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Hot Impression: All cinematic action games are the same

BingMag.com <b>Hot</b> <b>Impression:</b> <b>All</b> <b>cinematic</b> <b>action</b> <b>games</b> are the same

In the "Hot Impression" series, we are going to use a series by Yahtzee Croshaw, one of the most ingenious and experienced game critics and satirists. Let's have a controversial view of the current situation of the game industry and see if there are any problems in the game industry, where does its root go back. Join us.

The problem with mainstream games these days is that they are no longer the arena for artisans - those who make everything themselves. As technology evolved, game developers had to re-create everything themselves. Game developers often coded their own gaming engine and created All the game designs and sound effects themselves. I remember in an unnamed source I read that the sound of an underwater explosion in Quake was made by twisting a condom around the microphone and inserting it into the bathtub. This is an interesting story. In the movie Scanners, the sound of banging the head was made by filling the artificial series with dog food and shooting it with shotguns. This is an interesting story; Much more interesting than "I downloaded it from a site" or "We made it with a screen". They seemed a bit torn, but being torn in some way became the artistic identity of the games. Making first-level games (AAAs) is a very complex process these days, and designing a single leaf texture on a plant is not something that can be included in the schedule of All gaming companies. So what do you do when you need to produce a bunch of complex things in a short amount of time? You have to resort to a concept called "mass production". To pre-production patterns, to standardized processes, to factory production lines. These days, games are made using pre-made engines, pre-made art patterns, and pre-made collections and brands. Their gameplay mechanisms are also patched together from pre-produced reply formulas. This production policy has made it easier to make games, because making games has become practically more complicated than assembling Lego. But the cost we paid for this simplification is the same as the cost we paid for replacing hand-woven rugs with machine-made rugs: the loss of artistic identity.

From time to time, it seems that inventing new phrases and words to describe overused gameplay patterns is an effective way. For example, one of these terms is Jiminy Cockthroat, which is used to describe a "stealth world game in which there is a crafting mechanism and collectible items." The word Spunkgargleweewee is another term I use to describe "a contemporary military shooter game that seems to bother pro-war and seems to show no introspective interest in the subject." I am proud to say that I have coined another term to describe a new phenomenon. In the article "Sorry; Game World is Dead I complained that many AAA games are world games that try to follow a series of repetitive patterns, but then I realized that there is another predetermined pattern that when the creators of AAA games want a story-driven single player game. They build, but they do not have enough budget to build a complete open world game, they resort to it. I chose the name "Ghost Train Ride" for this template. (Translator's explanation: The horror train is our own horror tunnel that, in an enclosed environment, guides its passengers between a series of horrible scenes - such as skeletons and wizards, etc.); No.

Special thanks to the Guardians of the Galaxy game, which solidified the idea in my mind, because Guardians of the Galaxy is a train of fundamental horror. Tomb Raiders are also trains of terror. The Last of Us and the Uncharted series are also horror trains. God of War 2018 and Jedi Fallen Order also show elements of a horror train, but they eventually manage to go beyond it. The question is, what is a panic train? To begin with, the horror train is a game that uses the word "cinematic" in its slogans. This means that the game is like a completely linear movie, and it guides you between a series of set pieces (Set Piece) and from time to time allows you to have a slight interaction with the game flow. The reason I chose the name train of terror for this phenomenon is that it consists of three distinct elements: Standing in line (The Queue) 2. Experiencing excitement Thrill) 3. Buying from a gift shop (The Gift Shop)

BingMag.com <b>Hot</b> <b>Impression:</b> <b>All</b> <b>cinematic</b> <b>action</b> <b>games</b> are the same

Standing in line is the same as Buildup. Often at the beginning of the game your character is walking in a beautiful scene or scene. As you enjoy this beauty, a series of dialogues play out in the background that establish the characters' identities. After a short walk, your character will pass through a very narrow passage to reach the next area, because in the meantime, the game engine is secretly emptying the previous area from its memory and loading the next area, which is as scary and detailed as the previous area. . Sometimes you have to pick up edges and pull yourself up or jump from one edge to the front edge; Or push something to something; This work is called "puzzle" in its fullness. But do not be fooled. The parts related to climbing and jumping from the edge are not really different from walking in the corridor, because there is only one way to progress and the possibility of making mistakes and losing is zero. The puzzles that are placed in front of the player are at best a test of the player's vision, because the solution is determined at a glance. Just look at the ceiling; You will see that part of it is shining; An indication that if you throw your hook at that point, the game will react to you.

BingMag.com <b>Hot</b> <b>Impression:</b> <b>All</b> <b>cinematic</b> <b>action</b> <b>games</b> are the same

After standing in line , It's time to experience the thrill. Suddenly, an unexpected danger disrupts the process of standing in line. Maybe in the middle of scuba diving an edge collapses, maybe a monster comes up and catches the main character as he crosses that narrow passage. What happens next is a step that is as linear as what we saw in the "standing in line" stage, but with the exception that if you do not enter the correct commands, the risk of death and returning to the last checkpoint is added to the game. The monster chases us and forces us to hold down the forward button. Other similar situations include falling into a pit, driving along a road, slipping on a hill (which is one of the most popular situations), and so on. During All this time, the player dodges obstacles as if he were experiencing Space Harrier. If the game developer is too lazy, he may get to the bottom of it with a few instantaneous events (QTE).

BingMag.com <b>Hot</b> <b>Impression:</b> <b>All</b> <b>cinematic</b> <b>action</b> <b>games</b> are the same

The taste of the element of excitement in each game is a little bit different, but this element always leads us to do something special, and half of the time it has nothing to do with the plot and any of the decisions made by the characters. Danger is placed quite randomly in the player's path, and it is clear that a director with a strong vision does not put it in the game in a calculated way, but the main reason is that it is dictated by some algorithm or predetermined pattern that such an action must be Special moments occur to maximize the player's engagement with the game.

The final step is to buy from a gift shop. The reason I put this name on it is because it has to face the truth. At this stage of the game, he can no longer ignore the interactive nature of the video game media, and he must reluctantly open the player's collar so that he can run and smell the buttocks of several people. It's time to fight! It is at this point that horror train games show the greatest difference between them. It may be a hack and slash combat system, it may be a shooter, it may be a trench-based shooter, or it may not be. Whatever the system, it should usually contain an upgrade tree, as this is another option that should be checked in the algorithm list. These upgrades open up new attacks and weaves, but never make a fundamental change in the fight. Horror train game is not a game that allows you to play the role of a witch one round and the role of a barbarian warrior the next. However, the developers still refer to this upgrade tree as "drawing elements" in a very serious way.

BingMag.com <b>Hot</b> <b>Impression:</b> <b>All</b> <b>cinematic</b> <b>action</b> <b>games</b> are the same

The horror train fighting games have one thing in common, and that is that they are All completely limited to the area in which the main character is located at the moment. When you enter the area, All exits close and do not open until All the enemies have died and the exciting background music has stopped; Unless the game is intended for stealth and There is an option to hide behind enemies secretly, but the enemies will never follow you outside the designated area, and every time you pass through narrow caves, your security is guaranteed.

BingMag.com <b>Hot</b> <b>Impression:</b> <b>All</b> <b>cinematic</b> <b>action</b> <b>games</b> are the same

The main feature of horror train games is that their gameplay constantly switches between three modes: standing in line, excitement, and gift shop, and these sections never overlap. Between each section, your health bar is completely filled. A fight will never leave the area where it started, if your attempt to hide in room "A" fails, the enemies of room "B" will not know. The occurrence of steppes is almost never for a specific reason related to the story of the game, and has always consisted of falling platforms and battles of the track. In the part of standing in line, you can not take your weapon out of its sheath and use it to destroy innocent citizenship. Even if the game allows you to do something as simple as running fast in the queue, chances are good. Horror train game is not a calculated and dynamic combination of story and gameplay, but a series of unrelated events that most of them can be easily replaced with each other, because their sole purpose is to persuade the player to continue the game, check the algorithm options and Hitting the target; Until the algorithm concludes that it is enough, it must stop and send everyone to work. Just like a horror train.

You might say, 'Damn you, Yatzi. You say at once that the games of the world have been repeated. Here you are saying that linear games have been repeated. When it comes to AAA, there is no way to satisfy yourself. Maybe it's better to warm up with independent games. O hypothetical audience, the problem is that AAA games are supposed to represent the gaming industry; These games attract the full media attention and coverage of the mainstream media. Isn't it a great expectation that we would not represent the gaming industry with the same formulas and algorithms, and if you go beyond their intriguing appearance and look inside, you will see that they are All made of the same five pieces - reminiscent of furniture (IEA) Are they formed? You may not care about these things, but I must admit that criticizing them has become a very tedious task. What am I going to criticize? That this time they tightened the screws tighter?


Source: Escapist Magazine

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