I guess Joanna is right again: James’s problem must be his bum knees. Today’s predicament centers around a dry pool. Behind it, specifically. The map shows a gray dash — which, under normal circumstances, signifies a doorway that the player might try to enter. If the player may enter, it remains gray. If the door is locked, the gray dash will be covered with a red line. If the door is found altogether unpassable, the gray dash will be crossed out with a red squiggle. In the game field, that gray dash corresponds to the door of a suspicious shed. All seems to add up. All, except that the game seems uninterested in allowing me to access this doorway: there is no clear path that it seems I may take, to get to the door.
Under normal circumstances, this would be fine. The thing is — well. Let me see if I can describe the situation to you. James stands in a courtyard, with a good-sized pool in the corner. The pool is surrounded by a chest-height chain-link fence. The skirt of the pool — where the deck chairs and umbrellas are arranged — sits a foot or two above the pavement level of the courtyard; a few steps on the left side allow James to walk up there, and explore the immediate pool area. The back and the right sides of the pool area are jammed almost directly against the outside fence of the courtyard — a high, wooden fence that serves as an obvious barrier. The only exception to this is a narrow squirm space to the right of the pool and on the other side of the chain-link fence, where the shed is wedged. A short passage extends from the courtyard path, to the shed. A chest-height gate or subsection of fence extends out from the main rectangle, to block that passage off from the path. You can clearly see the shed, and the door, through the chain link. That is the only barrier.
Offhand it sounds like the fence/gate section across the path is a door, to which the player might have to find a key. Right? Apparently not. From all I can tell, it is just background. It serves no gameplay function. James does not react to it. It does not register on the map as anything of interest. It is just an arbitrary wall. That is puzzling, yes. What is more puzzling is that the courtyard path — including the section which juts behind the pool area — is skirted by a two-foot-high curb. The fence/gate only stretches across the path; everything to the right of the curb is left open.
There is at least a yard of clearance to the right of the curb. This space contains nothing but grass.
This means that James could easily lift his leg, step up onto the curb, then walk around the barrier.
There is nothing else in the way.
It would take no effort.
Just… step. Lift those knees!
Or, alternatively, if that is too much strain, James could retreat down the path, go up a few steps to the level of the entranceway to the adjacent apartment building, and step up ONE HALF-INCH off the path, to the level of the grass. He then could walk on the grass across the courtyard, and hop down on the other side of the fence.
His legs must really be killing him.
Soon after, I encountered a lengthy cutscene in which James steps out across a six-inch gap between two buildings. He hesitates. He lifts a leg. He lowers it. He lifts again, and makes a tentative step. After a moment, he decides to shift his weight. Slowly, slowly, he pulls himself across. He lowers himself through the window on the other side, as if coddling a newborn.
I take it this counts as character growth.
Some day, he will be bending his knees all over the place!
…
Am I meant to enter this shed? I really can’t tell.
huh
what game is this again?
i don’t know anything about how the gameplay has been so far, but i’m guessing it’s not one of the type where you have to do things in a specific order to do other things (by that i mean that you could certainly enter the shed EVENTUALLY, but not until another aspect of the plot is played out)?
that sounds like one of the oldest tricks in the videogame circuit though, so it must not be that type of game.
I figured out the game’s big secret!
James = Megaman X!!!
I can’t remember the area you’re describing at all. It’s been quite a while since I played the game, of course.
Shit like that made me hate survival horror games.
Oh man.. people are already using the new FF1+2 art for avatars.
I call the FF2 hero! When cleaner scans surface!
I call this one AND the Red Mage.
So basically every FF villian, right?
Shit like everything makes me hate survival horror games.
I… like the first Silent Hill, though. It was different. This one — well. As I said, I like what it’s trying to do. I just don’t like how it’s doing it, so far.
I’m still looking forward to Siren. I just don’t like the stupidness commonly found in RE games. I haven’t tried Silent Hill, but I plan on doing that someday, probably when Silicon Knights remakes it for GC…just kidding.
This calls for the spooky LJ icon!
I think Luigi’s Mansion has spoiled us.
Re: huh
This is more of a statement than a question.
The level design is… flawed.
What if it also lacks a penis?
What will you do THEN, huh?
I really do not enjoy the Biohazard series. RE4 looks like it might have potential. I’m not holding my breath, though.
Silent Hill… I don’t know. From what I have seen, the series has seemed to degrade in execution since the first game. SH3 — the first few hours, anyway — reminds me a heck of a lot of a Biohazard game, with some SH overtones.
Maybe it’s just my imagination. I need to play more. When I have finished all three games, I will be in a position to say something more confident.
Siren does look good.
See, if the shed isn’t a factor, that is also a problem. Why, then, is it listed on the map as if it is relevant?
Just: GRARRNG.
Lots of design problems here.
Aren’t there similar things in Otherworld? Might be spoilers, but…well, you’ll see. Unless I’m referring to SH3 and have no idea where I’m going with this, and as far as I know only the latter is true.
I heart this game so much. How do you strafe w/ the XBox version, anyways.
I don’t have my Xbox here yet; I am playing the PS2 version, on someone else’s PS2.
The instructions don’t say much on the matter. Perhaps you use the white and black buttons?
It is becoming clear to me that level design is one of the areas where modern games need the most work; it is where all of the game concepts come together, and must interact. And it is just that understanding — of the nature of this interaction — that modern developers seem to have such difficulty grasping. I am playing three games at once, now; all have a great premise; and all, to one extent or another, begin to falter once it comes to carrying out those ideas in an actual playfield. And each for a slightly different set of reasons.
Hum.
I need fruit.
Re: huh
The game is Silent Hill 2.
You might remember my previous comments about the police tape and crawlspaces. This just builds on that thread.
There is more. There are other stupid problems, which should not be present. I have not yet gotten to them.
Note that I still enjoy this game, mostly because I like what it is trying to do. I am just bewildered by some of the design decisions, and I wonder about the thought processes (or lacks thereof) which led there.
There is… not as much consciousness of the way a videogame and a player inherently communicate, as I would consider ideal. In most cases, it would take only a few minor alterations to improve the game. Change the level a bit, to take the available character movements into account. Allow the character a bit more mobility. Do whatever you must not to remind the player that this is a mere videogame world, with silly barriers. All it requires is consistency.
But special blend has already claimed Red Mage! Now your only choice from FF1 is the White Mage, up until he evolves into Christ Himself.
Maybe the city can be seen as one big psychoscape, in which each object represent some significant feature of the protagonist’s mind. That would explain why he can’t step onto the curb… because… it’s…, uh, his fear… of spiders.
But what of the soft-spoken, bare-chested, robe-wearing Seymour?
Good call.
From your drawings, I’d say Anima’s more your type anyway.
A wise decision on her part.
“It’s too hot here… I better shed some of this extra clothing…”
Yuna’s cloth-catching animation was cute.
What about the middle Magus Sister? As insect-women go, anyway.
Uh. I don’t think so. Oh, maybe. I know you need two items for it, one which involves you simply completing the Chocobo race under Requiem (?) Temple, the other… I don’t remember where I got the other. It could’ve been the Monster Capturing thing. I got a lot of monsters when I was revisiting all the shrines to talk to the Fayth again / solve the one Destruction Sphere puzzle I missed. I don’t think you have to fight, though, just capture the monsters. Since you kill everything in the earlier areas with one hit anyway, you might as well be using Capturing weapons when retreading the same ol’ areas…
Uh, anyway…
Well, here’s them in FF2: http://www.arrrr.com/ff2/zot.shtml
And here’s them now: http://www.ffgurus.net/ff10/aeons.php?aeon=magus