Tuesday, June 7, 2022

3D platformers index and rough ranking

at 1:58 PM
UPDATE 5/24/22: 
- added Kirby FL (vague ranking) 
- added Mystical Ninja Starring Goemon after playing through the first dungeon. It's got some platforming

The following aren't ranked by core platforming gameplay alone, rather as complete experiences; great aesthetics benefit a platformer as much as any other game. As I add each game to the list, I ask myself: if I already possesssed all the games listed above, which of those remaining would I take next? Think of it like picking a kickball team. Every game ranked I have beaten from beginning to end! Most of them were 100%-cleared. 

3D PLATFORM GAMES tier list sorta

    S-tier; which are unique and as close to perfect as one can ask

  1. Super Mario Galaxy
  2. Super Mario 64
  3. Prince of Persia: The Sands of Time
  4. Ape Escape
  5. Rayman Revolution
  6. Sonic Adventure 2
  7. Maximo: Ghosts to Glory
  8. Super Mario Odyssey

  9. A-tier; good ideas well-executed, challenging and rewarding

  10. Castlevania (64)
  11. Candleman
  12. Crash Bandicoot 2: Cortex Strikes Back
  13. Super Mario 3D Land
  14. Sly Cooper & the Thievious Raccoonus
  15. Maximo: Army of Zin
  16. Sonic Generations
  17. Jak & Daxter
  18. Spyro the Dragon
  19. Super Mario Galaxy 2
  20. Jumping Flash! 2
  21. Bomberman Hero
  22. Rayman 3D
  23. Banjo-Kazooie
  24. Adventures of Cookie & Cream

    ? tier; both great and terrible


  25. Sonic Adventure - What the fuck is going on here? But when the Sonic character gameplay is left alone it's a free-form experimental high speed analog genius. That's about 15% of the content included.
  26. De Blob - The idea of directly interacting with surfaces is a fantastic one for a platformer. The idea of a motion controlled jump is a diabolical one. The Switch version may be worth visiting.

  27. B-tier; solid but dominated by better alternatives

  28. Super Mario 3D World: Bowser's Fury
  29. Ratchet & Clank Future: Tools of Destruction
  30. Prince of Persia: The Two Thrones
  31. Mystical Ninja Starring Goemon - Fantastic story and a decent world structure, strong theming to the platforming but simple and with very limited movement
  32. Super Mario Sunshine
  33. Wario World
  34. Sonic Heroes
  35. Super Mario 3D World
  36. Crash Bandicoot 3: Warped
  37. Ape Escape 2
  38. De Blob 2 - De Blob already outlived its core idea, this is artifically distended even further with completion percentages and sidescrolling sublevels. Still a solid foundation, and there's a jump button now!
  39. Ratchet & Clank: Going Commando
  40. Rayman 2 (PS1)
  41. Prince of Persia: Warrior Within
  42. Jumping Flash! - identical to its sequel, with a less challenging "hard" mode.
  43. Ratchet & Clank: Up Your Arsenal
  44. Kirby and the Forgotten Land

  45. C-tier; ones you can learn to live with, if you so choose

  46. Sonic and the Black Knight - The controls are a huge hurdle to get over and never more than 90% reliable - after that this is arguably the purest 3D speed-based Sonic game.
  47. Crash Bandicoot - Rudimentary and one-dimensional, but very well-made and fluid.
  48. Psychonauts - Not any fun to play or mechanically challenging, but the metaphorical level design is earnest and thoughtful. The anti-Bandicoot.
  49. Pac-Man World - Glaringly inconsistent and full of jank, with respectably element-focused level design.
  50. Castlevania: Legacy of Darkness - A completely ruined camera and redesigned stages that removes most of the challenging skill tests with easy but irregular and repetititious lilypad platforming
  51. Mega Man X7 - Alternatingly painful and impressive.
  52. American McGee's Alice
  53. Sonic: Lost World

  54. D-tier; mechanically unsound and unpredictable; far more irritation than value

  55. Oddworld: Munch's Oddysee - An alpha kit with fan created levels, always approximating ideas instead of creating them organically, though this is the one I am sorriest to rank so low.
  56. Rayman 3 - The direst expression of the 3Dplat's fatal flaw, combat. That it's supported only by poorly utilized power-ups and trivial jumping challenges is damning.
  57. Medievil - The jankiest game on this list, with all kinds of random interactions and glitchy behavior. 
  58. Crash Bandicoot: N. Sane Trilogy - Crash is a tightly mechanical near-rhythm platformer. An adaptation that changes the tuning and nothing else is insane.
  59. Jak II - One of the worst games I've ever played; utterly pointless meandering time-waster with arbitrary challenges as miserable balance. A tech showcase made unplayable.

Notable gaps I'll probably one day cover 

(red = in progress)
  1. Ape Escape 3 - I liked 2, but it was unremarkable compared to the first.
  2. Billy Hatcher and the Giant Egg - It's Yuji Naka, but it's also Billy Hatcher.
  3. Bionic Commando ('09) - If this counts, do I need to include Spider-Man games?
  4. Donkey Kong 64 - About 15% complete. Gruelingly boring, flat, and repetitious
  5. Epic Mickey - Depends on Epic Mickey 2. I got that one free.
  6. Epic Mickey 2 - Dubious, but it's a late representative.
  7. Frogun - etc
  8. I-Ninja - Wild-card.
  9. Jak 3 - The Sony sequel mantra was "simplify the platforming and add minigames", so this is dubious.
  10. Mirror's Edge - Major gap. Potential gateway to other FPPs like Cloudbuilt and Clustertruck.
  11. Pac-Man World 2 - Wildcard.
  12. Prince of Persia ('08) - A dead end, but worth a look.
  13. Prince of Persia: The Forgotten Sands (Wii) - The 360 one went too far brawler to qualify.
  14. Rocket: Robot on Wheels - Wildcard. Would need to emulate.
  15. Shinobi ('02) - About 80% through, and not sure it counts.
  16. Sly 2: Band of Thieves - About 30% through. Hardly qualifies.
  17. Sonic Unleashed - Werehog.
  18. Spyro 2: Ripto's Rage - Similar-looking sequel.
  19. Super Monkey Ball: Banana Blitz: HD - About 95% through.
  20. Vexx - About 80% through.

Notable gaps I'll probably never cover

  1. Banjo-Tooie - I don't love Rare and hear this is even more distracted than Kazooie.
  2. Bubsy 3D - I probably should.
  3. Conker's Bad Fur Day - Banjo-Kazooie's aesthetic is already hard enough to stomach.
  4. Pac-Man World 3 - Depends on Pac-Man World 2.
  5. Prince of Persia 3D - Need a way to play it.
  6. Ratchet & Clank - The three I've played are *so* similar, even if this is the original.
  7. Sly 3: Honor Among Thieves - depends on Sly 2.
  8. Sonic the Hedgehog ('06) - If it wasn't for the load times I'd suffer through.
  9. Spyro: Year of the Dragon - Depends on Spyro 2, but knowing Insomniac...
  10. Super Monkey Ball: Banana Blitz - infuriatingly, this is not the same game as the HD one.
  11. Yooka-Laylee - we'll have to see how the new wave of 3D platformer fangames fares.

Others that exist

  1. 40 Winks
  2. A Hat in Time
  3. Balan Wonderworld
  4. Blue Fire
  5. Chameleon Twist
  6. Chameleon Twist 2
  7. Cloudbuilt
  8. Clustertruck
  9. Croc
  10. Croc 2
  11. Crash: Twinsanity
  12. Geograph Seal
  13. Gex 3D
  14. Glover
  15. It Takes Two
  16. Jett Rocket
  17. Medievil 2
  18. Ratchet & Clank Future: A Crack in Time
  19. Ratchet & Clank Future: Into the Nexus
  20. Ratchet & Clank Future: Quest for Booty
  21. Scaler
  22. Shadow the Hedgehog
  23. Sly Cooper: Thieves in Time
  24. Sonic and the Secret Rings
  25. Sonic Colors
  26. Sonic Forces
  27. Tonic Trouble

Master list

  1. 40 Winks
  2. A Hat in Time
  3. Adventures of Cookie & Cream
  4. American McGee's Alice
  5. Ape Escape
  6. Ape Escape 2
  7. Ape Escape 3
  8. Balan Wonderworld
  9. Banjo-Kazooie
  10. Banjo-Tooie
  11. Bionic Commando ('09)
  12. Blue Fire
  13. Bomberman Hero
  14. Bubsy 3D
  15. Candleman
  16. Castlevania (64)
  17. Castlevania: Legacy of Darkness
  18. Chameleon Twist
  19. Cloudbuilt
  20. Clustertruck
  21. Conker's Bad Fur Day
  22. Crash Bandicoot
  23. Crash Bandicoot 2: Cortex Strikes Back
  24. Crash Bandicoot 3: Warped
  25. Crash Bandicoot: N. Sane Trilogy
  26. Crash: Twinsanity
  27. Croc
  28. Croc 2
  29. De Blob
  30. De Blob 2
  31. Donkey Kong 64
  32. Epic Mickey
  33. Epic Mickey 2
  34. Gex 3D
  35. Geograph Seal
  36. Glover
  37. I-Ninja
  38. It Takes Two
  39. Jak & Daxter
  40. Jak 2
  41. Jak 3
  42. Jett Rocket
  43. Jumping Flash!
  44. Jumping Flash! 2
  45. Kirby and the Forgotten Land
  46. Maximo: Army of Zin
  47. Maximo: Ghosts to Glory
  48. Medievil
  49. Medievil 2
  50. Mega Man X7
  51. Mirror's Edge
  52. Mystical Ninja Starring Goemon
  53. Oddworld: Munch's Oddysee
  54. Pac-Man World
  55. Pac-Man World 2
  56. Pac-Man World 3
  57. Prince of Persia ('08)
  58. Prince of Persia 3D
  59. Prince of Persia: The Forgotten Sands (Wii)
  60. Prince of Persia: The Sands of Time
  61. Prince of Persia: The Two Thrones
  62. Prince of Persia: Warrior Within
  63. Psychonauts
  64. Ratchet & Clank
  65. Ratchet & Clank Future: A Crack in Time
  66. Ratchet & Clank Future: Into the Nexus
  67. Ratchet & Clank Future: Quest for Booty
  68. Ratchet & Clank Future: Tools of Destruction
  69. Ratchet & Clank: Going Commando
  70. Ratchet & Clank: Up Your Arsenal
  71. Rayman 2 (PS1)
  72. Rayman 3
  73. Rayman 3D
  74. Rayman Revolution
  75. Rocket: Robot on Wheels
  76. Shadow the Hedgehog
  77. Shinobi ('02)
  78. Sly 2: Band of Thieves
  79. Sly 3: Honor Among Thieves
  80. Sly Cooper & the Thievious Raccoonus
  81. Sly Cooper: Thieves in Time
  82. Sonic Adventure
  83. Sonic Adventure 2
  84. Sonic and the Black Knight
  85. Sonic and the Secret Rings
  86. Sonic Colors
  87. Sonic Forces
  88. Sonic Generations
  89. Sonic Heroes
  90. Sonic Lost World
  91. Sonic the Hedgehog ('06)
  92. Sonic Unleashed
  93. Spyro 2: Ripto's Rage
  94. Spyro the Dragon
  95. Spyro: Year of the Dragon
  96. Super Mario 3D Land
  97. Super Mario 3D World
  98. Super Mario 3D World: Bowser's Fury
  99. Super Mario 64
  100. Super Mario Galaxy
  101. Super Mario Galaxy 2
  102. Super Mario Odyssey
  103. Super Mario Sunshine
  104. Super Monkey Ball: Banana Blitz
  105. Super Monkey Ball: Banana Blitz HD
  106. Tonic Trouble
  107. Vexx
  108. Wario World
  109. Yooka-Laylee

Tuesday, February 4, 2020

Valfaris: "Gazer Guard" boss analysis (phase 1)

at 11:13 PM
Valfaris' "Gazer Guard" is a mid/late-game boss with a compact, elegant design. The first phase of the battle (see video) is composed of three sequential tests: reading, vision, and reaction.


NOTE: The video depicts a successful run of "Gazer Guard's" first phase, so some of the interactions described in the following paragraph aren't seen here. Valfaris expects the player to risk death during experimentation, so defeating this boss for the first time may take multiple restarts, refining and hastening the eventual successful run.

The majority of enemies in Valfaris take direct damage from weapon fire, but "Gazer Guard" does not, setting up a unique boss fight. When "Therion" fires upon the central eyeball which appears to be the boss's body, its blue shield aura* and static health bar indicate that damage is not being inflicted. This feedback is identical regardless of "Therion's" equipped weapon, ruling out direct attack and suggesting a more patient approach. While the eye remains invulnerable, six floating beacons dash around the screen, pause, and repeat in an ostensibly randomized pattern. "Therion" cannot interact with the beacons while they are moving; though they can be attacked during the final and longest pause. Attacking a beacon won't kill or damage it, rather it triggers one of two events. When a beacon is struck, the boss eye either fires a single aimed laser directly at "Therion", or it recoils and its health bar decreases by a fixed decrement. Afterwards, the beacons resume their pattern of shuffling and the eyeball remains invulnerable to direct attack.

The first test for the player is reading the scenario as laid out. Once they've experimented enough to determine that the beacons are vulnerable and not the eye**, they need to figure out why sometimes damaging a beacon hurts the boss and other times it triggers a counterattack. They may deduce that given six beacons, only one is a correct target, or they may simply continue observing and experimenting until they come to the same conclusion. This should draw their attention to the shuffle, at which point they need to observe that one and only one beacon glows blue at the beginning of each cycle, just before the shuffle. At this point, the player has passed the reading/observation test; their reward is the knowledge of which beacon to target.

Now the focus shifts to the shuffling pattern. The target beacon is indicated before the shuffle, but the vulnerability window comes after. The player needs to track the (now identical) target beacon as the pattern speedily and repeatedly reconfigures. It's a game of three-card monty, a fairly rudimentary and likely familiar test of vision. This is the second test; the reward for successfully tracking the beacon through the shuffle is again knowledge, this time knowledge of the target location when it becomes vulnerable.

The third test barely registers as such, it should be so ingrained into the player at this point. As the beacons finish shuffling and are fixed in place, they lose their purple glow, indicating a change in state that experimentation will have revealed to be their vulnerability window. If the player has passed the first two tests, they know now which beacon to target and where it is. If any other beacon is attacked at this point, the window ends, the eyeball attacks, and the cycle restarts. Striking the target beacon without damaging any of the others is the third test. This can be accomplished with a melee weapon by running and jumping to its location, or with a ranged weapon by aligning "Therion" with his target along one of his eight axes of aiming. This action needs to be accomplished in a short period of time (1-2 seconds), otherwise the cycle restarts. To pass the test the player needs to be able to quickly attack an arbitrarily placed element (the target beacon) while aiming around its cover (the other beacons). This time the reward is damage to "Gazer Guard" - irrevocable progress in the boss fight.

This ends the suspension of challenge and the cycle of tests returns to the beginning. Invoking the rule of threes, the player needs to complete this three-part test three times to end phase one of the battle. The beacon movement during the shuffle becomes faster through progressive cycles, increasing the difficulty of the middle test while leaving the other two consistent. This produces a linear difficulty  curve. Phase two will be discussed in the next video.

What makes this part of the "Gazer Guard" battle particularly elegant is the inverse relationship of complexity and suspension as the tests progress. The first test is highly specific to this boss and requires processing and filtering novel information. The subsequent shuffle challenge is a new way of testing visual tracking, a skill underpinning the entire game. The player is applying a developed skill to a novel scenario, which they ought to be more comfortable with than they were with the initial analysis. At the peak of suspension, the third test, the player needs to aim and shoot at a static target, something they've been doing against every enemy in the game. As more successes are suspended on the line, the abilities tested are increasingly fundamental - this gives the game cohesion and identity: victory in Valfaris is ultimately determined by running and gunning skills, not isolated puzzle solutions.

* the blue shield aura is an indicator the player should have learned by this point in the game, as it is used on every enemy that receives an attack but no damage (guarding).

** you could say experimentation is the first test, but I think that's implicit in any scenario where the player does not yet know how to progress.

Monday, January 6, 2020

Finishing with 3D plats, vehicle action, and GOTY - Part 2 of 2019 in review

at 9:00 AM
Why doesn't anyone talk about Ape Escape, easily one of the top 10 and probably one of the top 5 3D platformers ever made? Yeah, the sequel is mush (I didn't bother continuing onto Ape Escape 3), but the original's tight focus on dual analog mechanics and evolution of collectibles into enemies with unique behavior paves a path for 3D action that was never followed up. Comparing this to Banjo-Kazooie (where I made the 100% clear with the assistance of the unimpeachable WarioFan63) is like comparing homemade ravioli in lamb ragu to a cold can of spaghetti-Os. The sixth console generation relegated the right analog stick entirely to camera control; Ape Escape posits a world that didn't need to be that way. Full-on dual-analog action games are something to consider for the future. (Keep in mind that the greatest 3D platformer series of all time, Super Mario, has always gotten by just fine without a camera stick). Other major 3D platformers cleaned up were Spyro (very solid), de Blob 2 (de Blob 2 long), Jumping Flash! 2 (identical to the first), and Psychonauts (not my thing). There's a ranking of the all-time top fifty 3D platformers coming sometime in the new year. And shout-out to Candleman, an awesome indie game from China doing something absolutely no one else in 2019 is doing - being a 3D plat that isn't a Banjo-Kazooie fangame.

To return to Psychonauts for a moment, I've added a new category to my table - forfeited games. Ones which will take too much effort to finish, or offer so little new information, that they just aren't worth wasting more time upon. Some of this year's forfeits were games that had been sitting on the list for years untouched - Axiom Verge and Popful Mail, both taken on only as part of the Commune - and the other three fill me with such utter disdain that they didn't seem worth the mood penalty - PsychonautsBattalion Wars, and Rayman. Still, I'm reserving forfeits for games 1.) that have been half-cleared 2.) that I played at the behest of others, and 3.) that I severely dislike. It's a last resort.

Racing, flying, and all that great vehicle shit - these are the games I live for these days. Birds of Steel should've been the game of the year, as I finally wrapped my head around energy fighting and how to use a plane's traits to guide strategy (best represented by figuring out why everyone likes the Corsair so much - you don't fly it like a Spitfire). I knocked out the first three AceCombat in what must've been January, since they seem such a distant memory. We got as close as we're going to get to a new Armored Core game in 2019 with Daemon X Machina - though I don't like the idea of using loot for tuning and the framerate can be a bit slow, it otherwise provides a great weapon set almost worthy of the almighty Custom RoboRogue Squadron on Steam was fun to revisit, more of an on-rails style Star Fox game thanks to the heavy use of linear canyon design, though it's ostensibly free-roaming. And the Commune played Pilotwings, ever the meditative experience.

GRID Autosport was my first real go at a racing sim - the previous two Codemasters games I played are the simcade ones, and though I love them quite a bit, Autosport clearly is operating on a far more nuanced level, showcasing that modern racing is really about how to use the brake. An important technique I picked up along the way is using an analog stick for acceleration/braking, which (for my hands at least) offers a finer level of control than analog triggers. I guess you could also call this the year of the right analog stick. I finished off the EAD racing line with F-Zero and Stunt Racing FX on the Nintendo Switch SNES Online, the former an unending frustration and the latter a treat that really deserves the Sega Ages treatment (as do all the Super FX games). Once I figured out how to driftcelerate I was also able to clear the hard modes of F-Zero X, a weird detail that makes me slightly less confident in calling it EAD's best.

But GOATY was not Birds of Steel, nor any of these others, but a game which is much narrower, a game with level design so tightly tuned that it is almost indistinguishable from the mechanical design, with dynamics worthy of any arcade-style action game, yet bounded such that they never overwhelm the universal technique driving the entire experience, none other than Virtua Racing. Specifically the Sega Ages variant, which takes a design that was perfect in its original form and upgrades the presentation not to match modern standards, but to let that design shine through all the more clearly. M2 didn't upgrade the game, they did something even better - stripped out all the downgrades, be they draw distance, framerate, or price. Around October I was thinking I'd pick Sega Ages Outrun for doing basically the same thing, in that case with a game I never liked to begin with and was finally for the first time able to grasp (also thanks to some graphing I did that makes me think I should be applying mathematical methods to game decoding more frequently). But the subsequent 120 hours of V.R. can't be ignored.

Some epochal FPSs slipped in there (Turok: DH and DOOM 3) and some not so epochal (Quake 4 and Battlefield Bad Company 2).

Thursday, January 2, 2020

Gradii, Mega Man reboots, and 2D action - Part 1 of 2019 in review

at 9:00 AM
In the year of our lord 2019 I completed 43 games, I believe exactly the same total as 2018. I'm not going to talk about the "games started" metric anymore - I've been trying that out a while and I just don't think it adds any useful information. The theme of this year was cleanup: cleaning up the list one chunk at a time.

First the co-op plays - Golem and I started the year on Hitman 2, the rare title so utterly useless we abandoned it halfway through - a guess-what-I'm-thinking adventure/strategy game that doesn't even have the courtesy to tell you when you guessed right. Adventure games use locks and keys to direct progression, strategy games use numerical metrics, Hitman 2 has neither. It's a completely unordered mess, a guess-if-you-guessed-what-I'm-thinking game. Things took a turn for the better with Mega Man Maverick Hunter X, the PSP remake of Mega Man X. The core gameplay of the best Mega Man is hard to ruin, though the gigantic new weapon set is the type of playground I'd love at age 12 but lacks the challenge I now prefer. The second Mega Man reboot of the year was Mega Man 11, the first since X2 to provide a decent contest for best in the series. The superhoned buster weapons and tightly tuned boss fights make this the first I genuinely want to call a run-and-gun (which is to say, a game more about bullets and aiming than about gravity and timing). Mega Man Legends was the third of the set, a strangely orthogonal leap for the series that is good at rivaling Zelda for a Playstation game, but still not great at rivaling Zelda. The element design is high quality, but Golem would say it's badly proportioned (too many weapons and too few enemies), and I'd say it's lacking in structure. Some sense of what will comprise a session is doubly important with content that demands experimentation (Volnutt's arsenal) - the player wants to be able to answer "when should I try this out?", "when should I switch?", and "when am I going to get a new one?".

I'm burying the lede. The largest and best part of our sessions in 2019 were the co-op 1CCs, first of Bio-Hazard Battle and then Gradius Gaiden (links to replays). BHB is a real gem of concrete design, the kind of game that looks and sounds like nothing around it, even if the shooting gameplay is fairly simple. Absolutely worth picking up a Genesis collection to try out. (Golem thought it was lame, but he's blind and deaf and plays games by smell alone). Gradius Gaiden was like learning a beautiful dance; a beautiful dance that you perform with a man. Truth be told, it was probably the instant startback offered by co-op mode (like Life Force) that made this so much more approachable and enjoyable than other Gradii. I'll reserve any more comment on Gaiden, as we're presently working on a commentary track for the game that'll be posted here and on Golem's Youtube when complete.

Onto solo clears - for shmups proper it was a light year, with just a few runs of the unspeakably easy Deathsmiles II X and a closeout of the NES Gradius. It's hard to say I've completed the Deathsmiles games, as I enjoy their scoring systems so much that I'd like to eventually play competitively. But my BFS mind won't let me settle down til I've cleared the majority of the Cave catalog, and that's a long way to go. Gradius was a 1LC mostly because there's simply no other way to play. Golem says hit points are a good thing for a shooter, and it took me clearing Gradius to understand why I've never felt the same. Gradation of punishment makes sense, but the problem with the shield system present throughout the series is that it absorbs an aribtrary number of hits not one-to-one with mistakes - or mistakes are judged at a much finer level than my ability to register - so punishment isn't graded by the severity of the mistake, but largely at random. That's complicated even further by the variable speed, which can carry you through more bullets for the same input if it's set higher. That is to say, it's very easy to make a single mistake (say, dodging a bullet in the wrong direction) and take three hits, and then later to make the same mistake and take only one hit, or none at all. This is not only poor feedback, it also undermines planning for errors. If you know there's an area you're likely to make errors, but don't know how harshly those errors will be punished, how do you use the power-up system to plan for that? I don't know, so beating Gradius required a zero tolerance approach. Setting that aside, it has good, clear level themes, and runs exactly the right length for a shooter (~20-30 minutes).

The more difficult classic clears I put aside were in the Contra Anniversary Collection and the Castlevania Anniversary Collection. With Hard Corps available for the first time digitally I had to 1CC that, and NES Contra followed. Though I wouldn't tag them with the 1CC label, I also made it through Belmont's Revenge and Kid Dracula for the first time, and more importantly, the white whale is dead! Castlevania III haunts my conscience no longer. (Then I made it about halfway through Lament of Innocence and kind of lost interest, it's a boring one. I'll be back to it later. It's uncomfortable to admit that that was the closest I came to a beat-em-up clear all year). While we're still talking classic 2D, I ran the original Klonoa - one of the all-time greats - and 100%ed New Super Mario Wii U Luigi Bros. Deluxe.

Tomorrow: the 3D lineup from the past year.

Friday, December 27, 2019

Strategizing for the ammo/health balance in Journey to Silius

at 5:29 PM
Journey to Silius is balanced such that ammo is more valuable than health. This is the case because the player possesses 3 health bars to a continue and only 1 ammo bar*, though expending ammo rarely saves health in a 3:1 ratio. For ammo to be of greater or equal value to health, it would need on average to decrease the health lost to the enemy it was used upon by a factor of 3. Put differently, it would need to kill damage-dealing enemies 3x as quickly, below which rate it would not be useful against enemies with less than a 2/3 chance of dealing damage.

The "ammo" and "health" abstracts underpin a strategic decision presented to the player: to fire a weapon [consume ammo in exchange for advanced targeting or damage rate] or to accept a mechanical limitation [smaller attack zone, shorter action timers, longer conflicts] which creates varyingly a finer tuned style of play or a higher probability of error, dependent upon the enemy/layout at hand and the player's technical** skill. Where the prolonged conflicts (resulting from the slower damage rate of ammo conservation) exceed the full cycle of an enemy's actions, this puts especial pressure on the player's ability to repeat a single technique reliably.

Thence, Journey to Silius feels like a lot of doing the same thing over and over. In a way it's like a survival horror game where you can kill everything with the knife if you kite it properly, except that in Silius it's slightly easier and much more necessary to do so. Like if you took RE2 and gave the player only a knife and a shotgun with one bullet for every dozen zombies, then placed a dozen zombies at every bottleneck.

*Journey to Silius features ammo and health restoratives which should alter these ratios. However, as far as I have discovered, the rate of appearance of these items is completely random. This means the player can't rely on their presence and must plan/execute as though they will not appear - that, or accept a built-in failure probability even on a perfect execution.

** a "technique" here refers to the combination of a game input and a timing. A timing is the combination of a [feedback] trigger and a length of time.