harshal chheda game analysis lba

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  • 8/3/2019 Harshal Chheda Game Analysis LBA

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    SIG Advanced Harshal Chheda

    Game Analysis | Little Big Adventure

    GAME ANALYSIS | Little Big Adventure

    SPECIFICATIONS

    Platform PC

    Year of Release 1994

    Genre Adventure

    Video SVGA

    Developer Adeline

    Publisher Electronic Arts

    OVERVIEW

    3D Adventure game played in isometric view Set in a large, intricate unique universe that blends sci-fi and fantasy Story-driven gameplay with pre-rendered cinematics and abundant player-NPC interactions 4 different action modes: Normal, Aggressive, Athletic and Discreet Keyboard-only controls 12 levels / 30 hours gameplay approx CD music and recorded dialogues

    THE UNIVERSE AND STORY

    The protagonist, Twinsen, is a young male Quetch living

    in a bizarre world called Twinsun, a world that is balanced

    between two suns. The races inhabiting this planet are

    Quetches (humanoids), Rabbibunnies (rabbit-like

    creatures), Grobos (elephant-like creatures), and

    Spheroids (sphere shaped creatures).

    The people are ruled over by an evil dictator called Dr

    Funfrock and live highly regulated and monitored lives.

    There are a lot of laws like the outlawing of all discussions

    on the Legend ofSendell, the planets goddess.

    Twinsen begins to have dreams of this legend and he sees the destruction of Twinsun. The authorities

    find out and imprison him. He must now escape the prison to rescue his wife, solve the Legend of

    Sendell and defeat Dr Funfrock.

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    SIG Advanced Harshal Chheda

    Game Analysis | Little Big Adventure

    GAMEPLAY

    Movement is via the cursor keys, with spacebar for actions Actions depend on the mode the player is in Modes

    o Normal: The player walks around normallyand can interact with NPCs, use items and

    search objects using the action button

    o Athletic: The player runs and can jump withthe action button in this mode but takes

    damage if he collides with any object

    o Aggressive: The player can punch and kickn this mode by pressing the action button

    o Discreet: The player sneaks about and canhide using the action button

    For most of the game, the focus is on avoiding enemies and talking to different NPCs It is semi free-roaming. I.e. There are waypoints within which the player can go where he

    chooses to

    The game also has events and puzzles where the player has to try and find a way to solveproblems using NPC interactions, actions or certain scripted events

    Normally, players cant fight and kill enemies but there are also fightable NPCs who you kill byfacing their way and spamming the action button in aggressive mode

    Most NPCs are active and have their own personalities, paths and dialogues, leading to richinteractivity

    There is an inventory system to store powerups, health boosts and important objectsPROS

    High production values for the time with a unique, detailed universe, 3D SVGA graphics,cutscenes, recorded dialogues, CD music, varied NPCs with different AI

    Interesting universe with quirky characters and creatures Story that blends sci-fi and fantasy nicely High attention to detail regarding graphics, animation,

    dialogues, sounds and music

    Semi free-roaming world Interesting blends of different gameplay depending on

    mode: Normal - adventure, Athletic platform, Aggressive

    action, Discreet stealth

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    SIG Advanced Harshal Chheda

    Game Analysis | Little Big Adventure

    CONS

    The ergonomics verge on unplayable:o Normal walking is too slow and athletic mode running can damage you if you bump into

    things which happens all the time because of the cramped environment

    o Isometric view means that pressing up will make the player move diagonally this canbe especially annoying when trying to face a certain direction to fight, run away, jump

    onto a moving platform, etc

    o Switching modes is not fluid and obstructs gameplay a loto NPC dialogues cant be skipped or made fastero The bounding boxes of pickups are too small and you have to literally stand on top of

    them to pick them up

    The fighting system is extremely poor andinvolves standing facing the NPC and

    spamming the action button no movement,

    no blocking, no combos nothing

    The save system is strange, as it savesautomatically after completing each scene with

    no way to go back or have any control over

    saving

    Too many instant-death situations means theplayer has to do whole scenes all over again

    very very frustrating

    Slow general pace added to which dialogues and cutscenes cant be skipped even whenplaying the same scene again after dying

    CONCLUSIONS

    Decent game for its time but the gameplay is horribly outdated now The focus during development seems to have been on immersion rather than gameplay That does lead to high production values Interesting mix of different styles of gameplay Funky universe and characters with a Big Brother-type plot that is accessible to most people Horrible ergonomics

    The gameplay could be so much more fluid like the LucasArts Star Wars desktop games Boring and cumbersome overall in my personal opinion