyvision.

I did one sort of smart thing when I put the book together. I wrote it in plain text with just a few HTML markups for bold and such, and then made some PHP to turn the thing into HTML. So, it shouldn’t be hard to make a different script that makes the book mobile-friendly, provided I can figure out what that looks like. I don’t even have a way to test it. I assume “mobile” device” means more than “tiny screen”. There are most likely other limitations.

I’ve tried searching, but I keep ending up with pages that provide mobile content instead of guide you in making it, and I haven’t found one solid, comprehensive guide for “here is how things need to be so that it will work gracefully with all mobile devices”. Thankfully, we’re just dealing with text, so this shouldn’t be brain surgery. This is probably just a few simple rules.

Any advice?

 


 

Experienced Points: Long Live 2D

By Shamus Posted Friday Sep 4, 2009

Filed under: Column 27 comments

This one is on my longing to see more elegant 2D games.

Below is some blather that didn’t fit in the article:

Velvet Assassin is the perfect example of the “hard to learn, easy to master”. Well, it’s not really hard to learn, but there are a lot of gameplay elements. You’re a swiss army knife, but there’s usually only one proper tool for the job. Gameplay consists of choosing that tool and using it. This is very different from (say) Mario, where you have one verb (jump) that can be used to accomplish many different things. It’s also different from a game like Thief, where the game presents you with a single obstacle but gives you a half dozen tools for the job:

A guard, standing in the open on a tile floor in a lit room:

1) Make a sound to lure him away and then sneak by.
2) Use a regular arrow to kill him.
3) Find another route.
4) Use water arrow to put out a light, and when he goes to investigate or re-light it, sneak by
5) Use a moss arrow to soften the floor, then sneak behind him and bop on head
6) If you’re an idiot, swordfight him.

Super Mario has one tool used in a half dozen ways. Thief gives you a half dozen tools and lets you weigh the trade-offs in using each of them. Velvet Assassin gives you six different things to do, and then makes you choose (or sometimes guess) the one and only tool that works on the given obstacle. Velvet Assassin is a three-dimensional game with one dimensional gameplay.

 


 

Stolen Pixels #122: Right Behind You

By Shamus Posted Friday Sep 4, 2009

Filed under: Column 21 comments

I wonder how many people will read the title of this comic and immediately assume it’s about Team Fortress 2. I would.

It’s amazing. Those shorts featuring the TF2 characters aren’t even part of the game proper. You never see them while playing. Yet their effects permeate the game. In particular the Spy movie is quoted at near “the cake is a lie” levels.

Oh. The comic. Right, right. It’s about a completely different game with spies in it. Velvet Assassin has guards with behavior that should look familiar to anyone who just got done playing a ten year old stealth game.

 


 

Need a Job?

By Shamus Posted Thursday Sep 3, 2009

Filed under: Video Games 77 comments

The following job listing was forwarded to me by a friend. It’s… amazing:

Skills Required:

Game Designer, PC, Xbox, PS3, Wii, game levels, game play, AI,
Job Description:

Game Designer, Game Producer, Game Developer,

If you are a Game Design who has shipped titles, please read on!

What you need for this position:

– Bachelor degree in computer game design, computer science or a related field is preferred
– 3+ years of related professional experience required
– 3+ years experience with games/design preferred
– Strong sense of game product structure.
– Able to develop relationships at all levels of production and management.
– Well organized and proactive in gathering information and applying information to specific issues.
– Proven ability to work in an extremely fast-paced environment.
– Ability to write schedules and manage teams to schedules.
– Must be able to convey product and task vision to team members to implement.

What you’ll be doing:

– Develop concepts and treatments for specific game modes and features, and help implement the design features and game worlds.
– Design game flow from high concept to implementation
– Benchmarking and competitive research to influence continual product improvement
– Determine game level layout and design
– Create and produce game play content
– Evolve and tune game mechanics into fun, intuitive features that are player centric.
– Communicate designs visually and verbally to other team members, by possibly creating 2D maps of game levels, 3D roughs of game objects and level, documenting of gameplay functionality and design plans, document expected behavior(s) and functionality of entities
– Create detailed specs describing concept, content, assets, rules and behavior(s), constraints, etc
– Implement designed elements or oversee implementation of designed elements.
– Test gameplay and use results to tune gameplay, to make the game more enjoyable
– Examine problem sets and determine optimal solutions
– Develop product requirements and write specification documents for development team
– Develop workflow schematics
– Write product documentation for game users
– Correct errors found in product after live deployment
– Effectively receive and give constructive criticism
– Collaborating with the internal production, & marketing teams to define problem sets and determine tasks
– Develop systems and tools to improve team workflow and product efficiency
– Coordinate work of development team to complete tasks and projects
– Prepare cost and labor estimates
– Develop schedules and manage teams to them to ensure product goals are met

So, if you are a Game Designer with shipped title experience, please apply today!

The ending should read “If you are a dozen people, please apply today!” Imagine if someone put up a job listing for a “bricklayer” that required designing homes, electrical wiring, plumbing, HVAC, carpentry, operation of earth-moving equipment, insulation, overseeing personnel, and experience as a realtor. Now, I’ve worked in some very small-company situations, and I’m all for hiring people who can wear a lot of hats. I’m certainly one of those people. But this is preposterous. This is basically “everything”. I imagine the guy who gets hired will be put in a room with a computer and told, “Make a game and get it published. Let me know when you’re done and I’ll have another assignment for you.”

The only people with these abilities are one and two person studios like 2D Boy. And finding someone who can do all of that, for all platforms? And multiple shipped titles?

I love “develop workflow schematics”. Yeah. You don’t need to document the workflow process if you’re the only one involved it it. A bachelor doesn’t write down the menu each day before he makes himself breakfast.

Also good is “Effectively receive and give constructive criticism”. At the same time! To yourself!

“Develop schedules and manage teams to them to ensure product goals are met” – Teams which will be run by and comprised entirely of… you!

“PC, Xbox, PS3, Wii” – Has there ever been a single title that shipped on all of these platforms? I can’t think of any. [EDIT: According to the comments below, yes there are! I just haven’t played any of them yet. While not common, this does happen. Of course, we’re talking about games from immense development houses, who we assume wouldn’t go around trying to hire the one-man-band of game development.]

Whew. Crazy.