Tag Archives: Sega

Thor: God Of Thunder

It’s pretty sad you don’t even need to read any reviews to know this game is bad. It’s a movie tie in, made as a marketing vehicle for Marvel’s Thor movie, a movie not particularly highly rated at that. It’s everything you’d expect from a movie tie in. It’s glitch filled – I actually took the disc out thinking it was dirty when I first loaded the game and saw the stuttering frame rate. It’s derivative; It’s an action brawler, trying to be the next Arkham Asylum but failing miserably; and it’s not fun; the camera, the controls, the hit detection, the repetitiveness. If I really wanted to, I could totally rip into it, tear the developers a new one with funny comments on how bad it is, and so on.

But you know what? This time I’m not going to. Because, I’ve worked on worse games. I worked on Dukes of Hazard: Return of the General Lee, Hellboy: The Science of Evil, Legend of the Guardians: The Owls of Ga’Hoole, and Transformers: Revenge of the Fallen. All franchise or movie tie in games, all made on incredibly short timeframes and incredibly small budgets.

Someone like me, over at Sega, busted their guts to make this game. There is someone out there who worked from 8 in the morning to 12 at night writing code to get the shadows and glare to work like it does in the movies. There is an animator who spent weekends weighting the character models so Thor’s arm wouldn’t clip through his face when he threw his hammer. There are environment artists who worked through their children’s birthdays to build levels which were cut at the last moment. There are testers who spent ungodly hours sitting around, waiting for builds, finding and reporting bugs which, due to time and budget constraints, couldn’t be fixed.

I know there are many people out there who think making games are easy, and the bad games are just the result of lazy developers and greedy publishers. This is, putting it mildly, utter bullshit. In 8 years of working in games, I’ve not met one person unwilling to put the same level of energy or effort into a game like Thor compared to a game like Halo. Simply put, if they were lazy, they’d be out of a job, but moreover, making a game, critically successful or not, is something to be damn proud of.

People hear about how much a game costs, and think it’s a fortune. And yes, to you, my reader, who statistics show is a 22 year old male who’s just finished college; $10 million is a lot of money to make a game based on a franchise, isn’t it? Should be easy – don’t have to think of costumes and locations and story and such, right?

But let’s break that down – firstly, that’s $10 Million over the 3 major consoles – Wii, Xbox and PS3. Now we’re down to $3 Million per platform, or ‘sku’ as it’s known. Secondly, you’ve got roughly 10 months to develop a movie tie-in, so that’s now a budget of $300,000 per month per sku. The average wage of a developer is $70,000, so on average you have 5 people per sku on the project from kick off to gold. Of course, this waxes and wanes throughout the production cycle, but this is how you work things out. Now that $10 million isn’t looking like very much, is it?

Often, this money comes out of the films marketing budget. This means the marketing people have a greater stake in how your came comes out. Marketing always has a say in how games are made, but the people at Microsoft Marketing have much more realistic grasp on how games are made compared to those at Fox Pictures, for example.

Many people think you automatically have the story and characters for use when making a movie tie-in, and essentially all a developer needs to do is make a fun game out of it. But Thor isn’t based on the plot of the movie; it’s a whole new story. Transformers didn’t even have a story until after principle filming had completed – by which time the game was nearly beta!

There are new locations and new enemies and new characters. All of this has to be designed, created, and approved by the rights holder – in Thor’s case, Marvel – as well as the movie rights holder, as well as the game publisher. So, not only are you making a whole game with a new story from scratch, you’ve also got many fingers in the pie, something non-movie based games don’t have. You can bet only people who had to approve Masterchief’s armour were the Bungie creative directors.

If a studio is really lucky, they might get access to the film’s assets. That is, the 3D assets for props or environments, access to the sound library, motion capture data, and so on. But even if they do have this, the resolution of film is so much higher than a video game console can handle. So, in addition to making props and characters and items for any level not in the movie, these assets must be optimised for the game. Artists will chop out verts, re-skin and re-texture to reduce the size of the original assets, which then need to go through the approval process.

Any changes to the movie affect the game, too. In Transformers, Bumblebee’s headlights changed in the movie, so we had to adjust them on the game model. Then they changed a second time. Sure, it’s only a days’ work, but that’s two days wasted when you need to be doing other things. And if it’s something major, like a major character is cut from the movie but is already in your game, you need to make justification for this. The most common solution is adding a cutscene, my “favourite” solution to hear from an external producer.

Adding a cutscene isn’t as easy as doing it for a movie. For a movie, you call your actors together, go on-site, and reshoot. For a game, it takes an environmental artist, a prop artist, an animator or two, and a programmer to put it together. Remember how before I said there is an average of 5 people per month on a project? Well, these people have tasks they need to do to get the game done, and now because of changes of the film which are completely out of their control, they have to find time to do this extra stuff as well as their usual tasks.

Another issue is sound. For the cutscene example above, you’ll need all the actors to come back in and re-record. Actors cost lots of money, and moreover they’re often unavailable. That’s why often in movie tie-ins it sounds “phoned in”. Often it is. Even if it’s in an actor’s contract they need to be available for VO work, they’re tired after doing 8 months of filming and a 2 months press junket. Then there are the on screen actors who look good but can’t act their way out of a paper bag, and that becomes embarrassingly obvious when you hear them do VO.

Then there are the executive producers. Some of these people are wonderfully fantastic and fully understand the issues and pressures you’re under. From personal experience, it’s the Western game studios – your Activision and Microsoft people, who are most accommodating. However, when they’re not reasonable, or worse, think they’re creative, that’s when real problems arise. They may know about making games in general if you’re lucky, but they don’t know about your studio and your game in particular.

If you’re unlucky, they’re straight out of business school and have no clue about production cycles. They look at spreadsheets, and calculate time based on hours in a day, not the way people actually work and live their lives. These are the people who come in and say “the movie has major stars that are not in the game… put them in the game” or “change the entire structure of that platforming minigame” a week before your beta date, even after every other person in both the studio and the publishing company has told them these are very bad ideas. They make calls based on creative whims or market demands with little concern of how to achieve them, but demand them to be done simply because they’re the boss.

Conclusion:
These are just some of the issues I’ve faced working on movie tie in games, and I know for a fact the guys behind Thor would have had similar experiences. I can tell as I play through the game. I nod sagely when I see an enemy glitch out. I sigh the sigh of one who’s been there, done that when Thor’s cape stretches off to infinity. I’ve butted heads against the same types of producers who think they’re creative and demand changes at the last minute as is obvious with Thor. I’ve waited until 2 am for a build which is broken because of an art change. I understand what they went through to get this game out and that’s why I can’t be harsh on the game.

Most importantly, I understand why they do it. Partly it’s because you have to. You have a job, and it needs to be done, and you do so to the best of your ability under the circumstances. Partly it’s the hope your next project will have a vision you can sink your teeth into, and a budget which supports your expansive or innovative ideas.

But mostly it’s because, no matter what the critics score it, no matter what disparaging remarks commentators on web forums say, there will always be people out there who will enjoy the game, no matter what, simply because it is a tie-in. And because it’s Thor, the chance for that fan to inhabit their favourite character in their favourite worlds, as flawed as it may be, has brought joy for just a little moment. Because as a game developer, there’s no greater justification for doing what you do than when you get an email or letter or forum post from someone on the other side of the world that reads “I love this game. Thank you.”

Pros:
It’s Thor! You’re a damn Norse God throwing around a big fuckoff hammer.
Great environment art.
Great character and enemy art.

Cons:
It’s a typical movie tie-in game.
Poor, glitchy combat controls.
Glitchy camera.
Repetitive gameplay.
Odd animation issues.

45/100

Resonance of Fate

I find J-RPGs to be curious beasts. From the outrageous story arcs, to overdramatic dialogue, to the over exaggerated proportions of the characters and their weapons, the games are bewildering. Often I think someone is playing a cruel joke on us Westerners, because even if there is something lost in translation, the Japanese can’t really be into this absolute craziness, could they? Yet time and again, J-RPGs appear with the same iconographic and defining characteristics I must simply concede I do not get them.

Let me give you an example from Resonance of Fate. There’s one cutscene where Vashyron, the game’s lead character, meets with Cardinal Barbarella. From her name, you simply know she’s lusty and well stacked. As she’s telling him she needs the gang to fetch a bottle of wine, he focuses on her heaving bosom and goes into this weird dream world. As he comes out of it he says something like “she’s got luscious grapes whilst we’ve just got raisins” whilst looking at Leanne, the female character of the game, who promptly kicks him in the nuts. All of this just to let you know you need to fetch a bottle of wine as a quest… It’s completely nuts!

As to the rest of the story, I honestly don’t know. It’s quite confusing and easily forgettable. From what I can gather, the world became poisonous, and to regulate living conditions Basel was built. A towering complex of clockwork contraptions, people moved to live around the tower, and the higher up in the tower you lived, the higher your social status. Tied to this is quartz, which allows the people to live free of cancer. However, through this, lives become limited. One of the heroes of the game, Leanne, is special because she didn’t die when she was meant to, and because of this she’s wanted by the Cardinals, the rulers of Basel. The other heroes, Vashyron and Zephyr somehow get caught up in all this.

However, what isn’t confusing nor forgettable is the gameplay. Unlike every other J-RPG, Resonance of Fate doesn’t involve swords, but is a world of guns and bullets. Obviously this makes the usual turn based menu fighting style of most other J-RPGs inadequate for combat, so for the first time in years, something has changed the J-RPG battle system and it will resonate through to other games.

Upon entering a fight, you are given options. You can move and shoot a magazine of bullets into an enemy. This is the basic move and weakest attack, and is used mostly to position your heroes. There is a meter for each character, and when the character moves like this, or takes damage when moving in this way, the meter depletes.

There’s scratch damage and direct damage. Scratch damage is generated by machine guns and certain types of explosives. Scratch damage is best seen as damage to armour. It makes an enemy’s healthbar turn blue, repairs over time, and will be removed by direct damage. Direct damage deals damage directly to a targets health. If a character does direct damage on top of scratch damage, the enemy takes more damage than just taking direct damage. You’ve also got enemies with different strength shields on different parts of their bodies. By positioning your characters properly, you can do the most damage to them.

Beyond this, there are Hero Moves. These moves, initiated with a simple press of a button, will be more familiar to J-RPGs, as you set off where you want to go and who you want to target, and launch into an over-the-top cinematic. This matrix style bullet time event sees round after round of bullet pumped into an enemy. Another meter fills as you move towards your mark, and the more it fills the more power your shots will have. It can be modified by more button presses – pressing X launches the character into the rain down bullets from above, bypassing most shields. Staying on the ground can sometimes work better as you can throw your enemies into the air, and another button press sees you do multiple hits to juggle airborne enemies.

On top of this are Resonance moves. When one character passes in between the other two characters, you get a Resonance Point. Each point allows you to move your characters as one in a Hero move. Moving in a triangular direction, the characters enter bullet time and lay down heavy fire against an enemy. This is often the best way to kill the bigger bosses, although if you want a fight to end quickly you can target the leader of a group and destroy him this way, and the other enemies flee.

All these moves take up Bezels, best described as health tokens. You lose them by being shot, and gain them by killing enemies and during certain Hero Moves. If you lose them by being shot, they shatter, and lie about the battlefield. It’s in your best interests to pick these shards up, otherwise the enemies will, restoring their health. Lose all of your Bezels, and you go into critical condition, where you can’t initiate Hero Moves, take more damage, and generally die and lose the game. You can flee, but if you flee into another fight, you’ll still be at critical condition until you rest.

There is also a destructible cover system, so walking up to a wall will flash an icon, which means you can shoot from this cover. You can be hit through the cover, and the cover itself takes damage and will eventually disappear. This is best used when you’re at critical condition.

In other respects, the game is like a traditional J-RPG. You get mission bites from notice boards, run around towns to see people to get whole missions, and venture onto the world map to complete the missions. It will be very familiar to J-RPG fans, who will probably plant their face in their hand and say “oh no, not this shit again!” Where RoF differs again the world map is made of a locked hexagons grid, meaning you can’t travel anywhere until you make a path across the world. As you play you’ll find or be given Energy Hexes to unlock the map. There are also coloured hexagons, usually surrounding buildings and Stations. Unlock a station, and you can link them and their bonuses to places where you travel and fight.

If it sounds confusing, it is until you play it for a few hours. The more you play, the more you get used to it, and the more it becomes apparent on what you should do in given situations against different enemies. There is a learning curve, but once you get over that, it’s quite an entertaining system. And unlike that other J-RPG to come out recently, Final Fantasy XIII, it won’t take over 25 hours before the game stops babysitting you and let you master the moves on your own.

However, like so many J-RPGs before it, you will have to grind your characters up levels to complete missions. This is my biggest gripe against the game. Why can’t the Japanese take note of RPGs like Mass Effect or Dragon Age, and realise when you unlock an area you should be able to complete those missions without having to grind your characters stats? Even if you play all the side missions in a chapter, there will always remain story missions which you will not be able to complete until you grind your skills up in the arena for 2 or so hours. The game will take about 40 or so hours to complete, but more than a quarter of that will be mindless grinding.

I can kind of understand grinding for weapons and upgrades, and RoF has a fine weapon upgrade system. You can scrap parts for cash or items, then rebuild items and then equip them to your guns. This gives you more damage, greater movement speed, higher rate of fire, and more. However, again I believe games should reward you this stuff for killing big bosses and completing missions, whereas in RoF the best weapons and items are to be found in the completely optional areas, which you have to grind though to get.

Visually the game is fine, but nowhere near as impressive as other J-RPGs on the Xbox. The world has an interesting steampunk vibe with gears and steam pistons and men in dapper hats and women in corsets, but the dungeons you’ll travel in suffer from looking the same drab backgrounds and all too familiar layouts. The character designs are ok, and the collectible and customisable clothing gives obsessives something to collect and dress up their characters. Again, to get the best stuff (and that depends on what you consider “best” in terms of optional clothing), you have to grind for it.

The music score is decent, full of guitars and electro sounds, quite typical for a J-RPG. Unfortunately the same cannot be said of the dialogue. Like many other J-RPGs the barks at the end of the fights make little to no sense and are mind numbingly repetitive, and as I mentioned, the story itself is confusing so any speech is easily forgettable.

Conclusion:
Resonance of Fate’s complex and engaging combat system is refreshing in a universe of clones, and it will be memorable for this alone. The character and weapon customisation is cute, and the world map exploration is quite clever and engaging. However, none of this goes far enough to address the other negative aspects of the game, which are also found in many other J-RPGs. Its story is confusing, the characters trite, and the grinding unacceptable.

Pros:
Fantastic combat mechanic
Interesting map exploration
Cool gun and character customisation

Cons:
Confusing story
Too much grind
Poor characterisation
Repetitive looking world locations

75/100