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Death Needn't Be Taxing
There184
Saturday, October 02, 2010

My birthday was this week. I can no longer get excited about every other item on the back pages of the Argos catalog, where they keep the toys, but I needed a list. That new Halo game looked interesting, and a whim to check out Brütal Legend and Dead Space came into my head, so those all went on my Amazon wish list.

A few days later, after completing Halo: Reach, I'm a couple of hours into Double Fine's metal wonderland and EA Redwood's deep-space nightmare.

Apart from the obviously different settings, the difference that struck me before too long was the ways the three studios handled death.

In Halo, you can die at any moment from a direct hit from an unseen fuel rod discharge. It's especially humiliating when the death cam shows the offending four-foot tall alien wave its arms as it runs away from your invincible squad-mates. This happened often because of Halo's large, open battlefields and Bungie's sandbox approach to level design -- multiple ways to approach a killing field, and multiple ways to die. And, of course, those grunt heavies are small and hard to spot.

Death is often just unfair. It comes often, too -- I died 189 times in my Heroic campaign. ("Heroic" is Bungie's suggested difficulty level for people who've played Halo before.)

I've died only a few times in Brütal Legend. But when it happened outside of a fight, it was my own stupid fault for driving off a cliff. Unlike Noble Team, your metal brothers and sisters actually help you here. In fact, they do most of the work in the RTS-lite stage battles. In stage battles, death doesn't come with a penalty -- you just respawn at your base. In normal missions though, I've repeated sections several minutes long.

So death is sometimes a big setback, but easy to avoid.

The first thing to say about death in Dead Space is that it's bloody brutal. Bloody and brutal -- monsters will lop your arms off, bisect you at the waist, or chew your neck off. The first few times this happens, the spectacle sweetens the failure. Death is also necessary -- what would there be to fear, if you knew you were safe from death? It was sometimes frustrating to keep failing in a particular room, but I could always see what I had done wrong and try something different next time.

Death is enticingly ugly, a constant worry, and educational. The constant threat of death can be frustrating, but makes the game as scary as it should be.

Death is rarely welcome in games. Playing these three, I started to think about what makes it easier to take. I think these three features help:

  1. A lack of bullshit, like surprise fuel rods to the face.
  2. A lack of severe punishment from widely spaced checkpoints and lost progress. [Edit: and, as some commenters have pointed out, less of that down time for cinematics and loading screens.]
  3. The feeling that I'm learning how to better play the game.

None of these games disobey all three points, so I'm enjoying them all. I died unfairly in Halo, but I could start again a few feet back. I sometimes had to retry large sections of Brütal Legend, but at least death was infrequent and I knew what to do next time. I'll probably die hundreds of times in Death Space, but I won't be repeating huge sections of the game, and alternative approaches have worked so far.

In fact, I can't remember a game from the last few years that's disobeyed those three rules. Have developers learned that players aren't their torture subjects, or am I just playing the right games? Help me out in the comments. Also, what's your favorite death mechanic? Mine is Prince of Persia 2008's -- it wasn't punishing, and took place within the prince's fictional universe.

 
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ALEX MARTIN'S SPONSOR
Comments (9)
Jason_wilson
October 02, 2010


I saw your headline and thought you'd joined the Tea Party, Alex!



A conversation with GamePro Features Editor Patrick Shaw convinced me to give Dead Space a try, even if I find most "horror" games to be cheap imitations of true horror. Death doesn't bother me, as most of the games I play allow me to save whenever I want to, so when I die, I don't have to do much retracing of steps or replaying of levels. (I'm a compulsive saver, too.)


There184
October 02, 2010


Hehe. Please shoot me with the guns I would vote for you not to be able to own if that ever happens. It's a play on the words of an advert about some UK government scheme that makes tax returns easier. Wait... My last article had an advertising slogan for a title. I'll try not to make that a theme.



It's easier to snooker yourself when your finger's glued to F6, though. I'm not used to having to manually save. Mass Effect was so annoying because of that.


Awesome_center_redux_2
October 02, 2010


Ah finally! Someone else who thought the death mechanic in 2008 Prince of Persia was good! I thought I was the only one :D !



I hate dying in games. I hate it not because it's annoying and halts my progression in the game, but rather that it's so slow to boot up your last checkpoint, or that the game throws you back to a checkpoint at all. I'm not playing in an arcade! I shouldn't have to restart or press continue or do any of that shit when I'm sitting down at home, or endure a long load screen as the game throws me back to my last checkpoint... wherever that may be.



I had a fantastic time playing through Prince of Persia and enjoyed the death mechanic. I enjoyed how it didn't punish you unnecessarily, was silky smooth and fast when you made a mistake and set you back right up again where you made that exact mistake. Wonderfully designed game.


Me_and_luke
October 02, 2010


On a related note, I appreciate game design that lets you know when you're very low on health and/or gives you a little grace period to recover.  The BioShock games have done this well (games like Oblivion do not do this well; having to keep a close eye on your tiny red health meter during a heated battle is annoying).  Also, having just played the Vanquish demo, I can speak to its smart near-death system that puts you in slow-mo, and gives you a chance to gather your bearings and make a move for safety.


Me_another_time2
October 02, 2010


Your bullet points are great, Alex. I hadn't broken down death mechanics in that way before, but that makes perfect sense.


5211_100857553261324_100000112393199_12455_5449490_n
October 02, 2010


I'm not a really hardcore gamer, and your bullet list is pretty much IT.  Just went through this with Batman: Arkham Asylum (admittedly, a game you shouldn't be dying in much when there's two goddamn attack buttons and you point in the direction you wanna swing) where I'd go into a room towards the end of the game and just get MAULED due to poor choice and timing on targets.  I deserved every death I got, it wasn't too terrible of a travel to get back to where I needed to go, and through trial and error, I learned how to not suck.  My reward was progression!  Falling off a cliff wasn't a crushing blow either, since pressing F hoisted me back to the safe ground I came from, ala Prince of Persia.



Speaking of which, the PoP reboot system was... a little too forgiving, but in hindsight, I would have gotten a LOT more pissed at the game if I had to sit through a loading screen every time I didn't wall jog correctly, or path a vertical run just right.  That game was relatively stress-free, and I appreciated that.  It let me focus on the game as a whole, and I liked it that much more.



Great write-up!


Bmob
October 02, 2010


Tax doesn't have to be taxing.



I hated Too Human's death system with a passion. The cutscene was excessive and irritating, and it seemed like it was just put there so they didn't have to bother balancing the difficulty. I think they got it right with FFXIII though. One fight may be a challenge, but you're close enough not to bother with annoying cutscenes, and far enough to avoid unnecessary encounters.


There184
October 04, 2010


I hadn't even thought of the downtime between death and respawn. That's always annoying. Especially if it happens often on one part of a level.


John-wayne-rooster-cogburn
October 04, 2010


I'm enjoying Dead Rising 2's handling of death. If you die, you can choose to restart the story with all of your stats remaining at the level you're at, which almost becomes necessary after playing for a bit.



Great write-up, Alex!


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