Sunday, April 26, 2009

Turning Killonw into a Board Game

Well for starters, the transition from video game to board game would see the loss of the F in FPS - really hard to make a flat overhead board something to look as if its playing out in front of you through your eyes. However the mechanics could still stay - shoot things they die, get shot too much, you die. The board game would most likely have to be just one level as compared to the multiple levels in the video game, althought they could have a few levels ...of story mode presented on one board- it would be difficult and the game would be long. Killzone is also primarily a one person game, and that is fine... as long as there is something to do/fight against. One person has not no problem having fun as long as there is a computer on the other end to control his enemies and the gameplay. In a board game, there is no computer, no nothing to control what happens and the enemies movements, so it would be very, very boring. Most likely, a board game version would have to be a battle grounds type thing, where 2 players each pick a side and go at it on cardboard. Each person would have have a handful of figurines/men to control, and die would control their movement on the board and/or their shooting ability. Health would be based on a pre established mechanic, something like 3 hits and that guy is dead. The player with any remaining soldiers once the other's are dead is the winner. Card pickups could be used toe determine what weapons a player has and how much ammo..
That's pretty much it.

Sunday, April 19, 2009

What Could Have Killed The Zone.

Things that could have been better in Killzone.
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There could be a few more maps. The ones in the game are great, but it could have used a few more.. maybe like 150% of its amount.
The same could be said for weapons, though they did cover a lot of the basic gun types, there's only a few handfuls of weapons and they aren't all that creative - bullets, grenades and rockets...

Sometimes the frame rate slows down /game slows down during some of the more intensive things in the game (when a lot is going on) and a slower running game is never good, especially for a fast-paced first person shooter. Occasional frame skips are annoying.

When you pause the game, it takes a few seconds for any sort of menu screen or anything to show up, rather, it just freezes the game where it was for a bit. I do not like this part, as it can sometimes trick you for a half second as to wheter or not you paused the game. Upon unpausing, it takes a lil' longer than it should for the game to return to the play mode.

Sunday, April 12, 2009

Things that went well in the Zone.

The Sound- each weapon makes a unique noise, some of the are quite memorable, particularly the shotgun. The explosions and gun shots heard in the background give the game the feel that you’re in a battle zone.

The Simplicity- there are no complex puzzles or overly annoying challenges, which is great for a fps – it’s a no strings attached, get what you expect shoot ‘em up.

The Game-play and mechanics- several short/mid-length missions, can change the difficultly level and it has a clear affect. The pros and cons to each playable character adds a deeper level to the game – your choice can make a difference. You can only carry three weapons at a time and only so much ammo for each, which is much more realistic than games where you can haul around 12 massive guns with incredible amounts of ammo for each.

The look and feel- there are several maps, many of which look different / have different themes – snowy-cold places, jungles, sandy-hot places, urban areas (streets and buildings), a space station. The dirt and dusk clouds add a lot to the atmosphere, give it the feel of being in a war zone.

Sunday, April 5, 2009

Victory Conditions.

In Killzone, there are essentially three types of playing- Story mode, Battle grounds; offline and online.

For the story mode, the victory conditions are pretty clear, as they are in the others... The player must make their way through each of the levels, avoiding death and accomplishing the mission objectives in the level. When you beat a level, you move on to the next. For three of the levels, beating it unlocks a character for you to play. Once unlocked, you can choose to play any of the characters at the start of a level. The story levels are pretty linear and each one ends the same way no matter what way you take/ the tactics you use. Get through the levels, moving 'up' a level to the next until you run out of levels to beat.

In the Battlegrounds, there are a few ways to win, usually involving points or kill count. The win conditions are related to setting the player chooses, namely amount of kills required to win and time limit. If a player gets the required amount of kills needed to win before the other one, that player wins. If neither player scores enough kills or points to win before the timer runs out, the player with the most amount of kills/points wins.

That's essentially it, KZ is about as straightforward as they come in terms of games. Its victory conditions are the same as any other FPS out there.