Sunday, January 23, 2011

Week Two - So Much to Do

Another week has passed, and WASD has had one more group meeting since my last blog post (about our game, at least). Since then, we’ve had a few more challenges to overcome, as well as a few minor accomplishments in the development of our game. We now have a greater variety of raptor animations, and we’ve also discussed what we plan on adding to our game once more. This has led to a few arguments, and we’ve still had issues with getting everyone to meet at the same time, but we’re still pulling together fine. Our most important obstacle right now, however, is to complete our first milestone assignment.

               We still have yet to complete our development plan and team commitment document, but little has changed from last semester as far as our group dynamic (and our roles within the group), so the only changes we’ll have to make from last year’s documents, though they are indeed big changes, will be our course requirements, as well as a few extra goals we have. We plan to finish these documents as soon as possible at the beginning of next week, since we were unable to meet as a group over the weekend.

               We’ve struggled more than we’ve accomplished this week, since one of my group members and I have been struggling to switch over from using Microsoft Visual Studio 2008 to Microsoft Visual Studio 2010. We are unfamiliar with the changed format from one edition to another, and are greatly confused at the moment by the pile of errors we’re getting from another group member’s code, which works on his computer. It seems to have something to do with the project not being able to access the right dll files or libraries, but we’re having trouble fixing this due to our unfamiliarity with 2010. Hopefully we can sort this out soon, and actually get to implement some ideas we have been coming up with.


               I have had few accomplishments in adding to and fixing our game personally, because I have been struggling with Microsoft Visual Studio 2010 so much, but I still have been looking up code and ideas on how to fix certain parts of our game. For one, I have an idea that could possibly speed up our obj file loading time, but I have yet to test it with our game because I can’t get our game code to work on my computer yet. I am hoping to fix this quickly, before I lose my programming ideas.

               Altogether, we haven’t accomplished a heck of a lot this week, but we’re trying. I figure that soon enough we’ll get the ball rolling, and we’ll get back to improving our game in no time.

Tuesday, January 18, 2011

WASD - First Update

Today, I’ll be going over the progress of my game development group, WASD. Since the previous semester, my group has lost one member, Riley Donahue, and now consists of only 4 members: Daniel Cortens, Daniel Stepchenko, Sedona Parnham and I (Lindsay Mikula). However, we’re sticking with the same game we created last semester, so it won’t be a big change for us.
              
               So far, we’ve met once last week, and will be meeting again today. We plan to have weekly group meetings so far, but the frequency of these meetings will increase as the semester goes on. Our plan at the moment is to fix up all the little problems with our game that we didn’t have time to fix last semester. These repairs include:

1.      Collision test and response (which is working, but has minor bugs)
2.      Improved acceleration
3.      Addition of interactive menus
4.      Improvement to our skybox
5.      Tweaks to the particle systems to look more visually appealing
6.      Additional levels
7.      Possibly jumping capability
8.      UI elements
9.      More variety in raptors (make more textures)
10.   Loading screen
11.   Placing at the end of the race
12.   Timer
13.   Character selection menu
14.   Walls at the edges of the course to make a clear distinction as to where you can and can’t run


With all of these repairs to make and elements to add before even tackling requirements for this semester, we will have our hands full with work for our game. In addition to all of the above, we will also start having to think about this semester’s additional requirements, but we are not touching on these quite yet.

We also have a few group issues to deal with, such as the fact that we’re all using a different version of Microsoft Visual Studio. We are planning to coordinate better this year and make sure we’re all using the same program so that more issues don’t surface while we are working on our game. We are going to make sure that we’re all on the same page with all aspects of our game thus far, and then we can begin adding elements as necessary. Also, we need to improve on our group communication and meeting; we need to make sure that group members are coming to class when they should and to group meetings when they should so that we can communicate more easily.

Our group is meeting again today, and so hopefully we will sort out any extra issues we may have.

Monday, January 17, 2011

Shark Tale - NOT Fun

               When I heard I had to write about a game that I think is not fun, my thoughts immediately turned to the one game I ever got as a present and tried my hardest to grit my teeth and bear it, but I just couldn’t get more than a few minutes in. I’ve only played it once before, and I was so bored and frustrated that after a few minutes of torture, I turned it off and vowed to never play it again. Now that I have to write about it, I decided to give it one more shot, and see if it’s as awful as I remembered. This game is Shark Tale for the Playstation 2.

               Sure, I’m guessing that this game is aimed towards a younger age group than I fit into, but the last time I played this was when I was a kid, and I hated it then for the same reasons that I hate it now. That’s because it’s NOT FUN. But what takes the fun out of this game?


Sound
              
               There isn’t a whole lot of anything special going on with the sound in this game, since there are regular voiceovers and ocean sounds just like one would expect. However, I found the music in this game to be cheesy and annoying “street” music, which fit the game I suppose, but bugged me the more that I heard it. After a while, the music in itself got on my nerves and made me want to stop playing the game.


Story
              
               The story of this game felt forced, and more-or-less relied on the fact that the player has probably seen the Shark Tale movie if they’re playing the game. From what I saw in the time I played the game, the plot jumped in random intervals, covering some basics from the movie, but not really making as much sense as it could going from one plot point to another. This is one reason why I hate games based on movies so often – the game developers make the game not to be great to play through on its own, but just to give to kids to mess around with if they already know and like the movie. There’s no substance or interest value to it at all, and so I think the quality of writing in this game is very poor. After all, they just took the story from the movie and mutilated it to fit it into the game. This made the game irritating rather than fun.


Game Flow
              
               The flow of Shark Tale as a game was little short of awful for me. The game was divided into “missions” which didn’t flow together well at all. There would be one mission, which felt like a really bad mini-game, and then the next would be completely unrelated to the previous ones. The whole game felt extremely jerky and disjointed in this way, and it didn’t help at all that each mission was announced with a separate “mission screen”, including a cheesy cut-scene that would zoom out into the front page of a newspaper (one of my least favourite clichés), which didn’t work too well for me to make this game seem whole. In the end, this game felt like a bunch of uninteresting mini-games squished together into one random package called Shark Tale.


Game Play Mechanics

               The game play mechanics, which are immensely important in any game, were not too great in Shark Tale. They were constantly changing from mission to mission, since each mini-game was completely different from the one before. However, these mechanics consisted mostly of simple and boring concepts such as pressing the right arrow key at the right time, or wandering for a long time until you find something you’re looking for, or even a frustrating rhythm-based segment where you have to press the right buttons at the right time, and in the right order. There was also the fact that some of the controls didn’t work quite the way they should. At times, direction didn’t make any sense, since sometimes I’d have to press the right arrow to go straight, or other confusing mix-ups. In addition to that, the system of circling items to pick them up didn’t always turn out so well; often, Oscar would get stuck as I was trying to get him to make a full circle.

 It looked like the game developers tried to throw in some action-adventure elements, such as a button to make Oscar dash forward and crash through crates (and sometimes fish), but this move seemed rather pointless, since there was only one opportunity to use it, and it was just to move some crates out of the way. I felt that they could have done so much more with their game play mechanics, but these ended up feeling dull and pointless in every mission. Not exactly fun, if you ask me.


Level Design

Not only did the game play mechanics change drastically from one mission to another, but each mission was equally boring yet more frustrating than the last. The first level, or mission, I played in the game was incredibly simple and boring. As my character, Oscar, was being chased by a shark, I had to press the button for the arrow that flashed on the screen every few seconds. There was no fun to this because it was such a simple, repetitive task that I could’ve been folding papers instead and having just as much fun as playing this game.

The next mission was to make circles around falling objects to catch them before they hit the ground. It’s pretty sad that I can say this was the most fun in all of the missions I played, and it was still very mediocre and not worthwhile to play. After all, like the last mission, it was repetitive, and had no “pow” to it to make it any fun at all. Once again, it felt like another boring, lazy job opposed to an actual game.

The third mission brought on not only my boredom, but also frustration with this game. Essentially, I had to make Oscar travel through a 3D city with 2D controls and very little freedom, looking for a kid I was supposed to find. However, repetition strikes again, because every street I passed looked the same to me, until I couldn’t tell when I was passing the same areas over and over again. Not only that, but there was nothing to do except avoid annoying fish that would bump into you and take away your health (which was frustrating, not fun) and pick up random items at times – which were all pearls. There weren’t even different types of items I could collect. Worst of all, I was stuck in this horrible level for quite some time because it’s so easy to get lost in a city that looks the same everywhere you go. This level was not only not fun, but downright aggravating.

The last level I played was also the last level I reached when I played this game as a kid. That’s because this level is once again completely unrelated to any level before it, and consists of Oscar showing off and dancing, making this a rhythm-based segment. Now I already didn’t like this part because I’m no good at rhythm-based games, but it didn’t help that the pace of this mission was relatively fast, and the game threw a lot of moves at you at once. If this game is aimed towards kids as I suspect, this mission would be a little on the hard side for them. It doesn’t help that each level is so very different from the one before, and you can’t skip missions, so if you’re no good at one type of game, you can’t finish this game. That’s what made me hate this game more than anything else as a kid.


User Interfaces
              
               The first issue I can think of with the user interfaces is the fact that they changed every level. One level would require a health bar, the next would require an interface in the corner showing the player how much money they have, and the next level would have neither. The constant change in interfaces made me forget that they were ever there in the first place, so I wouldn’t think to check my health, or money, or anything else. This makes their whole use of user interfaces somewhat pointless in the end due to lack of consistency.


Artificial Intelligence

               The A.I. in this game was virtually non-existent in the time that I played this game. Everything going on in every level was predetermined; whether it was which arrow you have to press, or where items fall for you to pick up, or anything else that went on. A little bit of A.I. use might have made this game more interesting, but alas, this game is far from interesting.

              
               All in all, this game is boring and exasperating, not to mention it feels more like work than a game. Shark Tale’s largest flaws are strangely contradictory to each other. Each level of the game is maddeningly repetitive in itself, yet it doesn’t even have enough connection to any other level to make the game elements flow well together. Also, each level is either so easy that it’s incredibly boring, or takes a frustratingly long time to beat. Shark Tale is by far the worst console game that I have ever owned, and most likely the worst that I have ever played.



Image Sources:

"Shark Tale - PS2 - Review." Gamezone. 6 Oct. 2004. Web. 17 Jan. 2011. http://ps2.gamezone.com/reviews/item/shark_tale_ps2_review/.

"Shark Tale (PS2)." Gamespot. CBS Interactive Inc., 10 Dec. 2004. Web. 17 Jan. 2011. http://www.gamespot.com/ps2/action/sharktale/images/0/1/.

"Shark Tale (video game)." Wikipedia. 22 Aug. 2010. Web. 17 Jan. 2011. http://en.wikipedia.org/wiki/Shark_Tale_(video_game).

What Game is FUN? Okami!

               There are a handful of games that I adore and could go on about for hours, but I’ve decided to talk about a game that I consider to have so many different strong points about it, that I couldn’t bear to not mention it. That game is Okami for the Playstation 2. I don’t own this game (it’s actually pretty rare for the Playstation 2), but I borrowed it from a friend, and after putting a couple of hours into it, I couldn’t stop playing. I found this game to be not only incredibly fun, but very intriguing, engaging, and interesting for many reasons.


Graphics

               The first thing I ever noticed about the game is what it is known for more than anything else: its beautiful and very unique graphics. Now I’m a graphics junkie when it comes to video games, and there’s nothing that makes me look at a game twice more than the interesting, colourful, and altogether beautiful art within it. The game was created in a very original and intriguing cell-shaded style with a bit of old Japanese flair. I was constantly amused throughout the game by how much a 3D game was made to look like a 2D ink painting in every frame, and I was stunned by the beauty shown not only within some gorgeous cut-scenes, but within the regular game play too. Even movement of your character within the game is extremely visually appealing, as IGN testifies in an Okami review:

Amaterasu moves brilliantly, her legs and haunches moving like the wind as she strides across fields. Controlling her is a dream, and the visual feedback you'll get from anything you do only heightens this sense. Even when you run out of ink and Amaterasu's signature weapons and flares are gone for a short while, she looks brilliant in motion. It's really the combination of the fascinating art style with subtle movement that gives her such grace.”   - IGN

Okami has been given amazing reviews, especially regarding its unique graphics, time and time again. From IGN, Okami has been given a rating of 9.1 out of 10.

Once I got past the artistic masterpiece that is Okami, I realized that this game was so solid in so many other ways as well.


Game Play Mechanics

               When looking at a video game, you can’t leave out a review of the game play mechanics themselves, because that’s the core of any game. Though Okami may seem, at first glance, like a game built entirely on its artistic value, it turns out that this game has very fun and addicting game play mechanics as well. Most of the game play is very exploration and action-based, meaning that you can run around and explore a large world, fighting enemies along the way with quick button combo attacks, as well as through the use of special items. I found the fast-paced action of the fights to be extremely addicting and fun, because they were so action-packed that they kept my heart racing the whole time. On top of this, Okami introduced a unique game play mechanic of its own that I have never seen before in a game – the godlike ability to freeze time and draw in the world with magic ink, which unleashes a variety of powers that you pick up throughout the game. This was an interesting contrast to the fast-paced feel of the rest of the game, and though it was tough to pick up at first (drawing straight was a challenge for me), it was very worthwhile to learn. As the game went on, its level of challenge increased, and the game play itself became more and more exciting. This was all incredibly fun for me personally, because the action-packed fights and god-like sense of power that came with freezing the world and unleashing secret powers made it hard to leave the game world and go back to reality.

               One aspect of the game that I couldn’t get enough of was the sense of free roam within the game, which meant side quests and hidden puzzles galore. Games that go straight from start to finish without giving you any chance to deviate from the path and have a little fun elsewhere can be alright, but not as fun as a game like Okami. There were so many hidden puzzles and side quests that I could spend hours and hours finishing all of these extras alone (and believe me, I did). This is an excellent quality in a game, because it gives such variety to the experience, and makes the world feel more engaging in the sense that there’s more going on than the main plot. This thrilled me, and brought me so much deeper into the experience than I would have been otherwise.


Controls

               The controls of the game felt natural, except for the ink drawing, which at first felt jerky and distinctly unnatural. However, with time and experience, the ink became far easier and more fun to control. I found that because of this, Okami took a bit of time to get into, but once I gave it that time and effort, I fell into a magnificent game experience. I loved the way the main character, Amaterasu, reacted to all control; how she jumped, and ran with increasing speed, and fought against enemies. I also liked the control the game gave the player in levelling up the character. As you gain experience, you can increase your health bar, number of lives, amount of ink you can store, or amount of money you can carry. You can also equip your favourite weapons to Amaterasu to customize your fighting experience. This gave me a very welcome sense of control over my character in the game which, you guessed it, made the game more fun for me.


User Interfaces

               The user interfaces also worked quite well in Okami. The health bar was clearly present in the top-left corner, and looked different from any health bar I’ve seen before, but it was still very easy to understand. There is also an ink bar, similar to the health bar, which is just as easy to read, and tells you when you can use your ink, and when it’s out. The number of lives you have isn’t always visible, but still easy to access. Altogether, everything you could need on the interface is right there for you, easy as can be, and it looks very good and fits with the game too. The menus are also very easy to use, and so it’s easy to access items, switch weapons, level up, and so on.


Level Design

               The level design in Okami was also amazing. Each level got progressively harder (as in any game with challenge), but each level was as beautiful as the last in its own way, and the world was so large and felt so seamless that one level flowed into another flawlessly. In fact, it was often hard to tell one “level” from another because it felt like a single giant world opposed to a series of levels. With this said, you might imagine similar levels, but the level design was so different and yet flowed so well together from one place to the next. There was such variety from one place to another, since the setting ranged from little towns to big cities, from plains to dungeons, from the snowy north to a sunny beach, and from beautiful meadows to dead swamps. This made the game feel so large and so complete, and so varied yet so well structured together. As well as the interest value within the variety of the levels, the puzzles and challenge within each of them made them very fun as well. As you learn more ink brush techniques, there are more types of challenges in each progressive level that you have to learn how to get past, and this keeps the game constantly fun and interesting.


Game Flow

               The flow of the game, as I mentioned above, was sensational. Not only did the levels flow very well from one to the other, but so did every other aspect of the game, including the plot and the general feel of the game. The game started with a slightly dreary yet light-hearted feel, as you have to lift some of the evil from areas of the world by using your god powers and bringing life back to dead areas, but with a spring in your step. However, after the game took a few turns from dreary to cheery, throwing in plenty of humour here and there, eventually everything felt really serious and dramatic, with the world around you reflecting the part of the plot you are at.


Story

               This brings me to the plot of the game. At the beginning of the game, I was sure that Okami would not be a very plot-based game. The game itself felt too light-hearted and game play-based to require a really good plot to make it work. However, well into the game, the plot kept developing more and more until it became enthralling. I was sucked into the plot of the game more than I ever thought I would be, and I got attached to the humorous and witty (or sometimes witless) characters. It was amazing how much character they put into Amaterasu, who is a wolf god, but still just a wolf in the sense that she can’t speak or show emotion in any ways that aren’t distinctly dog-like. However, she became a very loveable and funny character, along with her bug-like sidekick, Issun, who had a quick temper and always had something to say. Looking past the characters, the plot itself was deeply satisfying and full of dramatic twists that pulled me so deeply into the story and the game itself that it was almost painful to put down the controller and turn off the game. One thing I loved about the plot in this game was that it kept seeming to end, and everything would feel so complete and I’d be sad that the game was seemingly over – just for me to realize that the game wasn’t even nearly finished, and the plot and the game would continue once more. The game tricked me twice in that way, showing me a clear ending before something else would go wrong and the game would kick off again as I tried to solve another problem. Altogether, the plot was a huge but thrilling surprise within this game, and it gave me reason to never want to stop playing Okami. For that reason, I think the writing in Okami is top quality – it just took me a while to realize it.


Artificial Intelligence

               The A.I. in the game seemed to be good from the beginning, since the enemies in the game seemed to respond well and attack cleverly at times, making the game challenging. However, it wasn’t until about three quarters of the way into the game when the A.I. blew me away. There was one boss fight in particular that was actually ten times creepier simply because of how the A.I. worked in that fight. Throughout the whole game, I was used to having the ability to freeze time completely and draw with my ink to use Amaterasu’s powers, but this boss fight was different mainly for the fact that this boss was also a god. Whenever I’d freeze time to use an ink power, in the moment I’d freeze time, I would see the ink move across the screen seemingly on its own, to use the move I was about to use against me. In other words, I could see the boss using my powers against me, in a maddeningly smart and exceedingly creepy manner. After that fight, I was convinced that the A.I. in Okami was top quality. After all, I’ve never actually been creeped out by how the A.I. of an enemy worked before, and I have to admit, creepy or not, I loved it.


Sound

               Finally, I’m going to cover sound. Sound is actually an interesting part of the Okami experience. The first thing I thought of was the music within the game. All of the music in Okami had the perfect feel for the game – like classic music from old Japan woven into epic melodies that made the game even more enchanting. I remember one melody in particular, because it came up at the most dramatic point in the game, and the music alone got me so riled up to keep playing the game that I couldn’t put the controller down. After all, dramatic music can enhance a dramatic plot by ridiculous amounts if the music composers know what they’re doing. But if we forget about music for a second and focus only on the sounds in the game, those were an interesting choice for Okami. For one thing, there are no traditional voiceovers for the characters in the game – but there is gibberish noises that imitate the sounds of language whenever characters speak. This is a little strange (and sometimes annoying) at first, but once I got used to it, I realized that this was just another unique decision by the creators of Okami, which ultimately gave Okami its charm. Next to this, the rest of the noises in the game were not nearly as strange, but still had a different feel, which fit in with the game very well. Like the rest of the game, the sounds used were quirky and unique, which did help add to the feel of the game, ultimately adding to the game’s fun factor.


               So in the end, what makes Okami a fun game? Well, if you actually got through my walls of text swearing by this game, you’ll know that there’s a lot that makes this game fun. Most importantly, it’s an experience that I’ll never forget – one that I’ll want to revisit again and again.  




Sources:

Roper, Chris. “Okami Review.” IGN (2006): 3. Web. 16 Jan 2011. http://ps2.ign.com/articles/733/733122p3.html.

"The Legend of Orochi - For Hardcore Gamers." Fanpop. 2010. Web. 17 Jan. 2011. http://www.fanpop.com/spots/okami-hope/videos/9452965/title/legend-orochi-hardcore-gamers.

Shea, Cam. “Okami Interview AU.” IGN (2007). Web. 17 Jan 2011. http://ps2.ign.com/articles/759/759997p1.html.

Jackson, John. "Game for the Sake of Game." Blog. Games Aren't Numbers. 1 Aug. 2009. Web. 17 Jan. 2011. http://gamesarentnumbers.com/archive/game-sake-game.html.

Butler, Patrick. “Okami.” The Next Level (2006). Web. 17 Jan 2011. http://www.the-nextlevel.com/review/ps2/okami/.

Noe, Greg. “Okami.” The First Hour (2007). Web. 17 Jan 2011. http://firsthour.net/first-hour-review/okami.

Sunday, January 16, 2011

10-Minute Experience with Jak 3

As an opening to my game design-related blog, I’ve been struggling for a few days, debating on which game I should play for 10 minutes and write about. I wanted a game that I will not have a biased opinion about already, which means no sequels to a game I have played, and no games I have already seen others play enough for me to have formed an opinion on them without playing myself. In the end, I decided to borrow a game from a friend that I have heard of before, but never even seen gameplay of before today – Jak 3 for the Playstation 2.


My experience starts with an immediate cut-scene. My first thought is, this is a cartoony style I’m not used to, but it’s nice to see something different once in a while. I am also relieved to learn that I can pause the game during a cut-scene using the start button – which means that this will make my job a lot easier. I watch as main character Jak is banished to a wasteland, and some kooky talking animals try to stick up for him, but quickly change their minds with a bit of humour. I keep wondering whether one of the animals is a bird, or a monkey, or both.
              
The scene switches to a flashback, I’m assuming from a previous game, which starts to confuse me. I wonder if this is one of those game sequels that requires you to play the previous game in order to understand it. It seems that Jak did something to save his city (and I don’t know what exactly), which somehow ended up getting him banished from this city. It seems there was a mistake, and he is getting blamed for something he didn’t do. Usually I like cut-scenes, but right now I’m aching for some gameplay. Another flashback. There’s a war going on in the city. And the flashback is over, as some creepy looking men come and find Jak and his animal friends collapsed in the desert-like wasteland. Just like that, the cut-scene is over, and now the actual game playing begins.

I eagerly press start to begin the game – and another cut-scene begins. I hope that it will be quick, because the minutes are wasting away and I feel like I’ve been watching a cheesy cartoon instead of playing a video game. Alright, now one of the men who found Jak in the desert is telling him of a city called Spargus, which Jak is welcome to join, but has never heard of before. Scratch that, he isn’t welcome to join this city – he’s being threatened into joining, or else he’ll die in the desert. In order to join, it turns out, Jak and his animal pal Daxter must take part in some sort of game where they are told they will likely be killed. And finally, I am given control of Jak to start playing the game.


This death game appears to essentially be my tutorial to learn the controls of the game.  I learn how to jump, double jump, high jump, jump and smash things below... so much jumping. I don’t think I’ll remember all of this in 10 minutes. So far, the controls aren’t so bad, though I was frustrated at one point when an instruction appeared on the screen, and as I fell off a platform, the instruction disappeared, and I couldn’t figure out how to get it back. However, I soon realized that I just had to go back to the spot where I was a moment ago for the instruction to reappear. Now I feel like I’m being needlessly critical of the game for my own mistakes. I’ll watch out for that next time.

Soon enough, after climbing and jumping from platform to platform, I’m done with the jumping tutorial. I’m glad, because I find jumping everywhere to be relatively boring when it’s all you’re doing. Cue the next cut-scene (but this one is short, which is a relief), which introduces the beginning of a fighting match, and now it seems that the fighting tutorial begins. Now I begin to wonder if I’ll get much further from the tutorial within my 10 minutes of playing this game.

As I’m learning how to shoot Jak’s gun, I’m getting distinctly confused and frustrated. There doesn’t seem to be any way of aiming Jak’s gun other than moving Jak himself, and I’m finding it hard to tell when the gun is aimed towards an enemy. I’ll turn towards the enemy and shoot a few times, and the enemy won’t seem to take any damage. Instead, I keep getting clobbered by enemy swords. I’m starting to get frustrated with the number of times I’m dying in this game, but at least relieved that I start off close to where I was before I died.

Okay, now I’m getting the hang of this gun. Aim isn’t quite as big of an issue as I thought so far, since the gun seems to emit a wave of force that should hit enemies anywhere in front of Jak within a certain distance. Now all I’m concerned with is that fact that Jak feels a little slow to manoeuvre, and the camera will not spin the way I tell it to a lot of the time now that it’s so important that I keep an eye out for all these enemies. I’m also not a big fan on how shooting the gun does not seem to be immediate and requires a frustratingly long pause between shots. This means that Jak (as slow as he is) is screwed when he gets close to an enemy and misses his first shot. Sometimes I’m not sure whether his gun isn’t shooting because of the delay between shots, or if I’m actually out of ammo. I feel like those are problems that I would learn to solve by playing this game more – however, the camera is really starting to bug me, because it’s constantly getting stuck. Right now, I am fighting off so many sword-wielding enemies while avoiding rising and falling lava. This means, sadly, I am constantly dying due to the camera getting stuck on objects while enemies sneak up behind me, my gun that just won’t shoot sometimes, and the health system that is keeping my completely boggled (is there a health bar? How many hits does it take before I die? How many times will I have to play through this part of the tutorial before I actually beat it?). Finally, I get past all those jerks by realizing I can do a spin attack when my ammo runs out, and also discovering the spots on the ground that are untouched by lava. Damn, if only I knew that several tries ago.


After beating the remaining enemies down with my spin-attack (which looked interesting, since Jak seemed to emanate some sort of purple electricity from him), I was finally through with the death-ridden tutorial ordeal. Another quick cut-scene was shown, as the man who’d invited me to take part in this death game congratulated me for coming out alive, gave me a free pass into the city, and told me that I must win 2 more challenges in order to become an honorary citizen of the city. As I leave (or maybe I should say, Jak leaves) the area, a big intimidating guy stops me. He offers Jak and Daxter some protection, and use of one of his racing vehicles, if we do a little job for him. Soon enough, I’m riding a lizard (much to Daxter’s dismay as he adds in some usual comic relief, stating that riding animals makes him chafe), and trying to gather 6 pests that have been raiding this guy’s store rooms. I’m happy to finally be able to move around quickly, even if it is on a lizard, but I’m very confused as to how I’m supposed to catch the pests. It took me a bit of time and random button mashing before I realized that I’m supposed to leap attack the poor critters. However, before I have time to really get into this mini game, I realize my 10 minutes is up, so I put down the controller and return to my laptop.

So one question remains: how did I feel about my overall experience within 10 minutes? Well, I realized after-the-fact that maybe this wasn’t the greatest game to get the hang of within 10 minutes. I felt like I was crashing and thumping through the tutorials like a blind elephant, but I feel that the game could be far more enjoyable if I’d had more time to give to it. However, it’s up to the game developers to make the game intriguing within the first 10 minutes.. so was it? Truthfully, I’m not terribly sad to be putting the controller down right now. I feel like I need a break from the frustration of that tutorial. However, despite this, I feel that the game has potential to be fun if I kept on playing. So will I? Maybe once I’m done some other games I’m already hooked on. For now, I’ll put Jak 3 aside, but keep it in mind for the future, when I’m more willing to keep trying at it.




Image Sources:

"Bestselling Games (2006)." Cover Browser. Cover Browser, 2006. Web. 16 Jan. 2011. http://www.coverbrowser.com/covers/bestselling-games-2006/8.

"Game Preview for Jak 3." Gamezone. 30 Sept. 2004. Web. 16 Jan. 2011. http://ps2.gamezone.com/previews/item/jak_3_ps2_preview_2/.

"Jak 3." Blog. Gamer--freakz. Blogger. Blogger, 2008. Web. 16 Jan. 2011. http://gamer--freakz.blogspot.com/2010/06/jak-3.html.