How Does Your Game Keep You Contained? Part 2

The hero seeks a new adventure. Every Mutant Ewok of the Decidedly-Evil Forest has been murdered; the Casually Racist Imps have each been forcefully evicted from the Cave of Moaners; the hero has made so many Dragon’s Teeth necklaces that they’ve considered setting up a little jewellery store in the city centre. (It’ll bring in a little extra money in the winter when all the big quests have dried up.)

But now the hero sets off for new lands. They clamber aboard their newly acquired sailboat – made from the bodies of two dozen Ents that really did deserve it – and casts off across the ocean. The wind takes the sails and adventure steals our hero’s heart!

What exciting new lands will our brave and sexy hero discover? What new monsters will they vanquish in the heat of violent battle? What… erm… what is the hero doing? I think… I think the ship is stuck… on… nothing. Okay then… now the ship is turning back. Well… that’s… all praise the mighty hero?

Continue reading “How Does Your Game Keep You Contained? Part 2”

Why do the silent start speaking in sequels?

I’m sure that if I asked you to name your favourite video game characters, your list would include one or two silent individuals. Many of the most legendary protagonists are taciturn, and are often respected for staying quiet. Unvoiced characters often let their actions (or their games) speak for them.

Whilst many of these voiceless stay hushed, the decision to grant speech has occurred in many game sequels. In the past, this could be attributed to what games were capable of doing – voice acting in video games didn’t develop until the 1980s. Nowadays, this character change needs to be considered carefully. In my opinion, the addition of a character voice can change the very foundations of a game. Occasionally, a franchise will eject its original silent protagonist for a speaking lead, which has a definite impact on how the next game plays out.

Below are a few examples of games that gave their heroes permission to speak. I discuss how I reacted to the change, and the difference that change made.

Continue reading “Why do the silent start speaking in sequels?”

D’You Dig Double-Jumps?

Now there’s a blog title I can be proud of for a long time. In my ongoing battle against the pile of games labelled “Want To Play” play sat upon various shelves and inside hard drives, I wandered into the side-scolling Mexican playground that is Guacamelee! One of the many aspects of the game I enjoyed were the the power-ups (special wrestling moves) which can be used in combat and in the platforming sections.

Early on in the game, you unlock the ‘Rooster Uppercut’, which allows your character to punch into the air, flaming fist first. Jump before using the attack, and Juan the Luchador will leap twice as high into the air, allowing you to reach higher platforms. Or groin-punch unsuspecting flying opponents.

“That is an interesting way to bring the classic double-jump into the game”, I thought to myself.

Continue reading “D’You Dig Double-Jumps?”