Wednesday, March 21, 2007

Why some games feel better than others - part 3

The importance of hit pause

In videogames there are often times where you want an impact to feel harder than it really is. There are a lot of variables that can be used to achieve this. Obviously sound is really important as well as blood, screen shakes, controller shake, etc. One VERY important ingredient to this is the use of hit pause.

Hit pause is when the game pauses for a second when something ‘big’ or ‘important’ happens. For God of War we use hit pause everywhere! When Kratos makes contact with the enemies or during the complex throws and all sorts of other sneaky places. Hit pause and slowdown are 2 different things and sometimes we use them together. I define slowdown as slowing the action down so you can take it al in. Hit pause is when the game pauses even if it’s really minute and you barely notice it. Sometimes the pause can be used even longer for different effects.

To help explain what I’m talking about, I’m going to show a video of Sakura in Street Fighter Alpha 3. Street Fighter is a great game to show off basic concepts like this. Not only do most originate from fighting games but also they usually have a great training mode so I can capture really quickly : )



So first you see Sakura doing her standing Fierce (Hard Punch) attack which she hits no one with. I wanted to include this so you can see how the animation behaves normally with none of the goodies on top. Then she makes contact with Dhalsim on what is known as a ‘clean’ hit or a ‘normal’ hit. Alpha 3 has a major counter system where if you interrupt the opponent’s attack with your own you get a ‘counter’ hit. What you are seeing with the last attack is Sakura landing the same standing Fierce but this time in a counter situation. We get a great sound and even a 1 frame white flash, some particles around her hand and the whole game coming to a stop for a few frames before continuing with the action. This last attack feels vastly different and you really feel like you put the hurt on someone. While this pause is going on none of the players have the ability to move which also helps sell the overall feel of a hard hit.

Here is a still shot of all that action, including the hit effect:


Also note how you can see how much damage the attack did by looking at Dhalsim’s Health bar. For more information on health bars seeing a previous article I wrote here.

Street Fighter also uses hit pause in another great situation – to exaggerate the final attack one player does to another when they win the round. Capcom is great at having really fantastic poses during their animations so when the pause occurs you see the characters and think, ‘damn!’

Below is a video clip of Sagat killing Blanka on the first hit of his dragon punch. Everything really comes together – the sound, effects come flying in, text is flying everywhere and there is even a slight echo effect on Blanka’s final scream.



Now I also included a clip of when things don’t quite line up as well in my opinion. Sagat’s dragon punch has the ability to hit up to 5 times. In this video the third hit is what kills Blanka. Granted you get a nice pose of Sagat all elongated but it doesn’t have the same impact, at least to me.



I prefer seeing it like this:



Even though it’s a really simple concept, the skill comes from where and how to use it. Same with slow down. The ability to change an animation from something that doesn't feel very powerful to something that is just like, 'damn...that hurt!' is just massaging the animation with all the right goodies until you get something good.

Wednesday, March 14, 2007

God of War 2 Metreon Event

Monday night at midnight Sony put on a launch for God of War 2 at the Metreon in San Francisco. Seeing as how I never make it up to Nor Cal I was trying to squeeze everyone and everything into that 24 hours I would be there. The biggest problem was that 1/2 the people I wanted to see were at SXSW in Texas for either Evo South or for SXSW itself. Screw those hippies because I still had a ton of fun.

Mark MacDonald from the 1up/ZiffDavis family was awesome enough to meet up with us and grab a drink. Here we are first meeting up and him actually showing us the God of War setup for the first time.



After meeting up with Mark we met back up with the rest of the team to join the rest of the festivities. There was a small break where we all met up in a theater where Cory got up and gave an awesome speech to everyone in the crowd. I've known Cory for a really long time now and moments like these are why everyone loves him. Big ups to the kids from the midwest!

The photos below are him talking. The first one you can see the back of the heads of TC Carson and Michael Cheng. Second one is him bringing everyone up from the team and introducing them one by one. Last one is with him and Mr. Aaron Echolls - Harry Hamlin!




After this quick moment we went outside for some more zany antics.





After me and John Choi finished taking crazy pictures on the chariot we met up with a whole bunch of awesome people from the 1up family - Karen, Cesar and Jason. They got a lot of great footage but hopefully none of me babbling haha.

As the event was winding down Cesar and Jason took us to another bar called Kate O'Briens that turned out to be pretty fun. Here you can see Nate Gary, Stig Asmussen and Joel Taubel hanging out.


What I thought in all honesty was going to be a pretty terrible event turned out to be a lot of fun. Thanks a lot to Mark, Karen, Cesar and Jason for showing us a great time!

Friday, March 09, 2007

God of War 2 Strategy Guide

Eric Williams called me this afternoon to say he picked up the strategy guide. So I called like 3 or 4 different Gamestops (oh I how hate that store) until I found one. $30 for the limited edition version which includes the art book. Brady Games did a great job with both the art book and the strategy guide itself.



Of course the strategy guide has hella spoilers so pick up at your own risk. But everyone should really pick it up for the art book alone. The amount and quality of concept art that goes into making a God of War still amazes me.