Oddworld: Abe’s Oddysee
Abe’s Oddysee is a cinematic platform game
created by Oddworld Inhabitants and released in 1997 for the PlayStation, and
later for DOS and Microsoft Windows. The story begins with a Mudokon called
Abe, shown to be forced into slavery by the evil Glukkons and work in a factory
called Rupture Farms. Upon overhearing that the Glukkons are going to harvest
the Mudokons for meat and sell them for profit, Abe immediately escapes from
the factory. A Mudokon called Big Face appears to Abe in a vision, telling him
that the Mudokons are the ‘chosen race’ and need to be rescued, but Abe needs
to complete the trials in order to gain the power needed to rescue them. After
completing these trials, Abe is bestowed the power of transforming into the
Mudokon god Shrykull and then sets forth on his quest to rescue his brethren.
The game itself is a 2D dimensional
platform game and the game progresses by reaching the end of the screen, thus
continuing to the next level. Abe is able to complete set actions, such as
running, jumping, etc., but he also has a few unique abilities, such as
Gamespeak and possession. Gamespeak is the name of the interactivity that Abe
has towards the captured Mudokons, allowing him to tell them to wait or follow
at his command. Abe is able to possess a certain enemy creature called a Slig,
which is found numerous throughout the game, and this proves useful when
activating traps or attacking other Sligs. Abe is also able to interact with
his animal friend called Elum, a mule-like creature, which enables for
increased mobility and jumping.
I have chose this game in particular
because of the 2D puzzle theme that it follows, e.g. Abe uses his power to open
a door and passes into the next level, in which it gets more challenging. This
is an element that I would like to use in my game, not just for effect but also
because this particular element allows the gamer to engage on the task at hand
and focus on the primary character, which could allow for the gamer to get
blindsided by something else. In my game an example of this would be something
like, the alien passing through closed doors and suddenly an alarm trips, which
alerts the security guard to his whereabouts, thus the player loses the game.
It’s the repetitiveness of the level and the gameplay that helps engage the
player and focus on the primary character that I believe will help make my game
successful.
Metal Gear
Metal Gear is an overhead military
action-adventure video game released for MSX2 in 1987 and later for the
Nintendo Entertainment System (NES). This game is considered to be the
progenitor of the stealth game genre. The story begins with FOXHOUND leader Big
Boss sending operative Solid Snake into Galzburg, South Africa to rescue Gray
Fox and carry out his mission. After meeting up with resistance leaders
Schneider, Diane and Jennifer, they rescue Gray Fox and he tells them of a
machine called Metal Gear, capable of launching every nuclear warhead in the
world. He also tells them of the group Outer Heaven, who plan to use Metal Gear
in order to establish a new world superpower. Snake fights through Outer Heaven
forces throughout the game and dodges traps, but realizes the traps are too
precise and begins to question his mission. Soon after, Big Boss acts strangely
and tells Snake to abandon his mission (in game Big Boss breaks the forth wall
and tells the player to turn the console off) and this leads to Schneider being
ambushed and killed by enemy hostiles. Snake eventually neutralizes Metal Gear
before it reaches completion, and before long Big Boss is revealed to be the
leader of Outer Heaven, using his military connections to steal intelligence
and fund his own activities. They engage in a fight, and upon losing to Snake
he sets a self destruction timer off, attempting to blow up the facility with
Snake and him inside. Snake escapes from the facility and the game ends with a
message from Big Boss exclaiming that he will meet Snake again.
The player must navigate through the levels
by avoiding visual and direct contact with the patrolling guards. If seen at
all by the guards, the game enters the ‘Alert Mode’ in which Snake must escape.
There are two different ‘Alert Modes’ in the game, the first being guards with
single ‘!’ marks above their heads, and guards with two ‘!!’ marks above their
heads. The single ‘!’ means that only one guard is wary of your presence and can
be avoided by moving to a different screen. The double ‘!!’ means that all
guards are aware of your presence, and you can only avoid them by defeating all
the guards, moving to a different floor or just simply walking outside. The
player starts off unarmed but eventually gains use of heaps of firepower and
ammunition, such as the RPG-7 rocket launcher. The game consists of 3 different
buildings, each with their own floors and basements, and Snake must access each
building to progress, while also rescuing hostages for extra capacity and
ammunition.
The aspect of this game that I have chosen
to include in my game is the stealth movement. What intrigues me about this
game is that it basically started off the stealth genre series with a simple
design; hide and you won’t be seen and also avoiding the traps set out for you.
In my game the example of this would be, the alien uses his powers to allow him
to pass through tripwires and laser grids, while also not being caught by the
security guard. This is another game that has inspired my game’s main aspect
and it was a good choice.
Tenchu – Stealth Assassins
Tenchu is a stealth game developed by
Acquire for the PlayStation in 1998. The game incorporated stealth as a major
aspect instead of running in recklessly, which made the player think twice
about his/her actions. The game takes place in feudal Japan with a pair of
ninjas, Rikimaru and Ayane, who are members of the Azuma ninja clan. The two
work for the heroic Lord Gohda, and work for him as his secret spies to root
out corruption and to gather intelligence in his province. However, the evil
demonic sorcerer Mei-Oh seeks to destroy Lord Gohda, and using his demon
warrior Onikage who wreaks havoc throughout Gohda’s province.
The gameplay differs depending on what
character you choose. Rikimaru,
armed with a single ninjato, is stronger than Ayame but relatively slower.
Ayame carries a pair of tantos and is faster and has more combos than Rikimaru,
but is the weaker of the two. All of the levels take place at night to
compensate for the technical limitations of the PlayStation; the game's high
rate of redraw is reduced by setting events at night and reducing the distance
the player can see. Both characters are armed with a grappling hook, which
allows them to zip up to the tops of buildings and move freely across rooftops,
which gave the game a sense of verticality that was rare among most
action/adventure games of the time.
This is another
stealth game that has influenced my ideas for my game because I like the idea
of using dark areas to conceal you, which is an aspect I will be using in my
game. For example, the alien could use a shadow to cloak himself as the
security guard tries to find you. This will be a common theme of my game and
will be very useful for the mechanics of my game.