After some review and comments from the peanut gallery, it would appear that 1) I already had one game that I did not mention at all with a very non-standard jump button and 2) I picked up a second game with a very non-standard control set (to me) that has the jump button in a very strange place.
The answer to 1) was Katamari Forever. Since jumping (OK, it's called the 'Prince Hop') is a relatively new mechanic in the game, I totally forgot/disregarded/ignored it. I like the mechanic, but I space out sometimes and don't use it. Being able to jump does save you from having to replay boards quite as many times to get all the stuff. Katamari's jump button is R2 - but since most of the game is controlled by the two analog sticks, it would be impractical to map anything important to a face button when the triggers are easier to get to.
The answer to 2) was Mirror's Edge, which I am finally playing (and liking) but it kicks my butt since I've never played a FPS with a controller that wasn't on a Nintendo machine. (Goldeneye 64, the cheesy port of Quake 2 for N64, and Metroid Prime for GameCube.) Most of my FPS time happened a long time ago (Doom 1-2, Quake 1-3) and was mostly with mouse/keyboard. Believe it or not, I never used a mouse for Doom, and didn't start using a mouse for the first Quake until after I started playing Deathmatch games. Similar to our Katamari situation, all of the movement controls for Mirror's Edge are on the two analog sticks, so the jump and duck buttons are mapped to L1 and L2 by default.
I would have to say that both of these games - Katamari Forever and Mirror's Edge - are different enough from other games that it's easy to treat them separately and not expect the controls to be similar.
An old school gamer and cuber trying new stuff and explaining old stuff. Cooking sneaks in from time to time.
Tuesday, October 30, 2012
Tuesday, October 23, 2012
A world without limits.
So it would appear that Lance Armstrong has been stripped of his Tour De France titles and that the UCI is going to abide by the decision of the USADA.
I was a little bummed out at first. After all, with Lance single handedly getting Americans excited for a sport that usually posts worse TV ratings than hockey here, and with a sport that translated well into people buying bicycles and being more active, and to top it all off was a cancer survivor, it was hard to want to accuse the guy of being a cheater. The accusations seemed to channel away from him like the way you see water channel away from the surface of a rain tire in the Michelin commercials.
The more that I learned about it, though, the more I wondered about how somebody could win the Tour seven times in a row under the competitive pressure that there was at the time. Jan Ullrich who won the Tour in 1997 is now recently banned from cycling because of doping. Marco Pantani, who won in 1998, suffered a long downhill slide in his mental state after being disqualified from the Giro d'Italia in 1999 for an irregular blood result and was accused of doping for the rest of his career. Pantani subsequently died in 2004 from a cocaine overdose.
Looking at humanity as a whole, we love competition - it's what makes us go. It's what got America on the moon when we got scared by Sputnik and the Soviet's perceived capability. It's what makes our cars on the road better every year when we get innovations spurred by NASA and NASCAR. It's what makes you check your leaderboard scores on your favorite game, or to see how your football pool is doing. In a way, I try to tap into that competitive urge when I talk to somebody about cubing, since some people see something and say to themselves "I gotta do that". Under the right circumstances, it's a great motivator, and it can spur on the innovations and new ideas that we might not see otherwise. That's not to say that competition is not without its perils. Would we be ready for a world without limits? If we removed all restrictions on cycling, how long would it take for someone to have a stroke on live TV during a race? If we removed restrictor plates from NASCAR, how long would it take for the cost of the accidents to be a deterrent to going to a race?
The thing is, some people need some competition once in a while to make them feel alive, but there's little value in it if it's just going to kill them.
I was a little bummed out at first. After all, with Lance single handedly getting Americans excited for a sport that usually posts worse TV ratings than hockey here, and with a sport that translated well into people buying bicycles and being more active, and to top it all off was a cancer survivor, it was hard to want to accuse the guy of being a cheater. The accusations seemed to channel away from him like the way you see water channel away from the surface of a rain tire in the Michelin commercials.
The more that I learned about it, though, the more I wondered about how somebody could win the Tour seven times in a row under the competitive pressure that there was at the time. Jan Ullrich who won the Tour in 1997 is now recently banned from cycling because of doping. Marco Pantani, who won in 1998, suffered a long downhill slide in his mental state after being disqualified from the Giro d'Italia in 1999 for an irregular blood result and was accused of doping for the rest of his career. Pantani subsequently died in 2004 from a cocaine overdose.
Looking at humanity as a whole, we love competition - it's what makes us go. It's what got America on the moon when we got scared by Sputnik and the Soviet's perceived capability. It's what makes our cars on the road better every year when we get innovations spurred by NASA and NASCAR. It's what makes you check your leaderboard scores on your favorite game, or to see how your football pool is doing. In a way, I try to tap into that competitive urge when I talk to somebody about cubing, since some people see something and say to themselves "I gotta do that". Under the right circumstances, it's a great motivator, and it can spur on the innovations and new ideas that we might not see otherwise. That's not to say that competition is not without its perils. Would we be ready for a world without limits? If we removed all restrictions on cycling, how long would it take for someone to have a stroke on live TV during a race? If we removed restrictor plates from NASCAR, how long would it take for the cost of the accidents to be a deterrent to going to a race?
The thing is, some people need some competition once in a while to make them feel alive, but there's little value in it if it's just going to kill them.
Tuesday, August 28, 2012
The Importance of X (or A, as the case may be.)
Over the course of the
summer I played the following action/platform games on PS3 all within
a short span of time.
God of War 3 (completed
regular difficulty)
Heavenly Sword (completed
regular difficulty)
Ratchet and Clank:Tools of
Destruction
Devil May Cry 4 (completed
regular difficulty)
Bayonetta
Ninja Gaiden 2 (completed
once, can't recall which difficulty)
I like all of these games,
and for different reasons. Ninja Gaiden 2, Devil May Cry, and
Bayonetta are a different kind of gameplay from God of War and
Heavenly Sword, and Ratchet & Clank is yet another kind of
gameplay. The thing that I noticed the most from playing all of
these games in the same timespan is that you can't jump in Heavenly
Sword, and that Bayonetta and God of War use two different buttons to
get into the item menus. The problem with the item menu didn't take
too long, but the other thing really got me noticing how ubiquitous
the use of the X button to jump with is (or A, if you're playing on XBox/XBox 360.)
I think that I only own a
few games that have a jump mechanic where it's mapped somewhere
strange. On the first Devil May Cry, they mapped the jump button to
triangle which I never got used to. I was so glad that they fixed it
in Devil May Cry 2 that I overlooked a lot of the game's other flaws. I wonder
if they changed it for the HD remake? On the game "de Blob"
for the Wii, they mapped jumping to swinging the Wiimote. In one
case, it was workable but I had to think about it a lot. In the other
case, I didn't have to think about it that much but it was largely
inaccurate for me. I think Onechanbara for Wii has the jump button
mapped someplace strange also, but you don't jump in that game enough
for it to matter.
In general, I found it nice
for the games that I listed at the beginning here that I didn't have
to think about jumping. It kept me engaged in the game and not
perpetually having to run back and check the controls in the menu. I
presume that the same sort of thing happens with FPS games, where
people have a certain expectation of a control layout and it's nice
not to have to think about it so they can just play the game. With
fighting games, I'm used to having to adapt a little for each
character, so it's not so bad with different games having different
button layouts but I'd be lying if I said I didn't have a preference.
In the event that there
isn't a standard, ubiquitous layout, I have to say that I really
appreciate the times where there are visual cues or on-screen
reminders available, especially for context-specific controls or
buttons that see only occasional use. God of War does that fairly
often, and I have to say that it's nice to jump back into a game
after not having played it for a while and be able to open up a
treasure chest right when I walk up to it and not worry that I'm
about to accidentally use a magic attack on it by mistake. I just
started playing Arkham Asylum in the last week and like the little
touches like seeing (R1) right next to the little reticle that shows
you what ledge you can grapple up to, or the little reminders in the
corner about how to use the explosive gel once you equip it.
I have complained about
bad controls before, so before I launch into a tirade about those I
would just refer people back to my old post about Suda51 and Killer7.
Familiar controls (or at
least intuitive controls) can help make a good game great, and in a
lesser game can keep a help player interested long enough to care
whether they finish or not.
Sunday, July 1, 2012
Math vs. Capcom
So now that I have Ultimate
Marvel vs Capcom 3, it still seems... incomplete. It's not that I'm
good at the game or anything – I haven't even faced Galactus in
single player yet althought I suspect that perhaps my son playing
LEGO Batman 2 may have something to do with part of that. It's just
knowing that there are two more characters available, and they're
characters that were available in Marvel vs Capcom 2. I never found
myself using Shuma-Gorath that much in the previous games, but I did
use Jill once in a while as a rushdown character and to supply my
teammates with health.
Ultimate Marvel vs Capcom 3
is the expanded version of Marvel vs Capcom 3, part of Capcom's 'Vs'
series fighting games. Many popular characters from the Street
Fighter series are present in the 'Vs' games, along with other
characters from their action franchises Devil May Cry, Okami, Mega
Man, and Resident Evil. The 'Vs' series games differ from the
standard Street Fighter series games in that there are teams of
multiple characters, and while each player only directly manipulates
one character at a time, they are allowed to call their partners in
to do 'assist' moves, or tag out to one of the other characters if
needed.
Should I get the two
downloadable characters? Well, let's do the math.
The math is a little funny,
though. Interpreted purely in terms of the number of characters, it
seems crazy that the first 48 characters cost you $40 which is $0.83
each, and the next two characters cost you $5 each. Of course, if
you bought the original version of Marvel vs Capcom 3 when it came
out, paying $40 to get 12 more characters than what you originally
had (which is $3.33 apiece) then the DLC (DownLoadable Content)
pricing doesn't seem as far off.
However – let's ignore the
original MvC3 for a moment and look at the math in terms of the
number of possible teams. In UMvC3, without the two DLC characters,
there are 48 characters and three characters on a team.
Realistically, it doesn't matter what the order of the characters are
– if you have a team with Spiderman, Hulk, and Wolverine, it's the
same as if you had picked Wolverine, Spiderman, and then Hulk. As it
turns out, for three characters, there are six different ways you
could pick the same team. (This will be important in a moment.) So,
since the game does not allow repeat characters on the same team, the
number of possible teams works out like so:
There are 48 possible
characters you could pick first.
There are 47 possible
characters you could pick second, because the character you picked
first cannot be picked again.
There are 46 possible
characters you could pick third, since the first two characters
cannot be picked again.
Which gives a preliminary
figure of 48 * 47 * 46 = 103,776. However, since a bunch of those
teams are repeats of each other, just with a different order of
characters, we divide by 6 (See, I said it would be important
later...) to get the total number of unique teams. That gives us
103,776 / 6 = 17,296 possible teams.
This is the part where
the kid in the back of the room raises his hand and says "Isn't
this just C(48,3)?" to which I would remind him that we're not
all math majors and maybe it would be nice to show the steps instead
of just cramming the problem into a formula straightaway.
So, if we figure in the two
downloadable characters, the total number of possible teams increases
to 50 * 49 * 48 / 6 = 19,600. That's 13% more teams, with just 4%
more characters.
Phooey. I still don't know
if it's worth five bucks.
Labels:
calculating,
Capcom,
gaming,
marvel,
ranting
Friday, June 22, 2012
LEGO Batman 2: A few days in, a couple of bugs.
My older son seems to have a reasonable array of heroes unlocked for LEGO Batman 2:DC Super Heroes at this point, plus the 5 extra villains from the villain pack and a few other miscellaneous characters. However, we had a small problem with Green Lantern. Around the Gotham Zoo area, there are some piles of green translucent bricks that are made for the Lanterns to build. Holding the circle button (PS3 version) is supposed to build the group of bricks into an object, and then the object does whatever it is supposed to do and leave behind a significant number of LEGO studs. However, we here having the problem that the group of bricks would be built and then no action taken. Once the built bricks lay dormant for a moment, they disassemble, and then we were left to try again. It didn't seem to matter if some of the extra options were turned on or not. The only thing that seemed to resolve the issue was exiting to the main PS3 menu and restarting the game.
I had a different problem previously - after I loaded the villain pack the first afternoon, I started my own game but picked 'Load Game' even though I was pretty sure that there wasn't a game on my profile to load. It appeared to start a new game, but it locked up at the first save point. I played again the next day, and was correctly kicked out of the 'Load Game' screen into the 'New Game' screen the second time and had no problem saving the game.
I don't know if there are more bugs to find, or if this is even the sort of game that will be bothered to be patched. We had problems with the Wii LEGO games locking up periodically, but of course those games didn't get patched.
I had a different problem previously - after I loaded the villain pack the first afternoon, I started my own game but picked 'Load Game' even though I was pretty sure that there wasn't a game on my profile to load. It appeared to start a new game, but it locked up at the first save point. I played again the next day, and was correctly kicked out of the 'Load Game' screen into the 'New Game' screen the second time and had no problem saving the game.
I don't know if there are more bugs to find, or if this is even the sort of game that will be bothered to be patched. We had problems with the Wii LEGO games locking up periodically, but of course those games didn't get patched.
Tuesday, June 19, 2012
It's Batman Day! Part 3
So, my older son had adequate opportunity to play his new copy of LEGO Batman 2:DC Super Heroes today, although without the villain pack installed. His favorite thing so far is the electric suit for Batman.
I did not expect my older son to also come home with a Dalek minifig from the nearby bookstore.
The only thing they had to report about the movie earlier in the day was that Mr. Popper's Penguins was better than Zookeeper, the movie they saw last week, and that the funniest thing in the movie was a penguin fart joke. I'm not sure what that says about Jim Carrey.
Labels:
Batman,
gaming,
timetraveling,
watching
It's Batman Day! Part 2
At noon SuperMonkeyWife called me from
the store to see if I want the $3 warranty. I made the John Casey
noise, which I am quickly called out on. It was funny mostly because
I was listening to the Nerdist podcast with Zachary Levi at the time.
The kids had just gotten out of seeing a summer showing of “Mr.
Popper's Penguins”, which I suspect that I will hear nothing about
this evening.
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