HOW FAR: STEALTH EDITION

HOW FAR is a new column, exploring developments in design between Then and Now.

Outdated... but relevant!

Outdated... but relevant!

When I look closely at Old Thief and New Hitman, it’s hard to say that game design, at its core, has grown significantly deeper over the years. In terms of mechanics the games are nearly identical. Hitman and its cousins have merely grown in breadth, with larger, more lifelike spaces, binders full of scripted interactions, and overabundant audiovisual fidelity; but in terms of how they actually play, nothing has changed. By many names, it seems like we’ve been playing the same games all our lives.

Here: let’s compare about 15 minutes of gameplay from each title.

OLD THIEF - BAFFORD’S MANOR

I’ve done a bit of sewer crawling, but haven’t yet been able to breach Bafford’s Manor. I meander in overlapping paths, not having any strong idea of my position relative to the goal without the aid of a whirling minimap, but my headmap is filling in and I’m started to case the location. I find my way to a small, square shed out back of the Manor with a single guard. He steps away to patrol and I slip up behind him and konk his head. I move to the building, but the door is locked. When I turn around to explore, I see the bright, shiny key at the guard’s belt. I take it, open the door, and break into the Manor.

This is a very typical problem in video-games by now: defeat the enemy to acquire the key to unlock the door behind him. But it’s no less an elegant interaction for its commonness, for it can be flubbed. If we already have the key when we arrive, or if we kill the guard before we know he’s guarding a door, there’s no drama. Seeing the location, solving the problem/fighting the enemy, being barred access, and then realizing you had already earned it, is basic, but good, design. Looking at the map, I found I could have learned about the locked door earlier, stretching this first mini-plot arc even further. Of the few words written, arrows pointed at one area (the map is a true map - no dynamic pinpoints) and signaled “Well leads to basement -- One Guard!”

NEW HITMAN - SAPIENZA

I start out in a safehouse with some remote detonation charges. I could creep into the mansion through a window across a rooftop which I can reach from my third-floor safehouse, but there’s a huge chunk of map to the right I’m curious about. I drop down and explore the beach. There’s a clown, whose performance I interrupt, to the annoyance of the audience, by standing on his carpet. I toss a coin into his hat as apology and some guy yells at me not to throw things. Continuing along the whitesand beach I find a sewer entrance. I case the sewers, knocking out a worker and taking his Sewer Key and Red Plumber disguise - no Mushrooms though. I follow the sewers through a ruined tomb and surface beneath the steeple of a church. I ascend to the top, grabbing a crowbar along the way, and make a mental note for a future run that I can cut the cable suspending the churchbell. I make my way down to the cemetery, lay in a coffin just for laughs, then double back across the beach to the targets’ mansion again. Time to focus on the mission.

I was actually getting really into my bussing career til I remembered I was here to murder people.

I was actually getting really into my bussing career til I remembered I was here to murder people.

Now, take note of the 18 years separating the two -- which story makes more sense?

I don’t mean to belittle Hitman. I love the game, its rotating arcade of custom challenges, its  clockwork of looping level events, the tense yet articulate sequences of killing and sneaking. Hitman makes for great stories and unprecedented possibilities, just like Thief does. But for having come so much later in the history of game design, the game pushes few boundaries, beyond its Whoopie Cushion-meets-Gallows Humour emotional tone. All the graphical polish and dynamic sound and plausible-looking crowds of people and dozens of scripted, achievement-linked interactables in each level are just padding around what is, mechanically, the 1998 game Thief in third person. As another player wisely observed, Instinct mode isn’t there as a gameplay tool or character element; it’s a counterbalance against the game’s own obsession with graphical fidelity, to the detriment of visual clarity. Unlike the way animated figures blatantly pop out from the watercolour backgrounds in old Disney movies, Hitman’s high-fidelity housekeys and pipewrenches blur into their surroundings, obscuring their usability. Interactable objects may be indistinguishable from decorative textures without the highlighter-yellow silhouettes. Though Thief takes no pains to distinguish these tools through its UI, it really isn’t necessary, as these objects by their nature are interactable. Chests are for opening, levers are for pulling, fine china is for pocketing. That the opening and closing of all doors in a room strikes this player as impressive speaks volumes about the queer point we’ve reached in current game design. Hitman’s spaces are so sprawling yet full of walls, that level design itself is insufficient to inform the player of where the patrolling enemies are; minimaps and X-ray heat-vision is simply compensation for this unfortunate drawback of massive, sprawling in-and-outdoor levels in a stealth game.

Even the freshly retooled disguise system is just an extrapolation of the visual stealth mechanic in Thief. Disguises operate like small areas of personal shadow, obscuring you from detection except to a dangerous few, who can “illuminate” you through your disguise if they see you, depending on the disguise. Switching from disguise to disguise to gain access to new areas is not significantly more interesting than using the water arrows in Thief to create patches of shadow to creep through the level.

Oh, I guess Hitman has cover "mechanics.” That’s new. I don’t think I’ve been in a situation where wall-hugging would have hidden me any better than just standing as near to that wall as possible. It’s a strange and unnecessary conceit, an artefact of shooter design left in just because.

Though it looks like shit - charmingly so - or maybe because it looks like shit - Thief’s affordances, mechanics, and exposition are communicated deeply and clearly at every level of the game’s design. To a designer with about half the computational power that we play with today, the idea of devoting a team to illustrating an animated, inaccessible background at full clarity would be absolutely ridiculous. All they could afford to take seriously would have been the core design - the interactive component, the game - and that shows in how well it coheres, even today, with its dated graphics and interface. As much fun as I’ve had turning over every leaf in Hitman’s sprawling level designs, the challenge lists and purely scripted interactions ring out as more of an embellished tradition in the 1998 stealth genre than an evolution of it.


Can’t we go further??

E-FIX NAILS IT: FALLOUT 4 PREDICTIONS REVISITED

 

Before this article gets moving i'd just like to preface it with something. Blogging is hard, a feature article at +1000 words with links to references and great images with an intriguing well researched idea takes lots of time; on average probably about 4 or 5 hours. It's also not enough just to be accurate, it needs to be funny, engaging. This isn't our job it's our hobby. Typically it's a one man show. We don't boast 15 posts a day, more like 15 posts a month if were lucky.

Enter Nick, who runs another blog from the East cost of the good ole USA. We thought cross posting each others material would benefit us both by increasing content and reducing some of the 'invented' stress we create for ourselves. So welcome to the fam. I'd call you a sister blog but you might get insulted. 

One of my favorite articles of his was this post from over a year ago. He predicted some spot on shit here. I've added the follow-through of his predictions below each image. There's a hyperlink attached to his name below to his Blog. Enjoy.

 

 

NOVEMBER 5, 2014 NICK DEMARCO

Starting way back since 2012, there have been numerous rumors, as well as some clever internet memes, surrounding the next Fallout, Bethesda’s post-apocalyptic RPG.  A midst all of the rumors, one common word seems to keep popping up; Boston.  It’s been pretty safe to say that the next Fallout game will be taking place in Boston, however it still hasn’t been confirmed.

However, it seems that there might be another piece of evidence that makes Boston seem like a lock.  Today, there was a trademark application filed for the brand “Fallout: Shadow of Boston” in Germany.  The application marks the trademark as “computer game discs” and “Downloadable Computer Game Programs”, which makes it seem like this might be the new name for the next Fallout.  It is seen that Bethesda Softworks LLC of Rockville, MD is the owner of the new trademark.

Up to this point, there has been little to no information about the game.  Bethesda has not talked about it, but they have mentioned that there will be one coming in the future.  This trademark sighting might just be the final nail in the coffin that will get them to announce the game officially though.

With that being said, let me just assume that Boston will be the next location for the famed Fallout franchise.  This is a great pick in my opinion, given the rich history of the city, as well as the surrounding landmarks and locations.  There is a lot that Bethesda could work with, and this gets me excited for what is to come.  So, what are some places that I would want to see in the next Fallout game, assuming that it takes place in Boston?

Well…

1. Fenway Park

Now this is probably one of the more iconic, and by far the oldest, baseball park in the U.S.  It is home to the Boston Red Sox, and there is a rich tradition that surrounds the park.  There is also the big Green Monster that takes over left field.  Now, who wouldn’t want to see this place in a post-apocalyptic atmosphere?  Yeah, it might be a little sad and depressing, but I am sure that I would get over it.  I could picture the park as a stronghold taken over by an enemy faction.  It would probably stand as a good “home-base” for any faction in particular.

He wont say i told you so but.....he fucking told you so! 'Sad'- check. 'Depressing'- definitely, but we got over that.'Home-base' - well the house that can be purchased in Daimond city is called 'home plate' so Nick, well give you that one! It was …

He wont say i told you so but.....he fucking told you so! 'Sad'- check. 'Depressing'- definitely, but we got over that.'Home-base' - well the house that can be purchased in Daimond city is called 'home plate' so Nick, well give you that one! It was certainly taken over but not by enemies...although i pity the fools who get caught stealing here. They will run you out of town 

Im no baseball expert. But i believe this was the 'big green monster' that nick was talking about. Oddly enough there is a mission to retrieve green paint for this guy to restore the wall. 

Im no baseball expert. But i believe this was the 'big green monster' that nick was talking about. Oddly enough there is a mission to retrieve green paint for this guy to restore the wall. 

2. Back Bay, Boston

This is the site of the affluent.  This area is a neighborhood of Boston and it is known for it’s Victorian brownstone homes.  The area looks really nice at night, especially next to the Charles River.  I would love to walk through these streets in the aftermath of a nuclear fallout.  Speaking of the Charles River…

Looks like the water receded a bit or i captured this at the wrong angle. One things for sure, Nuclear war shure sucks the colour out of the world. But its pretty damn accurate.

Looks like the water receded a bit or i captured this at the wrong angle. One things for sure, Nuclear war shure sucks the colour out of the world. But its pretty damn accurate.

3. Leonard P. Zakim Bunker Hill Memorial Bridge

Assuming that the Charles River would be in the game, it would be safe to assume the magnificent Memorial Bridge would be crossing it, however, it would be a rundown version of the bridge.  I picture an Arefu situation (the small settlement located on a bridge over water) from Fallout 3.  There would probably be a small group of individuals taking advantage of the bridge.

Nailed this prediction too! Completely run down. I got jumped by some super mutants holed up in th station to the right. Newsflash; they died.

Nailed this prediction too! Completely run down. I got jumped by some super mutants holed up in th station to the right. Newsflash; they died.

4. Old State House

This quaint looking building, now a museum, was the site of the Boston Massacre.  The building may not look all that interesting, besides that fact that it is from the Revolutionary Era, but there is a large chunk of history that surrounds the building.  It would be a surprise if this building survived a fallout, but perhaps it’s ruins could make it into the game?

Oh it survived. Found my bro Hancock inside. The settlers built a city around the historic site called 'goodneighbour' 

Oh it survived. Found my bro Hancock inside. The settlers built a city around the historic site called 'goodneighbour' 

5. Harvard

One of the most highly recognized colleges in the U.S., known for it’s academic excellence, as well as it’s beauty.  Now, picture it in apocalypse mode.  Imagine walking through the buildings, peering into the classrooms, walking it’s grounds.  There would be a creepiness factor to the area, but it would be cool to walk through.

This was the closest i could get to the real thing. The campus is there and Harvard square comes up early in the game. There was an administrative building around the corner but this particular building is inaccessible.

This was the closest i could get to the real thing. The campus is there and Harvard square comes up early in the game. There was an administrative building around the corner but this particular building is inaccessible.

6. John Hancock Tower

Here we have the tallest building in Boston.  It’s a modern marvel of engineering as it shoots up into the skyline of Boston.  However, given that it was finished in 1976, it may not appear in a Fallout game, considering that the fallout happened in the 50’s.  Still, if the team behind the game decides to take the series into the future a little bit, I would love to see what a hulking tower would look like in a game like this and what purpose it would serve.

Hancock tower is now an unrecognizable pillar that somehow survived the explosion. The only reason i thought this was Hancock tower was from pictures of the Trinity church right next to it. Got two birds stoned at once right here.

Hancock tower is now an unrecognizable pillar that somehow survived the explosion. The only reason i thought this was Hancock tower was from pictures of the Trinity church right next to it. Got two birds stoned at once right here.

7. Logan Airport

Two airports, both Searchlight and Camp McCarran, appeared in Fallout New Vegas and their was only a brief mention of the Washington D.C. airport in Fallout 3, which was near Megaton.  So, naturally you would think there would be an airport in the next Fallout.  Logan Airport would fit the bill pretty nicely.  It’s a pretty spacious airport that could serve as a pretty nice camp.  Even if Logan Airport is not featured in the game, you can probably assume that there would be an airport of some kind.

This was the best shot i could get from the Brotherhood blimp. Almost unrecognizable, but its there!

This was the best shot i could get from the Brotherhood blimp. Almost unrecognizable, but its there!

8. MBTA and South Station

Subway stations seem to be a common staple in the Fallout games.  In Boston, the MBTA is the transportation authority that connects the city from below.  It would once again, act as a fast travel location to get around the world.  Boston’s South Station would probably be the hub station that connects them all together.  There were also elevated tracks back in the day, so perhaps those could be scattered around the world as well?

Nick almost nailed them all. But the South station was no where to be found. Guess something had to bite the dust. This shot was from what i could decipher by correlating an actual map of boston to the in game map. strangely it looks a lot like this

Nick almost nailed them all. But the South station was no where to be found. Guess something had to bite the dust. This shot was from what i could decipher by correlating an actual map of boston to the in game map. strangely it looks a lot like this

odd resemblance to ground zero

odd resemblance to ground zero

9. The Bar from Cheers?

Now this definitely will not appear in the next Fallout game, but it sure would be neat, huh?  The famous bar is the location and backdrop for the classic TV show Cheers.  There is definitely a lot of history that surrounds the bar, including a lot of famous people who have visited.  Maybe the bar won’t be called Cheers, but there could be a unique bar in the game?  Probably shouldn’t get my hopes up…

The bar is called 'Prost' which is German for Cheers. This might be one of my favorite easter eggs of all time.  You should have gotten your hopes up Nick...all the hopes! Your on fire here

The bar is called 'Prost' which is German for Cheers. This might be one of my favorite easter eggs of all time.  You should have gotten your hopes up Nick...all the hopes! Your on fire here

The layout inside is quite accurate

The layout inside is quite accurate

Even Sams back office is very close to the real thing, boxes everywhere. It doesn't say Boston Redsocks but there is a catchers mitt. The filing cabinet is even there. 

Even Sams back office is very close to the real thing, boxes everywhere. It doesn't say Boston Redsocks but there is a catchers mitt. The filing cabinet is even there. 

Even Cliff and Norm are assuming their positions at the bar...amazing Bethesda, nerdy but amazing.

Even Cliff and Norm are assuming their positions at the bar...amazing Bethesda, nerdy but amazing.

10. The Freedom Trail

Last, but definitely not least is the Freedom Trail.  The Freedom Trail is a 2.5 mile journey through the city that visits some of its most iconic and historic locations that have to do with the Revolutionary War.  Now, this is probably not the most exciting thing to have in a game, but it could serve as a cool little side quest for the players.  If they “check-in” at all sixteen spots on the trail, they could get an achievement or a trophy, almost like the “City Hot spots” feature in Watch Dogs.

The freedom trail IS in the game. In fact its a pretty huge part of the game. The quest begins here in the Square, and you do follow the trail, although worn and broken, still functions and many of the monuments are still there. No achievements to s…

The freedom trail IS in the game. In fact its a pretty huge part of the game. The quest begins here in the Square, and you do follow the trail, although worn and broken, still functions and many of the monuments are still there. No achievements to speak of but hell, ill give him the point.

There are probably a ton of locations that will appear in the game that I haven’t even thought of, but I am sure they will all be great to discover.  One of my favorite parts about the Fallout games is the atmosphere and a empowering sense of discovery that comes with it.

I look forward to more news about “Fallout: Shadow of Boston” and what the story will be like.  I also really hope that the location is Boston, because if that is not the case, then the whole second half of the article is irrelevant.  Lets all hope that doesn’t happen.

Nick Demarco Nov.5.2014

By E-Fix