In a recent developer blog at the Platinum Games website, director Shinji Mikami discussed the changes Vanquish has undergone during development. In the beginning, said Mikami, Vanquish was "an open battlefield type of game, where the goal was to move around crushing enemy positions." As development progressed, however, it became clear that an open environment hurt the game. The reason, according to Mikami, was an increased level of "visual density." There were so many things happening on screen -- special effects, loads of enemies, etc. -- that it was hard for players to focus on the objective.
"In an environment where we were doing whatever we pleased," noted Mikami, "it became pretty obvious that there was no good way of keeping your eye on the prize – the enemies you are targeting." As such, a more linear style of play helps keep players focused. Furthermore, Mikami also notes that the staple enemy, a robot called a Gorgie, was changed from white to red in order to make it stand out from the predominantly gray background.
If Vanquish turns out to be anything like Platinum's most recent action-fest, Bayonetta, then helping players focus on killing baddies is probably a good decision.
Reader Comments (16)
Posted: Jul 22nd 2010 4:05PM Code Supreme commenter said
They look like those enemies from Mass Affect.
Reply
Posted: Jul 22nd 2010 4:10PM Grey said
@Code Supreme commenter
I think you meant Mass "Effect". I don't usually hate on people, but I have never seen so much fail on any forum in just one day in my whole life. Please read your comments before you write. I welcome you to Joystiq ,but just try to chill out a little bit. Ok buddy?
Reply
I think you meant Mass "Effect". I don't usually hate on people, but I have never seen so much fail on any forum in just one day in my whole life. Please read your comments before you write. I welcome you to Joystiq ,but just try to chill out a little bit. Ok buddy?
Posted: Jul 22nd 2010 4:13PM ThatStuffsLethal said
@Code Supreme commenter
F5 must be like your favorite button man.
Reply
F5 must be like your favorite button man.
Posted: Jul 22nd 2010 4:12PM Ezio Auditore da Firenze said
Good.
As time passes, I'm finding out more and more that I really enjoy more focused, linear-driven experiences.
Which, I guess, is why I didn't despise Final Fantasy XIII as much as most people. =P
Reply
As time passes, I'm finding out more and more that I really enjoy more focused, linear-driven experiences.
Which, I guess, is why I didn't despise Final Fantasy XIII as much as most people. =P
Posted: Jul 22nd 2010 4:39PM liquidsoap89 said
@Ezio Auditore da Firenze
I've always had a bit of a hard on for linear games. Stuff like Half-life 2 will always give me more hours of fun than a game like Bioshock will (in regards to shooters).
And yea, I honestly enjoyed FF13 being so linear. It basically forced me to stay focused on the main objective, and the main story is always more fun to me than the side missions.
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I've always had a bit of a hard on for linear games. Stuff like Half-life 2 will always give me more hours of fun than a game like Bioshock will (in regards to shooters).
And yea, I honestly enjoyed FF13 being so linear. It basically forced me to stay focused on the main objective, and the main story is always more fun to me than the side missions.
Posted: Jul 22nd 2010 7:43PM bm111 said
FFXIII didn't force you to stay focused on anything since you barely even had to play the game. How is just pressing forward for 40 hours (occasionally interspersed by some battles) focusing? That's a horrible euphemism for a complete absence of game content. For vapid, one-dimensional, mindless gameplay.
I do believe that you guys liked it. I believe that you enjoy an experience that's like watching an FF themed movie, and then occasionally pretending to still be playing an actual game by kinda directing a flashy action sequence that they call a battle. I mean that's what FFXIII is, pretending to be FF with barely any gameplay. I'm sure it's relaxing to some people.
But don't try to fool anyone by calling it "focused" or "streamlined" or other such filthy words that people use these days to excuse a lack of game content and player involvement, with all efforts directed towards making the graphics as shiny and the action as flashy as possible.
Which, btw, is also kind of funny because FFXIII very often looked like a below average PS2 game. All the reviews call it "beautiful" based on the few outstanding moments of visual brilliance it has, but apparently the art department blew their load on scenes such as the crystal area near the beginning because, well... remember those treks through endless featureless corridors or caves, or landfills with blurry, boring looking rock textures? Maybe you fell asleep during those parts, only to wake up when it was time for Vanille to show her ass again.
Reply
I do believe that you guys liked it. I believe that you enjoy an experience that's like watching an FF themed movie, and then occasionally pretending to still be playing an actual game by kinda directing a flashy action sequence that they call a battle. I mean that's what FFXIII is, pretending to be FF with barely any gameplay. I'm sure it's relaxing to some people.
But don't try to fool anyone by calling it "focused" or "streamlined" or other such filthy words that people use these days to excuse a lack of game content and player involvement, with all efforts directed towards making the graphics as shiny and the action as flashy as possible.
Which, btw, is also kind of funny because FFXIII very often looked like a below average PS2 game. All the reviews call it "beautiful" based on the few outstanding moments of visual brilliance it has, but apparently the art department blew their load on scenes such as the crystal area near the beginning because, well... remember those treks through endless featureless corridors or caves, or landfills with blurry, boring looking rock textures? Maybe you fell asleep during those parts, only to wake up when it was time for Vanille to show her ass again.
Posted: Jul 22nd 2010 7:48PM bm111 said
Oh and stop it with the "open world" strawman. FF games before FFX were -nothing- like GTA or Oblivion, and you know it (and yes I agree, those games often lack something due to being too random without much direction). Older FF games were directed, but they had an actual world that lent a feeling of immersion and adventure, which in turn made the story much more involving. FFXIII has none of those things.
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Posted: Jul 22nd 2010 4:30PM ThatStuffsLethal said
Looks more like a tail bone than a penis to me.
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Posted: Jul 22nd 2010 11:53PM repinsnug86 said
@Grubasaurus Rex
Legion and the Arbiter had a baby
Reply
Legion and the Arbiter had a baby
Posted: Jul 22nd 2010 9:59PM ZippyDSMlee said
BS its simple its a shooter its not meant to be deep so they don;t have to work on level layouts anymore...... whats really sad DOOM is more advance than most of today's shooters.... I mean come on DOOM 1 dose more with level layouts than most FPSs in the last decade and that includes DOOM 3........
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