Showing posts with label Clover Studios. Show all posts
Showing posts with label Clover Studios. Show all posts

Thursday, March 05, 2009

God Hand

In God Hand you punch people so hard your fist comes out of the game and onto the cover art.The gulf between wanting to like something and actually liking it can be so large.

In God Hand you punch people so hard they fly over the horizon. In God Hand you punch people so hard that they fly into buildings and then the buildings fall down. In God Hand you punch people so hard that their soul comes loose from their body and then you have to punch that as well.

Also, sometimes you kick things hard, too.

This is a winning formula. This is something you can write on a white board and underline a few times and then sit back to watch the money roll in. If I were to write a book on designing "fun", this would be the first chapter, the case study, and most of the conclusion. I would write, "And in conclusion, in God Hand you punch people so hard that your fist breaks the sound barrier, and then the person you have punched flies off into the distance, also breaking the sound barrier."

So what really baffles me is why God Hand isn't fun.

Disclaimer: I didn't finish God Hand. I didn't come close. I just wasn't enjoying it, so I haven't seen the whole game. It's hard to imagine a second act, though, that would redeem the five hours or so I spent with it.

God Hand is a PlayStation 2 title by (now-defunct) Clover Studios, the same clever fellows who made the amazing Okami. Where Okami was the transcendent poster-child of the "games made art" movement, God Hand is something born wholly crafted from the mind of an illiterate 14-year old. It is crass, it is gratuitous, and it is crude in every sense of the word. In God Hand some of the villains are gay men and you punch them so hard you make them straight.

God Hand is clearly influenced by Capcom's action franchise Devil May Cry. There's a deliberate emphasis of style over substance. The plot is incoherent, the dialogue and voice acting are horrible, and your combat moves bear little to no relationship to the laws of physics. However, where Devil May Cry boasted smooth controls, deep tactical combat, strong level design and above-average graphics, God Hand instead opts for hand-twisting button maps and repetitive brawling in a series of unattractive linear corridors.

Unattractive may be an understatement. God Hand looks God Awful. One could be generous and say that level and enemy designs are "inspired by" such brawling classics as Golden Axe and Streets of Rage, and it's true that there is more than a little deliberate homage here, but the reality is that both Golden Axe and Streets of Rage had significantly more art in a single screen that God Hand can muster over the course of a level. Everything's done in pallets of dull brown. Enemy designs are so generic that even the villains of a Dynasty Warriors game could put them to shame. Ground surfaces are a flat brown while skyboxes are a flat blue. Every wall is set at right angles to another wall and the camera is not afraid of clipping right through surfaces to show you that they have no depth or substance.

The gameplay is standard brawler fare. You punch, and you kick. There are some 100+ punches and kicks available, and you can ultimately map up to 11 of them to your controls at one time, so there's some tactics involved in picking your repertoire. Most enemies are largely similar though, so once you've got a set-up you won't need to change it much. You run around a 3D level, and enemies mosey up you singly or in groups, so as to allow you to punch and kick them.

Every few punches or kicks, enemies will block. When they block, you'll need to back off, as hitting them while they're guarding allows them to do a dangerous counter-attack. So you'll get used to the pattern of punch-punch-punch, wait, punch-punch-punch, wait. Later on you get special "guard-break" moves which simplify the process. You yourself are unable to block, although you can dodge. Blocking was presumably inserted to pace combat and stop players from self-combusting from the sheer awesomeness of non-stop punching.

Defeated enemies sometimes drop money; money can be used to buy new punches. In God Hand you punch people so hard that they turn into currency.

Also, you have a rage meter, which when full allows you to turn invincible and unleash the titular God Hand for 10 seconds or so, and "roulette slots", each of which will let you pull off one of your particularly awesome super-punches. Using a super-punch empties a slot, which you have to refill by finding a magic card dropped by a defeated enemy.

God Hand is really hard, even on the easiest difficulty. Not consistently hard - you'll go from an enemy that just stands there as you punch him straight to a hell-demon that moves faster than you can see. Not interestingly hard - enemies you can't see because of the horrible camera will cheerfully punch you in the back of the head and follow up with a combo that kills you before you can recover. Just hard. Stupidly hard. Death usually means a trip back to the start of the level and up to twenty minutes of play erased. In God Hand people punch you so hard you travel back in time.

I've mentioned how the voice acting is horrible, but it's really just fitting into the overall audio standard. Pretty much every in-game sound effect is some variant of explosion, which at first glance seems to possess a certain kind of awesome but in practice really doesn't. There appears to be only one piece of background music, a kind of surfing-guitar reminiscent of Hawaii Five-O that loops endlessly. Enemies yell "Come on!" at you a lot, and "Oof!" when you hit them, and that's about it.

Actually the whole game feels more like a prototype than a finished game. There's the bare bones of a gaming experience, and a whole mess of awesome punches, but everything else feels like placeholders rather than final product. I can see that Clover were trying something worth trying, a kind of re-invention of the brawler as a genre, but that intention is in no way manifest in what they actually released.

There is a certain class of people who will love God Hand, and these people are not to be ridiculed. There is a genius located deep in the core of this unlovely software, a genius that knows that it is absolutely impossible to ever punch a videogame villain too hard. But those who can look past the eye-gougingly horrible aesthetics and the nun-punchingly torturous gameplay to find that genius will be few and far between, and for the rest of us it's worth mentioning that this game came out late in the PlayStation 2's lifespan, almost no-one bought it, and it's practically impossible to find a copy.

Tuesday, June 19, 2007

Okami Post-Mortem

Okami is absolutely the best Zelda-clone ever made about a sun-goddess inhabiting the body of a wolf statue and using the magic power of calligraphy to beautify the natural envronment. Hands down.

I mean, there's no question. Even if you're a fan of one of those other goddess-wolf-calligraphy games that we see so many of these days, you're going to be forced to concede that Okami delivers far more than its competitors just in the realm of art style before you start getting into any of its gameplay innovations.

Nothing else looks like Okami. Where other games push for photorealism, Okami decides that the appropriate look for a videogame should be a mix of shadow-puppetry and traditional Japanese woodcuts. And then renders the whole thing in a kind of hallucinogenic cell-shaded 3D. Things don't appear as what they are so much as icons of what they are. People are vague suggestive shapes; scenery is rendered in the manner of flowing brushstrokes; monsters are malformed malevolent scribbles. The hand of the artist is visible in each and every image on screen.

All this artistic eccentricity flows right into the gameplay. You'll play as the sun goddess Amaterasu, who has taken command of a statue of legendarily heroic wolf Shiranui in order to combat an evil darkness spreading across Nippon. Amaterasu can use all of Shiranui's wolfy abilities, including sprinting, hole-digging and the rending of flesh, but more relevantly she also has the power of the Celestial Brush at her command.

By holding down a shoulder button, you can stop time, and turn the scene in front of you into a hand-drawn parchment. Then you can draw on it. For example, executing a straight horizontal-ish line across the scene will deliver a devastating slash which will overcome monsters, topple trees, and cleave stones. Drawing a circle in the air will bring forth the sun and turn day to night; the same circle on a plant will bring it into bloom; and if you add an extra line to the circle reminiscent of a fuse then you'll summon into being a mighty explosive to break down barriers and devastate your opponents.

Okami overcomes the bane of many games that use a drawing system - the symbols you'll be drawing are easy to handle and the game is intelligent in interpreting them. It matters not if your circle is drawn clockwise or anti-clockwise, or whether you start at the top or the bottom; slashes can be made on pretty much any plane except straight vertical and can go left-to-right or right-to-left, et cetera. (The bloom power is occasionally a little frustrating, but you'll rarely have any time pressure when using that one.) The fact that time stops when you're drawing is a huge help.

You don't start with all the brush techniques at once. Instead, you pick them up from various celestial beings as you go about your travels. In this way, the game is very similar to The Legend of Zelda, as you'll be picking up a new ability, using it to overcome a challenge, and then getting a new ability as a reward (rinse, repeat).

Your quest will regularly take you into caves and dungeons, but the developers seem not to have understood that the very best bit about what they've created lies on the overworld. Each new section of overworld you encounter is initially possessed by a creeping darkness that has turned the land into a barren wasteland. As you use your powers to perform various tasks in each section, the wasteland will be driven back until eventually the area is a paradise once more.

Your first task is usally to bring into bloom a sacred tree in each area, which sends a wave of rejuvenation running across the land, making the blight retreat to select pockets of nastiness. This all by itself is an incredibly cool and satisfying cutscene, as flowers and greenery rush across the landscape like an unstoppable tide.

Once you've made the area vaguely safe to traverse, you can then seek out the individual trouble points and use your abilities to fix them. Blighted grass can be healed by colouring it over with your rejuvenation power. Water can be made to flow by linking clean rivers to empty or blackened ones with lines of your brush. Animals can be fed with a variety of foodstuffs. Dead trees can be brought back to life with a touch of your brush. This gameplay is simple but deeply rewarding, as the results of your actions are instantly and integrally reflected in the landscape, which you'll be moving back and forth across as you complete your quest. Every item around you is a reminder of your challenges and successes.

The game would ultimately be a better game if it had stuck entirely to this overworld-rejuvenation gameplay, because the dungeons are ultimately deeply derivative of The Legend of Zelda and more than a little dull. They're reasonably well executed for what they are, but you'll be left feeling like you've played them a million times already in other games, where they were done better. Each one predictably culminates in a boss fight, which are at least rather well executed, if a little easy.

The plot is pretty poorly paced. The game opens promisingly, with an excellent narrative that binds your fate to that of the village drunkard on a quest to defeat the evil serpent-demon Orochi. However, twelve hours or so later, when you've defeated Orochi, you'll be thinking that that's a reasonably good place for the game to end, with most plot threads tied up - but you'll be wrong. The game springs a "but that's not all!" on you, and immediately flings you off on another quest just when you were thinking that you'd probably had enough of Okami. Myself, I was a bit disenchanted with all the dungeon crawling, and frustrated by the plot bait-and-switch, so as of this writing I haven't progressed very far into the second quest, and it's possible I never will.

If you love the 3D Legend of Zelda games and want more of the same gameplay in a very different-looking package, then Okami will be like a wonderful gift from the heavens. Even if you're not, you have to see this game to understand just how wonderful it looks. But if the Zelda gameplay wearies you, then you'll be disappointed that Okami didn't trust in its own innovation enough to abandon the rather tired Zelda formula.

Monday, May 07, 2007

Viewtiful Joe Post-Mortem

I have to say that if you're the sort of individual who likes them their innovative 2D platformers, Viewtiful Joe is a particularly good one.

I'm not that guy.

Two levels in and I'm done. That's about how long it took for me to lose all my lives and discover that I'd have to replay the last twenty minutes or so of the game as punishment. The game was mocking me, so I had the last laugh by putting it back on the shelf forever. Take that, Capcom and Clover Studios.

But look, there's a whole bunch of good in it. The game's set inside a movie, and the visual style comes complete with projector flickers and filmstrip-holes at the top and bottom of the screen. You'll basically proceed from level to level busting up enemies and solving puzzles, within the confines of a fairly inane plot that would probably be better if it wasn't present at all. Controls are responsive, moves are satisfying, and the action is well paced.

The game's gimmick comes in the form of "VFX", which are a set of three powers related to cinematography. First up you get a slow-mo power. Attacks delivered in slow motion do more damage and give your enemy less time to get out of the way. Secondly, there's "mach speed", which is basically a speed up, letting you move faster and deliver attacks more quickly. And lastly you get a zoom in, which makes all your attacks more flashy, with wider hitboxes and interesting effects.

Where the game gets clever is how the powers affect the world. You see, when you use slow-mo, you're not just seeing everything going slower. Everthing is actually going slower. Against your average goons this won't be too noticeable, for if, for example, you're attacking a helicopter, you'll soon realise that it's very hard for a helicopter to stay airborne when its rotor is moving at one tenth of normal speed.

There are some very clever puzzles built around this concept, which are interspersed with the action gameplay in a very pleasing mixture.

On top of all this there's a shop/power up system, where you can exchange tokens collected during levels to buy new moves and stat upgrades. In my brief time with the game these felt pretty much irrelevant except for the life upgrades, but I'm really not in a position to give an accurate estimation of that.

Like I say, if platforming is even remotely your thing, you should really play Viewtiful Joe. It probably gets even better past where I got to. I hear the PS2 version (which I played) has all sorts of cool bonus stuff. Me, though, I'm still hoping I'm going to learn my lesson about platformers this time and stop buying shiny new ones just because they're in the $20 bin.