Thursday, February 28, 2013

Games Deserving Sequels: Mirror's Edge

UPDATE: At E3 2013 it was announced that a new Mirror's Edge game was in development and that it is a remake of the original, rather than a sequel. This news makes the final paragraph of this blog post obsolete, and I'm just fine with that.
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It's time for the third and final entry in my series on video games that I think should get sequels. In our finale we take a look at the first-person parkour adventure game titled Mirror’s Edge. This game has the distinction of being the weakest of the three in the series in terms of the quality of the original, and yet is the most likely to get a sequel at some point.

Concept art for Mirror's Edge.
Mirror’s Edge puts you in the first-person perspective while bounding across a city landscape. You’ll be running, jumping, sliding, rolling and climbing through the city in a parkour fashion that is reminiscent of platform games like Prince of Persia. In Mirror’s Edge you play the role of Faith, a courier who is part of a network of runners that deliver packages outside the law. The city of Mirror’s Edge is a totalitarian state, and the network that Faith is a part of is portrayed as a group of people working against the system. The setup is somewhat interesting, and the fact that your character is not a hyper masculine badass but instead an Asian girl whose strength is more in running than fighting is a nice change of pace. The storyline follows Faith as she runs across the city, trying to prove the innocence of her falsely accused (police officer) sister. You’ll experience the usual conspiracy, plot twist and betrayal common in many video game stories, and while the narrative is ok overall, I do wish the cutscenes were done differently, as in the game they are animated in a style that looks like old Esurance commercials.

Clean, beautiful and under government control.
Playing in the first person is the primary distinction between Mirror’s Edge and other platforming games. The running, bounding, sliding and rolling is played out as if you were doing it yourself. At the same time, Faith’s arms and legs are visible and move while running and platforming, which helps build immersion into the experience and keeps you from feeling like just a floating camera. The camera itself shakes a bit while moving, just as you might imagine it would when Faith is running and jumping everywhere. It is surprising how well this first person perspective works, and while you’re not doing anything new or innovative in terms of the actual movements, they somehow feel fresh and exciting in the game.

Stick the landing!
Mirror’s Edge also has an interesting momentum mechanic. Faith does not have a single run speed, but rather builds up speed as she runs and successfully executes a series of movements. This momentum can be lost, however, should Faith do something like take a hard fall, mistime a slide or run up against a wall. The momentum mechanic can be something of a two-edged sword, whereby it can be very satisfying to nail a long sequence of movements at full speed, but also frustrating to be brought to a halt by a mistake or not knowing what to do in a particular situation. Mirror’s Edge is arguably just as much a rhythm game as a platformer, and loss of momentum can seriously damage the rhythm of your playthrough. That being said, the momentum mechanic is still largely a positive one, adding immersion and a bit of realism to the experience.

Maybe entering through the upper level wasn't the best idea.
The one thing that really breaks momentum more than anything else though, is the combat that is sprinkled throughout the game. Local police are not amicable to Faith’s activities and are frequently trying the capture or kill her. While it is made clear early on that Faith should try to evade or outrun the police whenever possible, there are times when combat becomes unavoidable. Enemies will shoot at you from a distance, but once you get in close they will try to melee you. When this happens you will be given a cue that lasts a fraction of a second, whereby if you hit the proper button Faith will disarm the enemy and take his weapon. Unfortunately this disarm mechanic can be finicky and the time window for it is so small that successfully executing it can be very difficult. After awhile I stopped trying to disarm enemies and instead did either a jumping or sliding kick followed by some punches to deal with them. Though this felt a bit more in line with the game’s parkour vibe, it still hurt the pacing. It also doesn’t help that the hit-detection was frequently off.

Combat doesn't quite fit with the rest of the game.
As a result of these combat scenarios, you will occasionally have the option to use a gun. If you disarm an enemy or pick up his gun after knocking him out, you will steal his weapon and can potentially use it against other enemies. The actual gunplay of Mirror’s Edge is fairly weak, being both loose and imprecise. This is surprising because the game was made by Dice, the developers of the Battlefield series. To Dice’s credit, the gunplay does make a bit of sense in that Faith is not portrayed as skilled shooter. As a runner, you are generally discouraged from using guns as most of them will slow you down and keep you from being able to perform the movements needed to proceed in the game. Faith also cannot reload any gun she picks up, as she only took the weapon and not any spare magazines, and this in a way works with the theme that Faith is always moving and does not stop to loot the bodies of fallen enemies. Overall the gunplay kind of makes sense, but it’s still terrible. I’m really not sure whether it was intentional or just poor mechanics.

Guns do not work the way you might think.
The art style of Mirror’s Edge largely fits the general narrative of a city under tight control. Bright white is pervasive everywhere, giving the city a sterile and ordered feel. In addition to white, each area of the game has one or more strong colors (blue, green, yellow, etc) that overlay and help define the scene. One color, red, is particularly important though, in that it is used to help guide the player. As you advance through the game you’ll see objects colored red, and those indicate where you need to go. None of the areas or objects in Mirror’s Edge are particularly detailed, but then again since you’re running much of the time you normally don’t stop to notice. You could also argue that as a runner you’re more concerned with an object’s value for interaction than its looks. One thing you will notice is that for a massive city, you strangely run into hardly any people. With the exception of the police, almost every area is completely empty. This makes sense for when you’re on rooftops or in the sewer system, but why is there no one at the mall? My guess is that placing people in the buildings would only cause problems for gameplay in that they would get in the way. One last thing to note about the design of the areas in the Mirror’s Edge is that some look similar to each other. There were times where I could swear I was in the same building earlier, just with a different dominant color.

I'm going to assume by the coloring that this is a Jamba Juice factory.
The sounds you’ll hear while leaping and bounding through Mirror’s Edge do a good job of complimenting the visuals and building immersion. The footsteps of Faith as she runs along, together with her breathing and exerting herself with each movement all come out right and have you believe that Faith is actually doing what you see onscreen. You hear her hands smack against objects as she vaults over them and the sound of her doing a rolling landing has some real weight to it as her body impacts the ground. On a side note, should Faith take a long fall to her death, you will be treated to a disturbing splattering sound. The ambient music in the background compliments the sterile look of the city, and appropriately ramps up in tempo when you’re being pursued. The soundtrack of Mirror’s Edge also gave us one of my favorite video game theme songs; Lisa Miskovsky’s “Still Alive.”

Because an elevator would be too easy.
From the previous paragraphs I hope you can see that Mirror’s Edge has a number of things going for it, but also a number of problems. Despite its issues, I think the base concept of Mirror’s Edge is sound and I would love to see a sequel. Here are a few thoughts I have on it.

Running through the sewers.
Although continuing Faith’s narrative would be natural for a sequel, the role of lead character could potentially be given to someone new. This is not to say that Faith wasn’t an interesting character, but rather that putting you into the shoes of someone new could also work. Faith of course would be familiar and the easier option, but maybe Dice could go out on a limb and introduce a new character. Regardless, the writing will need some work. The storyline for the first game did just barely enough for me to keep interested, but it could have been so much more. We learned next to nothing about the regime keeping the city under control in Mirror’s Edge, so perhaps the sequel could delve into the system and the people behind it.

Who runs this city, and why do I suspect I'm going down that hole?
As it was the main breaker of the rhythm of the first game, combat should get some adjustment. Hit detection and tweaks to the timing of disarms would help a lot, and an overhaul of how you are able to approach combat could potentially fix the rhythm issue. In Mirror’s Edge you would close with an enemy and then either disarm or strike him. Both cases would bring you to a halt and kill forward momentum. If Faith’s arsenal of combat moves could be expanded so that she could strike or disarm an enemy, all while still moving forward, then the pacing of the game could be maintained while allowing Faith to have combat encounters. For some inspiration on how to do this, a good example to look at would be the recent game Assassin’s Creed 3, in which the main character can take out enemies while still maintaining the pursuit of his target.  

Incoming!
Something also has to be done about the guns in a Mirror’s Edge sequel. As stated earlier, the mechanics behind them were wonky, and using them felt out of line with the rest of the game. Whenever I picked up a gun I instantly reverted to my first-person shooter mentality and stopped playing the game as it was intended. In one particular section, Faith was making her way down through a building and running into enemies as she descended the levels. I disarmed one enemy, took his gun and killed the next guy, took his gun and killed the next guy, took his gun and killed the next guy and proceeded to do this all the way down. In retrospect I think I was supposed to be evading them, but I was unable to overcome my instinct to eliminate the threat rather than run away from it. One possible solution would be to just eliminate gun usage from a future sequel. If Faith took down an enemy she could instantly discard the weapon and already fallen foes would not leave guns to pickup on the ground. Another possible solution would be to refine how guns are handled. In this case, Faith should again have to work with however many bullets are already in the gun and not be able to reload, just like the first game. Faith’s aim should also be improved, and this could be easily explained by saying that in the time between games she has gotten better at shooting. At the same time, actually using a gun should be highly discouraged – even more so than in the first game. I don’t know exactly how, but I really think gun usage should incur the player some sort of penalty. Perhaps killing police/guards rather than disarming or evading them could intensify their response and make them more intent on killing you (kind of like the star level in GTA).

Not the way Mirror's Edge is supposed to be played.
Going on the assumption that Dice would still be the developer of the sequel, it might not be a bad idea to bring in their Frostbite 2 engine to power the next game. Frostbite 2 has already shown its potential for both graphics and character animations in games like Battlefield 3, and could be used to great effect in a Mirror’s Edge sequel. The move set for Faith could be expanded, allowing for the player to pull off more acrobatic maneuvers. It could also be used to create much better cutscenes in-game. While the overall art style of bright white and primary colors should be brought over from the original, more detailed environments and characters would be a major plus for the sequel. In designing the areas of the sequel, Dice should also open up the world for more routes and ways to traverse the environment. A notable problem with the original game was that although you had the illusion of being in a large environment that could be explored, there was really only one overall route to reach your objective.

Can you see the route?
A last thing to do with a sequel would be to expand the game at bit. I get the feeling that Mirror’s Edge was testing the waters of its concept, and now that we have seen its potential a larger game is in order for the sequel. A longer campaign (the first one was only about six hours long) and some extra modes would go nicely. The first game had a time trials mode where you could compete for the fastest times across several courses. Though the courses were often fun and imaginative, the leaderboards were badly messed up with people hacking the game so they could finish a course in less than five seconds. Any sequel will need to have something to protect against this kind of cheating. On the subject of the time trials, I think a solid addition to the new game would be a level-editor that would allow users to create, share and modify courses. Not many people would use it, but there would likely be a few persons who would create some great courses for everyone else to navigate. Dice could publicize the ones they think are the best and give the creators some sort of reward.
 
One of the time trials courses.
So, will there ever be a sequel to Mirror’s Edge? Technically, there was a Mirror’s Edge game for mobile devices, but I’m not counting that as a true sequel for this blog post. But to answer the question; it might just happen. At several points over the past few years, Dice has confirmed in interviews that the Mirror’s Edge brand is not dead. There has not been a firm confirmation that a sequel is in development, but Dice seems to be indicating that there is a legitimate chance of it happening. The original Mirror’s Edge sold a bit over 2 million copies worldwide, which is not a huge number, but not small enough to be considered a commercial failure either. Here’s to hoping we’ll one day bounding across the city in first-person again.

Have faith.

Tuesday, February 19, 2013

A Taste of Boulder: the Taj

After a bit of a break, it’s time for another entry in my Taste of Boulder series. Today’s featured restaurant is the Taj, an Indian food restaurant just south of where I live.

Located up the stairs, on top of a bicycle store
Those of you who know me know my limited palate and general disgust with certain foods, so the inclusion of the Taj in this series might surprise you. I’ve tried Indian food a number of times over the years and don’t particularly like curry or the general spiciness of Indian food, but the Taj has found a way to offer a few items I like.

A small sample of the food offerings
The standard Indian affair of curry, rice, naan bread, lamb etc can be found at the Taj. Since I’m not all that familiar with Indian food, I can’t speak to whether the offerings are “authentic”, but if nothing else there are several items that I like. The chicken and lamb korma I found to be quite good. I don’t know what flavor the sauce is that they put on it, but it mixed well with the meat and had just enough spice to bring out more of the flavor but not so much that I couldn’t take it (keep in mind, my spice threshold is low, so it might be considered bland to others). The naan bread is also solid and I thought complimented the lamb well. The dish that I had when I was last at the Taj also came with some yellow rice (see photo above). Normally I don’t like that stuff, but my friend Ed (who was with me at the time) suggested I dip the chicken and lamb korma in the rice and two went together fine. I still prefer the naan bread to the rice, but if the bread is not an option I would be ok with the rice. My friend Ed also enjoys their chai tea. One more item of note is the honey chicken. Although arguably a Chinese, rather than Indian item, it’s one of the few types of chicken I actually like and I’d recommend giving it a try.

Ed sat down with me at my last visit to the Taj
The best time of day to visit the Taj is definitely during the lunch buffet hours. Then you can load up on things you like while skipping things you don’t care for that might be included with regular menu items at other times of the day. To get the most for your money, (you can expect to pay something like $10 for the lunch buffet and a few dollars more for regular menu items at other times) I suggest you implement what I refer to as the “Pei Wei strategy”, (a few Colorado people know what I’m referring to) and make this the sole meal of your day. Skip breakfast, stuff yourself to the brim at the all-you-can-eat buffet, and be full enough to not eat again until the next day. While traveling overseas I found this to be a very effective way to save time and money (though I’m guessing it’s not a healthy practice to maintain over an extended period).

Normally the Taj is fairly full, but when Ed and I came for this meal they were in between meal hours. The staff was very kind to seat and serve us even though they weren't actually open for business at the moment.
And that’s the Taj; an Indian food restaurant that I somehow actually like. I didn’t think such a thing was possible, but in town like Boulder you can expect to have your presumptions challenged and possibly even overturned.

Saturday, February 16, 2013

Games Deserving Sequels: Vanquish

In my second entry on video games that should get sequels, I present to you another outstanding but under appreciated title: Vanquish.

Time to suit up.
Vanquish is a third-person shooter from the mind of Shinji Mikami, the creator of the Resident Evil series, and was developed by the ever-talented folks at Platinum Games. The game is set in the future on board a large space station orbiting Earth that has been taken over by a Russian extremist group. These evil Russians (the only type that exist in entertainment) have weaponized the station’s massive microwave energy generator and used it to devastate San Francisco. They are now threatening to do the same to New York City unless the American government surrenders. The Americans send their space fleet to fight the Russian space fleet around the station, and while that is going on an American ship full of space marines manages to board the station in order to retake it.  On that ship is your character, a DARPA operative named Sam Gideon. Sam is tasked with rescuing Professor Candide, a DARPA researcher, who can shut down the station’s microwave weapon but has been taken prisoner by the army of Russian robots who have occupied the station. Over the course of the game’s campaign you fight your way across the station, wiping out any Russian robot foolish enough to get in your way.

Bullets, explosions and robots. What more could you ask for?
From I’ve written so far, most of you can guess that Vanquish’s storyline isn’t its strongest element. It gives you sufficient reason for what you’re doing and will move you from one action set piece to the next, but not much beyond that. During the loading screens you’re given bits of text that give more back-story on the characters, locations and tech involved in the storyline, but the game loads new levels so quickly that you can’t read them in their entirety. This gives Vanquish the strange honor of being the only game I’ve ever played where I actually wish the load times were longer. Vanquish’s characters include the tired bunch of gravel-voiced space marines, evil Russians and hordes of robots that need killing. The voice acting is decent for the most part, but slips into the corny and campy on multiple occasions. The characters also never really grow over the course of the game, which is unsurprising given the story being told, but still disappointing because some relationships, like that between Sam and his support operative Elena, could have been much more interesting.

Space marines to the rescue... again.
In spite of all this, Vanquish’s outstanding gameplay makes the preceding issues with storyline and characters nearly irrelevant. Rock-solid shooter mechanics combined with a strong cover system and inventive weapons gives Vanquish many of the same qualities as Western-style shooters such as Gears of War. However, if you approach this game in the same manner as Gears of War you have completely missed the point and wasted Vanquish’s potential. Vanquish places a heavy emphasis on speed, style and skill (a common emphasis in games made by Platinum) and dares you to try and see just how over-the-top you can make its action. Your character Sam goes into battle wearing the ARS battle suit, which allows him to rapidly boost across the battlefield and slow down time. Your suit has limited amount of energy that recharges after a few seconds, but part of the fun is experimenting to see what and how much you can do before the suit overheats and needs to cool down. Should you take a lot of damage, slow motion instantly kicks in, giving you one last chance to either get to cover or to take down the enemies shooting you. In addition to your suit, Vanquish has Sam employing a variety weapons that range from your standard rifles, shotguns and rockets to more fantastical weapons like a gun that locks onto targets and then fires a volley of lasers at them. Throughout the game you can find item pickups to improve your weapons, giving a sense of progression to Sam’s combat prowess. Sam also has a different melee attack for each weapon he can carry. One last thing of note regarding the gameplay is a hilarious little mechanic where Sam can stop in the middle of a fight to take a smoke. While in cover he can pull out a cigarette, light it, take a puff and then toss it, which serves to distract nearby enemies.

Boosting around is not only cool, but also helps dodge enemy fire.
The slow motion survival mechanic is bound to happen multiple times as you play through the campaign, because Vanquish is not an easy game, even on normal difficulty. While most games give you an easy opening level to practice in before going up against harder scenarios, Vanquish throws you into the fire in its first mission. You’ll quickly realize that the cover system and the abilities of the ARS suit are not just gimmicks, but necessary tools for victory. Enemies are out to kill you and bosses present a real challenge. On a side note, I loved the boss fights in Vanquish. Many of the bosses have attacks that will kill you with a single hit, but they are always telegraphed, giving you a chance to escape and making these encounters hard but fair (the way boss battles should be).

One of the boss fights of Vanquish.
Complementing Vanquish’s superb gameplay are its fantastic visuals. The sci-fi cityscapes of Vanquish provide a fitting backdrop for the game and levels are well designed. In one of my favorite sections of the game, you are frantically rushing across a collapsing bridge, while fighting your way past Russian robots with no self-preservation instincts. The only times I thought Vanquish’s visuals and design weren’t so great were the few times where you are in more organic environments, such as when you fight your way through a park. But what Vanquish does better than most other games, regardless of the setting, is battlefield chaos. Every set piece engagement is full of bullets, explosions and moving enemies; all at the same time and for the most part running at a smooth 60 frames-per-second. For a fun little diversion, get into a firefight and try to keep track of everything that is going on. For an even bigger visual treat, go into slow motion where you can clearly make out bullets whizzing past you. Sam’s suit by itself also deserves some mention, as the sheer number of lights and moving parts is impressive. Your gun is itself an extension of your suit, and changes into each of the three weapons you can carry in a cool little morph animation that happens in real-time during gameplay.

Robots everywhere, and not one of them is your friend.
The singleplayer campaign of Vanquish will last you about seven hours depending on your skill and the difficulty level you play on, but is worth replaying. As you move through a level you are given points for things like taking down enemies with style, finding item pickups and completing the level under a certain time. At the end of each section of the game you are given a rating for your performance, encouraging you to go back and try to pull off more stylish kills and complete the level in a faster time. Your score can be uploaded to online leader-boards where you can see how you stack up against your friends and the world. Though I personally didn’t care too much about the scoring system, I did feel a certain satisfaction whenever I earned a good score. There is also a challenges mode, which allows you to take on various scenarios and go for high scores. Vanquish has no multiplayer, and that is the way it should be. Many games over the years have suffered from tacked-on multiplayer modes that were nothing more than checkboxes for marketing material, but Platinum had the sense not to waste time and resources on it.

Just like mechs in anime, the Russians sacrificed plausible mechanical designs in order to store a ton of missiles.
Rounding out Vanquish’s strong features is its audio. Despite everything that is occurring onscreen, the sound from all the gunfire, explosions and collapsing structures never overwhelms the senses. Going into slow motion sounds exactly like you would imagine with low-pitched rumbling and the clanking sounds of moving mechanical parts. The electronic music goes well with the futuristic look of the game and stays at just the right level so that you can hear it but are not distracted by it. Vanquish also comes with multiple language tracks that are fun to try out. After beating the game once, play through a second time but see what it’s like for everyone to be shouting in French, German or Japanese.

Take cover. You'll need it.
So with all that said, what would I like to see in a sequel? More of the same, for the most part. Platinum came close to nailing it with Vanquish, so any sequel could follow much of the same formula as the original. Still, there are a few adjustments I would like to see.

Russian robots are like Pokemon. Gotta kill 'em all.
The biggest item that needs refinement is, you guessed it, the storytelling. Vanquish’s gameplay was so awesome that it could be forgiven for its weak story and bland characters, but it will be harder to overlook this shortcoming a second time. Any sequel will of course have to work within the universe created by the original, but at the same time the lack of storyline and mythos surrounding the Vanquish universe should give enough leeway for any future writers to craft a more interesting tale.

One way to clear traffic.
In the same vein, more fleshed out characters and more character development over the course of the game would help further address Vanquish’s major shortcomings. Just as with the overall storyline, writers of the next game will be hobbled by some of the original material they will have to work with, but the problem is far from insurmountable. Sam and Elena would likely return, and a sequel could explore them and their relationship, as long as it doesn’t turn into a forced romance (completely unrelated to all of this; the Elena in Vanquish is sadly not the same Elena from the Uncharted series, but I like to pretend that she is her descendant). We could learn more about who they are and their work at DARPA, and maybe there could even be a level where Elena gets her own ARS suit and kicks some Russian robot @ss. The leader of the evil Russians could also use some work, as he we didn’t learn much of anything about him and he was portrayed as the old evil just for the sake of being evil clichĂ©. A few more cool female characters that are not just eye candy or token romantic interests could help too.

We WILL be your typical space marines.
Obviously, having a slightly longer singleplayer campaign would be a good addition to any sequel. Vanquish is admittedly more like a sugar rush than a filling meal, but lengthening the campaign by two or so hours is well within reason. I would suggest Platinum aim for roughly the 10 hour mark with any sequel.

Slow motion allows for some stylish kills.
Lastly, Platinum, please don’t ever add multiplayer.

At the end here, we again pose the question of whether or not an actual sequel to Vanquish is likely. The answer is no. Although a sequel to Vanquish is not as absurdly improbable as a sequel to Split/Second, the game in my previous post, Vanquish simply did not sell well enough for Platinum to feel confident about making a sequel. I don’t think we’ll ever see a sequel to Vanquish, which is truly a shame because the original set a strong gameplay foundation for future games to build on.

Saturday, February 9, 2013

Games Deserving Sequels: Split/Second

Today I make my first foray into the overcrowded world of video games blogging. As some of you know, I am something of a video gaming enthusiast, and enjoy keeping up with the industry. I am not going to be doing anything that you could call journalism with these posts; they are strictly opinion pieces and are intended as just a way for me to write about some of the titles that I enjoy and aspects of video gaming that I find interesting. If you like video games then you might likes these posts, but I understand that not everyone finds this stuff interesting.
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In our maiden voyage into the realm of video games blogging, I present to you a game that I think should get a sequel; the first in a planned series of three entries on this topic. Today’s entry is dedicated to one of my favorite racing games of this console generation: Split/Second.

Yup, you're driving straight into that.
There are plenty of arcade racing games out there. Some even feature events that players can activate to alter the course or attack other drivers. But I haven't played any that are on the same level of explosion filled insanity as Split/Second. The whole premise of Split/Second is that you are racing on a course meant to be destroyed. There is something of a storyline in this game, about how you’re in a TV show that’s covering this explosive (pun intended) racing league that you’re trying to win, but as with the vast majority of racing games, the story is nearly irrelevant. Your season is broken up into 12 individual episodes, which are broken into six individual events that you try to win. The events include standard races, time trials, and survival modes. In one notable mode, called Air Assault, your car is being pursued by an attack helicopter and you have to dodge its missile volleys as long as possible. In each event you need to place third or better to advance, or achieve a certain time. The better you do, the higher your overall ranking in the season. Each episode finishes with a race against the league’s top-ranked racers, and you need to finish in third place or above to unlock the next episode. At the end of the last episode you need to have earned enough points to be in third place overall or above, as ranked against the elite racers who you faced at the end of each episode, to have “won” the game, (as much as one can "win" this sort of game) though you can always go back and replay old events to boost your overall ranking. If you win the game, you’re treated to a brief cutscene whereby you join the ranks of those elite racers you faced off against and it is implied that a second season of the show is in the works and will be even crazier than the one you just completed. Sadly, no sequel to Split/Second has even been announced.

Let the mayhem begin!
Split/Second’s primary mechanic lies in the various events that you can activate to wreck opponents and/or change the course. These events are called power plays, which are broken into two levels. Level one power plays do things like explode parked cars, hurl construction shovels across the track or drop explosive barrels from a helicopters hovering over the course. Level two power plays are much more dramatic and frequently alter the entire route of the course. Some notable level two power plays include breaking a dam, leveling the cooling towers of a nuclear plant and destroying a bridge. One of my personal favorite level two power plays occurs on the airport course and allows you to cause a jumbo jet to make a crash landing on the runway that you are driving on, forcing you and the other racers to dodge a wall of fire and debris coming straight at you. In order to activate power plays you have to earn them, and you earn power play levels by doing things like drifting, drafting behind opponents and getting airtime by going off jumps. As you do these things a meter at the bottom of the screen fills up and when you have enough you get visual cues that you can now activate a power play that is in range. To earn an all-powerful level two power play you must fill the meter entirely. Each course has different power plays and part of becoming a better player is learning where they are located and the timing to properly use them. Multiple racers can activate various different power plays simultaneously, so you can have times where the entire track suddenly erupts in chaos. Having a parked bus explode followed by a near miss with a wrecking ball and then seeing a smokestack falling down and changing the route might be an audiovisual overload for some, but I personally prefer my racing games to be chaotic, and Split/Second does chaos near perfectly. The visual spectacle is still impressive today, even though the game came out almost three years ago. The excellent audio of explosions, car engines and building collapses, combined with exciting (albeit limited and repetitive) music helps to complete the package of racing insanity. If you have a good sound system for your TV this is a game that will make great usage of it. Split/Second does so many things well that even a person like me who is not the biggest racing game fan can’t help but like it and want a sequel. 

You'll get a brief tutorial on using power plays.
With all that said, there are a few things that I would like to see tweaked or changed with any sequel. The biggest item is the rubber-banding effect in the single player campaign. For those of you who don’t know, rubber-banding is a game mechanic meant to maintain a level of challenge by making the racers in the back of the pack faster to allow them to catch up with the leaders (once the racers in the back catch up the effect is supposed to end). While some amount of rubber-banding is needed in racing games to keep races from being blowouts, Split/Second went overboard with its rubber banding, particularly in the elite races at the end of each episode, meaning that no matter what you did the other races would quickly catch up with you, and usually rocket pass you. Infuriatingly, the rubber-banding mechanic never works in your favor, so if you fall behind in an elite race there is no hope of ever catching the leaders. It's somewhat sad to know that excessive rubber-banding has been the bane of arcade racing games for a long time. Another more famous game that was notorious for this problem was the old Mario Kart 64. If you played on the highest difficulty setting and an AI player took a big lead there was no way you could possibly catch up, unless somehow there was a volley of five blue shells, one after another (and even that probably wouldn’t be enough). Any sequel to Split/Second should tone down its rubber-banding overall, as well as give you a decent chance to catch up if you fall way behind.

The attack helicopter pays you a visit in Air Assault mode.
The second major thing that I would like to see adjusted is the rate you gain power plays in multiplayer. The primary selling point of Split/Second is the power play system you can use to alter the course or try to wreck other racers. In singleplayer the system works well, but in multiplayer you earn power play levels much slower, primarily because it is much harder to draft behind an opponent in multiplayer (and if you’re a terrible at drifting, like me, the problem is even worse). This slower rate of earning power play levels means significantly fewer of them are activated in multiplayer races, which turns Split/Second into a more traditional racing game and completely defeats the point of playing it as opposed to any other racing game. To rectify this, I would recommend in any sequel that the rate at which you earn power play levels in multiplayer be double (or possibly even 2.5x) the rate at which you earn them in singleplayer. This would bring the insanity of singleplayer to multiplayer races and help further differentiate Split/Second from other racers.

Dodging explosive barrels in Survival mode.
Related to the previous point, the durability of racers in multiplayer should be reduced. In singleplayer, the level one power plays that involve explosives (which constitute the majority of level one power plays) are strong enough to wreck or at least throw off the AI opponents, but you are normally able to maintain enough control to avoid being wrecked when you are on the receiving end of the same power plays. In multiplayer all your opponents are human, and thus most of the level one power plays are rendered ineffective unless you can score a direct hit. This results in not many level one power plays being activated in multiplayer and most people instead saving up for the much more powerful level two power plays. This is where the previous problem of earning power play levels very slowly in multiplayer is compounded; you need to earn a stronger power play to have a good chance of wrecking an opponent, but because you earn them so slowly in multiplayer you’re hard pressed to get one before the race is over. The consequence of all this is an online racing experience that falls short of its potential. By making racers less durable, (or the effects of an explosive power play stronger) the usage of most level one power plays in multiplayer would become more effective and introduce a much greater element of risk/reward in driving tactics. For example, do I take a shorter route and drive right past a bus that another player might explode, or do I take an extra second to go wide and avoid it but give my opponents an extra second to catch up or pull way from me?

Part of the fun is discovering what you can destroy.
Another item that ties into the previous two (and is really just an expansion of the last paragraph) is that I would like to see the racing truck class be made a more competitive option. Split/Second’s cars are largely broken into three broad classes of vehicles: super cars, muscle cars and racing trucks. The whole point of the racing truck class is that while it is slightly slower than the other two classes, its vehicles are much stronger and can withstand more punishment from power plays. But as you’ve read above, the racing truck’s durability advantage is rendered nonexistent in multiplayer by the fact a human racer can withstand most level one power plays while using the other two (faster) classes. By reducing the durability of racers, (at least of the other two classes) as suggested above, the racing truck class could fulfill its intended role as the conservative racing option; sacrificing a bit of speed for security.

There are no kill-streaks or bonus points for wrecking multiple opponents, but it's still very gratifying.
The last few items I would like to see in any sequel are easily the least important but would still be nice. The original Split/Second came with 11 courses and 6 modes, and you could get an additional two courses and three modes with DLC packs. I have no complaints for the number of courses and modes in the original Split/Second, but it would be good to increase the number of courses by two to four and add another mode or two in the sequel. Some courses, such as the airport or the canyon, I would be happy to see return in the sequel, though perhaps with some redesigns to keep them fresh. Also, it would be good to allow players to set the number of laps in Quick Play and multiplayer races. Each Split/Second course had a set number of laps (two or three) you go through in a race, depending on the length of the course. The system works fine overall, but there are times where I wish I could do one more lap to catch an opponent or activate a power play that I particularly like. Allowing players to set the number of laps completed in a race would add an extra bit of player control and enjoyment to the Split/Second experience. To avoid the situation where all power plays have been expended and you don’t have anything left to use on opponents, there would be an upper limit on the number of laps (say, four or five) but otherwise you could pick how long or short you wanted your race to be. My last suggestion would be for the addition of a boost system, which is a common feature of arcade racers but was missing in Split/Second. An easy way to incorporate it into a sequel would be for both the boost and power play systems to deplete the same meter, thus adding another layer of driving tactics. You would still fill the meter the same way as before, but if you wanted to give yourself a speed boost for a few seconds you could lose the ability to activate power plays, since your speed boost drained from the same meter you would use for power plays.

The explosion and flame effects are still good today.
With everything I’ve written about what I’d like changed in the sequel, you might think I wasn’t a big fan of Split/Second, but that it not the case. On my personal review scale I would give Split/Second something like a 8 out of 10. It is a good game on the cusp of being a great game. If it were to make a few adjustments we could have something truly legendary. If you’ve never tried it before I suggest at least seeing if you can rent it and then judge for yourself if it’s really the fun insanity that I make it out to be.

Escaping power plays unharmed will give you a small boost to your power play meter.
Will Split/Second ever get a sequel? Honestly, at this point I think only divine intervention could make that happen. Black Rock Studios, the company that made Split/Second was shuttered in 2011 and Disney Interactive Studios, the publisher of Split/Second, decided against funding a sequel due to low sales. The only way I could see a sequel happening would be for a developer and/or publisher to take a big gamble and acquire the rights to Split/Second. However, that is extremely improbable. The video games industry is one of the most conservative industries around, as seen by the general reluctance to invest in new IPs and instead stick with well-established franchises that everyone knows will sell well (such as Call of Duty, Halo, God of War, Mario, etc). For all intensive purposes, the odds of a sequel are effectively zero.

Friday, February 8, 2013

A Taste of Boulder: Moe's Broadway Bagel

Time for another edition of A Taste of Boulder, where I talk about some of the places in Boulder that I like to eat at. Today's post is on Moe's Broadway Bagel.


If you hadn't guessed from it's name, Moe's Broadway Bagel (referred to as just Moe's) is a breakfast and lunch establishment that specializes in bagels. It also opens up at 5:30am, which is great for ski days, as you can get a breakfast bagel to fuel up before leaving early in the morning for the mountains. In addition to bagels, you can also enjoy burritos, sandwiches, coffee, tea, rolls, muffins and even pizza. I personally am a fan of their basic breakfast bagel, which is sausage, egg and cheese on a bagel of your choosing (there are about 18 different bagel types to choose from). I normally pick an Italian, cinnamon sugar, garlic or plain bagel, though I've tried a several of their other specialty bagels, such as the tongue-drying salt bagel.

Though I normally order food to-go, Moe's is also good for a sit down meal with friends. Currently, I meet with my friend Eric there every other week at 7:00am, before most of the crowd shows up. Below is a photo of the inside (sorry it's a bit blurry).


Moe's is a fairly popular place in Boulder (last year a second Moe's opened up in another part of town) and if you go there between about 11:00am and 1:30pm you might spend a few minutes in line and have trouble finding a place to sit down inside. Eat from Moe's a few times, however, and you'll see why. The food is tasty and the bagel selection is wide enough that anyone can find something they like. Below is a picture of the table Eric and I sat at with our respective orders. He was having a breakfast bagel, I had a breakfast burrito. Note also the Yoohoo, a mysterious chocolate milk imitation product that doesn't even taste all that good, but for some reason I felt like drinking that morning.


And that's Moe's Broadway Bagel, a fine place for a breakfast meet up. Stay tuned for the next edition of A Taste of Boulder.

Thursday, February 7, 2013

A Taste of Boulder: Rueben's Burger Bistro

As I continue to expand the scope of the blog, I thought I'd bring in an entry that I had originally posted to another blog. Below is a short entry on a restaurant here in Boulder that I've enjoyed going to. This isn't really a restaurant review, just me briefly describing a bit of the Boulder food scene.

In the downtown Boulder area is a restaurant called Rueben's Burger Bistro. If you haven't guessed already, their specialty is burgers. They also serve other things like chicken wings, soups, mussels and mac n' cheese (and there is also an extensive selection of domestic and international beers). Rueben's is part of the ever growing trend of upscale burger joints that has been on the rise for the past decade or so. The city of Boulder has a number of restaurants in this category, and Rueben's falls somewhere in the middle to upper end of the spectrum, having a feel sort of like a sports bar. The food is higher quality (and by extension, tastier) than you would find at a McDonald's, and costs a bit more too. Rueben's has also become a bit popular among people I know for it's weekday Halfy Hour, where appetizers, wine and certain beers are half priced from 3pm-6pm.

Below are a few photos from a few weeks ago when I last went to Rueben's.

The outside of Rueben's, which is on the ground floor of the building.

Inside.

My meal. The Chimay Red beer behind the burger is one of the very few beers that I can actually drink an entire bottle of (given enough time).

My friends Ben (left) and Clint (right) enjoy some beer and chicken wings during Halfy Hour.

And that's a quick look at Rueben's Burger Bistro. I plan on copying over a few more posts like this over the coming days and weeks. Currently there are four entries in this series, and more will be written throughout the year.