Separator

Bitmob Splitscreen: Turds in Punch Bowls

26583_1404714564368_1427496717_31101969_389938_n
Monday, November 23, 2009

Editor's note: Evan teams up with Bitmob intern (and compulsive gamer) Jasmine Maleficent Rea to talk crappy levels in awesome games for a new feature Evan is calling "Bitmob Splitscreen." I'm totally with Jasmine on the train level in Uncharted 2 -- the rote memorization it required drove me up the wall. -Brett


Bitmob Splitscreen is a one-on-one discussion conducted over e-mail on a single topic. For the first installment, intrepid Editorial Intern Jasmine Maleficent Rea and I sat down (at our computers) to discuss terrible levels in otherwise great games. Read on for dickery, a dearth of sweet jumps, and some shocking confessions.


Jasmine Maleficent Rea: The ultimate replay-killer for me is the Skull Forest dungeon in The Legend of Zelda: A Link to the Past. I decided to give the game another shot recently, with the intention of just toughing it out when I made it to the Dark World forest. No surprise that one grab from a Wallmaster was all it took for me to abandon the game again. "Never again," she says with wavering resolve.

Evan Killham: Do you have trouble with the Wall-/Floormasters in other Zelda games? If not, what makes these ones so much bigger bastards?

 

JMR: Honestly, I've not been enamored enough with another Zelda game to stick with it. That's my terrible secret. My stance on these cheap game tactics is firm, however. Anything that can unexpectedly relocate you to the beginning of a level is a cheap and outdated tactic. Levels should be complex enough without the forced repetition. Unfortunately, this is something Shigeru Miyamoto seems to have issues giving up, as Mario games to this day have dungeons that force you back if you don't take the exact right path.

Wallmaster is triply obnoxious because he falls whenever you pause for more than a second. Many enemies in that dungeon require some amount of pause when you're fighting them.

EK: Enemies and obstacles do tend to slow you down, and one time I really noticed that was in the first Jet Ski level from Uncharted: Drake's Fortune. Going in, I assumed it was going to be a high-speed chase sort of situation, which is the only reason anyone ever gets onto a Jet Ski in a movie. Unfortunately, the level is full of enemies and exploding barrels, any of which can kill you pretty quickly. So I found that the only safe way through was to go very, very slowly and shoot the barrels and bad guys one by one at a distance, then zip to the next area and stop and do it all over again. It should have been faster and more exciting, but it played out like a really lame remake of Minesweeper.

JMR: Do you think that the goal of the level was to fit in with the stop-and-pop style of the rest of the game, or was it simply poor design? Also, have you cracked open Uncharted 2 and experienced the infamous train level?

EK: I'm not sure if that was the goal of the level... I spent awhile trying to figure out if there was a way to go through it any faster than I was, but I couldn't find one. This either means that there is no such way or I just sucked at the game. So it's possible they were playing with conventions, except that there was that pretty standard on-rails truck level a bit earlier. I'm leaning more towards poor design. Unless I just suck, which I'm willing to consider.

And yes, I have played through Uncharted 2. I thought the train level was maybe a bit too long, but it didn't rankle me as much as the Jet Ski stuff because it didn't fundamentally change the nature of trains. The bottom line for me on this one is that Jet Skis exist in action contexts because of their ability to go really fast and go over sweet jumps, and Uncharted squandered all of that potential. What were your issues with the train level?

JMR: Like Yahtzee, I've developed a strong dislike for Quick Time Events. There aren't many of them throughout Uncharted 2, but the thing I hate more than "Hit A to dodge a boulder" is a quick time boss fight. The train had its drawbacks -- from an inability to see high-powered enemies shooting from the windows beneath you to the helicopters -- but the QTE boss at the end of the line kept me up for hours longer than I would have liked and is the main reason I'll never touch that blasted game again.

If only I learned my lesson... I've played through Resident Evil 4 50-plus times at this point, and I'm able to do so in under 4 hours. Last count was around 3:45 or so. The QTE fights with Jack Krauser are unnecessary, ridiculously long, and highlight the damage this "Press X to Not Die" mechanic is doing to gaming in general.

EK: Hey, we got two out of that one. What else do you have?

JMR: The most sinister of all plot devices: stranding a usually armed character without weapons. This was never done in a more bastardly fashion than in the original Tomb Raider.

I'm not a fan of weakening characters after you've busted your ass to make them as strong as they are. The Natla Mines level stands out for not only stripping Lara of her arsenal, but for combining every cheap platforming trick the programmers could think of with boss fights. I've never finished Tomb Raider because of this. I'm not sure if the level of dickery persists in Tomb Raider: Anniversary Edition.

EK: I like to call that "Metroid Syndrome." I guess this is where I admit that I've never played a Tomb Raider game, outside of a demo or two. How are you supposed to fight bosses without weapons?

JMR: I'm not that fond of Metroid, outside of the Prime series. Damn, I've admitted to being the worst kind of person today.

Anyway, you do eventually get your guns back. By guns, I mean the all-but-useless pistols. But those are only returned to Lara after going through the worst boulder- and lava-filled traps outside of the Atlantian levels.

From there you take your peashooters and tackle Natla's henchmen, who have the rest of your weapons.

EK: There are worse kinds of people, I'm sure. At least you haven't had to call off this discussion because you had a WoW raid scheduled.

So why do you think developers introduce such drastic changes in their games? Do you think it's more for the sake of variety, or do they think we want a challenge?

JMR: Haha, judging by our previous attempt to coordinate group time for Battlefield Heroes, a raid isn't likely to happen at this point. Besides, I am a master of using two different computers at the same time.

I think it is a bit of both. "Variety" can easily be a mask for a lack of ideas, in which any old thing gets shoved into place because the game has to be longer. It is a pity that challenge varies wildly from developer to developer, and I know there will be people who fight my stance on old Zelda, Mario, and Metroid mechanics, but it is time to push ahead and spice things up without adding infuriating elements for the sake of making a game harder.

EK: And one type of level that is often accused of getting thrown in to make a game harder is the "stealth level in the middle of the non-stealth game," like the one in the first Syphon Filter. It took everything that was cool about the game up to that point -- the shooting, the jumping, even Gabe's crazy-ass way of running -- and threw it out in favor of making you walk around slowly and study guard patrol patterns. I don't even remember what the context was for that level, but suddenly you were wearing a tuxedo and peeking around corners.

If you haven't played the game, this is all you need to know: This was the only level in the game in which you could not tase a guy from across the room until he caught on fire. And I really, really missed that.

JMR: XIII had similar issues as Syphon Filter, only that game had no idea what it wanted to be. How close was Syphon Filter's release to Metal Gear Solid's?

EK: Syphon Filter came out about five months later. I'm pretty sure there are stealth levels in most, if not all of the other Syphon Filter games.

JMR: Hmm...I was hoping the distance was great enough for Metal Gear's intense stealthiness to rub off. The level you described comes off a Metal Gear Solid level.

EK: I can see that, but it felt more like they wanted to "mix it up," not realizing that what we wanted to be doing was tasing people in the head from dozens of yards away. Actually, now that I think about it I'm pretty sure that they took the TASER out of the second game, but the horrible stealth remained. Admittedly, giving players an instant-kill weapon with unlimited range and ammo probably broke the game, but damn if it wasn't a lot of fun. Definitely more so than hiding behind pillars in an action game.

JMR: If it weren't for the stealth mission, I'd likely put Syphon Filter in now. I want my stealth missions in my stealth-oriented games thank you very much. I just realized I have a loose Syphon Filter disc floating around here that spontaneously appeared in my house one day.

EK: Yeah, every time I think about replaying it, I just remember that level and the game goes right back on the shelf.

But maybe we weren't giving Syphon Filter enough credit as a stealth game, since it appears to have infiltrated your house pretty successfully.


Thanks to Jasmine for her time -- and for having more interesting responses than I did.

Do you have anything to add? Is this the stupidest article format you've ever seen? Can you think of a better title? Let me know in the comments.

 
Problem? Report this post
EVAN KILLHAM'S SPONSOR
Comments (9)
Brett_new_profile
November 23, 2009
I dig the format, I dig "Bitmob Splitscreen," but that euphemism you used is totally disgusting! Still trying to get that image out of my head... :)
26583_1404714564368_1427496717_31101969_389938_n
November 23, 2009
Which image? THE TURDS?! Sometimes I like to set the bar so low at the outset that whatever I end up doing can't help but succeed. :P
Brett_new_profile
November 23, 2009
Also, Jasmine has played through Resident Evil 4 [b]50 times[/b]!? That's insane. I can't think of one narrative-based game I've played even twice...
Default_picture
November 23, 2009
@Brett: I have severely unchecked compulsive issues. I will just sit down and play that game, streamlining my actions to get through it.
Default_picture
November 23, 2009
Both Riddick games take your weapons away five or six times, which sucked.
Waahhninja
November 24, 2009
I played through RE4 at least 10 times but mostly because it was so damn fun. Somehow they managed to drop the fun from RE5 although they're almost identical. As for Link and his getting grabbed by mysterious giant hands...really? I thought it was terribly easy to avoid them because a giant shadow appears and all you have to do is move one square away. Maybe it's just me, but that is akin to saying the Mario games were terrible because turtle shells can ricochet back to you. I really liked this feature. The Splitscreen feels like when Entertainment Weekly has their two resident movie critics discuss Oscar nominees/winners, festival favorites or other big news. I hope you keep doing this!
Default_picture
November 24, 2009
Yeah I played the hell out of RE 4. I have to say I replayed that bad boy between 25-30 times. Capcom made me buy that game 3 times (the Wii controls were the best & the PS2 version being the least favorite for me). Wow I learned to avoid the hand in Zelda after the 2nd time it took me out of the level. I love quick time events when done right (I hate you Shenmue) God of War & RE 4 did it the best. I remembered my 4th or 5th time through RE 4 I had Krauser caught in this infinite loop where he kept chucking his flash grenades at me and I just kept shooting it in midair and blinding him.;D
Photo_159
November 24, 2009
This split screen feature is pretty awesome! Those Uncharted Jet Ski portions were not what I expected either. To be honest I loved the train level in Uncharted 2 - at least until my second play through when I would jump off the train because it was turning and I had the camera slightly facing the wrong direction. The first couple stealth portions in Syphon Filter - although incredibly frustrating from a game flow perspective - weren't incredibly difficult - it was just when the game failed to illustrate what needed to be done that I found myself hitting the power button. The last stealth mission in that game was a real piece. I have only played through RE4 twice (gamecube once and wii once) - only because after relentlessly trying for weeks to get 5 stars in all the mercenary stages I got a little burnt out.
Default_picture
November 24, 2009
I forgive QTE's in only 2 franchises. Shenmue and God of War. Shenmue because QTE's are a good change of pace after a whole lot of nothing happens. And God of War because Kratos does it with impeccable style. Also... Syphon Filter. Damn that game forces some good memories to surge back into my mind grapes. I use to get into arguments over that stealth level. I actually kinda liked it... I'm pretty sure I'm not a masochist though.

You must log in to post a comment. Please register if you do not have an account yet.