Thursday, July 26, 2012

League of Legends Champion Review: Lee Sin


Ok this is another great hero, sorry I mean champion of League of Legends. This is the champion I have played the most in the game, on ranked at least. After Lee Sin its Shaco( my favorite champion) and then its actually Volibear. Which is just weird, I really don't like the design of Volibear, its just Singed with some attack speed mechanics. However he is really good at the actual game but boring to play. But a champion that is fun to play is Lee Sin.


I found this: a pretty decent cosplayer of Lee Sin, but he forget that headband.
As I am on the monk theme. A really good monk gameplay, the best I would say its clearly Lei-Fei in  the Virtua Fighter franchise. I just want to mentioned that as the game just had an updated version of 5 released. Give that game a try, its a very very good game and he and many other characters has a great design.



Aesthetics:

As mentioned hes a monk. That he is blind and that his attacks are based on sound. And that he can reveal invisible enemies is a great coherent design. I think its a very simple yet elegant design of Lee Sin. 10/10.


Gameplay:

Lee Sin has such a smooth gameplay from that his ability changes, compared to Nidale which as I mentioned in my Jayce review I don't really like but also then compared to Jayce. Lee Sin is so much smoother.
First of all each of his abilities has a great self synergy. His Q ability, Sonic Wave. IF it hits anything Lee Sin can jump to them wit hthe same button. A great idea, it requires the user to be able to aim with a skill shoot. However the user can either teleport attack to the opponent or not do it. And as when I play him I usually wait for some time. This let me land a  few more melee attacks before I jump. The user can also use it to run away by jumping to creeps.
Lee Sin is crazy elusive, I would say he is the most elusive champion in the game. Safeguard is a teleport to a friendly target, and granting a shield to Lee Sin and the Target. The second ability is a increased lifesteal. I feel this follow up is the weakest synergy of Lee Sin, but its still coherent Defence -> lifesteal.
But the important is how freaking awesome Safeguard is, the user can jump to wards to etc as any good player knows, e.g if you jungle as Lee Sin you can drop a ward with Wriggle to escapes (elusive to the max). I really like the dynamics of this mechanic, I am many times saved with him because my ally was close by granting me a jump possibility. This creates a dynamic where the team mates knows this and can stay close by to support the Lee Sin player. The shield is also a great feel as you can save your allies and especially jump into fight give your ally extra health and then using the 2 last abilities to Crowd control the opponent.
  His third ability I dont think its that special, just that it still uses a double input, first an aoe attack and then a cripple mechanic on everything hit.

However the importing thing with this and his other 2 abilities mentioned is his passive. To me Lee Sin has the best passive in the game, game design wise. Each time he uses an ability he gains 40% attack speed for 2 attacks and regains 15 energy (his “mana” resource). This creates such a nice touch to his gameplay. To maximum damage and be able to use abilities more frequently the user when for example using the E attack (Tempest), will wait until 2 attacks have landed before using the cripple effect. However its very nice mechanic what happens in a team fight? Do you want to max your own damage or is it more important to slow down the enemies, to help allies damage them or to help allies escape. I love mechanics like this were the user really can make small but important decisions.

Lastly his ultimate is really nice to. At most champions this ultimate would be pretty shitty. Its a major knockback on one character and slightly pushes other enemies hit by the kicked opponent's champion. However because of Lee Sin’s huge mobility, a good player can move around and get great angles to kick the opponent. Either by using the teleport attack or by jumping to an ally. And because of this the user can both save people very easily or kick opponents in to bad placement for them. It can also be used because its such a major knockback to kick away champions you don't want to engage right now or for example kick away Galio before he does his aoe ultimate etc. Lee Sin is one of those champions where it truly shows right away if its good player or not. That’s how each champion should be but that is really not he case.

To me he is by far the most enjoyable jungler gameplay in the game. But he is also a great champion to play as a top champion. Its really important to point out how Lee Sin is a great enjoyment the whole game, hes a good fighter right away at 1v1 and hes a great smooth jungler. And he just becomes more and more fun the longer the game takes. Many champions have the effect of being either enjoyably in the early game time, or in the late game time. For example Brand to me is a character that don't really evolve, he have one stun combo and that's it. So from level 2 its the exact same gameplay basically. And a late game example is Nasus. He cant do much early game its all about farming Q, which actually is pretty enjoyable in its own right. However its a completely different gameplay late game. Lee Sin has a even line of epicness from the first second to the last. And he will receive the epic score of
10/10

League of Legends Champion Review: Jayce



Hello people, My friend forced me back into league of legend, which sparked my hatred for humanity. But anyway I have been playing and competing in the aos genre since I was 13 so I know my way around the genre. I mainly play LOL now as to be with my friends right. I think I kinda got tired of team games since like 5 years back. Games like SC2 and even better fighting games like sf4,mcvc3 etc who are mano a mano feels much better as an esport for me. However I have always really liked playing team sports games like volleyball if the team is correct and works like a fine oiled machine. In the same sense a DOTA, LOL,HON etc can be very fun if the team is at its out most perfection, otherwise....

Anyway lets analyze one of newest champion(heroes). Jayce

Jayce:

Aesthetics:
Hes a pretty decent appearance wise. I think its a pretty good, “light” design. However its pretty bland. I read at some forums how people seem to not like him, calling him to much of a “superman” look alike. But I think its ok, if anything the superman look alike is just good. Altought not a very unique look.
6/10.

Gameplay:
I really this champion because of the 7 abilities. However it is not so simple. Nidale also have 7 abilities so, isn't she also awesome then. I would say no I always felt Nidale is really boring. So I don't wanna simply say, Omg awesome give all new champions massive amount of shit and its good.
With Jayce its first about the switch which is good, second the switch can be down right away at level 1 and it don't cost anything so it can be used more, third most important the skills themself have a nice synergy. This is an important difference from e,g Nidale where her human form just is...... None of her skills feels right in her human skills its 3 completely different skills with no relation. While Jayce Teleport Attack (the hammer in jump), can be combo with his knock-back attack.
In range form he can combo his energy field, with this projectile attack. And overall the user can get of many nice combos from switching back and forth. This is what this genre need more. Creative and fun champions (heroes) to play.

This also leads to a very huge variety of item builds. This is a really good part about any good champion, when the user can use different kind of builds. And I mean really huge different builds. I have seen many of people go for Jayce as carry, bot lane, but he also works as a top hero, as a support and arguably can be placed in middle. Well this might make him be slightly to powerful. I play him as top hero as mentioned, and it truly fells to strong. I go off tank x attack speed build. And its easy to survive against most champions in a 1v1 melee fight. And then go for a range attacks when needed. Makes it very easy to farm and to deny farm for the opponent. And with his movement speed increase he is hard to gank.
I think hes a really good addition 9/10.

Wednesday, July 25, 2012

Heaven's Garden Starcraft 2 melee map.

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Heaven's Garden


After playing way to much SC2 this month I wanted to make a standard melee map. I have made some other maps back in the days, and to wc3 to. But they where all custom ones. Now I am in a real mod to make design maps after how the game is supposed to be played, but trying to add in new twist to enchant the gameplay. 

I wanted this map to have a ledge between two main bases to force battles. Obviously this path would favor far to much aggression if it was not blocked by rocks. However as seen in the image there are no rocks. I had it in earlier versions but, instead I went with using Neutral Force Fields. That's right this is something I definitively can see can be used on other maps to. The force fields stay until they are destroyed by massive creatures, so they block the path for quite some time. So mid game it opens up a new path for the gameplay. 
 However there is one problem, the AI becomes kinda weird. While for example the computer AI actually ignored them and moved around across the maps as intended, if the user pulls the AI units into a force field with a battle on the ledge the units will get stuck trying forever to get across that way.

 For players they create more challenges-_- if the user simply tells a unit to move to the other players base the unit will try to use the ledge, so it requires players to be a little aware, its not a problem for any decent player. 

Other features on this map is a back entrance to the main, blocked by rocks. This path also leads to a very close gold expansion. I want the players to might want to expand to a fast gold and be able to defend it instead of a blue one. To make it a balanced the gold expansion has a huge cliff around it, meaning it is very vurnable to drops or air harras. Its also has no choke points. So its easy to attack it straight on. 

The gold is also a possible third, otherwise the normal third is the expansion on a cliff where it ramps is close to the ramp from the natural expansion. 

At the fouth expansion I put a small forest in the corners behind this trees, for example pylon can be hide to harras later expansions.

In the middle there is a Xel'naga watch tower which players can battle upon, also there is 2 more inside the platform of the third ones, together these expansions give a very good vision over the center of the map. 
 There is also some small places with sight reducing trees. 
 I personally really like the ones placed between the trees that creates a wide choke where players will most likely defend their natural and third from attacks. I think it features an interesting battle position. 

Maybe I went a little overboard with how much I allow air play on this map. Its intentionally a lot of space behind the mains so air units can easily attack, as I personally dislike maps where the user cant fly around a main etc. It might be to strong to go for a double stargate etc, but with the queens range 5 range now I think the only problem could be the limited space makes it hard to build enough anti air buildings. 

Otherwise I also added a lot of birds, waterfalls, winds etc. I want the map to feel alive. 

Tuesday, July 24, 2012

Learning Japanese using Gamification

Ye I just had 3 Japanese exams, they covered different areas.
So now I want to talk about how I felt, learning Japanese was much easier then what people have told me. And how the Japanese pop culture affect games, mainly games from Japan.

Ok first of all lets go into the ridiculous inconsistency of  the Japanese writing language. form a design perspective it is horrendous

I know a lot of people that have studied Japanese on university level, which is an point I will come back to later as well. And they have basically all told me that, “oo its so hard you have to learn all this sign and the words are hard” etc. I want to state, they are so fucking wrong.
First Japanese Writing has 3 different signs, Hiragana, Katakana and Kanji. Kanji are the hard ones, as they are one Kanji for everything. Exemple there is a Kanji for Ochinchin = Penis, but you can also write all the signs for ochinchin おちんちん and btw おちち ochichi means father in Japanese.

The real issue with Hiragana and Katakana which are both sound signs, is the amazing incostenstince. It exist 46 signs, and then some alteration of them in Hiragana. Then it exist new signs but for the same sounds in Katakana, which are used for foreign words for example jeans is not written with Hiragana but with Katakana ジーンズ. Anyway the shitty problem with learning this is that many of them look really similar, and that it is 2 versions of each sound, and by adding small lines or a circle( to h sounds) the sign is changed,. は= ha, ば = ba,  ぱ = pa.

OK but those small changes that some signs have is easy compered to learning the difference of ッ シ ノ ソ ン, = tsu, shi, no, so, n.
This make me truly feel wtf? Especially for me who have had to endure  lecture's about user friendliness for years. Why did they make the signs look so similar. But clearly the worst part is that couldn't they at least be of the either the same vocal or consonant.
If this was a game or any other modern product people would hate it. It would be so much smother if for example all シ was different H sounds, ha,he,hi,hu,ho. Instead of having them at completely different sounds. Furthermore some of the Katakana looks like the Hiragana, for example も モ Mo. So the user would think, o great at least I know that one but of course. for example ko in hiragana is こ and ni in katakana is 二. So its extremely unintuitive to learn Japanese. its a lot of this and then it are some strange rules for example a small tsu (っ) means double consonant e.g  ちょっと now っ this sign don't mean tsu it means the consonant afterwards will be doubled, here it says chi + the sign for yo in small becomes cho and then small tsu + to becomes tto = chotto( a little)

Ok so while all this probaly sound really, really compicliatred and its more rules to....I mean this is just the signs then this grammar etc. But just learning this is surprisingly easy. I don't just say this because I am awesome, but really I learned each hiragana in 1 day! And then each Katakana in 2 Days, the main problem was to do all signs at one in the end and don't confuse them.

I made a game out of it. I had an exam on hiragana on Monday the second week of the course, as its a double course it means the student should have spend 40 hours preparing for this exam. By turning the study into a gameification season I learned Hiragana in 2-3 hours top, I got a A+ on the exam. I used this site realkana.
I told my self, get 100 in a right. Before you move on. So I Started with the signs for the single vocals and K. And don't get me wrong I did not,  study hard for 3 hours in a row. I did this, it toke like 5 mins then I played a starcraft 2 game. After that game I did S and T and so forth, after each letter I added in more at the same time, until I had all signs then I aimed for 200+ in a row and kept doing it until I had succeed. Very simple, Gamification to learn.
I know a lot of people who are wannabe otakus like(ye I went there-_-). And they like me understand oral Japanese at a decent level but believe it takes year to be able to read. It don't, I can read a standard manga now.
The thing is that the last kanji which are a lot of, actually are much more “user friendly” most of them instead look like the object they are supposed to be, and how kanji combination works is pretty simple. 



Summary: IF u are a wannabe otaku ( we both now u are). Dont be afraid to just spend something like 10 hours to learn to read basic Japanese, then you actually learn the Kanji to from reading as the sentence is understandable, one can assume what the kanji means,
Next part will be about Japanese pop culter and how it affects gaming.

Wednesday, June 27, 2012

Blazblue Taxonomy

Note I am so tired of Arc system works, system and the DLC package they presented I have not added in any characters after the second BB version, Continuum Shift.

As mentioned this was supposed to be posted very briefly right after the GG taxonomy to be a follow up the track of Potemkin = Iron Tager, but more on the affected difference in the games thanks to the very abundant number of control characters in BB. However I had, to much to in the last months.

Anyway, in BB as can be see in the image. Their is a huge number of control characters. First of its pretty hard to right away order characters in BB when comparing it to other games, just from that every freaking character can use projectiles, I just played the touhou fighting game and that one has less projectiles then most games in BB. The problem with pointing out a characters position is for example in Jin cases, he got a lot of projectiles, even air projectile I would say hes kinda similar to Akuma in Street fighter(humor me), however when comparing Jin to for example Rachel he clearly is not close to the control the gameplay is with her. I have to say to that I never really liked playing Rachel while she is similar to Venom, which I relay like in GG. Its probably the fact he is a blind pool player using 4th wall attacks, that is simply to cool to not like. Anyway Jin got a lot of short combos, and easy access to them, making him a Short Combo Speed.

The problem the game has and is pretty know to as Iron Tager got a really huge bottom place in the Tier list is pretty clear. As Slow/Strong has a trouble some match up against control characters the game is gonna be pretty hard only having control characters. Furthermore the game only has one Fast/Weak which is the normal match up a Slow/Strong has an advantage.

 While I personally prefer playing control characters, I think its clear why this game do not favor that well at for any new users. Control is the hardest character to learn, and usually the hardest to(according to me empirical studies) when the user do not know how the their mechanic works. Its also the lack then of easy to learn characters, the only character know to be a "noob friendly" character is Noel, and because of her to much auto combos(reminds of Eddie from Tekken). Its usually frowned upon to play her.

While I am on BB, I was very disappointed in how boring it is to play Hazama, compared to playing Axl low. Its not boring to play Hazama but he just don't have the feeling Axl low has at all, however I guess it was not that surprising as Ragna feels like a really boring version of Sol-Badguy.
 Ghost rider, thats a fun evolution from Axl low in my eyes.