Mad props to youtube.com/user/MichelKobayashi for his in-depth God Hand tutorial. This was a useful way to double-check some of the assumptions I had about the combat system. If you're into God Hand he's also worth a look for how he manages to make the game look EASY. Man's superhuman.
Extra God Hand Notes:
The designboi chart says "most" launch moves as technically Forearm Smash and Barrel Roll Kick work a bit differently. They always (even on DIE) launch by default, but after a stun or during a counter-hit they have a stronger launch that sends them straight across the stage until they hit something (like the contextual Air Launch Kick). Resistance to launches isn't the only thing that changes as the levels progress. Overall from levels 1-3 and then DIE enemies are more likely to block moves with specific properties e.g. trips or launches. I was going to put this on the chart but couldn't think of a way to communicate it clearly, and at that point I wasn't gonna put so much thought into making sure a silly gag is totally comprehensive. As you go up the levels enemies also maintain their blocks for less time. While this SOUNDS like an advantage for the player, it actually means you have a smaller window to notice they're blocking and act accordingly with a guard break. Technically in that Animation in Action Games video I did almost three years ago I was wrong about God Hand (but sort of right at the same time). Enemy attack animation speed does not change from levels 1-3, they really do just attack more often and don't wait their turn as much as on level 1. HOWEVER on level DIE attack animations do actually become faster. Then again, if you get to Level DIE in the first place you've got to have pretty fucking good reaction speeds anyway, so the faster pace still works. Play God Hand.
Music: Virtual Insanity (Instrumental) - Jamiroquai Shades of Black - Breakbot (Trackmania Turbo OST) Time Won't Wait (Instrumental) - Jamiroquai Give it Up (Instrumental) - KC and the Sunshine Band Love Foolosophy (Instrumental) - Jamiroquai
Mad props to youtube.com/user/MichelKobayashi for his in-depth God Hand tutorial. This was a useful way to double-check some of the assumptions I had about the combat system. If you're into God Hand he's also worth a look for how he manages to make the game look EASY. Man's superhuman.
Extra God Hand Notes:
The designboi chart says "most" launch moves as technically Forearm Smash and Barrel Roll Kick work a bit differently. They always (even on DIE) launch by default, but after a stun or during a counter-hit they have a stronger launch that sends them straight across the stage until they hit something (like the contextual Air Launch Kick). Resistance to launches isn't the only thing that changes as the levels progress. Overall from levels 1-3 and then DIE enemies are more likely to block moves with specific properties e.g. trips or launches. I was going to put this on the chart but couldn't think of a way to communicate it clearly, and at that point I wasn't gonna put so much thought into making sure a silly gag is totally comprehensive. As you go up the levels enemies also maintain their blocks for less time. While this SOUNDS like an advantage for the player, it actually means you have a smaller window to notice they're blocking and act accordingly with a guard break. Technically in that Animation in Action Games video I did almost three years ago I was wrong about God Hand (but sort of right at the same time). Enemy attack animation speed does not change from levels 1-3, they really do just attack more often and don't wait their turn as much as on level 1. HOWEVER on level DIE attack animations do actually become faster. Then again, if you get to Level DIE in the first place you've got to have pretty fucking good reaction speeds anyway, so the faster pace still works. Play God Hand.
Music: Virtual Insanity (Instrumental) - Jamiroquai Shades of Black - Breakbot (Trackmania Turbo OST) Time Won't Wait (Instrumental) - Jamiroquai Give it Up (Instrumental) - KC and the Sunshine Band Love Foolosophy (Instrumental) - JamiroquaiHow Splinter Cell ChangedTurbo Button2020-08-28 | patreon.com/turbobutton twitter.com/Turbo_Button
A look back on the various design philosophies across three key Splinter Cell titles, in the hopes that one day this iconic series will emerge again from the shadows.
0:00 - Intro 1:11 - What is Splinter Cell? - Light and Noise 2:47 - Taking Cover 5:07 - Splinter Cell 1 Level Design Analysis 6:35 - Setting Off Alarms 10:00 - Streamlining 11:52 - The Core Tension of Splinter Cell 13:57 - Gunplay vs Funplay 15:01 - Saving systems 16:37 - Splinter Cell: Chaos Theory Level Design Analysis 18:57 - Splinter Cell: Blacklist Level Design Analysis 22:15 - Where did Splinter Cell Go? 24:23 - Conclusion
Modernizing Splinter Cell: Blacklist's Gunplay (GDC) [youtube.com/watch?v=ju88Yv3OlO4]Turbo Button Streams Vanquish with ShammyTurbo Button2018-07-19 | time to fastHow Cover Systems Ruined ShootersTurbo Button2017-08-18 | Cover mechanics gained a pretty infamous reputation during the 7th generation of games, leading many to feel that the entire third-person shooter genre was becoming homogenous and stale. In this video, let's take a look back at just how cover mechanics ruined shooters.
The Last of Us Splinter Cell: Blacklist Mass Effect 2 Uncharted (1-4) Gears of War (1-Judgement) Metal Gear Solid Splinter Cell Spec Ops: The Line Kayne & Lynch 2: Dog Days Quantum Break The Order: 1886 Quantum Theory Tomb Raider (2013) Ratchet and Clank: Tools of Destruction DOOM (2016) Vanquish Fuse Mafia III
Music: Act Like You Know (Instrumental) - Fat Larry's Band Somebody Else's Guy (Instrumental) - Jocelyn Brown Hold Tight (Instrumental) - Change The Way You Move (Instrumental) - Outkast Got To Give It Up (Instrumental) - West Street Mob This Is How We Do It (Instrumental) - Montell Jordan Celebrate Your Love (Instrumental) - Executive Help Is On The Way (Instrumental) - Whatnauts Easy (Instrumental) - Commodores Your Sunset - Tekken Tag Tournament 2The Conflicted Combat of Darksiders 2Turbo Button2017-05-22 | A critique of Darksiders 2's occasionally fun, but often unpolished combat, analysing its flaws, the good parts, and the missed potential.
Turns out no one's really analysed this game's combat as has been done for DMC or Bayonetta, so all of this video was based off things I noted when replaying it. As such, I ended up with a lot of excess notes that had little place in the script.
Extra (mostly positive) Notes:
I like the standing launch move as there's some tactics to using it over the somersault launch - while it doesn't send you up in the air as well it doesn't launch enemies straight up, instead sending them in an arc over your head. On top of this the gun cancels an enemy's horizontal movement in the air-so you can launch from the ground then cancel their arc right above you for better positioning. The gun of course slows an enemy's descent but doesn't stall indefinitely like DMC, instead just slowing them down. The Stalker enemies are particularly badly telegraphed, with powerful moves having little windup (and unclear what their range is) and a series of swiped with little telegraphing that would work fine in Bayonetta but are just tedious in a game with no dodge offset. At some point you get a damage bonus for landing a super tight dodge which is good, any risk/reward incentives in these kind of action games are nice. Why is the final boss SO shit? The wrath system is easily exploited but I'm not sure how I feel about the health system. A potion takes a while to heal you which is good in a sense as it means you can't just spam them while you're taking hits and need to be avoiding damage. However it also contributes to the premise of backpedalling away from danger and chugging potions or using the odd health-giving move so you can tank hits later. Reaper Form is dumb. Unlike giving an attack and speed boost but with the same moveset like Devil May Cry, or even making all your moves wicked weaves like Bayonetta, you just become this big lumbering Reaper with assloads of defense, encouraging you to just mash the attack button as you tank damage. Execution moves improved somewhat from 1, whose humanoid enemies can be killed with it in 1 hit, whereas in 2 this only applies to tiny enemies. Also unless you get some bad execution chances on a certain weapon you won't get too many of them, unlike Darksiders 1 which gave them in spades. Apparently you can turn the numbers off but that only partially fixes the problem. The game is very reliant on gear and stats, the numbers are there to give you immediate feedback on that. Turning them off clears the screen, but then you don't get that feedback, would have been way better to adjust the size. Where are my rival fights guys come on
Darksiders 2 Darksiders God of War Bayonetta Devil May Cry 3 Devil May Cry Devil May Cry 4
Music: I Know What You Want (Instrumental) - Busta Rhymes ft Mariah Carey Ghostwriter - Rjd2 Feel Good Inc. (Instrumental) - Gorillaz Play Dis Only At Night - Pete Rock The Corruption - Darksiders IIBayonettas Enemy Design - Dancing with DangerTurbo Button2017-05-01 | Looking in-depth at Platinum's magnum opus, Bayonetta, and how its enemy design played a huge part in making its combat so exciting.
In Bayonetta 2, if you've launched an enemy from behind you cannot re-launch them (if they begin to fall) unless using Umbran Climax, instead you can keep enemies stalled in the air by repeatedly switching weapons and using just one/two moves in a combo. Pretty weird in a system all about getting to the end of combos. The waggle-stun attack Fearless/Faithless have in 1 is annoying. Waggle stuns are always annoying but this one isn't very clearly telegraphed, not being an actual physical interaction between enemy/player but instead just a vague AoE. Those dumb ships are also set-dressing cannon-fodder in 2, good choice. Even the most basic Affinity enemies have different melee/long-ranged attacks, you can see them using their trumpets a few times in this video. Alraune in Bayonetta 2 is slightly better than the Lumen Sage fights, doesn't feel quite as reliant on Witch Time. Didn't even notice until I rendered the video that I don't think Grace/Glory even use their fire tornado/shockwave attacks in 2! They have a new stinger attack but the fact that these iconic attacks are gone even on the highest difficulty is kinda weird. Bayonetta 2 is still a really good game. :^)
Bayonetta Bayonetta 2 The Legend of Zelda: The Wind Waker (HD) God Hand
Music: Cuba (Instrumental) - Gibon Brothers Good Times (Instrumental) - Chic Gimme the Funk (Instrumental) - Charades Riders of the Light - Bayonetta Let's Dance, Boys! - BayonettaHow Breath of the Wild Fixes Zeldas Item ProblemTurbo Button2017-03-20 | The Legend of Zelda has reached some amazing heights, but it's items have often been far too specific and rigid. Let's take a look at just how Breath of the Wild makes interactions in this huge world feel so much more natural.
The Legend of Zelda: Breath of the Wild The Legend of Zelda: Skyward Sword The Legend of Zelda: Twilight Princess HD The Legend of Zelda: The Wind Waker HD The Legend of Zelda: Ocarina of Time
Music: Coffin Nails - MF Doom Mandrake - MF Doom Dragon Roost Island - The Legend of Zelda: The Wind WakerNioh - A Cut AboveTurbo Button2017-02-24 | Like much of Team Ninja's catalogue, Nioh has garnered a reputation for being tough as nails, however, you don't simply spend your time waiting for enemy attacks to rip you to pieces. Today we dive into how these very overt mechanics encourage attentive play.
This was my first foray into using Premiere for editing! It was a bit of a learning experience, but quite fun too.
Amor de Guitarra - Armik White Tiger - NiohPlaying the Scripted Set PieceTurbo Button2017-01-31 | Cinematic set-pieces are often a showcase for a game's production values, with the interactive element being pushed to one side. It's time to take a look at these largely-scripted scenes, not for their scale or their technology, but for the potential and miss-steps of their gameplay.
Hitman: Absolution footage from JagOfTroy (worldoflongplays)
Games shown (in order of appearance): Uncharted 3 Spec Ops: The Line Rise of the Tomb Raider Tomb Raider Uncharted 2 Uncharted 4 Half Life 2 Half Life 2: Episode 2 Splinter Cell: Blacklist Hitman: Absolution Splinter Cell: Pandora Tomorrow Splinter Cell: Chaos Theory Splinter Cell
Music:
Ratatat - Loud Pipes Hocus Pocus - On and On (Instrumental) Kero One - This Life Ain't Mine (Instrumental) Ratchet and Clank: Going Commando - Silver City The Social Network - A Familiar Taste Pete Rock - Glowing Trackmania 2 - Tachmania Tekken Tag Tournament 2 - Battle CryTitanfall 2 - Mobility and MomentumTurbo Button2016-12-02 | One of Titanfall 2's main draws is its parkour system; wallrunning, sliding and bunnyhopping is a core focus of Pilot gameplay. In this video I run over how these sweet movement systems work and why they make the game so much fun.
Games shown: Titanfall 2 Wolfenstein: The New Order DOOM (2016) Mirror's Edge
Music Used: Trackmania 2 Stadium - Hydroplane Trackmania 2 Valley - Forecast Jet Set Radio Future - Concept of LoveDonkey Kong Country: Tropical Freeze - Level DesignTurbo Button2016-11-04 | An in-depth analysis on how Retro Studios managed to make levels in Donkey Kong Country: Tropical Freeze packed full of fantastic design. [obligatory monkey-related pun]
Music Used: Donkey Kong Country Tropical Freeze - Funkys Fly N Buy Donkey Kong Country Tropical Freeze - Swing Juice Donkey Kong Country Tropical Freeze - Zip-line Shrine Sonic CD - Quartz Quadrant Present [JPEU]Max Payne - Identity From AdversityTurbo Button2016-10-05 | Remedy's classic PC shooter Max Payne is one of my personal favourites but not for its rather simple gameplay. In this little change of pace I take a look at why the original game stands out so well tonally and how its successors failed recapture the magic.
Music Used: Ryo Fukui - I Want To Talk About You Max Payne - Max Payne ThemeDevil May Cry 4 - Designing a Great Boss FightTurbo Button2016-09-23 | A very quick look at one of the best rival fights in the Devil May Cry series. Credo's design kicks loads of arse and deserves more praise.
Even just looking at it from Nero's perspective this video won't cover everything. Some little notes I either couldn't fit into the video or forgot while writing the script:
- That third telegraph on the spear also has tighter timing compared to the second one, the startup is much sooner after the second one is thrown. - Shield breaking isn't consistently at the same amount of health, nor necessarily tied to his new moveset, but with however many times I did this fight for the video it came pretty damn close almost every time. - Sound design if you throw the spear back is so good, love that crunch. - The shuffle move is so great if you're trying to land parries, gets you distance from one attack while setting you up to clash with another. - Hitboxes on this fight are super good. With the way certain attacks change Dante/Nero's positions you can "low profile" him, check 6:50.
Recommended: youtube.com/watch?v=ken8sOu0x-8 - this is the most insane thing I've ever seen someone do in this fight from Dante's perspective. I mostly focused on Credo's moveset in this video but if you want proof of just how much you can do with Dante, this is that video.
Music Used: Sister Sledge - The Greatest Dancer Joakim Karud - Dreams Joakim Karud - Piano & Sax ChainDive - Movin' On (Stage 1)Metroid: From Super to Prime - Translating a ClassicTurbo Button2016-07-18 | Metroid Prime received a fair amount of backlash upon its reveal due to not looking quite like a true "Metroid" game. 14 years on, with Prime considered a classic, it's time to take a look at just how the concepts of Super Metroid were translated into this new perspective so well.
Music Used: Metroid Prime - Planet Tallon IV Super Metroid - Lower Brinstar Metroid Prime - Wrecked Ship Frigate Orpheon Super Metroid - Upper Brinstar Metroid Prime - Tallon Overworld Metroid Prime - Phendrana Drifts Metroid Prime - Menu SelectF.E.A.R. - Level and Enemy DesignTurbo Button2016-05-19 | In which I pretty much just use the shotgun.
F.E.A.R. gets a lot of worthy praise for its revolutionary A.I., awesome lighting and environmental destruction, but its level design goes severely underlooked. Here I talk about F.E.A.R.'s often great map design and why they are just as important as the A.I. itself in creating dynamic and interesting enemy encounters.
I highly recommend reading Jeff Orkin's "Three States and a Plan: The A.I. of F.E.A.R.": http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Nas - Get Down (Instrumental) Big Pun - Still Not a Player (Instrumental) Yakuza - Funk Goes OnAlan Wake - Surrealism and UncertaintyTurbo Button2016-05-07 | Alan Wake had some running themes of surrealism and uncertainty that unfortunately weren't fully realised from start to end. Despite this, there are some great moments where this stuff really shines.
Today I look at the good and bad of Alan Wake's attempts to subtly creep you out with its surreal vibes, and long for Remedy to hurry up and make a sequel.
Music Used: Pete Rock - Intrigue Pete Rock - Hop, Skip & Jump Ratchet and Clank - EudoraNintendos Unsung Genius - Yoshiaki KoizumiTurbo Button2016-04-26 | A quick look at the design philosophies and principles of a terribly underrated game designer at Nintendo.
The Legend of Zelda: Majora's Mask Super Mario Galaxy The Wonderful 101 The Legend of Zelda: Ocarina of Time Super Mario Sunshine Super Mario 64 Transformers: Devastation Darksiders 2 Dark Souls DmC: Devil may Cry The Legend of Zelda: Link's Awakening Super Mario Bros. 3 The Legend of Zelda: Skyward Sword Super Mario 3D World
Music Used:
Pete Rock - Accelerate Super Mario 3D World - Sunshine Seaside The Legend of Zelda: Ocarina of Time - Gerudo Valley The Legend of Zelda: Majora's Mask - Astral Observatory The Legend of Zelda: Majora's Mask - Milk Bar Super Mario Galaxy: Star FestivalMetal Gear Solid V (Ground Zeroes) - Level DesignTurbo Button2016-03-05 | Picking apart the level design of Camp Omega of Metal Gear Solid V: Ground Zeroes, particularly in the main mission, and why it's just so good.
Kero One - In All The Wrong Places (Instrumental) Katamari Damacy - Lonely Rolling Star Kero One - Keep It Alive! (Instrumental) Miami Disco - Perturbator
Yes Kojima, I did rike it.Splinter Cell (Pandora Tomorrow) - Level DesignTurbo Button2016-02-07 | A look at many of the scenarios provided in the Cryogenics Lab level in Paris, from the awesome and underappreciated Splinter Cell: Pandora Tomorrow.
Ratchet and Clank: A Crack in Time - Deep Space Jams 16 No More Heroes - Motel Cowboy Bebop - Too Good Too Bad Kendrick Lamar - Sing About Me (Instrumental) Trackmania 2 Stadium - Tail LightsDefining DepthTurbo Button2015-12-07 | An in-depth study on the concept of depth in game design, and what makes the gameplay of a given title "deep".
The Sound Defects - Angels Streets Of Rage 2 - Stage 1-1 (Go Straight) Ratchet and Clank: A Crack in Time - Deep Space Jams 24 Bayonetta - Enzo and Drive Metal Gear Solid 3 - (Radio) Sailor Ratchet and Clank: A Crack in Time - Deep Space Jams 21 Nujabes - Tsurugi no Mai Sonic Unleashed - Apotos, Windmill Isle (Night) Paper Mario: Sticker Star - Boo Night Fever Super Smash Bros. Melee - Target StageDragons Dogma and Enemy DesignTurbo Button2015-07-24 | They're masterworks all you can't go wrong.
Dragon's Dogma was a fun little gem that didn't get nearly the appreciation it deserved, however with the right funding and more development time it could have been much, much more. My main problem with the game was the way a lot of the enemies were designed around melee combat, so in this video I talk about the problems I had in this regard.
Dragon's Dogma is still a really fun game, but I feel that without these annoyances the game could have been something truly special.
Music used: Nujabes - Lady Brown [Instrumental] Dustforce - Fifty FPS ForestAnimation in Action GamesTurbo Button2015-06-13 | On the topic of animation, and why it is important to think carefully about the way it functions in tandem with combat in action games.
Hotline Miami 2 Wrong Number - Rust L.A. Noire - Menu Theme Nujabes - Aruarian dance Catherine - Also Sprach Brooks Ollie King - TeknopathicSplatoon and the State of ShootersTurbo Button2015-05-11 | Sometimes a game can be too fun to the point of making you sad about the state of the rest of the genre.
Follow me on twitter if you're into that sort of thing. twitter.com/Turbo_Button Support me on Patreon if you're up for that patreon.com/turbobutton http://www.gatheryourparty.comPacing and Structure in Video GamesTurbo Button2015-04-22 | Where and when certain developments in a game occur is pretty imperative to creating as smooth and enjoyable an experience as possible. In this video I detail some games that have followed structures that have proven succesful in keeping the attention of the player and providing suitable incentive to play on.
Nujabes - Blessing It [Instrumental] Half Life - Credits theme Uncharted 3 - Badlands Zelda Twilight Princess - Faron Woods Super Meat Boy - Fast Track to Browntown Scott Pilgrim Vs. The World The Game - Cheap Shop.Thoughts on Splinter Cell: Chaos TheoryTurbo Button2015-03-09 | Arguably one of the best stealth games ever made turns ten years old this month, in this video I offer my thoughts on the title and whether or not it's still worth playing. Follow me on twitter if that's your kind of thing. twitter.com/Turbo_Button http://www.gatheryourparty.comPlayable Cinematography: Video Games and Visual LanguageTurbo Button2015-02-19 | A video detailing how some games have managed to use their camera and lighting in clever ways to convey certain things to the player. Considering how much games ape films these days, the most they can do is try and copy how effectively movies can present images.
Films used in the intro: Drive, The Shawshank Redemption, Hot Fuzz, Apocalypse Now, Blade Runner, The Usual Suspects.
Music used:
Nujabes - Kumoni Yakuza 5 - Rainy Super Mario 3D World - Athletic Pokemon Black 2 & White 2 - Virbank City Cave Story Remastered - SafetyThoughts on Donkey Kong Country: Tropical FreezeTurbo Button2015-01-20 | Decided to have a swing at doing a very loosely-scripted video just spilling my thoughts on Tropical Freeze. Follow me on twitter if you care: twitter.com/Turbo_Button http://www.gatheryourparty.com