Monday, September 23, 2019

What a Harley Quinn game needs to be good

Welcome back, my beautiful freaks, to Sean's Workshop! Today, I'm posting my formerly 48 hour exclusive to Patreon "How to make a Harley Quinn game good without directly copying the Batman Arkham Games" post.  So if you want to see these first, click on the link and donate at least the 1 dollar tier.

First off, we'd need to base Harley on her New 52/Rebirth incarnation, so this one's got the bleached skin from a similar vat of chemicals that the Joker was exposed to.  But more importantly, this one's not attached to the Joker anymore. No, this Harley Quinn actually despises the Joker for the abuse, but is still slightly in love with him despite that.  She is definitely a battered ex who needs to move on with her life.

And that's when her story comes in; Harley, who lives in New York, gets a letter from the Joker saying he wants to meet her. Knowing full well that she'll never be free so long as he lives, Harley decides its time to end things and finally kill the Joker, beginning her hub world/level progression game where she hunts him down with some help from her friends along the way.

Now, even though we've got a functional system from the Batman Arkham games, I'm not going to use that. Instead, we're going to use a system similar to Vampire the Masquerade: Bloodlines for combat and to show off Harley's insanity. Harley Quinn's arsenal includes guns, knives, a baseball bat, her mallet and a variety of explosives, all of which would work well with Bloodlines' combat system. However, instead of Bloodlines' melee system, we'd give Harley something more dynamic and destructive, since Harley is an antihero in this scenario, and she doesn't care who gets hurt in her quest for vengeance. And that's not even counting her gymnastics training allowing her what she needs to BE more dynamic in melee combat.

As for her her insanity, we could actually do something similar to the Malkavians from Vampire the Masquerade: Bloodlines; she's hear things that aren't there, see things that aren't there, and get insight into her quest.  Combine that with her genius level intellect and her training in psychiatry, Harley would be able to figure out any clue in her investigation into where the Joker is, as well as any other side quests she's involved herself in.

Which leads me to an idea about her insanity; we'd have a button that allow her to drop into her insane state at her whim, which she'd call "insight", and that would affect her in combat and in investigations; combat would be flashier and more damaging, and she'd find clues quicker.  But be warned, because "insight" usage would be tracked, and would affect her ending if used too much; would she continue to try to be a better person than the Joker made her, or she give in to her madness and stop fighting what the Joker made her?

As for her quest, it would be open world with a level by level system; you'd start in New York, do a little bit of open world there to advance the story, then head to Gotham, Metropolis and any other place the story takes her, doing the same thing until she catches up with the Joker. This mean that the open world aspects would be smaller in  scale than in Spider-man or Arkham Knight, but that's only because you're not just dealing with a single city.

Harley's got a few dozen friends too. Her long time love Poison Ivy, Catwoman, the Suicide Squad, even the Bat Family could get involved in Harley's story. Pamela, who loves Harley the most, would be like "Look, don't let him get to you. This is your life, not his. But if you have to do this, I'll help you.", while Catwoman and the Bat family would be like "bring him in, but don't kill him; you're better than that," while the Suicide Squad members would be like "Just kill him and be done with it." All would have quests for Harley to perform in their locations, and all would be integrated into the the story line.

And finally, the Joker. This would definitely be a boss fight, both physically and mentally. And how it would end would be determined by a number of factors; would she kill him or let him live? If she let him live, what would she do next? If she killed him, what would she do next? The madness meter would definitely play into this and would determine her ending.

Harley Quinn would definitely need a lot of work to be unique, but as illustrated here, it is totally possible.

Tuesday, September 17, 2019

Mobile Game Reviews: We Bare Bears Match3 Repairs

In an age where smart phones are in nearly everyone's hands (and almost definitely in the hands of people under a certain age range), mobile games are big business; Konami, Capcom, Sega and Nintendo all have a mobile game division in their companies, and they were some of the biggest game developers in the 80s and 90s.

However, if you've been playing video games as long as I have (since 1989), mobile games have a bad reputation, and for good reason.  You see, mobile games have one major obstacle to sucking in people like myself; control. Touch screens lack the precision control that a keyboard, mouse or controller have, so certain types of games are difficult on mobile devices unless they offer Bluetooth controller support.

And that's where this new series comes in; I download a game, play it for at least a week, and let you know if they're worth your time.  I'll be judging on a few criteria; control, graphical fidelity, sound, and frequency of ads, if any, and fun factor. And then, I'll round it up to whether it's worth your time and money. And with that, welcome to Mobile Game Reviews.

Today's game is something that was a guilty pleasure for me; We Bare Bears Match3 Repairs. Developed by SundayToz Inc, this is a match 3 game starring the cast of the Cartoon Network series, We Bare Bears. You play as Grizzly, Panda and Ice Bear, as well as their friends, as they clean up and rebuild the areas you see on the show through match 3 puzzles.  Every time you solve a puzzle, you get a star, which you spend on items to clean up the map.

Control: We Bare Bears Match3 Repairs is a match three game.  For the puzzle sections, you slide gem, illustrated by vegetables, fruits, pretzels, pizza, tacos and other food items, in order to get match of three more tiles. For the rebuilding sections, the controls are simple tap and go.

Graphical Fidelity: We Bare Bears Match3 Repairs looks like the show.  Every single thing in this game looks like it came from the show, so all the characters and locations look like they should look for this series.

Sound: We Bare Bears Match3 Repairs has sound clips for vocalization of the characters, sound effects from the show, and distinct music for both maps and the match three sections.  All of it feels like it came from the show.

Ads and in app purchases: There are no ad in We Bare Bears Match3 Repairs, however, there are a LOT of in app purchases. So many that, if you're going to let your kids play this, you should lock down your ability to purchase things on the google play and apple stores, because kids can spend a LOT on things from the shop.

Fun Factor: We Bare Bears Match3 Repair is a very functional Match 3 game, which means it's fun if you enjoy that kind of thing.  Each level is progressively more difficult, and you've got 5 tries to solve a puzzle before you have to either recharge or spend real money on more tries.  What's also fun is seeing how the Bears change the map as you spend the stars you get for completing puzzles.

Final Analysis: We Bare Bears Match3 Repairs is a great Match 3 game that's unfortunately held back by the abundance of in app purchases. Your kids will love the game due to it being based on one of their favorite Cartoon Network shows, and since kids have little to no impulse controls, you NEED to keep that app store locked down. Other than that, I enjoyed my time with We Bare Bears Match3 Repairs wholeheartedly.

Tuesday, September 10, 2019

What a Shazam game needs to be good

Welcome back, my beautiful freaks, to Sean's Workshop!

Today's hero is one who's still relatively in the public eye, Shazam, or the Original Captain Marvel before the New 52 reboot.

Now, unlike most of the heroes I'm covering here, Shazam is actually two distinct people; Billy Batson,  a good hearted child who was frustrated with his life being bounced around in the foster care system, and Shazam, the heroic individual with the Wisdom of Solomon, Strength of Hercules, Stamina of Atlas, Power of Zeus, Courage of Achilles, and the Speed of Mercury, which in turn grants him certain abilities and resistances/in-vulnerabilities.  For example, as Shazam, Billy knows things he shouldn't know, can fly, has the durability of beings like Superman, spellcasting, and an assortment of other powers available to him.

Now, since Shazam is essentially a magical version of Superman but with a different set of secondary powers, a lot of the same rules apply, but with a twist.  You see, unlike other super hero games, Shazam's civilian form is not an adult; he's a child.  So unlike the adult heroes, who have experience juggling a civilian and superhero lifestyle, Billy Batson does not. Billy still has to deal with everything a child has to; school, curfews, etc.  So that's why a Shazam game will need two distinct gameplay modes; Billy and Shazam. Billy can go anywhere he pleases that's not gated behind some kind of age restriction, and he can talk to people as he pleases, those who ignore him due to him being a child notwithstanding.  And because he's a child, he can get into small places and give him a stealth based gameplay.

Shazam, however, is at full strength all the time. He can fly, he can run almost as fast as the Flash, and can put out all the strength of Superman and take all the punishment Superman can. However, Shazam can't go into any building that's not part of a mission he's undertaking, and he can't blend in with normal people at all.

The important thing, though, is that Billy needs to be as fun as Shazam. So while he's making his way around the city, he could ride bikes, ride a skateboard, run, jump and scrap with other kids if it becomes necessary. He obviously can't fight adults due to a size, speed and strength advantage, but when he shouts the magic word "Shazam!" with heroic intent, needing to combat adults becomes a non-issue. However, he'd still do his best to maintain his secret identity, so he'd look for places to hide before transforming to do so safely.

Now, instead of the city being his life bar, we'd implement a clock mechanism.  You see, Billy Batson, as previously mentioned, is still a child, so he's still beholden to the restrictions of a child; so school, curfews and other appointments that are outside his control.  So not only would Billy need to keep to a schedule as Billy, but any time he's doing his superhero thing as Shazam, he'd need to keep watch on the clock.  So, if Shazam was facing off against one of his enemies, he'd need to finish up in time for bed or other restrictions.  And if he didn't finish up in time? Well, he'd get grounded and not be allowed into the city like he wants to.

Now, unlike the situation with Superman, Billy enjoys being a superhero; Shazam is a child's power fantasy, so there wouldn't be any alignment issues. Billy would do the right thing as Shazam, a child's desire for fun notwithstanding, which would be integrated into gameplay. For example, say Billy and his friends want to go to the baseball stadium after hours and knock a few balls around the park. Billy could fly there as Shazam, and either sneak in or fly in and they'd have fun. But remember, doing something like that is breaking curfew, and that could have consequences on the gameplay.

With all that said, this game would of course be open world, with full subway, bus and taxi routes for Billy and a full cityscape to fly through as Shazam. And as both Billy and Shazam, you could pick up side quests, though ones given to Shazam and ones given to Billy would be very different, though they could easily intersect.

Shazam could be fun if things are treated like a child's super hero fantasy, because that's what the character is. You don't need any moral ambiguity in a game like this either; Billy is a good kid with a good heart, and even though he sometimes struggles, he knows that he's been given a gift to help people. And that is the core of what would make a Shazam game good.

Wednesday, September 4, 2019

"How to make a good superhero game": Characters that won't be covered

Welcome back, my beautiful freaks, to Sean's Workshop!

Today, I'm going to talk about which characters archetypes I'm not going to cover, and why. The list will be simple, with a short explanation afterward.

Superboy and Supergirl- This one's pretty simple in that I've already covered how to do it in my one on Superman. Just take the same power set and follow the same rules as I set forth for Superman.

Other Lantern Corps- For pretty much the same reason as the Superman one, but with one exception; the Green Lantern one already has the other Corps built into it via the multiplayer.

Member of the Bat family- Batman already has a very good series of through the Arkham series.  Just take what makes those good and apply them to the other members of the Bat family.

Non-powered or low powered martial arts characters- These games could work as "Batman, but without...". So someone like Green Arrow, Hawkeye, Electra, Daredevil, Captain America, Black Panther and Iron Fist, they could all could function on the Batman Arkham in terms of combat and exploration.

Spider-Man- Spider-man has had good games since the Spider-Man 2 based on the Sam Raimi movie, and continues to do so to this day. No need for me to analyze him.

Deadpool- I don't like him, but I hear his game is good anyway, so whatever.

Gadget Heroes- If they're not Batman level in terms of gadgets, they're either one trick ponies or not well known enough for people to care.

Team based heroes- Teams like the Avengers, X-men, Justice League and others are a little outside this focus, since it would require me to analyze multiple characters, instead of just one.

Wolverine and his offspring- James Howlett has a great game from 2009. Copy that combat engine with a new story, and you're gold.

Now, that's not to say that there won't be exceptions; I've got some really good ideas for Harley Quinn and Gwenpool that would be perfect for this kind of analysis paper, and if I or my twitter followers come up with some good ideas for these kind of characters, I'll cover them, but for now, this is a great master list on what I will not be doing.

So until next time, stay beautiful freaks!

Tuesday, September 3, 2019

What a game about the Flash needs to be good

Welcome back, my beautiful freaks, to Sean's Workshop!

Today is one of the harder heroes I've had to do, the Flash. But not for the speed, no.  For the combat. But I'm getting ahead of myself a bit.

We always start with the powers, and with the Flash, it's simple; speed.  Through the Speed Force, the Flash is capable of near lightspeed running, so he'd be running at a high speed with things like speed lines and warped visuals as he goes. And if you're a gamer, you're thinking of one series to take inspiration from; Sonic the Hedgehog. More importantly, the games where a boost mechanic is available.  What you'd have the Flash do is start running, and gradually reach a speed that feels high to the player, which you use the thumbstick for. You can also boost to high speed right away with a boost button, which would be tied to a trigger, and boost beyond what the player feels is fast once you're at the "top speed."  However, unlike Sonic, the Flash's Speed Force protects the environment from being destroyed like the boost-centric Sonic games do.

The Flash can also do a couple things that Sonic can't; running up buildings and vibrate through objects.  And also, using his cosmic treadmill, he can move forward and backward through time safely, though he can still do so without it.  So, all of these things would be integrated into the gameplay.

Which leads me into something that had me scratching my head for the longest time; combat. The Flash isn't like Batman or Wonder Woman or Superman; he's not a trained fighter or a power house, but Barry Allen, the Flash you'd be playing as, does have some nominal combat training due to his time at the Central City Police Academy.  So, Barry would have some basic punches and kicks and a grab ability.  So, while running around, Barry could punch opponents while moving at high speeds, kick them, or grapple them to the ground.

However, it's when we bring his ability to vibrate into things is when Barry becomes a powerhouse. You see, Barry's ability to vibrate allows him to create his Infinite Mass Punch, which basically gives him power akin to Superman in terms of damage potential. This is why we'd put the vibrate button on the controller and allow that to accent the punches, kicks and grabs.

And it's when we implement the Flash's rogues gallery that things get fun; all of them have something that either get around or outright neutralize his speed, or has speed akin to his own.  The Rogues, for example, are a team of thieves who use their powers and arms to neutralize the Flash's speed, while people like Reverse Flash can match him in terms of speed. So any boss fight with the Flash's rogues gallery would either be a puzzle to be solved like the Rogues or a combat race like with another speedster.

And speaking of puzzles, since Barry Allen is a police officer and forensic scientist, he's be very good at casing crime scenes, so you could implement something akin to Batman's detective vision from the Arkham series.

Which brings me to the story. First off, it would need to based on the comics, not the tv series. Comics Flash is an easy going, funny hero, where as tv Flash is much more serious.  You'd get a lot of comic relief and wisecracks that you'd see out of someone like Spider-man, making it a fun game.

And lastly, the type of game that would benefit the Flash; Open World.  Running around Central City would make you feel like the Flash the entire time, and would give you opportunities to perform side quests for the Flash family.

How about DLC? Well, I can think of two really easy packs; Wally West and Wallace West.  Wally West, the red haired Flash from DC Rebirth, would follow the current storyline of him being let out of prison after the events of Heroes in Crisis, and he'd be working to rebuild his name. As for Wallace, or Kid Flash, he'd be working with the Teen Titans where they are based instead of Central City.

The Flash would be a fun character to play if he's done right, and to be done right, you need both a good speed and running engines.  Let's hope whoever actually makes a the Flash game does it right.