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Showing posts with label resident evil. Show all posts
Showing posts with label resident evil. Show all posts

Merging narrative with puzzles

A few posts ago (here, here and here), we discussed about puzzles, how to create them and what makes them challenging and immersive. Today, I want to talk about how a puzzle can be an interesting narrative component inside a game.

We have lots of examples, but let’s focus our attention on one specific series of games, so we can think about how puzzles can intersect with an action game: let’s talk about Resident Evil’s fourth edition.



This game (and many others of this genre) focuses its gameplay in a balance between action scenes full of despair and introspective moments, where the player must take a breath and calmly think of how to solve certain puzzles. In the example below we can see this: it’s a puzzle that uses lights inside a church. After the enigma is solved, the player triggers a new scene of action.



In a game like Resident Evil 4, the puzzles create a kind of a break in the frenzy action with zombies and other creatures. Those moments are very strategic to calm down the players and prepare the story for the next step.

Different from other shooting games, Resident Evil’s series uses the puzzles as a tool to its storytelling. Each mystery solved leads to an important narrative piece to explain the main plot. Another point deserves a highlight in RE4’s case: the gaming producers use different kinds of puzzles to test players’ “powers”. As Koster (2005, p.152) reminds us

“The toughest puzzles are the ones that force the most self-experimentation. They are the ones that challenge us most deeply on many levels – mental stamina, mental agility, creativity, perseverance, physical endurance, and emotional self-abnegation”.

There are many possibilities and many combinations. Let’s discuss more how puzzles can merge with different kinds of gaming plots.

#GoGamers



Reference:

KOSTER, Raph. A theory of fun for game design. Arizona: Paraglyph Press, 2005.

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Resident Evil 5 (PC) - Part 1

Resident Evil 5 title
Developer:Capcom|Release Date:2009|Systems:Windows, Xbox 360, PlayStation 3

The PC version of Resident Evil 5 doesn't use the hated Games for Windows Live any more! Well okay it does if you want it to, but a few months ago it also made the transition to Steamworks. So to celebrate, today on Super Adventures I'm going to give the game a few hours and write down some of the things that come into my head while I'm playing.

I might have mentioned once or twice in my Resident Evil 2 article last week that I'm not a huge fan of classic survival horror games, and I may have mentioned a few reasons for it too. I think the core of it though is that I've got no interest in being scared, and when you strip out the tension there's little left to enjoy in the mediocre combat, awkward camera angles, and endless backtracking.

Resident Evil 5 on the other hand has very little to do with survival horror, so we've always gotten on pretty well... I think. It's been half a decade since I played the game though so it could be that my memory lying to me again. I can't even remember if the sinister announcer is going to say "Resident Evil... 5" when I press start. Though he better had.

(Click screenshots for a significantly higher resolution image, though still nothing to brag about.)
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Resident Evil 5 (PC) - Part 2

Welcome to the epic finale of my two part Resident Evil 5 article. Usually I'll play a game for an hour or so before I turn it off; long enough to start forming an opinion without going crazy on spoilers. But this time I'll be jumping through all 10 hours of gameplay because there's no way I'm leaving out the boulder punch scene. It's truly a defining moment in video game history, as it's the moment Capcom defined Chris Redfield as being the Incredible Hulk.

Click this link if you want to return to where this all began: Part 1.
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Resident Evil 2 (PSX) - Part 1

Developer:Capcom|Release Date:1998|Systems:PlayStation, Windows, N64, Dreamcast, GameCube

I don't like Resident Evil.

I mean I like the universe and the characters just fine, I just don't generally like the games. But it's been over two years since I last played one of them and the site's been survival horror free for almost as long, so today on Super Adventures I'm going to be taking a quick look at Hideki Kamiya's PlayStation masterpiece Resident Evil 2!

And there'll likely be whining under every screenshot. Whining and analysis.

To be honest, this just isn't really my genre. I get the theory behind using tank controls, limited saves, awkward camera angles and a tiny inventory to enhance the tension, but in all the games I've played it's mostly just increased my frustration. But I'm determined to at least pretend that I'm giving the game a fair shot, for as long as it takes for me to figure out if it's any different to the first game.

(This article contains screenshots of explicit violence and gore.)
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Resident Evil 2 (PSX) - Part 2

Hello, this is the last page of my first impressions of the survival-horrifying Resident Evil 2 (aka. Biohazard 2).

Click this link to return to the streets of Raccoon City: Part one.
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