Sunday, September 6, 2015

Information Inspiration

SCREEN CHEAT
So here's the rub, everyone is invisible except to themselves in their corners, and everyone is watching everyone. I've got this feeling that there's a key proprioception of player-machine-environment/group in this game that cannot be expressed through video or metaphor, and having not played, I will not be privy to it. What should be addressed, though, is the recontextualization of screen space and GUI. Where we once struggled not to peek, we are now straining with too much to watch.



With the shift of weight of Ownership within the game, balances must be found. With no player models or animations, the architecture is the main character. Each area is detailed and brightly colored with uniquely shaped and reflected features: complex, yet simple enough to be understood when viewed in periphery. Weapons are distinctive and simple- no counters, no ammo, just a paint job, a silhouette, and a trajectory(/projectile).

ARCHEBLADE
This is probably most what I imagine Wreck will be like. It's a 3D PvP arena fighter with two germane points. Jason had mentioned that the combat system is based on the two mouse buttons, but by each having their own rhythm, there are more than merely two attacks mapped to the mouse. Having not played I can only speculate, but I believe this is integral to the fun of the game, and makes it more 'Devil May Cry' and less 'Cookie Clicker'. The tactile, cerebral-motor feelings of playing a game matter, and indiscriminate clicking is only satisfying ephemerally.

  

Also, the environments. And I suppose I'm speaking in two senses: one, of the layout and design of the arenas, which are littered with obstacles, but more importantly, are never rectilinear. And two is Codebrush's deft use of color. Tints & shades, saturations, grayscales, alphas; every color has intent. In addition to the player's health gui, health is represented as intensity of saturation, and the player's avatar will grey with each hit. With no health, the screen becomes black & white. The feature is a satisfier, to be sure, but I'm quite delighted with it. 

FRACTURE
It's a shooter, but with some very interesting terrain-manipulation mechanics. There's a gun which the player can use to manually pick a point on the ground, and either increase or decrease the height of the terrain. Additionally, there's a terrain grenade, which grows a pillar of earth where it lands. As the video shows, this can be used for combat, exploration, and problem-solving.


There's also a grenade which kind of creates a black hole, pulling enemies and environmental features into a whirling gyre, and then explodes.

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