Monday 5 October 2015

Comparative Analysis



Comparative analysis


Resident Evil (PS1)
Resident Evil is a survival horror game, developed by Capcom for the PlayStation 1. The game was released in 1996 and received critical acclaim for featuring tense and horrific survival based gameplay that forced the play the manage resources in a zombie infested mansion, while also solving puzzles and learning about the mansions dark past. Since the game was developed to be on the PS1, limitations were obviously in play, however Capcom ingeniously implemented a fixed camera angle system, where every change of room/corner would lead to the camera moving to a fixed position, which helps reveal items or conceal a nearby enemy, which magnifies tension in the gameplay aspect. This also gives the game a better artistic style, having every camera being held in a static position really adds to the claustrophobic feel the game gives, not allowing the player to be full in control.

Tank controls were also a limitation set for the majority of the PS1’s library as the six axis controls were not yet implemented, only letting the player move in 4 directions using the directional pad. Artistically the game goes a photo-realism style, although age hasn’t exactly been kind to this game with it being in the fifth generation line of consoles. The games models are rendered with 3-D, real-time polygonal models, while the environments and objects/foliage are all pre-rendered backgrounds, allowing a smoothing frame-rate and allowing more detail to be placed in the scenery. Essentially, the characters are just walking through an empty corridor filled with hit-boxes to prevent clipping through walls, but the pre-rendered backgrounds are placed over to give the look of a dark, immersive hallway, perfect for survival horror. The intro to the game uses a FMV (Full-Motion Video), featuring real life actors to play out the starting events, another way of avoiding excessive use of in-game graphics. Though the game is often mocked for its cheesy writing and “so-bad-it’s-good” voice acting.
 









Resident Evil: Remake (GameCube)
In 2002, Capcom completely remade the original game, opting for a more serious approach and overall polishing of the game mechanics and graphics. The game is an honest remake, everything has been perfectly remade, whilst also bringing a few new scares and environments to take veteran players off their guard. New mechanics like the burning corpses adds a new level of horrific depth, as for every time you kill a zombie, they will rise back up into a “Crimson Head” after 30 minutes of in-game time passes. Their walk speed is instead changed to a full on sprint, attacking animations are increased as well as damage output, but If the player manages to gather a lighter and fuel scattered around the mansion, they can burn a body, preventing this transformation. This new mechanic makes combat with zombies even tenser as you must make a mad dash to find fuel as soon as possible to stop your resources being wasted on more enemies.



The remake boosted the sound design to a whole new level, composing unique sound clips for every type of surface you can walk on. For example, walking on carpet, walking on carpet with blood, walking on grass, walking on wet grass etc. The opening cut-scene was fully rendered with pre-rendered cut-scenes featuring the in-game models, a testament to the games presentation. Zombies deliver a chilling moan to give you a vague idea as to where their spawn location is. Dynamic lighting also adds to the immersion of the infected mansion, with small lanterns casting crisp shadows as well as brief lighting flashes through glass windows keeps you on edge. Models have been refined with a much better polygon count with smooth texture work, detailing creases in hair, clothes, reflective lighting on eyes/guns/windows and dynamic animations depending on the player’s current remaining hit points.

1996 (Original) - 2002 (GameCube)

Friday 2 October 2015

Assignment 1 - Wayne - Unit 22 & 72

Tom Estill

Assignment 1 - Unit 22 & 72


Task 1 - Genres in Video games

https://docs.google.com/document/d/1Wr1zPJXXYgZkr1hRXJR1MVs-7gLQ-9zz1sDBrGd3e3U/edit


Task 2 - Good, Bad and the Ugly

The Good
Despite all the gloomy negative goodness that is associated with games, gaming does actually benefit in a lot of fields that prove to be useful for a person’s senses and interactions. Gaming has been proven to improve reactions; games like Puzzle/Visual Novels can assist with reading and overall thinking with logic when it comes to problem solving, especially at a young ages. Flexibility with given tasks is also improved upon, since the player is often forced to multitask in tense situations, this can improve their coordination and strategise to achieve their goal(s).

Recent research independent gaming projects have made ground breaking accomplishments, such as assisting the disabled and people that suffer with PTSD. Microsoft’s Kinect is a motion sensor device that can also act as a webcam; however, a group have engineered the functions to allow blind temporary sight and can even identify shapes presented to them. Kinect in itself can help with daily exercise, as most gamers tend to stay in the comfort of their home, but with this they can still enjoy games while also getting a decent workout.


The Bad
Many people out there are concerned regarding the amount of time that is spent playing games, as there are wide range of reports leading to very negative consequences such as neglect for family members and even death after 30-40 straight sessions dedicated solely to gaming. An article tells how an 18 Year old collapsed and eventually died after spending too long on a game. “An 18-year-old collapsed and died at an internet cafe after playing an online computer game for 40 hours straight.”

It’s a hobby and time killer that is loved by many, however it’s also very, very expensive at the same time. Consoles now range from £300-£400, adding on addition requirements like cables, controllers and other accessories you may desire, especially if you need a replacement for faulty equipment. Not to mention the games themselves, the key aspect of a games console. New games are typically priced at £50-£60 on launch but gradually decline after as the months go on. But to keep their games lifespan afloat, game developers will release DLC (Downloadable Content) post the games launch, which can range from small things like Costumes, Bonus Items, previously exclusive items that you would receive via Pre-Ordering the game. These can usually be £5, but there are others that tend to require more money, such as Expansions and Missions. Season Passes are very popular with mainstream games, costing at around £30. What these do is act as a way to ensure the player receives all potential DLC on launch at a cheaper price than if they were to buy each item individually.

The Ugly

Gaming can begin to affect the person’s mood after an extensive period of time; making them more aggressive and unable to interact as well as they could, heavily impacting on their social interactions with others. This can also lead to negative results when it comes to their physical presence, depending on how the person uses their time at home, they could potentially stop cleaning themselves properly and become sickly due to the lack of care for hygiene. Their rooms and overall surroundings may become poor as a result also.

Game worlds are crafted by creative people, who create unique and diverse characters and worlds that can really bring the player into the setting. Causing the player to care more about this non-existent world more than the one they’re currently living in. This can also lead to people taking on the persona of the characters they’ve created or their personal favourite(s). Many cases have come up with people taking games too seriously which often result in violent behavior, sometimes even lashing out on others. Murders too, have occurred when someone who may not be mentality stable to begin with, plays a violent game like Grand Theft Auto and starts to develop fantasies about killing real people, mostly if they’re being bullied by others, they use this as a way to solve the issue. The infamous Columbine High School massacre where 2 teens opened fire on their fellow students and teachers after being picked on, was linked to video games as an additional cause for the sudden violence after evidence of them playing DOOM came up.


People often aren’t happy with their current world/life and they seek whatever refuge they can take, even though it may not be real. Love is also found within games, despite being artificial. News stories of people “marrying” game characters or creating shrines dedicated to them have cropped up more and more, or simply obsessive natures relating to them. Role-Playing/MMO games especially play a big part in this, where a person can essentially create a new life under a different alias so they can live out their perfect life in the world they choose. It’s a way for players to find new friends or love if they simply can’t find any benefit of being in the real world.


Task 3 - Game Concept Idea (Characters)

 Protagonist - Ray "Effigy"

Originally human, he fell victim to an ambush which later led to him being imbued with the mineral "Astralym", he awakes to an abandoned laboratory where he spent many months in captivity and was forced to develop so that his new "upgrades" could flourish, however he later wakes to find the facility abandoned and eventually makes his escape. Ray is often optimistic, but knows when to take a situation with the respect it deserves in order to ensure nothing gets out of control. When he charges up the Astralym in his body enough, or exceeds his pain threshold, he will enter an Over-Drive state, fully unleashing the capability of his potential for a short period of time. (Effects vary). He was given the nickname "Effigy", as his body was designed to take large quantities of Astralym. His play style consists of a neutral mix of range and close battles, to ease new players with a reliable character to start with, but can also be efficient and unique for masters.



Antagonist - Leo "Aegis"

Leo was adopted by the company know as "Shiro Foundation", an organisation that strives at scientific discoveries and developments, He was imbued with Astalym at a young age and later began to quickly grow along with the minerals, showing various abilities that no human could ever accomplish. Realizing the selfish nature of Shiro Foundation, he cuts ties and sets out to eradicate all connections to them, as well as all previous subjects to make the world "pure" again. He covers the majority of his body in a cloak and bandages to hide the appearance of the growing Astralym. His play style consists of close range, aggressive play that also benefits on air juggles and grabs with his Over-Drive arm.

Task 4 - Game Concept Idea (Story/Game)

The year is 2577; humans are now wide spread across the Galaxy, the cooperation of other races after what many now call “The Nova War” has continued, despite there being a growing concern of oppression among the many races that coexist in Sector 7, a large settlement on a previously isolated planet called Shinwa, though many identify the Planet as “Purgatory” due to the beliefs that the Planet was once inhabited by a Civilization that mysteriously disappeared after a cataclysmic event that shook the very core of the world, but yet the Planet remained, as if it had not yet passed on with its fallen population. Although the Planet had a strange and mostly unknown origin; it didn’t keep it from being home for millions. It was divided into 7 Sectors to ensure that navigating the planet would be both efficient and a way to keep control. However control may be slipping, mainly due to the increase of discrimination that has been going on as of late, more concerning though; the reports of kidnapping have been growing rapidly, many witnesses have claimed they’ve seen a tall, cybernetic figure with a cloak, stalking them and/or their friends, after a while, they simply vanish without a trace.

The Shiro Foundation has made new groundbreaking discoveries concerning the evolution of a new hybrid race, built from inserting the rare mineral, Astralym directly into the body in concentrated amounts. The source grows in a crystal like form that ranges in many colours, and whatever colour is inserted into the subject, features of their body begin to resemble colour, like their eyes for example. The crystals, like the planet are of an unknown origin but seem to enable paranormal abilities and overall  enhancements to stamina and strength. However, the crystals tend to alter depending on the mental state of the user as well as their personality.

The graphical style will be set on a 2D plain, with an exaggerated look to the characters and backgrounds. Backgrounds will be 3-Dimensional while all characters will be rendered as 2D sprites, giving the game a colourful and distinct look. It's a fighting game that relies on precise juggling while also benefiting on fast, stylish combos.