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Rain world: Disgustingly beautiful

How often in games do you come across worlds to which, no matter what, you want to return?? Although it would seem that everything that fills it is trying to rid you of it. Of course, many will mention the Souls and Bloodborne series and they will be right. These games draw you in with their mystery, atmosphere, their plot, which is not on the surface, and their written lore. And of course, don’t forget about call, what will be thrown at the players who decide to watch it anyway: "What kind of animal is this??"
However, how many of them do you know? 2D worlds? Worlds where everything, from controls to almost every creature inhabiting its expanses, strives not only to complicate the game for you, but to make it as uncomfortable as possible. And those little things that are sometimes designed to make the gameplay easier are just a reason to relax at the wrong time, which this game will never forgive you for.
But! I am not writing this blog to condemn these qualities of the game called Rain world, but just the opposite, in order to show that sometimes even the most unpleasant aspects of the game can serve only as a cloud hiding a truly wonderful new world, without which it would not be complete.

One day, walking through the expanses of the art portal, under the banner of the tag "pixel art", I came across something that for me personally was very different from the general picture of 16-bit: clouds, dungeons and space nebulae. It was a shot from a game that no one on the portal had heard of and even the person who posted it didn’t know what kind of game it was. I became interested and decided to look in more detail to find out what kind of surreal picture is depicted on it. And what was my joy when I found out that this is not just nameless art, of which you can find thousands on the Internet, but a full-fledged game, moreover, a game that my let’s say not heroic laptop can run!
Actually the screenshot itself:

After the first hour of playing, I realized that if the game was designed for a keyboard, then only for one whose length would not allow it to be broken on the knee, and it was decided to switch to a gamepad. It didn’t become much easier to play, but I stopped falling from any object and simultaneously throwing at it what I managed to collect around.
My first impression of the game was entitled this text: "Disgustingly wonderful!».
Mesmerizing backdrops, excellent work with the color palette and play on contrasts, as well as the sounds of a world as empty as it is teeming with life, that’s what became the hook for me that pulled me deep into this mysterious world.

But the highest complexity, inconvenient controls, creatures, most of which move so strangely and frighteningly that they simultaneously fascinate and repel, as well as the absence, as it seemed to me then, of a clear plot with the exception of: " You must find your family in the open world", (the devil Fen just said this in my head), were placed on the opposite side of the scale with a rather heavy load.

But still, the visual style, which forced me to take screenshots at almost every new location, made me continue this rise of the hero of the spear.

I never liked games about survival, or rather games where you have to keep track of food, water, resources, etc.d. But one day I played Don’t starve and I liked how survival in this world was thought out, that this world was completely new and I was not so much attracted by the goal of survival itself, but by: "What is hiding behind the horizon of the map??" "What new creatures inhabit this part of the forest??"or banal"What happens if. ?"
The game I found on the art portal turned out to be different. It intrigued me with its open spaces and made me ask the same questions as Don’t Starve. But from every corner of these pixelated landscapes there was a danger, everything in this world wants, if not to eat you, then to avoid the fate of being eaten. Every living thing that can move does it for food or for shelter, and only we do it for research.

Slugcat which we are entrusted with managing is perhaps the cutest food in this world. However, no matter how attractive we are to local predators, they also do not disdain their brothers in intimidating the player. And therefore:

The bestiary in Rain World is very rich, both in the number of its representatives and in the number of surprises they present. Camouflage is the first rule of survival, so don’t be surprised if, after walking through half the location and finally fighting off one lizard, you are eaten by a second one that has merged with the background. And not just merged, enemies in Rain World are trained, and the same trick may not work several times. So be creative when dealing with open confrontations, or better yet, avoid them altogether.

It is also important https://playdoitcasino.co.uk/ to note that such unfriendliness of all living things is due to the fact that everything in this world spends almost its entire life in hibernation, hiding from the deadly rain, which is the name of the game. That’s right this is not rain in the world, this is the world of rain. Everything here obeys him, and nothing can survive unless it finds shelter, having first filled its belly in order to survive the next hibernation. While the world drowns again and again, washed by this machine of natural selection, the strong – survived, the weak – died.

But we will return to the flora and fauna, because no matter how interesting it looks, no matter how creatively it hunts you, all this is just a tool for creating an atmosphere of paranoid fear and anxiety for your life. No matter how difficult Dark souls is, over time you will learn to find an approach to the enemy, acquire better equipment, and in the end you will simply learn to play better. Maximum what you will be able to do better by the end of Rain world is to check dangerous places by throwing a stone, or just learn ahead of time to distinguish vines from beetles, and poles from centipedes.

With every stone thrown and every rain that fell, somewhere in the depths of my head I heard the cry: "Be careful Stalker!". However, there were no saves on F5, so I just walked to the next shelter at the other end of Skyrim, trying not to end up in another local “anomaly”, not to be devoured by a lurking mutant, and not to receive an olive in the form of a spear from another “group” of scavengers living in a landfill.

A lot of ways to present the plot in a work have been invented throughout the history of world culture. However, I always liked the one in which it was necessary to assemble a picture of the world piece by piece, relying not on the straight line of the plot narrative, but isolating from it the key points that would later form a whole picture.
The plot as such, in Rain world, is nothing special, but is only an impetus for the player to explore the world. But over time, more and more questions accumulate in my head, which pushes narrative game design.
I remember the moment after which the game from a damn beautiful open-world survival game turned into something for me truly intriguing. Namely, at some point our guide stops showing us visions from our past, and begins to throw up incomprehensible pictures of strange creatures, hinting to follow him. Having reached the final goal, we discover a flooded complex, in the depths of which we are met creature, perhaps the first is not aggressive and not afraid of us. However, we cannot understand what exactly he needs from us.

Then our observer gives us a new course. Having overcome perhaps the most difficult locations of this already difficult game, we find ourselves in something that resembles an ancient sanctuary. Descending below we find rooms with zero gravity, in the center of which there is a creature similar to the one we found earlier. And it speaks to us.

Let me just say that by this point I had played about 35 hours, and I didn’t even realize that the text in this game is found anywhere other than the main menu. And from that moment on, the game began to blossom for me. Narrative design began to appear clearly here and there. The world began to tell me its story, and I began to greedily absorb it.
In order to avoid spoilers, I will only tell you in general terms what exactly this bizarre and fascinating world hides within itself.
Rain world explores the concept of Buddhist teachings about the cycle of birth and death, as well as the search for ways out of it. The ancients who inhabited this world came to the conclusion that what keeps us on earth is our own desires and attachments. It is precisely by desiring that we exist. And therefore, in order to get out of the cycle, you need to get away from desires, renounce everything worldly. But the desire to break the cycle and solve the problem was the very paradox, that he didn’t let anyone ascend so easily. It was called "Great problem"and with all their might they looked for ways to overcome it. And at some point they found him! However, this path turned out to be imperfect. After all, those who were still strongly attached to the earth could not leave it, no matter how much they wanted to do so. And it was decided to leave the issue of the “Great Problem” cars.

And now, thousands of years later, we find ourselves on the ruins of a former super-civilization, whose only problem was existence itself.
Like the ancients, like everything in the game, we live and die in the vastness of this beautiful wasteland, our cycles change one after another, and our goal is still far away. And like the ancients, we turn to machines, but they only tell us that they themselves are paradoxes in their own matter, since they were created with the desire to renounce them.

As described earlier, the game is made in a 16-bit style, and is something between an arcade game, a hardcore survival game and a generator of beautiful screenshots for your desktop 😀

But seriously, in the pitch-black forests of pixel indie Rain world rises largely due to its visual style. Smooth animation, which reveals the local bestiary in all its disgusting splendor, contrasting palette helping many images from the game stay in your memory for a long time, and working with backdrops about which has already been said enough.

All this together gives the game a memorable and extremely surreal look.
But not just the visual. While many praised the new Zelda for its abundance of mechanics and different ways of interacting with the world, I, deprived of the opportunity to touch this creation, admired the fact that even on the third playthrough, this rainy world managed to surprise me. Nothing here was created just like that. Spears can be used as supports, stones and debris to check the area, food to lure creatures. And another creature that for once does not intend to feast on you, it turns out, can be used as a grappling hook so as not to fall into the abyss!

If the game presents you with something new at a location, it means it’s for a reason. And if not right away, then you will definitely need it later. The main thing is to figure out how to use it, because, like in Zelda, you are only given general rules and no one will lead you by the hand.

From the above we can conclude that the game does not give you a specific path to its passage. Moreover, it also doesn’t talk about any of its mechanics, besides the basic ones. Therefore, it is sometimes difficult not to wonder: “This creature that lies there in the corner, it will eat me, or it will be useful to me?". Which, it seems to me, encourages us to explore local beauties even more.
When trying to somehow evaluate sound design, I came to the following comparison. I really love an anime called "Shoujo shuumatsu ryokou", and in many ways it became iconic for me precisely because of its sound.

This was the first time that the soundtrack hooked me so much that I listened to it on repeat regularly. I even bought it and it was my first digital purchase. This anime is in many ways similar to the game we are reviewing today, with only one difference, it is intended to show warm and kind sadness, serene hopelessness the last people left in a world that continues to live no matter what. While the Rain world soundtrack aims to evoke alarm And feeling of constant danger, sometimes emphasizing the most phantasmagoric moments with equally otherworldly sounds. Howl of the wind — blowing through long-abandoned wastelands and complexes, thunder — punctuated by the metallic clang of swifts scurrying tirelessly in search of food, sounds of rain — inexorably approaching in order to once again wash this already flooded world.

All this makes you feel uncomfortable. It’s like you’re alone in the world. And this world itself is alien, hostile. The leitmotif of these two works is the same – the world we knew has fallen, and in its remains a new world is being born. But in the first case it is dawn, and in the second it is mutation. I can’t rate the music in this game as something outstanding in comparison with other representatives, I will only say that it added to my small collection of licensed music.
Thanks to the harmonious synergy of the above-described moments, something was born that kept me in the game until its very end – her soul.

To sum it up, I would like to express the following thought.
Art, no matter what form of presentation it has, is aimed at causing emotions. It doesn’t matter what kind of emotion it is: joy, sadness, fear or dislike to the object of creativity. And if the work is perceived absolutely smoothly, then it is not art, but simply a product. And therefore, those rare works that are not only remembered, but even inspire something completely new, are perceived by me personally with very great enthusiasm. That’s right, Rain world turned out to be the very work for me that inspired something that was completely out of character for me, namely this text. You can perceive it as ode the world that gave me new emotions that were unusual for me – interest mixed with disgust and admiration, and also, he intrigued me with his story so much that I began to read works about the Buddhist concept of the world and their worldview.

I, a person very far from religion, but I became extremely curious about how those who realized the paradox of the human being before others look at the world.
Time after time I asked myself the question, what exactly makes me return to this bizarre and extremely unfriendly world, even after I completed the game for the second time. And the answer was extremely simple – inspiration.
This text was not intended to be half as long. However, now that I have said, perhaps, everything I wanted, I will ask the opening question differently: How often do you encounter worlds in games that inspire you??

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Radiation: how it is presented in games

The text uses the word "x-rays" as a synonym for radiation. In fact, x-ray is x-rays, not radiation. Don’t repeat my mistakes and listen to teachers and commentators.

In 2017, we can confidently say that radiation has become a part of our lives, even if it is not always used for good. Nuclear power plants generate energy, schoolchildren are taught about the magnetosphere and the solar wind, radiotherapy is used to treat cancer, and nuclear weapons and radiation sickness are no longer a novelty, although they still frighten. But on April 26, 1986, the explosion at the Chernobyl nuclear power plant proved that man had not yet subjugated the forces of nature. On the anniversary of this disaster, let’s remember how radiation is depicted in culture, or more precisely, in video games.

Before moving directly to the works, two clarifications. First: not all creations where radiation is present in one way or another are mentioned in this text. Part was discarded because the author wanted to show examples of different ways to put X-rays into the plot and setting, and not list all the strategies with nuclear missiles. Some games were not included here due to ignorance or short memory. If so, I invite you to share them in the comments.

Second: for convenience, we will distinguish between “man-made” and “natural” radiation. The first type includes that which is used in man-made mechanisms; the second type includes radiation not associated with the activities of intelligent beings.

Let’s start our analysis with man-made radiation. Since we’re talking about the Chernobyl disaster, let’s immediately mention the series "S.T.A.L.K.E.R.». In the games of this trilogy, radiation – a consequence of two explosions at a power plant – gradually accumulates in the protagonist’s body, which is why he runs the risk of contracting radiation sickness. Having consumed a large dose, the player gradually loses health. To remove excess sieverts, medications and branded vodka are used "Cossacks".

Well, so that the genomes do not change

In general, radiation as an aggressive factor in the external environment is a fairly frequent visitor to video games. The most popular reason for increased background levels is nuclear war. Without straying far from Ukrainian companies, let us recall the series "Metro", where radiation was mainly encountered on the surface – in dead Moscow. According to the lore, it is because of him that people live underground and do not leave their shelters. Mutants roaming the city are also a consequence of atomic explosions.

A more classic example https://fswincasino.co.uk/ is the series "Fallout", in which ionizing radiation plays one of the main roles, creating the universe of the game. Firstly, nuclear fission, the main source of energy before the war, is an integral part of the retrofuturistic setting. Secondly, the point Fallout, like his ancestor Wasteland, – these are adventures in the wasteland that the United States turned into after the atomic bombings. And thirdly, radiation creates new inhabitants of this world – friends and enemies of the main characters. For example, people turn into ghouls due to strong radiation. Besides this, radiation sickness is here, except Fallout 4, built into the system SPECIAL. The game avatar, accumulating a dose, gradually loses stat points, as it feels worse and worse.

And with this little one you can really light up and glow

But the above games describe the world after the use of nuclear weapons. You can deal directly with Armageddon using uncontrolled chain reactions in DEFCON, strategy that simulates a global military conflict using all available firecrackers. Six morally unencumbered players control aircraft, navies and silos. The level of combat readiness, that same DEFCON, is gradually increasing from the fifth to the first level, at which intercontinental missiles are launched.

Let’s bang, we’ll definitely bang. But on DEFCON-1

From an economic point of view, nuclear war is shown in the series Civilization. Already in the first part appears Manhattan Project, successful completion of which allows the construction of “Fat Men” and “Little Boys”. After using them, the cells must be cleared of radiation contamination in order to again receive bonuses and resources.

But the series does not live by warheads alone Sid Meier. It also presents a peaceful atom – in the form of a nuclear power plant, which increases production in the city. Starting from Civilization III to create half-life benefits, uranium is used, which still needs to be found on our own or foreign lands.

The reader is waiting for a picture of Gandhi; Here, take it quickly!

Let’s return to atomic weapons, a more popular topic in the gaming sphere. In single player campaign Battlefield 3 The main characters, a US Marine and a GRU special forces soldier, are trying to stop terrorists with nuclear bombs in New York and Paris, respectively. But it is not possible to prevent an explosion in the French capital, because of which 80 thousand people die, and the surviving Russian operative suffers from radiation sickness.

The trilogy shows the non-peaceful atom from a slightly different angle Call of Duty: Modern Warfare. X-rays – more precisely, nuclear weapons – play an important role in the plot of the subseries and are represented by three “varieties”. The first is radioactive materials for bombs, exported by evil Russians from the Chernobyl exclusion zone to CoD 4. The second is directly mushroom charges, for example, a box from a ship in the Barents Sea from the first part or intercontinental missiles of ultranationalists, which the main characters explode in the atmosphere several times during the series, destroying the ISS in MW2. The third option is the radiation itself and radiation contamination, from which one of the player’s avatars dies in Modern Warfare —Marine Paul Jackson.

You can even admire the destruction, although not for long

Closing the topic of man-made radiation, let us also remember the phrase "Nuclear launch detected" from the duology Starcraft and about Tuchanka from Mass Effect 2 – the home planet of the krogan, turned into a radioactive wasteland during an atomic war. These works are also notable for their depiction of natural radiation.

On a mission "Supernova" single player campaign Wings of Liberty radiation from an enlarged star causes fires on the planet. Because of them, the player has to move buildings closer to the dark hemisphere, escaping from the wall of fire.

Similar inconveniences are caused to Commander Shepard by the Dolen star in the mission to Hestrom. The planet’s magnetic field is not strong enough to deflect solar radiation. Therefore, energy shields almost do not work in the open air, and the player’s squad is forced to stay in the shadows.

Planet Hestrom. No minerals. No water. No vegetation. Populated by robots

The effects of ionizing radiation on organic matter are shown in a Polish shooter Bulletstorm. Its events take place on the planet Stygia – a former resort. It was staffed by prisoners, who eventually rebelled and destroyed the anti-radiation filters. Because of this, the background on the surface increased and living creatures – plants, animals and people – turned into aggressive mutants with which the player had to fight.

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RAD: Review

RAD would have been a fairly ordinary roguelike about harsh everyday life in a post-apocalyptic environment, if the game had not been made by a studio Double Fine Productions. Therefore, there are two apocalypses here at once, the world that survived all this is made in the style of the 80s, and the heroes, similar to typical teenagers, breakdancers and punks of those years, can kill enemies with their own mutated head, throwing it like a bomb. But was the signature humor enough for a truly interesting “bagel”??

Floppy disks are useful again!

From any game Double Fine you’re always waiting for an interesting story, but.. RAD it is mainly hidden in notes and diaries (the so-called Book of the Ancients), which, as you progress, are gradually replenished with new texts about the characters and the history of the world.

The plot is extremely simple and traditional for bagels – and is somewhat similar to what we saw in Mutant Year Zero: Road to Eden. There is a settlement of survivors that needs resources from the wild Wasteland, where, however, not a squad of stalkers goes, but only one volunteer from among the settlers. Saving is only allowed in the city – there is an Elder, characters who can give out some side quest, a merchant and a local ATM where you can deposit money earned during forays into the Wasteland.

More precisely, we do not earn money, but old VHS tapes that fall out of monsters. It is cassettes that are considered the main currency here, for which you need to buy useful items from merchants (and they are found not only in the city, but also in the Wasteland) – from potions that temporarily increase the chance of a critical hit, to artifacts and equipment.

We also find or buy floppy disks – the same ones from the times of the first Pentiums. For them you can open chests with the same consumables, cassettes, artifacts and pieces of equipment that provide permanent passive effects – for example, they double the influx of capital, allow you to make double jumps, walk painlessly on fiery or radiation-infected surfaces, give you a chance to save some cassettes even after the death of the hero, and so on.

In addition to the main campaign, there are also daily challenges with ratings and special game rules – for example, you may get reduced health, but increased damage.

Post-apocalyptic ATMs

Such funny references to the 80s https://betfoxcasino.co.uk/ and 90s in RAD a lot, but the local radioactive wastelands themselves do not stand out in any way. And the fact that two disasters happened in this world at once does not affect anything (well, except for the history of the setting described in the notes). There are a lot of all kinds of mutated creatures, overgrown scorpions spitting poison or fire, green puddles and burning surfaces that it is better not to step into. And rusty car frames, tires, some furniture, discarded televisions..

At the same time, the world is RAD not open. All locations are separate maps, on each of which we perform the same sequence of actions. First you need to break through the crowds of monsters and activate several pedestals, after which the passage to the level boss will open. Having defeated him, we can return to the settlement or immediately move on to the next map.

It’s better, of course, to first run to your native land – there you can save, buy a potion and hand over all the collected cassettes to the local ATM. And this is important, because after the death of a hero, all his achievements are irretrievably lost, including levels, artifacts, mutations and money. And if you have time to hand over the tapes to the ATM, then during the next playthrough the new hero will be able to withdraw this amount and immediately gain a certain advantage by buying something useful. In addition, progress is expressed in the fact that some items found in one trip during a new trip will immediately become available in stores or in the list of trophies dropped from monsters.

Beat your enemies with their own weapons. And tail

However, the most useful thing for survival in RAD – these, as you already understood, are mutations that both externally change the hero beyond recognition and give him a variety of abilities. A young man with a mohawk and a denim jacket or a girl in a helmet (the heroes differ only in their skins) gradually grow tails, pinches, snake heads, wings, poisonous legs and God knows what else.

You can hit with your tail, or you can spit out small cuttlefish from it, which will fight with you. The snake’s head is meant to scare and bite from a distance, and its poisonous limbs leave behind green acid that injures opponents who step into it. There are also boomerang arms that come off, telepathic brains that need to be thrown at enemies to temporarily lure them to your side, and much more.

We earn active mutations when we gain new levels, and when we activate special statues, passive ones open up, increasing our life reserves or giving additional effects to existing abilities. Passives also drop from defeated bosses. But it’s impossible to predict which mutation you’ll get.

A matter of chance

IN RAD, As is customary in bagels, a lot depends on luck. Locations, enemies, chests, a set of artifacts and mutations – everything changes with each new outing. As usual, you will have to die often. And if you are not lucky, then even more often.

During one run, you will constantly come across merchants, chests, cassettes and pieces of healing meat falling out of monsters (it, of course, restores health), and you will also receive very useful mutations like a bomb head. And next time everything will be exactly the opposite, and even the boss will come across exactly the one with whom it is better not to get close – and your mutations are precisely oriented towards close combat. Yes, yes, it seemed to me that some abilities in RAD frankly more useful and effective than others – for example, in my cases long-range mutations were cooler.

The local combat system is not so flexible and diverse that you can pull out tough fights using sleight of hand, reflexes and combo attacks alone. First of all, I’m talking about battles with bosses, which, due to the above reasons, can be very difficult in one outing, and much easier in another. There is a regular and enhanced blow with a bat (by the way, it would not hurt to have more variety in the arsenal!), a running jump kick and the ability to jump and then crash to the ground, demolishing everyone around. Moreover, almost all locations are islands hanging somewhere in space, so you need to jump carefully, otherwise you will easily fall into the abyss and lose a lot of nerves and health.

Jokes of humor

But the residents of the survivor settlement react funny to all mutations, whether they are useful or not. If you have poisonous feet, they will tell you something like, “Sorry, you’re dripping.”!». If instead of a head there is a skull-bomb, then they will ask if everything is okay with your head. And one day the Elder asked my character, who was covered in thorns, not to accidentally prick or cut one of the locals. Such details, changing depending on the type of character, look very cool.

And in general in RAD quite a lot of funny things. For example, there are representatives of the religious sect of the Followers of the Cathode, who worship ancient tube televisions and believe that when God 2.0 starts broadcasting, they will receive his signal. Or a mutant with goat horns and hooves, who has set up an experimental farm in the settlement and is now asking to get something for him. And the Elder controls all the complex structures of the Ancients with the help of a typical synthesizer, which appeared in the videos of many musical groups of the 80s.

RAD is far from the first game where the main character gradually mutates before our eyes: this happened in "Blood Magic", Darkspore or in the already mentioned Mutant Year Zero: Road to Eden. But in those games, as a rule, we can control these mutations ourselves and develop/maintain them in the chosen direction. And here the amount of randomness is high even by the standards of roguelikes – almost all progress is reset in each new outing, and it is unknown what we will get in return. This is both a gift and a curse of the game: on the one hand, you never know what awaits you, and on the other hand, this approach will clearly not appeal to those who appreciate more thoughtful control over the character.

Pros: humor, style, interesting setting and funny characters; generally exciting gameplay based on fighting, exploration, leveling up and collecting; very different and sometimes unexpected mutations; nice picture; nostalgic music in the style of the 80s.

Cons: too much depends on the “random”; there is virtually no control over which direction the character develops; small arsenal of weapons; weak animation.

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Realism, consoles, two barrels. Or why in shooters you only get two guns.

Imagine this: you’re rushing through the corridors of Doom, blowing demons’ heads off with your super shotgun, then whipping out your scoped rifle to take out a cacodemon. Then you land in a sweat and notice a mancubus in front of you, the cartridges in both the shotgun and the rifle have run out, but it doesn’t matter, because you have a bazooka. More precisely, it was… After all, this is Doom from a parallel universe, in which the player can only carry two guns.
It’s hard to imagine a modern Doom like this, right?? But if it had come out during the wild popularity of “limited” shooters, it could have been like this.

One of the recent blogs highlighted a complaint about BioShock Infinite, namely the notorious mechanics that do not allow the player to carry more than two guns. Why did the developers at some point decide that giving the player only two types of weapons was cool?? And why has this solution become so popular?? Today we will try to figure out what is the reason for this phenomenon and whether it is justified?

In the beginning there was a word and there was a word – Halo.

Indeed, if you try to find the first game that used similar mechanics, then it was Halo. Mister Chief’s space adventures are rich in arsenal, but it is limited to only two slots. And the player either has to juggle all the guns that come into his hands, or find the optimal combination and go through the game with it.

Some alien guns are made in such a way that they have a strictly limited number of charges, which is why you won’t be able to use them for a long time and, most likely, you will throw them away immediately after the start of the battle. Some kind of illusion of an extensive inventory.

Limitations of gamepads

Why so? This is where we get to the first theory of the emergence of a limited arsenal is the lack of hot keys for gamepads. And it seems true that when you play on a PC, you have number keys at hand, and therefore the ability to switch weapons at any time with a quick movement of your hand. Controllers don’t have that many buttons, and scrolling through your inventory by constantly clicking is not very convenient, especially if you play an arena shooter or a dynamic game in which you have minimal reaction time. So it turns out that switching weapons to the conventional “triangle” is simply convenient.

But, stop. What about the weapon wheel, you ask?? And you’ll be right. Many games already use a mechanic where you hold down a button and use a stick to select the barrel you want. It turns out the Halo developers just didn’t think of this? I doubt.

Weapon wheels in: 1 – Doom; 2 – Far Cry 4; 3 -Red Dead Redemption; 4 – GTA V/

Weapon wheels in: 1 – Doom; 2 – Far Cry 4; 3 -Red Dead Redemption; 4 – GTA V/

Weapon wheels in: 1 – Doom; 2 – Far Cry 4; 3 -Red Dead Redemption; 4 – GTA V/

Weapon wheels in: 1 – Doom; 2 – Far Cry 4; 3 -Red Dead Redemption; 4 – GTA V/

A similar wheel is perfectly used in the GTA, Far Cry, Doom and many others series of games. If we take the same Doom, we will see the most competent implementation of this mechanics: when you open the weapon interface, time around the Doom Slayer, if not freezing, then moves very slowly, which allows you to select the desired barrel without losing precious HP. But you can also switch between the current and previous barrel simply by pressing a button, so as not to lose the dynamics. What prevented you from doing this in Duke Nukem Forever, which was recently in Debriefing? There were also complaints about the fact that Duke carries only two guns with him. Of course, if you checked the settings from the beginning of the game, you can increase the capacity up to four barrels, but this does not change the situation much.

POV: You ride a radio-controlled car, hold a shotgun with one hand, but you can’t carry more than two guns.

Need more realism?

Maybe it’s about the desire to give the game more REALISM – the second theory of a limited arsenal. I beg you, what realism is in Duke Nukem? This is a classic joke game, in which, first of all, the cool feeling of shooting is important, and not the realistic physical capabilities of the main character. If this is truly realism, then why not cut rampage mode from the game after a can of beer?? Let’s say in the case of Duke it just got a puncture and let’s go back to Halo.
The distant future, space, extraterrestrial technology, was it really impossible to come up with some kind of levitating holster so that the third barrel would simply fly nearby?? But this is nitpicking.

I don’t deny that all of the above is purely subjective, but it’s possible to make a limited arsenal organic. Get Max Payne 3. It approached the creation of realism extremely responsibly. When the main character hears a speech in a foreign language, the player will not see subtitles and most likely will not understand what the dialogue was about, because just like Max, he does not know this language. The interaction with weapons also looks realistic: the protagonist has two holsters in which he carries pistols and two hands to hold a larger gun. If you need to grab pistols, be kind enough to throw the long barrel, and then pick it up if you need it so much. Well, or carry a machine gun in your hand, but at the same time you will be able to shoot only from one pistol. Realism? Realism. And the fact is that realism is justified. The hero Max Payne is the most human person there is.

And Captain Chief from Halo, although he is a man (or more precisely, a super-soldier, charged at the very least), is clad in fantastic armor, and he is located in a fantastic universe in which it would be possible to increase the arsenal.

Another example of justified realism is The Last of Us series. The main characters are people who are simply physically unable to carry more than two weapons with them at the beginning of the game. But during the course of the action the player can purchase various holsters and already carry 4 guns.

In both the first and second parts, the heroes carry guns exclusively in holsters or on their backs. No invisible GTA style pockets.

In both the first and second parts, the heroes carry guns exclusively in holsters or on their backs. No invisible GTA style pockets.

The BioShock game series, which was already mentioned today, provides a lot of room for thought on the topic of the blog. In the third part, Booker carries only two guns and a whole wheel of plasmids, which he literally juggles in the arenas. Let’s say this was done for greater realism, because, in fact, plasmids are selected by the power of thought and do not require anything to “transfer” them within ourselves, which is why we can choose any of them at the right time. But guns still have weight, and therefore in this part of the series their number is limited. Whether this is necessary and whether it was a good choice to abandon the weapon wheel from the first and second parts is a moot point. After all, most likely, the player will choose one combination and spend 80% of the game with it, and you can try all the weapons to your heart’s content only if you try to complete achievements. But, from the point of view of realism, this approach has a place to be.

This begs the conclusion: that the decision to make a limited arsenal out of a desire to add more realism to games is not always justified.

Try to balance it out.

Well then for sure It’s a matter of balance – the third theory of a limited arsenal. Let’s consider it on one of my favorite shooters – Legendary, in which the player’s arsenal is also limited to two slots of firearms and one slot of melee weapons (which contains an ax by default).

Disclaimer: I have never dealt with game balance, so I will judge purely from the logical side of the layman.

Let’s get started. We have a https://eddyvegascasino.co.uk/ typical first-person shooter, of which in the tens, judging by the sensations, they came out in batches. And straight away from realism. Let’s say our main character is endowed with the strength of a standard man and cannot carry a bunch of guns with him at the same time. But carrying a rocket launcher, which is about the size of him, a machine gun and a fire ax in addition, does not cause him any problems. GG has the ability to restore HP by absorbing the souls of opponents. Then what’s the problem with just bringing in more bobbleheads and giving the player a full arsenal of weapons?? After all, a larger number of enemies per square meter increases the average damage received by our hero, as well as the amount of ammunition required to clear opponents. This means that the player will simply need to use all the guns in his inventory. Although, perhaps due to the fact that all the weapons in the game are boring and do not differ in any effects other than rate of fire and damage, the already not very interesting process of shooting would become simply tedious. Plus, most likely, I would completely lose interest in fighting fantastic monsters. The griffins, which became the hallmark of the game, did not cause any problems even with two guns in their pockets. And with a full arsenal they would even become bullet bags.

In order for the entire arsenal to be justified and interesting, there must be different types of enemies against which certain weapons are effective. But again, this makes it more difficult for game designers and balancers. After all, you need to calculate what combinations of enemies can be in one arena, what number of enemies is optimal, and so on. It’s much easier to make mobs susceptible to the same damage and just set the two-barrel limit.

Let’s summarize

Now we put all the facts together and try to draw a conclusion.

The player carries two guns only due to the lack of hotkeys on the gamepads? – No. If this decision was initially made for a similar reason, then it has already been proven a thousand times that it is possible to make the choice from a large number of weapons convenient.

The player carries two guns only because it gives the game more realism? – not always. There are famous examples where this mechanic really added a sense of realism to games. But otherwise, this only reduces the possibilities of the project, forcing the player to remain within the established framework.

The player carries two guns only because it is easier to balance the game? – a complex question that requires the comment of a specialist who can tell you about the game balance (or your opinion in the comments). From logical reasoning it is clear that in some cases such a solution simplifies the game balance and can hide shortcomings and a meager “bestiary” of opponents. Implementing the entire arsenal in shooters is not an easy task and requires a lot of effort, time and money, which not all companies can afford.

The player carries two guns only because it is a convenient design move that has found success in large projects? – this is the option I stick to. Seeing the success of Halo using this mechanic, studios picked up this trend and used it in their projects, and then the chain reaction. The number of successful genre projects with one mechanic gives rise to a bunch of copycat projects with the same mechanics.

Nowadays, the genre of shooters (especially first-person shooters) is not as popular as in the 1910s, and nowadays, in order not to be considered a second-rate shooter, developers are trying to come up with new mechanics, against the background of which it is no longer so important how many guns the hero of the game carries.

Best comments

Somehow the thought spread strongly across the tree. =)

But, stop. What about the weapon wheel, you ask?? And you’ll be right. Many games already use a mechanic where you hold down a button and use a stick to select the barrel you want. It turns out the Halo developers just didn’t think of this? I doubt.

You shouldn’t doubt it. Look at the dates – when was Halo, and when was the weapon selection wheel popularized?. When things are invented they naturally seem obvious. Well, then, as I said, copying/imitation. =)

If you still remember games where the limitation of 2 barrels was extremely unnecessary, then Bulletstorm immediately comes to mind. A game about various methods of killing limited these very possibilities.

As for the first appearance of a restriction on 2 types of weapons, I can immediately remember Robocop vs Terminator 1993 on Sega Megadrive 16-bit. And there this is apparently a deliberate game design decision, since often the choice of weapons in “shooters” of those years was not limited to the choice of 2 barrels.

The weapon and skill selection wheel appeared relatively recently. So, most likely, they simply didn’t think of it before (as already written above).

As for realism – I agree. This decision may be due to the desire for realism. But sometimes the cause-and-effect relationship can be the opposite – they slip us a limit of 2 barrels and motivate this with a desire for realism.

Regarding the fact that it’s easier to balance the game this way, it may well be. But on the other hand, in many shooters with a normal choice of weapons, you can shoot with everything, and meanwhile the player himself runs around with a pair of his favorite guns.

Just a convenient design move? It may well be too. But then again, how often do you come across games with such a limitation now?? If anything, the question is not rhetorical, I thought about it myself.

Personally, I am most inclined towards the first option, as the most likely. Well, in some cases, to an emphasis on realism.

And Shadow the Hedgehog is so hardcore that you can only carry one weapon with you! XD

Very interesting reasoning. I thought about it myself, and this is the conclusion I came to:. There could be multiple reasons for Bungie to use two weapon types in Halo.

Firstly, as already mentioned, they could simply not have reached the idea of ​​​​a weapon wheel. The first game I know of that used a wheel was Mass Effect (for which the shooter gameplay is not really the main thing), and it came out five years after Halo, if I remember correctly. After all, Halo is the first fully 3D console shooter, if I remember correctly, at least one of the first. There simply might not be any creativity left for this

Secondly, perhaps they did not want to disrupt the dynamics of the battle. Selecting a weapon on the wheel takes significantly longer than simply pressing a button. And the combat in Halo is quite intense, the enemies are very accurate, and it would be unpleasant to waste time on it

Thirdly, this may be due to the presence of multiplayer in Halo. In any shooter match, every second is critical, especially when you have developed a certain skill. And having to spend precious seconds switching weapons could be annoying for players, so a one-button, two-weapon option might make more sense for them.

But then again, how often do you come across games with such a limitation now??

If you take a classic shooter in its truest sense, it’s not often. But the same Call of Duty, Battelfield, royales like Arekh, still use. I googled “Top shooters 2020”, and Disintegration came up first. I haven’t heard anything about the game at all, but it also has a limit of two guns. (Not one at all, but sometimes a second barrel is given).

The games listed are multiplayer projects (Disintegration of PvPvE, as far as I remember). And literally in a comment above they wrote that in PvP this option is better suited so as not to waste time on the wheel. It seems to me that it’s not so much about the wheel, but about the fact that for PvP you don’t need more than 2 barrels, usually.

Coincidentally, the comment above was written while I was writing mine)).

I agree that this is more convenient for multiplayer projects.

As always, a very cool blog on a very common topic. Thank you)

Well, for the link of course

Great game, I remember how I was cringed when choosing a weapon. I really didn’t want to throw away the sniper rifle with guided bullets). But there it was offset by a variety of methods of killing and outrageous action.

By the way, then they brought Duke into the game, but there is no ability to switch between at least 4 guns.

Did Duke do anything?? Or was it a regular skin?

Yes, because 1 is for the enemy, 2 is for the girlfriend!

The point is that you are forced to use trophies. There simply isn’t enough ammunition for the main modular cannon for all the enemy’s steel, chitinous and scaly snouts.

So it turns out that switching weapons to the conventional “triangle” is simply convenient.

It’s not just convenient. This does not ruin the dynamics of what is happening. You write about it yourself below.

If we take the same Doom, we will see the most competent implementation of this mechanics: when you open the weapon interface, time around the Doom Slayer, if not freezing, then moves very slowly, which allows you to select the desired barrel without losing precious HP. But you can also switch between the current and previous barrel simply by pressing a button, so as not to lose the dynamics.

When selecting a weapon through the wheel, you are pulled out of what is happening and transported to a relatively safe place, where you will spend some time selecting the desired weapon, while the game is paused or, as in the case of Doom, slowed down.

In Last Of Us, as far as I remember, in battle you switch between the selected weapon by single or double pressing the d-pad left or right. The game doesn’t stop, the enemies don’t freeze, you’re still in danger. And changing the selected weapon is not so fast and requires a safe environment around the player.

Or let’s take Control. There is essentially one weapon on which the firing modes change. Weapons change firing mode between two selected ones with the press of a single button. The player simply needs to select the two shooting modes that he likes in the pause menu. Your ammo is endless and the same for all shooting modes. No enemies that require a specific shooting mode. And from this moment until the player wants to change these shooting modes, or until he beats the game, not a single firefight will slow down or stop. The player will simply switch two weapon modes with one button in battle.

And besides the dynamics, the wheels also have problems. They have become multi-level. In the same FarCry, inventory with buffs is on level 2 of the wheel. In RDR2, tonics are at level 2 of the wheel, and horse items are at level 3. Choosing the right weapon in GTA 5 is generally a quiet horror, if you think soberly. You need to not only focus on the weapon category, but also then use the cross to click on the desired barrel. And all this is so due to the fact that the wheel has a limit of 8 positions. And it turns out that the convenient wheel in Doom is only because there is a choice of 8 barrels. And in Eternal, because they added one powerful weapon, they threw out the pistol and put the BFG in its place, so that later, when you got the Unmaykr, you could get it by selecting the BFG and switching the shooting mode on it. And I can’t call it anything other than a crutch.

It’s a funny situation there. Duke replaces the main character, but everyone ignores it. What does he constantly react to?.

I also remembered the Republic Commando, which was also recently celebrated in blogs, where there was a main multifunctional gun and an auxiliary “trophy” one. And it seems to be even on topic, but the game was ruined by a constant shortage of charges to the base.

It’s been a while since I went to Republic and I barely remember, but it seems like there was an additional gun there, something like non-witcher swords in the first Witcher. It seems like they exist, but no one uses them. Unless the shotgun was usable, like a three-barreled one, if I remember everything correctly

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