Showing posts with label experience. Show all posts
Showing posts with label experience. Show all posts

Monday, August 27, 2012

Resident Evil 6: The War on Bio-Terror

Demos are tricky things. Though certainly better than only watching trailers, or agonizing over the smallest details in screenshots, demos only give you a small slice of an experience. They lack the context of previous gameplay or story to fully demonstrate a game’s potential.

Resident Evil 6 has certainly suffered from that problem. A premature and poorly constructed E3/Dragon’s Dogma demo exposed the game’s weaknesses in all the worst places. A startling lack of quality made it easy to start drawing conclusions about the game. Would the camera get better? Would screen-tearing constantly be a problem? Would Leon Kennedy be robbed of action? Would Jake Muller and Chris Redfield not benefit from slower moments that allow for a proper ebb and flow of tension?

We’ve now had the chance to spend about 15 hours with Resident Evil 6, completing approximately half of the three lead campaigns featuring Leon, Chris and Jake. That time not only reinforces some of our impressions (be sure to read them) based on the second, much-improved round of Comic-Con demos, but allowed us a glimpse at new functionality, new storyline elements and new design elements in general. What follows are three new video previews detailing our thoughts, plus a variety of other notes.

Be warned: There are some spoilers ahead, particularly in the video previews. Nothing huge, but we know some of you care about that sort of thing.

Leon Kennedy's Campaign

Think Leon's campaign is just about a slow crawl through Tall Oaks University? Not quite.

Chris's Campaign

Are you a recent convert to the world of Resident Evil? Are you a big fan of RE 5? You'll definitely want to pay attention to Chris Redfield's campaign.

Jake's Campaign

Leon and Chris are easily two of the most iconic characters in RE lore, but Capcom sough to add a new face to the mix this time around. Let's take a look at Jake's storyline, which pairs this newcomer with RE 2's Sherry Birkin.

The Campaigns

We cover a lot of different details between the three video previews above, but there's even more to say about how Resident Evil 6 tells its story. What's probably most important is that while all three campaigns share similar control schemes, and feature pairs of characters fighting bio-terror across the globe, they have their distinct tones and in their own way feel like their own complete experience.

Leon's campaign definitely takes on a darker, slower tone that does feel similar to Resident Evil 4. With its emphasis on BSAA action, and plenty of battling in the broad daylight, Chris Redfield's story does call back strongly to Resident Evil 5. Finally, Jake Muller's arc is based more on tension than horror, as Jake and Sherry are constantly being chased by the Ustanak. Although all campaigns have some tonal overlaps - there's plenty of high action for Leon and some slower, creepier moments for Chris - they do stand apart all the same.

Expect plenty of Resident Evil's signature traits as well - both good and bad. This is B-movie horror at its finest, with some cringe-worthy dialogue, obtuse main characters and a large, generic supporting cast waiting to be slaughtered. Yet as any B-horror movie fan will tell you, that's part of the fun. Every so often the game attempts to take itself seriously, with mixed results, but by and large Resident Evil 6 is attempting to be everything that any Resident Evil fan would want. So far, with about a dozen hours spent between all three campaigns, Capcom appears to be succeeding.

Playing With Skill

For many years, Resident Evil has wrestled with how players should handle things like inventory, ammo scarcity and character evolution. With solutions ranging from briefcases to storage bins to upgradeable weapons and mysterious merchants, the past decade has presented many options. Resident Evil 6 tries to walk a fine line between everything.

So far it appears as though Capcom has opted for an upgrade system that focuses on the actual characters, not weapons. Likewise, the stores - merchant or otherwise - are gone, replaced by a skill point system that is accessible from the game's main menu, or between chapters. Points are found during the campaigns themselves, picked up as random drops from fallen enemies or in random treasure chests. More difficult enemies will drop thousands of points, while more common ones will typically drop 50-100 points, if they're not leaving ammunition or herbs behind.

The upgrade system can affect everything from the effectiveness of melee attacks to gun recoil to the likelihood of certain types of ammo drops. Once purchased, these upgrades (some of which have multiple levels to buy) can be placed into one of three slots, which affect all characters regardless of campaign. In other words, if you decide you want to exit from Leon's campaign to make some progress in Chris's, you'll want to check your skill set to make sure it's appropriate for that specific campaign. What you select can definitely make a difference.

Herbs and Ammo

A few other details stood out to us during our time with Resident Evil 6. The herb system is particularly different, as it not only focuses on what types of herbs you have, but rewards you for risking your character's health.

Herbs are no longer something that can be instantly consumed. They must be converted into pills before your character can use them to recover one of your six health blocks. Typically one green herb yields one pill, but waiting until you have two, and combining them when you convert, will yield three. Better yet, combining a red and green will yield six. So the game rewards you for taking risks, for holding your herbs rather than pushing to have them available. It's a small detail, but occasionally you'll find yourself strongly weighing whether to enter a room fully equipped, or risk having to scramble in the hopes of finding some extra herbs and profiting from that patience.

Ammunition is also an unusual commodity this time around. Resident Evil 5 was well known for providing ample amounts of ammo, particularly before major confrontations. This time around Capcom isn't quite so generous. Though it's certainly not as punishing as some of the older games, Resident Evil 6 often holds back on the bullets, particularly because enemies frequently drop skill points instead of usable commodities. Careful item management is definitely something worth considering. In fact there were several points where we let our partners do some of the work for us, or restricted ourselves to melee attacks to conserve ammo for another battle. It was strange to feel the need to do these things - but very much welcome.

This limited stock of ammunition does lead to a few bumps, where you simply must shoot something to progress, and little will happen until you do. If your guns aren't loaded, prepare for some rather awkward gaps in action until you do. This type of situation doesn't happen often, and in some ways it's a reasonable price to pay for the thrill of having limited resources.

The Battle Continues

Even a dozen hours in, we know we've only scratched the surface of what Resident Evil 6 has to offer. Capcom is almost literally crafting four games in one. While each is estimated to be shorter than previous entries in the series, the sum of the parts is one massive adventure. Better than that - our early fears have been put to rest, as the more time we spend in Tall Oaks, Europe and China, the more the experience grows on us. Capcom is still taking a variety of risks here. Not all of them will pay off. Yet somehow that's always been the story of the Resident Evil series. If we have to take a few weird moments alongside our epic horror show, we'll gladly do it.

We're just over a month away from the release of Resident Evil 6. Stay tuned for more and more coverage of the game and its legacy as the days count down.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


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Friday, August 17, 2012

StarCraft II: Preparing for Heart of the Swarm

Sometime soon beta invites will start to go out for Heart of the Swarm, the second game in a planned three-part arc that makes up the complete StarCraft II experience. Along with an all new single-player campaign, Blizzard will also dramatically alter the multiplayer game by adding in new units to the Protoss, Zerg and Terran armies, as well as tweak existing units. The result, according to game designer David Kim, will be a more complex, challenging experience.

He gave an example of what some Zerg players had been doing in internal testing. Against an enemy army, players would set up Swarm Hosts, a new Zerg unit that can burrow and periodically and automatically birth offensive units on the battlefield that roll towards enemies from long range. Players would then move in Vipers to back up the Swarm Hosts, which are flying units that can set down a Blinding Cloud to dramatically reduce the sight range of affected biological units like Marines. They then immobilized part of the enemy army with Fungal Growths from Infestors, forcing the enemy to fight off the Hosts’ units while blinded, and used the Viper’s Abduct ability to yank any mechanical units like Siege Tanks away from the enemy pack in order to focus fire them into oblivion.

“That kind of micro is pretty crazy, right?” said Kim. “But at the same time, we don’t think it’s a requirement to have to be able to use all those things. We foresee players will stick to what they’re good at more so than trying to follow pro players as much as people are trying to do now. For the pro players, the bar is definitely higher. We definitely think a better pro player will be at the top, as compared to someone who just follows other peoples’ strategies. Originality, strategy, mechanics will definitely matter, because the game is harder to play. All those factors will contribute a little more than they did in Wings of Liberty.”

So because it’s going to be such a different experience, what will happen to your Wings of Liberty online rankings? “The current plan is to just wipe everything,” said Kim. “Even the MMR [matchmaking ranking]. Another option is we might be able to bring over your MMR from the beta, because the beta and the actual game are very similar. Wings of Liberty and Heart of the Swarm are pretty different. A diamond player in Wings of Liberty might actually be a masters player, and vice-versa. We’re going to reset that and people will just have to rank up again.”

Heart of the Swarm will also bring in unranked matchmaking, giving you a way to compete without having to worry about hurting your overall ranking. “It is less stressful for most players. And those players who do opt to play in the ranked modes will have an even more competitive experience.” If you do decide to play in leagues and ladders, you’ll also find it’ll require more skill to move up in the ranks. “If you’re fifth place in diamond and I’m fifth place in diamond, I could be way better. You could be way better than me. Because there are different tiers within diamond league. We’re going to flatten that out so that each rank actually matters. The flip side of that is, if you are not a top five percent diamond player, you’d never get there, whereas right now you could.”

Your Wings of Liberty ranking won’t disappear if you pick up Heart of the Swarm when it’s ready, though. “You could choose to play two different ladders. In your Wings of Liberty ladder, you’ll have your MMR still, so if you were masters last season, even after HotS comes out, you play one game and you’re back into masters.”

As Blizzard continues to spread out beta invites, it doesn’t have a set timeline on how long testing will run. “We’re going to spend as much time as we need to, especially on the multiplayer side, really making that right,“ said producer Kaeo Milker. “Wings of Liberty has been so great for multiplayer, the esports scene has been so great, we’re going to very cautiously going to make improvements to that for Heart of the Swarm. The beta is our real proving ground for that.”

Reaching that state of readiness isn’t a scientific process, because during the beta, which will initially offer 1v1 online play, anything could change. Any number of variables, from unit damage to armor to research times for upgrades, could be tweaked, and units could even be cut or completely new ones added in. So when will Blizzard know when to stop tinkering and ship the product? “We don’t really know one-hundred percent. It’s kind of the same as how we develop the game. We constantly change units, we add in new units, we polish a lot. I think if you keep doing it, you kind of get a sense of ‘yeah, it is so much better than before.’ The time it takes to improve further from this point on is just way too long, so that’s when we decide. It’s not one hundred percent perfect, but it’s close. I think that is the point where we say, it is done.”

After that, patches take care of what beta testing didn’t catch. Following the launch of Heart of the Swarm, Blizzard will continue to monitor both it and Wings of Liberty, but Heart of the Swarm will be the focus of the team’s attention. “If there are balance problems in Wings of Liberty we will definitely address it. But probably not to the degree that we will focus on HotS because Wings has been getting two years of attention already, so naturally it’s not going to have as many problems as Heart of the Swarm.”

If the testing period for Heart of the Swarm winds up being similar to Wings of Liberty, chances are it’ll last at least a few months, meaning Wings of Liberty isn’t going to necessarily fall out of favor for a while. Kim seems happy with the current state of the game, which Blizzard recently reassessed after analyzing new data. “The global [win/loss] level [for Wings of Liberty] was looking good for a long time now, it’s fifty percent in every matchup. Every map is very good, especially in the ladder maps. So we did a more focused study on just the pro level games . We took almost fifteen thousand professional games at the highest level tournaments only in the past two years. The graph looks like a constant decrease toward fifty percent, which means we have been on the correct direction. That’s also why we feel confident if any problem arises in Heart of the Swarm because we have that track record.”

Following launch, is there any chance Blizzard might add in another unit through a patch? “We don’t want to confuse players,” said Kim, “by changing the role of a unit completely. Or adding new units or removing units with a patch. That’s only for expansion. When the game goes live, we will not patch in new units, or change up abilities, or change the role of a unit.”

Blizzard says the team is putting the finishing touches on the campaign now, so assuming a beta testing period of four or so months, it seems likely Heart of the Swarm could launch in early 2013…maybe?


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