Showing posts with label Battlefield 3. Show all posts
Showing posts with label Battlefield 3. Show all posts

Tuesday, July 10, 2012

[Gaming On a Budget] Strike Force Heroes

It's been awhile since I last sat down and wrote an article.  While I'd love to say it was because I've been spending most of my time working, romancing my girlfriend, writing the next Great American Novel, or spending quality time with friends and family, it's really not.  Not that I haven't been doing that (because I totally have, ask anyone), it's mostly because the semester ended and I was tired of doing anything related to journalism and also because I'm lazy.

Mostly because I'm lazy.

But then today while I was trying to avoid writing with all of my considerable might and willpower I came across a gem of a game: Strike Force Heroes.


Even the loading screen is pure awesome. | Armorgames.com

I saw the game on NotDoppler (the go-to game site of any man worth his salt) and figured any game with "Strike" or "Force" or "Heroes" would be worth trying out.  The fact that "Strike Force Heroes" has all three of these buzz words in its title made not-clicking on the link to play it impossible.

After waiting for the loading screen to finish its business, I was greeted by the title screen.

Which was also pure awesome.  Look at the fire and the bullets and the knife guy! | Armorgames.com
It looks like some 80s arcade game and something for the SNES decided to get drunk and make a boxart baby.  After entering my name I entered the world of Strike Force Heroes.  It turned out that the game isn't so much a strategy game (which I had been hoping for), but was instead a side-scrolling shoot 'em up.

If you've played any of JuiceTin's other games (Raze or Raze 2) or the old and rather popular Unreal Flash game, you already know how to play Strike Force Heroes.  You enter the battlefield, move around with WASD or the arrow keys, and shoot your way to victory.  Simple and incredibly fun.

However, to say that Strike Force Heroes is the same as Raze or Unreal Flash would be a lie.  Following the incredibly popular Battlefield 3's footsteps, Strike Force Heroes (which I will refer to as "SFH" from now on) uses a sort of "class-system."  There are four classes: Medic (Assault), Assassin (Recon), Commando (Support), and Tank (Engineer?).

Each class has its own weapon, skill, and kill streak options.  For example, the Medic class focuses on using assault rifles and similar weapons, machine pistols and submachine guns (which are shared by all classes), kill streaks that focus on supporting and healing allies, and skills that make him harder to kill by restoring his health.  Overall, the medic is pretty well balanced and can be easily played by anyone.

Image courtesy of Armorgames.com
The Commando is sort of like the Heavy from TF2, it runs around with a big gun and shoots things full of holes.  Higher damage and rate of fire than the Medic's assault rifles, but its range and accuracy aren't as good.  I've found that the Commando is the best class to use when I want to rack up the kills.

It's also the best class to use if I want to look like a total bad-ass! | Armorgames.com
The Assassin is the class I'm least familiar with, as I'm a piss-poor sniper in FPS games and my skills in side-scrollers isn't much better.  As one could assume, the assassin is good as using stealth and subterfuge to take out enemies quickly and efficiently.  It uses the standard sniper weapon: the rifle, but if you would rather get up close and personal the assassin can purchase and wield knives in battle as well.  The assassin's skills and kill streaks focus on making it harder to find and pointing out enemies for his allies to take out.

Even when dressed like a Final Fantasy ninja I'm still bad at assassining. | Armorgames.com

The last class is the Tank.  They are good at taking hits and not too shabby at dishing out damage.  The weapon choice available to the Tank is more polarized than those available to the other classes.  Tanks can either use shotguns (close quarter weapons that deal a lot of damage) or shields (deal no damage but when used to block protects the Tank from enemy fire).  I'm currently working with a shield and MP5 submachine gun and it's working out quite well for me.

The fact that I can be an Imperial Stormtrooper makes the Tank class even more appealing. | Armorgames.com
What makes SFH stand out from similar games is the how classes affect the overall gameplay.  In Raze and Raze 2 you get to customize your character, pick a name, and enter the battlefield with a pistol.  You run around shooting people and collecting weapons, ammo, and power-ups.  In SFH you enter the battlefield as whatever class you left up on the Soldier Menu screen (which can be kind of annoying until you get used to it) with the weapons, skill, and kill streak you selected.  Ammo and medipacs can be picked up to help you on your mission, but for the most part you're stuck with what you carried on to the field.

When you die you can pick which class you want to use in your next life.  Each kill nets you experience, which in turn will level you up and unlock new weapons, streaks, and skills.  You also earn money which allows you to purchase the aforementioned things.  Each class tallies its XP and money separately, so the classes you favor will become stronger faster, but it also makes it harder for the other classes to unlock their better weapons and skills.

Image Courtesy of Armorgames.com
The Soldier Menu is pretty easy to navigate and use.  Just click on something and another menu will appear.  Each class's level, money, stats, weapon load out, and skill sets is visible.  The only thing that I found frustrating was the fact that I'd have to click the class I wanted to start the next mission or match with before I left, or I could wind up playing a Medic when what I really needed to use was my Tank.  However, after a few games leaving the menu on the appropriate class became second nature.

I haven't played the campaign much, instead I've been playing Quickplay matches to earn money and XP for my classes.  From what I've gathered though, you play as a member of the Strike Force and you're trying to rescue a scientist or something.  Who knows?  The third level is played on a airplane that's falling out of the sky and being followed by mysterious MiG fighters.  If that's not enough to excite you then you've probably killed your inner child.

Overall SFH is a fun and addicting little game, and is definitely one of JuiceTin's best.  It combines the best parts of side scrolling action games with guns, class-roles, and the kill streak system that has become such a prominent part of shooting games.  I definitely recommend that you give it a try.

For my next article I'd like to review the Skyrim expansion Dawnguard, but since I have a Playstation 3 that currently doesn't work my television and Bethesda and Microsoft are butt-buddies, it might be awhile...

I'm on to you Todd, I know you and Mr. Gates are more than "really good friends."

Saturday, March 17, 2012

Violence and Brand Identity: Legal Issues in Gaming

Happy St. Patrick’s Day readers! A few weeks ago, I discussed the legal side of video games and how it affects us as game loving consumers. Today, I’d like to revisit the legal issues with the gaming industry and entertainment in general. A series of podcasts from a series called Entertainment Law Update by Gordon P. Firemark, Esq. will provide the topics of discussion today.

Obscene v. Violent
The first podcast, titled “Episode 22: Violent Games, (anti) Slapps and other painless fun”, featured issues regarding a variety of topics including the Mike Tyson tattoo controversy that spawned from the Hangover II and everyone’s favorite song dedicated to a day of the week!

www.bittenandbound.com
While these issues don’t directly relate to gaming, there are still lessons to be learned from the cases. The Hangover II case, for example, reminds us to be extra diligent when using any type of graphic or visual representation that is associated with a particular person or company. Keep in mind, for you aspiring video game programmers out there, that you should probably gain clearance if you are to depict anything in a video game that is a reference to a real person or company, as right of likeness cases pop up all over the place, even when they may not be intentionally infringing. (Note: This is just my opinion. I’m not a lawyer, so please consult someone who gets paid to give that kind of advice!)

The real topic of interest is the video game law that got turned down in California. Basically, the State of California proposed a law that would make it illegal to sell video games with certain themes (such as violence) to minors. Retailers that did sell these restricted games to minors would suffer a fine of $1000. The Supreme Court ultimately turned down the law, stating that it was too broad and conflicted with the First Amendment. Firemark and his associate, Tamara Bennett, offer their opinions. Bennett agreed with the Supreme Court’s decision, stating that the restrictions the Supreme Court currently has in place deals with obscenity in media, not violence. She suggests that the State of California’s new video game law is trying to apply the restrictions that deal with obscenity to violence, which is a big leap to make. Furthermore, the State of California is asking that the law only apply to video games. My opinion on this matter can be found in a prior post.

This is an important decision for those of us in the video game industry, as a law such as the one proposed could greatly decrease our customer base as well as create higher barriers when selling products. Moreover, from an artistic point of view, it could cause game developers to censor their work, making the stories that they want to tell less realistic. Realism in games is part of what makes playing them so appealing. The question, however, is how far can we take realism before it becomes harmful in the real world?

Realism v. Brand Damage
The second podcast, titled “Episode 28: Political campaigns, combat helicopters and Batmobiles,” covers a variety of topics, the most interesting of which is EA’s use of the First Amendment in it’s game Battlefield 3.

www.wikipedia.org
Basically, Textron, a helicopter manufacturer, threatened legal action against EA if the company included Textron’s trademarked helicopters, the AH-1Z, UH-1Y, and V-22. In a preemptive response, EA filed suit against Textron, citing the First Amendment and the freedom of artistic expression. Part of EA’s defense rests in the fact that it provides a disclaimer stating it does not endorse any particular brand of vehicle or weapon in the game, and, likewise, EA is not featuring any brand of vehicle or weapon more prominently than another. The case was resolved in EA’s favor, stating that the freedom of artistic expression trumps trademark protection. You can read more details of the case here.

Battlefield 3 helicopter | joystiq.com
This outcome is a double-edged sword for us in the gaming industry. On the plus side, EA is allowed to create a realistic video game that features real-world brands and puts them in front of the player, which can be good for the company as well. The problems, however, quickly accumulate. What if, in Battlefield 3, there is a segment where a helicopter malfunctions and causes the squad to crash in enemy territory? What if that helicopter was a V-22 Bell, one of Textron’s trademarked models? Does this say that this model is unreliable? While many are likely to view the crash as a result of war, it is nonetheless a possible question to consider.

How can we resolve this conflict? We want the games to be realistic, which means using real world brands. Likewise, realism dictates that sometimes real-world products malfunction, break, or otherwise cease to be useful. Companies argue, however, that they don’t want to be associated negatively and scenarios like the one above could be damaging to their brand. As a business owner, I’d had to see my brand being exploited and portrayed in a negative light, especially without my consent, but I can definitely see the argument of creative expression and realism from the game developers side.

How do we strike the balance, then? One of the legal system’s favorite video games to target, the Grand Theft Auto series, has one solution: mock existing brands.

Notice Sprunk, a clear imitation of Sprite | www.newpcgamesite.com
What do you think? How can we strike a balance between realism and fantasy in our video games so that we, as consumers, can distinguish between the two?

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