Showing posts with label shooting. Show all posts
Showing posts with label shooting. Show all posts

Sunday, April 14, 2019

A new reflection on The Nature of Difficulty.

Having recently played the new Devil May Cry game from Capcom, and watching my older child play the even newer Sekiro:Shadows Die Twice by From Software made me think about the nature of difficulty in games, its purpose, and the types of difficulty that we encounter. Devil May Cry may not be that hard to play - but it may be hard to play well, and Sekiro is difficult to play at all.

When I think about what I enjoy in a game, typically what I like is a game that is easy to get into but allows for many levels of skill and improvement. I think that is the essential formula of most of the widely popular original arcade games. Pac-Man and Centipede are great examples of this. The things that we are required to do are clear and obvious to us, and are simple to perform. If we as players are able to keep up with the game as it slowly increases in difficulty, then we are able to succeed in the game. It does not start so difficult as to discourage play (hey - they're trying to get you to put a quarter it, aren't they) and gets more difficult at a reasonable pace.

This can also be done in a game by having a wide range of available game mechanics or a more open path of progression, although this method is more popular for home console games than arcade games. The game can allow a player to proceed at their own pace, and still be able to proceed through the game using simple techniques, but also allow for higher scores and rewards by being able to adapt to more sophisticated techniques.  Katamari Damacy is a great example of this. One can get through the levels easily enough, but as one becomes more familiar with the level layout and figures out better and better ways to complete a level, the possible score that one can finish a level with increases a lot, and is indicative of one's mastery of the level. The newest Legend of Zelda game, Breath of the Wild is another good example - if you are really skillful, you can take on challenges sooner, but if you want to take your time and gain resources to do levels in an easier fashion, that's good too. The most common way for an adventure game to get more difficult is for the enemies to increase in health in comparison to the character, and to be able to dispense more damage to your character. Most of the time you can also offset part of this by gaining rewards that at increase player health, improve weapons, add armor, etc. The 'stylish action' games like Devil May Cry, Bayonetta, and Metal Gear Rising Revengance all do these sorts of things, and then also make sure that the enemies have more additional and more complicated attack mechanics as the game progresses. Bayonetta takes this even one step further by removing the tactical advantage of the dodge mechanic on the hardest game difficulty. (Normally, dodging at the last possible second would activate "Witch Time" mode where all of the enemies would be slowed down.)

Some games are simple and straightforward but their difficulty only comes from consistency of performance. This is a thing that carries over from some real sports - golf, bowling, and darts are all exactly like this. The objectives are clear and obvious, and not so difficult as to be impossible, but perhaps they're not going to go easy every time. In the video game realm, racing games are the most likely candidates for this formula. Some "Runner" games, which might as well be side-scrolling racing games, operate similarly.

However, this is often not enough for some gamers, or even some designers. Often, a game wanting to be more challenging takes a number of different routes in being more challenging. An obvious way to be more challenging is to just be rather difficult from the beginning, either internally or externally. In the old days of the arcade, Defender (and its sequel Stargate) were rather challenging on both fronts. Not only did they use one of the most difficult joystick-and-button interfaces ever constructed, but the game was inherently difficult, could go into a mode drastically more difficult if the player failed certain conditions, and using the Hyperspace button too often to attempt to escape a sticky situation could randomly cost the player a life. The early Resident Evil games used tank controls and a fixed camera perspective as an interface-based way to make the game difficult, and this became all too obvious once Resident Evil 4 started using an over the shoulder camera, and then the version on the Wii allowed players to use the Wiimote to target enemies on the screen directly. It went very quickly from being a slowly paced game full of jump scares to a more action-based game because making the controls easier drastically lowered the initial difficulty and made the game more accessible. The From Software games - Dark Souls, Bloodborne, and Sekiro - have fantastic, responsive controls and are just purely difficult, offered as a challenge to only the best players and as an antidote to the usual array of bored teenagers complaining that they beat a game in a weekend. Other games in that challenge level include the Ninja Gaiden games, Super Star Wars SNES, Battletoads, or some of the shmup games by Cave .

Another way to be internally difficult is to present the player with challenges that they have no way to predict the first time, and then force incremental memorization of sections of the game as a result. This is probably my personal least favorite way of a game being difficult, and good examples of this are the original laserdisc arcade games Dragon's Lair and Space Ace.

Another interesting mechanic that can be used to create difficulty in a game is to create expectations about how tasks should be accomplished, and then use that expectation and intentionally subvert it. This can backfire if used too often, as the player will just resort to being more cautious even when it isn't warranted and slow down the narrative pace of the game. The Evil Within comes to mind as a good example of this, but probably most horror games do this to one degree or another as it is a common horror trope.


Part of the reason that I am writing about this is that I am still trying to finish The Evil Within, and contrasting it to my initial experience with the first Devil May Cry game.

The first Devil May Cry game was built from a failed attempt at making a fourth Resident Evil game. I got stuck on a fairly early level in Devil May Cry, after amazingly making it through earlier parts of the game that I thought were harder. The control scheme was not typical for American games*, (DMC used the Triangle button for jump which is more typical of Japanese games) and I could not pass the first close-quarters battle with the aptly named Death Scissors. I tried starting the game over, spending more time failing secret missions on purpose so I could continue to collect Red Orbs to level up Dante's moves, and still could not pass it. As a result, I would stop playing the game for months at a time, play other things, and hope I could come back to Devil May Cry and make sense of it. As it turned out, I just needed to refine my technique and find which specific attacks were effective and which were not. Once I passed that particular level, the rest of the game proceeded normally enough. *(Re-releases of the game included a control system that more closely matched the subsequent games, and also allowed for changed in the control scheme if desired.) This is markedly different from the current Devil May Cry game - DMCV, where the game isn't so difficult that you will miss out on the story, but the difficulty comes in getting good scores at regular difficulty and then playing the higher difficulty levels.

With The Evil Within, the game is much more generous with mid-level checkpoints that it automatically saves. The Evil Within was the first game that Shinji Mikami worked on with Tango Gameworks, and much more of a 'survival' horror game than the later action-based Resident Evil games. Thanks to the checkpoints, I play a tiny bit of the game at a time. Early in the game, you can see quite a number of stylistic similarities to Resident Evil 4, the last Resdient Evil game that Shinji Mikami worked on. I also think that some of the conventions that the game intentionally subverts are from Resident Evil 4 - as if it's a little bit of a 'gotcha' to people that are playing this because of his work on previous games. Unlike Devil May Cry 1, I haven't abandoned the game entirely for months at a time. I just work on slowly inching through the game.

I just hope that the game's story is worth my effort. It seems funny now to say that, since narrative was not as an important feature of early games.

Sunday, April 30, 2017

It's about time I got a new timer.

This was one of the two birthday things that I got this year that were cube-related. I had gone so long without a stackmat, that I think that anything that I had ever learned faded away by the time I actually made it to a competition. I was also thinking that I hadn't shot anything cube-related on my youtube channel in a while. In an effort to present the basics for someone that is just curious or hasn't competed before and needs to learn something, here's the Speed Stacks StackMat timer, Generation 4.

Saturday, August 15, 2015

Things you should know about Splatoon if you're playing it.

While I am terrified at the prospect of sending my oldest to high school this fall, he doesn't seem too freaked out about it. He spent a fair amount of time playing Splatoon this summer, including participating in all three Splatfests so far. I haven't played the game as much as he has, so the gameplay tips are all his.

I asked him what people should know about playing in Ranked Mode, which is where I usually find him complaining about the gameplay of his opponents. So, here's his list!

  1. Have at least two people guard a Splat Zone.
  2. If nobody is on the tower, GET ON IT!
  3. Overtime means CAPTURE THE THING!!!!
  4. In all of the modes, don't place squid beacons near your base. You can already jump to it by tapping the spawn location on the GamePad.
  5. Put down an ink mine or suction bomb on the tower if you're rushing it or defending it.
  6. Sloshers are very good for covering the walls and ground. Use this to get your players with longer range weapons to higher ground.
  7. Any weapon that you have to charge is SUPER slow when charging midair so don't try to start charging midair if there is an enemy below you. Fire off a shot or two so you can get to the ground safely and then worry about charging or attacking.
  8. In all of the modes, if your weapon has seekers and there are no enemies around it, swim right behind it. It is good stealth without losing speed from the ninja squid ability.
  9. Make sure before you super jump that you make sure that you are not going to get killed right as you land.
  10. Do not go off and paint stuff! Your super meter will fill plenty if you keep in the battle and watch for hazards.
Hopefully this helps a few people. I would add another item to this list for people used to other shooters - for each of the various game modes, make sure that you're paying attention to the primary goal for each mode. Regular versus mode means painting a lot of ground your color, Tower Control means maintaining control of the tower, Splat Zones means controlling specific zones of the board. While taking out your opponents is often helpful, racking up a big kill count doesn't win the match.

Saturday, July 4, 2015

The more you know...

Is it normal that gamer parents have to have "the talk" with their kids as early as 8? No, I don't mean the birds and the bees. I mean spawncamping, client side cheats, how lag affects multiplayer games, and how to pronounce a word that only has the letters "p", "w", and "n" in it? (And if you're wondering, it sounds like "pone", rhymes with "cone".)

I played first person shooters on PC a long time ago. (Hey - I'm not kidding - 1993 was more than 20 years ago!) My father showed me the demo of id software's "Doom" on his Gateway, and I had played through parts of it at his house. It was so long ago that it was before people customarily used the mouse to aim with. I played through most Doom and Doom II and still hadn't played any multiplayer. I even had the scary blood red Doom cartridge for SNES. When Quake came out, we played the heck out of that demo as well before getting the actual game, and then someone in my office where I worked at the time bought the full version. Not only was the original Trent Reznor soundtrack amazingly spooky, but we realized that you could look around at will (what we now call "freelook") but it was still hard to do. At some point the realization was made that the mouse was essential, because nobody could turn around fast enough with just the keyboard. If you take enough rockets to the back, you'll switch to using a mouse. This was also the same time that we learned how to set up multiplayer. At first, we connected using IPX/SPX because our office wasn't using TCP/IP yet, and once we did start using TCP/IP I would often use Quake's robust command line to help with network troubleshooting after hours. I got a better computer at home, and a better 3D video card. (I want to say that it was a Voodoo card, but that might not have been until Quake 2.) I was still playing over dialup. It was a big deal to go somewhere on the weekend that had ISDN to play against people online. My biggest annoyance in the game was people using a character skin that was painted completely black, as many of the maps in the original quake were rather shadowy. Once I figured out that those files lived on my computer, I could fix them so that they were at least regular, but some players made me mad enough that I changed the player skin to something like this:

I had to convert this from .pcx to even be able to post it.
Spawncamping - the practice of waiting at a spot near where players spawn so you can shoot them before they can get any armor or weapons - was prevalent on certain maps, just because of the geometry of the board. The other odd tactic that arose was luring a group of other players into the water, only to discharge the lightning gun and kill everyone. Sure, you died, but if you did it right you would get more kills than it cost you.

Quake 2 came out in 1997. I was not a fan of the railgun which allowed for instant long-distance sniping, and I was disappointed that they had really nerfed the grenade launcher. I liked the single player game better since the enemies were smarter and there was a tiny bit more story to it, but I didn't really like the multiplayer maps or the weapon selection for the most part. I ended up spending more time playing 4-player local Goldeneye 64 multiplayer instead. I found it more fun to play against people who were actually in the room.

I waited for Quake 3 to come out, and I liked that a lot better even though the railgun was still there, but by then it was rather apparent that my skills had waned - or everyone else had just gotten better. While I still come back to Quake 3 once in a while since I can play it against my kids and still have fun, for the most part I have that "been there, done that" attitude about FPS games.

It took a long time for a game to even get my attention at all - I briefly toyed with Bulletstorm once the price plummeted to nothing only because I hear that it had an interesting whip mechanic. As it turns out it was a weapon that allows you to grab things from a distance, and while it did make for interesting "grab the bad guy from behind cover and shoot him" mechanics, I found myself getting headaches while playing the game.

Considering all of this history, I was really surprised that my older son wanted to pick up the new team shooter "Splatoon" - until I realized that this was a lot different from the standard issue shooter games. One, it's a third person shooter - the camera is behind you like in the Ratchet and Clank games or Resident Evil 4/5/6. Even though it's really only a multiplayer game where two teams of four battle it out, the game is about capturing territory instead of just racking up kills. Since you only spawn at your own team's base, there isn't a lot of spawncamping - and even if there was it wouldn't be very productive.



The game came out Friday May 29. There was an update that weekend that added a map (Port Mackerel), a Ranked mode, and a Zapper weapon. After that they added the Ink Brush, and then more weapons and maps have followed after that.  These were free updates, and it seemed like a good use of the internet on a game like this - it gave them a chance to get game data back from players on the weapons already being used, and they could slowly add in weapons as players got better at the game. This game also makes use of the amiibo characters, but at this point it's just the three specifically for this game - a girl player, a boy player, and a squid. They unlock specific single player challenges, which seems like a little bit mean for amiibos that aren't ever going to make it to the store and are already fetching quite a premium just on rareness.  Nintendo, can't we just play the game without buying more plastic toys?

That reminds me of two more things - today is the first Splatfest day, and I'm going to have to have the other "talk" with my kids.  No, not that - I need to explain to them about scalping on eBay.

Monday, March 16, 2015

They just don't make them like they used to. Or do they?

Over the last few months,  I have been steadily picking up cheap games for the PS3 knowing that my window for getting them is steadily closing.

Now that I have a couple of Move controllers, I picked up the Time Crisis Razing Storm disc (2010, Namco) that also includes the other Namco light gun shooters Time Crisis 4 and Deadstorm Pirates. It was only nine bucks, and that's only three bucks a game! I had passed on Time Crisis 4 when it originally came out in 2007 because I didn't have a PS3 yet and it wasn't the sort of game that I was inclined to pick up a system for. Time Crisis 4 and Deadstorm Pirates are rock-solid arcade ports, but there's not much in the way of extras. Razing Storm has a variety of extra modes and a campaign mode that requires a more difficult control scheme and the Move Navigation controller. The two Time Crisis games are very consistent with the rest of the series, and the Deadstorm Pirates game is still a lot of fun despite simpler mechanics and no cover system.

Also in the light gun genre, I picked up House of the Dead:Overkill (2009, SEGA/Headstrong). It does a good job of making you think you're watching some sort of grindhouse film, including visual artifacts and poorly edited dialogue. It also has the second highest profanity count of any video game currently in existence, only because Mafia 2 (2010, 2K Czech) dethroned it. The game is still fun, and since the overall writing is well crafted, the profanity bothers me less than the nature of the swearing in something like Mad World where it just seemed like it was shoehorned in. In terms of the campy nature of the game, the only things that's even in its class is Lollipop Chainsaw.

Overall, the Move controllers work really well for light gun games - I even find them more reliable than the Wii's Wiimotes. I was hoping to complete my light gun trifecta with Capcom's Chronicles HD Collection, but I haven't run across a copy yet. I was also hoping that there would be Move support added to the HD version of the survival horror classic Resident Evil 4 on PS3, but there isn't. RE5 is the only one, since the control scheme in RE6 is too complicated for the Move.

It is nice to know that the PS4 supports the use of the Move controllers, although it does not support the use of the PS3 camera with them. So, you have to get a  new camera but the controllers are fine. (I'm not there yet, so it's not really a concern.)

So what have I been playing besides old light gun games? I went back to revisit the Sony in-house franchise God of War. I didn't realize at the time how revolutionary this game would be, how much it would raise the bar for voice actors and production costs for many of the games that followed. It is big, dramatic, and violent, but the writing is interesting, the framing of the imagery very cinematic, and the acting is on par with anything that Hollywood throws out there. Most of the saga can be had on the PS3 for $19.99 - if you get it, make sure you buy a new copy. The God of War:Saga discs have GOW1&2 on the first disk, 3 on the second, and the conversions of the two handheld games (Chains of Olympus and Ghost of Sparta as a download code. The older games have been re-rendered, which makes them look nice and shiny again because the game is running at the right resolution for newer TV's.  You can tell the difference with the cutscenes that have not been re-rendered, looking rather fuzzy and not as nice as you remember it looking. There's one more God of War game for PS3 - the multiplayer game Ascension, which I picked up for $7.50 when GameStop put a bunch of copies on a weekend flash sale. While I have played neither of the handheld games before, nor had I played Ascension, I am going to play everything in release order, even if that means re-playing 1, 2, and 3 because frankly they're some of the best games I've ever played.

Another important tip: If you had a save game for the standalone version of God of War 3, and you put in the God of War 3 disk from God of War:Saga, there is a substantial chance that the game will never make it to the menu screen and just stall out on a black screen before making it to the menu. There are some people that have old PS3's that can't play Saga or Ascension because of disk mastering issues and have battled with their retailer trying to get another disk, but that was not my issue. In my case, all I had to do was erase my old incompatible save files and GOW3 then came up just fine.

With all of this nostalgic ultra-violence on my screen, you have to wonder what my kids are playing - turns out that my older son has been playing a lot of WiiU Smash Bros, and more often than not my younger son has been playing Sengoku Basara Utage. (Not bad for a kid that can't read very much Japanese.)

Saturday, February 14, 2015

Two good examples of the Second Habit.

I typed this weeks and weeks ago thinking I would use it nearer to when "Splatoon" comes out for WiiU, but it's taken longer than I originally thought for the game to be finished and I'm uncomfortable with a post lingering in the backlog for too long.

I was sent to a few productivity seminars at my last job, and while a few day-to-day things stuck, one really apparent thing stuck with me and resonated with the way that I want to be able to do things: The Second Habit from the Seven Habits that they teach at the Franklin-Covey classes.

Basically stated, the Second Habit is : Begin with the End in Mind.

If you know what it is that you're trying to accomplish, it's easier to attain that goal. More importantly, the more specific a goal you're trying to attain, the more specific you can be about how to go about achieving that goal. You'll have to pardon me for with starting with an electrical construction example, but it may turn out to be useful information for a lot of you regardless.

The recessed light can may not seem important, because it just looks like a metal cylinder to hold a light bulb in the ceiling, but it typically dictates what trim and what light source you use. The trim is the part of the light fixture that you can see once it's installed in the ceiling, usually just a decorative ring around the light source. Sometimes the trim is a shiny reflector, sometimes it's just a baffle to disperse the light around, or perhaps it's a fancy piece of art glass, or an adjustable bracket and housing that allows the light to be aimed a certain way. There are a lot of brands of recessed light out there, and quite a number of available sizes, and at least as many different trims as can fill ten catalogs the size of a phone book. The majority of the trims out there are designed for a specific light source type and go in a specific brand and type of recessed can. The cans are by no means universal, and most manufacturers can't be bothered with getting all of their different trims tested and UL listed for use in other manufacturer's fixtures. Only a few of the most generic trims may get approved for use in other fixtures. These days the light source could be incandescent, fluorescent, LED, metal halide, some sort of low voltage reflector lamp, and a lot of variation exists even among those categories. In addition, the sorts of light sources that would go in a smaller 3" or 4" fixture would seem lost in a larger recessed can, so the trims you might easily find in a smaller can are nowhere to be found in the catalog for the larger fixtures or vice versa.

With the great variety of lamps and trims available, and not to mention the hundreds of other light fixture types that may go into a commercial project, often a lighting designer or an engineer or an architect is involved in the process of selecting the exact fixtures to be used for the job. Knowing what the customer is looking for as an end result is key to making a good selection of light fixture. That end result could be anything from keeping the price of the lighting as low as possible, to achieving a specific light color, to creating a specific mood in a space. There are always tradeoffs, of course. The cheapest fixture may not have a trim available that meets the aesthetic requirements, the most adjustable fixture may the most expensive, certain colors of light sources may only be readily available in certain sizes, and so on.

Back to the recessed can, now we look at the fixture in the context of a project to be completed. When a general contractor comes on to the job, his primary concern is usually time, since there is a lot to do and coordinate and his costs for a job typically go up in proportion with the amount of time taken. While many light fixtures are merely mounted to a junction box, and the box is a simple, inexpensive, industry standard item that can be put in quickly before drywall goes in, the recessed light has to go in before the drywall does. If a wall light shows up late to the job, it can be mounted after everything else happens. Wiring can go in and be ready at the box and it's a simple matter to install the fixture once it arrives. Recessed lights really should go in before the drywall in the ceiling is done. It's the sort of thing that can hold up a project - but it's also the sort of thing that can't afford to be done twice. I've seen contractors panic and tell the electrician that they need to put in a more readily available light fixture, and have them go pick something up that's on a shelf somewhere. So, if it turns out you can't get the trim or the light source for that recessed can that the designer had originally picked out, what have you saved? Alternately, if you cancel an order with a vendor because they can't produce fixtures fast enough for your schedule and have to start a redesign with an alternate vendor, how much time have you really saved?

I will admit that there are instances where a job is ridiculously overdesigned and the contractor and the electrician do manage to save the day (not to mention the job schedule) with a smart redesign. Usually that tends to happen when the designers aren't really listening to the owner.

If it's your project, and maybe you're just talking about fixing up one room, you still have to ask yourself a few questions about what you want and how you're going to accomplish it. The first question should always be "What do I want this project to look like when I'm done"? All the other questions and answers lead from the answer to the first question.

So, now to the other side of this. Console video game systems are about what kind of game you want to play. Certainly, there are many games these days made for multiple platforms these days.  When the basic game experiences - visuals, sound, controls, content - are the same between multiple platforms that doesn't mean you will enjoy the same experience. Sometimes the network or the community differences between versions of a game can make a big difference.  (Do I have to pay extra to play online? Does one of the versions of the game allow you to spend real money to get in-game advantages in multiplayer? Which of my friends are playing this game and on what system? Was the networking code for one of the versions of the game written by monkeys randomly operating computer terminals?)

Where the systems are more different, it takes more consideration to figure out how one wants to play the same game on different systems. Do I want to use an updated version of a comfortable controller? Do I want to take a chance on a new controller because I think that having a touchscreen will help with the kinds of games  I want to play?

At the extreme ends of the disparity, it comes down to things like which system exclusive series you want to play. If you really like the Zelda or Mario series, then you're probably already sticking with the Nintendo machines because there really isn't anything comparable to those experiences on other platforms. But, if you're amenable to some alternate suggestions, many have found the Darksiders games a bit like the Zelda series in terms of the combination of overworld action and item-specific dungeon areas. Honestly, I don't think there is anything on any other platform that is like the Mario games, so I don't think we can find an alternate choice for that game

If you're a racing fan, you may like Gran Turismo, a Sony exclusive series which leans very heavy toward simulation, but there are other similarly featured racing games like Forza for the Microsoft systems. That's not to say that there's no racing on Nintendo systems, but lets just say that if you don't like the word cart with a "K" in it, maybe that won't work for you.

If you've been a big fan of shooters or sandbox games, then it's more likely you're playing on a Microsoft or Sony machine. While it would be interesting to see what Nintendo could do with Mario and company in an open-world game, it's not usually the sort of narrative that they craft. Traveler's Tales has done a fantastic job with Lego City Undercover in that regard, and the WiiU version of Batman:Arkham City (called Batman:Arkham City Armored Edition) is another great choice. If you are playing WiiU now and you're mad that there aren't a lot of shooters, remember Nintendo's intended demographic and have an open-minded look at Splatoon.



At a certain point, it no longer matters which hardware is 'better' than which. If the end result is playing games that are enjoyable to you, then the decisions made on hardware need to support that. While I have thrown out a handful of cases where you can find suitable alternate games for certain genres even with the least favorable hardware choice, note that these are largely the exceptions that I'm pointing out.

Of course, if you can't manage the perfect combination of hardware and software, or the right combination of fixture and light source and you feel like you're just doing the best you can manage - just wait a few years, technology will improve, and you can carry your gathered wisdom with you to the next challenge.

Sunday, April 20, 2014

PS3 games people overlooked, Part 1

I don't normally play shooters...

(no, this is not a Dos Equis commercial)

...but when I do, they should be interesting. As I might have stated previously someplace, my primary experience with FPS games really ended sometime around id Software's Quake III Arena and Rare's Perfect Dark in 2000. I tried playing Timesplitters 2 on the Nintendo GameCube some time later, only to find out I should have called it "Headsplitters", for similar reasons to the games I already explained here.

Now, I didn't seem to have this problem with Resident Evil 4, first for GameCube and then for the Wii - but this isn't a 'first person' shooter. They put the camera above and behind you and generally this solves my nausea issue, unless the camera is jittery. The character's reaction to the environment helps me visually process what I'm seeing in a consistent way.  In addition, having the character fully on screen makes the motion more like action games like Devil May Cry and Bayonetta and God of War, or any of the brawlers like Mad World or Urban Reign or God Hand and such.

So after a while of owning a PS3 and being near the end of the console's lifespan, I start asking myself and the internet the question "What have I missed that I probably didn't want to?" and one of the answers that came up a few times was the Platinum Games shooter "Vanquish" from 2010. It's a third person shooter, so I didn't have too many nausea issues, but I was surprised by a lot of things.

One, it's got a much better story than I was used to for a shooter (but I realize part of that is because I haven't been playing shooters for a while). Most of the the story takes place in a big space colony, allowing for interesting changes of atmosphere (pun partially intended). The main character Sam Gideon works for DARPA, but has the challenge of working with the Armed Forces. On old enemy becomes a big problem after years of a manageable truce, and some important technology changes hands because a scientist has been captured. Maybe it seems familiar in the broad strokes, but it seemed well executed in the details.

Two, there seemed to be a lot of interesting scenarios that I'm not sure were really possible before on older game systems. There was a sniping level, a 'protect the armored vehicle while you're on foot' level, a level where two moving vehicles on tracks try to gun each other down, a 'clear the area so a transport can land here' level, and quite a few other things. It was a lot more varied and interesting than the usual 'go down this corridor and hide behind boxes or you're going to get shot' or the 'take that building from those dudes' scenarios that I feel like you seem to get a lot of in shooters.

Three, the game has a cover system that works pretty well, or a inexperienced shooter player like myself couldn't have gotten along with it. One button is dedicated almost entirely to going in and out of cover, and you get helpful onscreen prompts where appropriate.  The levels are timed, and you get a better rating if you take less time, and you get a better rating if you don't overuse cover, so there's a good reason to use it efficiently.

Four, it did a great job of making you feel like you were part of a team (another item probably improved on by other shooters first). The other AI soldiers actually got things accomplished, spread out in a sensible way, and picked the right weapon most of the time. One of the responsibilities they gave Sam, your character, is to act as medic to the soldiers, and you get weapon bonuses for helping them when they need it.

Five, it did a magnificent job at impressing you with a huge sense of scale when enemies and ships as large as a building (or bigger) came at you.  A varied array of giant robots and walking battle tanks stand between you and finishing the game.

Six, and they really didn't have to do this one, they took a mechanic that could have been really gimmicky - a ridiculous speed boost in short bursts for your character - and made it work fantastically with the level design and the character story.

There are a few quick time events here and there during boss battles, but I didn't find them too onerous or distracting from the game play. Veteran voice actors Gideon Emery, Kari Wahlgren, and the always amazing Steve Blum play the lead characters Sam, Elena, and Lt. Col Robert Burns, respectively. I really liked the music when I was playing the game but I can't remember any of it now that I haven't played the game for a week. My favorite enemy in the entire game was an enemy that built itself out of spare parts called Unknown - don't worry, you'll know it when you see it.

The down side was that as an inexperienced shooter, I was only able to finish the game on 'Casual', but I didn't have to rely on the autoaim of the slightly easier 'Casual Auto' setting.  This means (or at least I think that it means) that experienced shooters will have at least two more levels of difficulty to test themselves against. Even after finishing on Easy and having a pretty good sense of the control mechanics, I was killed on Normal difficulty prior to even reaching the first boss. Used copies for XBox 360 are going for $10, $13 if you have a PS3.