Darksiders has a pretty cool thematic premise for an action game, but borrows heavily from God of War and Zelda mechanics. I played it shortly after finishing DmC: Devil May Cry and have to say its combat system isn’t quite as polished or nuanced, but i still enjoyed it. These are some random notes i jotted down while playing. If you agree or disagree with anything, let me know – but please read the two disclaimers at the bottom first.
• Relatively slow placed action, with a fair variety of weapons and abilities to unlock.
• Lots of blind exploration in dark areas!
○ It was less tedious when collectibles were all visible on the map in the introductory Vulgrim level. Why can’t that feature be on all the time? What’s the downside?
○ Or if the dungeon map needs to be an item (or in this case, two items: Map and Hoardseeker), then why not at least show those two chests on the starting map?
• Checkpoint placement seems kind of inconsistent.
○ Having to travel halfway across Anvil’s Ford on foot through three doors to fight Special K for the tenth time was frustrating. He’s practically a secret sub-boss!
○ Not restoring any Wrath meter on checkpoint reload is disappointing too.
I mentioned recently that Harpies were my least favorite enemies in DmC: Devil May Cry. I’ve been trying to pinpoint the exact reason for that – and i think a big part of the problem is their appearance. Even though they’re pretty damn tough to kill, they look like minor nuisances.
When you come across a group of them, your mind is usually in “I just want to get through this” mode rather than “Man i need to focus on this battle!” It doesn’t help that they’re fliers, which means they’re typically far away and appear tiny on screen.
Of course that perception makes it harder to be patient and look for counter-attack opportunities, so Harpies end up doing more damage than they should – especially when grouped with other enemy types. On the other hand, Dreamrunners in DmC look like deadly ninjas so every encounter with them feels like a miniboss fight. That’s the magic of ninjas.
Most enemies in action games can be separated into two categories: The ones that you’re supposed to beat with straightforward knowledge and the ones that challenge you with a proper mixup. The latter group definitely needs to have imposing aesthetics that demand respect, so the player buys into holding their ground every time.
Lately i’ve been jotting down thoughts and observations while playing random games for fun. A few friends expressed interest in reading my notes, so i’m posting them here in case anyone else cares. Who knows, maybe some fun conversations will come out of it. Today i’ll be delving into DmC: Devil May Cry, developed by Ninja Theory.
Disclaimer #1: This is not a review of the game. These scattered notes are just my personal impressions as a player. Please don’t take them too seriously.
Disclaimer #2: I’m not trying to say i could do better by any means. If i point out a flaw, it’s usually because i think it’s interesting; not to criticize anyone involved. There are countless reasons why a feature might be imperfect, buggy, or incomplete. Game development is a chaotic human endeavor, and it’s very rarely easy to figure out why something went wrong. Anyway it’s a safe bet that the dev team thought of most ideas or solutions i might suggest, but they couldn’t be implemented due to some unfortunate constraint.
• Combat feels crisp, responsive, and satisfying.
○ The Demon Pull and Angel Lift mechanics are awesome. Controls can be hard to remember at first; but if you make a commitment to the game, it’s an incredibly fun and versatile system.
• Level design is often spectacular and exhilarating, especially during dynamic environment transformations. The church exit and car chase were both amazing experiences.
○ Those must have been an interesting challenge for the environment art team. I can’t think of anything quite like it in prior games.
Someone tricked me into downloading The Simpsons: Tapped Out a few weeks ago, and i’ve been playing fairly regularly since. Here are a few strategies i’ve picked up along the way.
1) Don’t buy any more Land Expansions than you need. Pretty much the only way to handicap yourself in TSTO is buying too much land too soon. Priorize investing in buildings that earn income, and use land efficiently. The quicker you generate money, the easier it’ll be to expand in the future. (Plus it’s more fun to rearrange items when you have lots of choices and enough disposable money to spend on decorations.)
2) By the time you reach level 25, you’ll notice that you’re always a little behind on money whenever the main quest line requires a new building. One way to get ahead of the curve is collecting premium decorations that provide money and XP bonuses. Your best bet? Buy a large quantity of Mystery Boxes, until your bonus total reaches 30-50%.
In fact, i recommend spending your first 100 donuts on Mystery Boxes immediately as you earn them. You’ll unlock three premium characters, two unique items, and begin stockpiling premium decorations – namely Channel 6 News Vans and Itchy & Scratchy Billboards. Otherwise by the time you reach level 30, you’ll barely have enough donuts to buy one full-price character. Barney alone costs 250 donuts, so you can’t afford him until long after level 59. Is that worth holding off? I don’t think so. Donuts are generally more valuable than money, but money never stops being useful either.
Even though the action RPG genre can be aggravating sometimes, i’ve sunk way too many hours into Diablo and Diablo 2 in their day to ignore Diablo 3. It’s an extremely polished game, especially in terms of visuals and presentation. Plus you get to spend half the game hanging out with Tyrael! What’s not to love? Well, a few things – so i have a few suggestions.
Item Auto-Pickup Conditions
Are speedy character builds such as “Spin Barb” and “Tempest Monk” intentional designs? If so, item pickup is what breaks their rhythm in a mundane way.
What if players could script a series of rules to automatically pick up and ignore certain item types? A one-page checklist would allow players to grab legendaries, rares, and Flawless Square gems by simply running over them – while ignoring blue and white items. If new players find this confusing, it can be hidden like Elective Mode or locked until lvl30 or lvl60.
Advanced players would love this feature, and pickup timing can be tuned to display the legendary orange beam for a split second before it’s bagged. (Seeing that beam is definitely an awesome moment! Whoever came up with that effect deserves a raise.)