3. Existing Product
The background of the game depicts a large
city scape, complete with skyscrapers and
large industrial buildings. The sky is always
shown to be at night and is always raining. This
is to give the city and the game a dystopian
aesthetic, which fits well with the plot.
It has been added separately to the game’s
level to give the sense of depth as each scrolls
at a different rate.
The background does not appear to end,
either at the top or bottom of the screen
which further increases the scale of the city
and the weakness and vulnerability of the
game’s character.
The colours used really increase the visuals of the game. This can be seen in the background above anywhere
else as the use is astounding. A small selection of dark and light blues give the look of an industrious-looking city.
The use of the yellows contrast perfectly and create the illusion of windows. This blends with the blue of the
buildings to give the appearance that the city may be covered in a layer of mist, on top of the continuous rainfall.
The colours used in the foreground really set the tone of the game in place. The use of the black for the
structural parts of the building separate the colours nicely, but also gives the impression that the player is truly
trapped once inside. They look imposing and impenetrable, much like the major corporation that the player is
tasked with infiltrating.
The use of the grey walls within gives the whole game a drab and grimy look, fitting with the overall tone of the
game. The windows have been coloured in a darker shade, enforcing the idea that no one is to look inside. In
addition to this the lighting is done perfectly. The chemical light strips in the ceiling look at home, and the
lighting effect that casts a dirty white light over the scene is reminiscent of the game’s theme.
The art style of the game is in a very
cartoon style. Despite this, it does not
detract from the overall theme of the
game. The way in which the levels have
been constructed depicts very modern
buildings which work very well within the
dystopian style. It manages to capture the
efficiency of the corporations and the
shabbiness of their evil deeds. This also
reflects the dirty nature of the work that
the character has to undertake.
The polished designs of the doors and
server housings juxtapose perfectly with
the aged look of the air vents and the
stairwells.
The entire game is viewed from the side on. It is entirely 2D. It is somewhat a side-scroller in the sense that the screen’s view will shift in order to keep the
character in the centre. The view from the side gives the player an advantage as most of the level can be seen at all times. An effect is applied to some areas
of specific levels which drastically darkens areas that cannot be directly seen or when the player lacks an entry to that point. Another reason the game has
been presented in this way is because of one of the character’s abilities, which enables them to rewire certain cables. This alters the view, so the game is
context sensitive. The character’s basic movement system means that this layout is the most suitable for the style in which the game is played.
The sound design in this game is very well
done and fits perfectly with the tone of the
game. Being mostly stealth sounds such as
footsteps are louder than expected, this is
the same for gunshots as they are a rare
occurrence. The music has been done very
well. It fits the theme of the game
perfectly, reminiscing songs that wouldn’t
be out of place in a detective drama. The
use of double-basses and cellos was a nice
choice as it provides the perfect soundtrack
for sneaking around the levels.
5. Existing Product
The colours used in the game are very
striking. The game is set on a Mediterranean
island and so the palette contains very bright
shades and tones. The most noticeable
colours come from the centre explosion,
which naturally draws the eye. This contrasts
with the almost idyllic scenery behind which
uses a combination of striking colours. Bright
greens have been used to depict the fields
and tree line, while the sky is shown in a
brilliant blue. Almost no clouds are visible
which really increases the peaceful imagery.
The is also a clear division between the
people in the colours that they represent.
The enemies are seen in sand-coloured
clothes, wearing red headgear, while the
anti-heroes wears softer colours such as blue
and pink. The barrel which is seen to have
started the explosion is coloured red, as it is a
product of the oppressive government and its
regime.
Despite the first appearance of the game
the tone is very light hearted. The plot of
the game revolves around dictatorships and
the misconduct of human rights but,
amazingly, the themes are kept very light.
This can be seen through the juxtaposition
of the beautiful scenery surrounding the
horrific images of death and destruction.
This theme is continued through the entire
game, basing the game’s fun on causing
chaos. The environment is almost utopian
but with the addition of an exploding petrol
station.
This lightheartedness can also be seen
through the near impossible stunts both
men in the foreground are undertaking. The
one to the left, Rico, is balanced perfectly
on the rear of the pickup, while the driver
controls the car and leans out of the
window, weapon in hand.
There is also a sense of justice shown as the
oppressive regime is destroyed by what
seems to be a group of guerrilla-style rebels.
The game is played entirely from the third person perspective.
This is partly because it is the functional as the player constantly
needs to aim with the weapons. It also provides a greater
connection between the player and the character, and therefore
their motives and the plotline. In addition to this it is simply the
most practical as the player is always getting in and out of
vehicles and traversing the level with a number of abilities. It
gives the player a perfect overview of the game’s brilliant physics
and themes.
The game’s soundtrack is one of its main features. It captures
all of the themes and tones that the game portrays while still
accounting for the sheer amount of options that are presented
to the player. For example, the music supports both the more
serious plot developments while still adapting to the havoc
that can be caused. A number of instruments have been used,
ringing from stringed to brass, it even incorporates an amount
of seemingly electronic sounds.
The guitar is a prominent instrument that appears often within
the music, but trumpets and hornets can be heard in the more
gentile and calmer areas. Most of the percussion seems to be
electronic, creating industrial sounds that help to build tension
and excitement. These are used in the more fast-paced areas.
The graphics of the game are very well thought out. They are not exaggerated as all of
the characters and objects are in proportion with the real-life versions, but the details
are not quite as they are in the real world. It seems that the developers aimed to
represent to real textures but were not focused on it appearing entirely realistic. Some
of the details have been blurred to create a more rounded appearance and are not as
sharp as other games. This is not a negative aspect as it helps to keep the tone light,
despite the huge amount of damage the player must create. The use of the graphics are
very calculated as they mainly are to increase the visual experience of causing anarchy.
7. Existing Product
The game is set a few years into the future
and this specific level is located in the
Mediterranean sea. The island is given an
invented name with invented factions, but
the language spoken is Greek. The level
contains a diverse collection of
environments, from deserts to swamps, to
plains and to forests. This gives a wide variety
of places for the game to be played in.
In addition to this there is a strong
community behind this title and so the game
can be played anyway that can be thought of.
This sort of freedom has been rarely seen to
this scale.
The game is entirely 3D. This allows for more versatility
than a 2D game would offer. The three dimensional aspect
has lead to the levels being designed in very specific ways.
For example although the level is huge it does not contain
any subterranean areas, as many shooters have
incorporated. However, there is little architecture in this
game as most of buildings class as objects, due their ability
to be destroyed.
The graphics for this game are fantastic. This is a game that
prides itself on its high resolution textures. It is clear to see
that they are photo-realistic and nothing is exaggerated.
This is most prominent in the textures of the grass and the
sky, the sun even creating a small flare. The detail on the
weapon is higher than most shooters on the market. The
graphics, apart from being a selling point, help to increase
the immersion that the player feels. Sold as a simulator, the
game’s physics are realistic, which work in harmony with
the near-realistic looking textures and effects.
Even though this image clearly shows the
player using the first person perspective,
changing to third is an option. This is not a
trait that many shooters have, especially for
simulators such as this. It does however have
very little on-screen action as the HUD is
minute. Seen in the top right corner, the
player is given information on their weapon
and their stamina. That is all. In addition to
this markers are only stationed on friendly
players in the same group, there is no
indication for an enemy.
The game is context sensitive as many there
are many options to toggle the player’s view.
The most common of these is its unique
looking inventory system which has inspired
many in recent titles. The player can also
change their entire view with the use of
scopes, maps, terminals, night-vision and a
list of other options.
The soundtrack to the game is very powerful
and fits within the theme. Despite this, the
music is not often heard inside of the game.
Instead there are hundreds of sound effects
that range from vehicle engines to voice
lines of several nations. These effects are
very realistic and fit the game perfectly. The
audio works in conjunction with the player’s
position and altitude, meaning that sounds
like gunshots cannot be heard from certain
distances or if the player is in the opposite
direction.
The tone for this game is neither serious nor
lighthearted. The game’s campaign revolves
around the liberation of the island but is
filled with jokes and humour. The overall look
of the game is one that does not scream
funny, but it is not the deadly serious shooter
that it may come across as.
The tone of the game, looking from this
image, is one of calmness. The scenery is
tranquil yet surrounded by the theme of
combat. The colours would suggest
happiness as the use of warm colours is
extensive. Despite being cold, the blue of the
sky suggests a more pleasant theme.
Content added for the game has highlighted
more serious areas but on the whole it is
fairly neutral.
8. Research Analysis
All three products that I have researched are in the same genre, shooter. Although they are not first person they are primarily
shooters in every other sense. The only difference is the first game, Gunpoint, which is a stealth-detective style game. The other
two games are very shooter based as that is the main objective of each of these games. The second is much more casual than the
last but the genres in all three are consistent.
The tone of the games are all quite the same, the first being about industrial espionage, the second about destabilising a fascist
government regime and the third about restoring peace to a worn-torn country. Although they might come across as different
they all have the same outcome, restoring the balance between good and evil. Arguably each of the characters can be described
as anti-heroes as their methods are sometime questionable.
The main similarity is the way in which the action takes place. The shooting each varies in their separate games but the controls
are all similar. The guns all have limited ammunition and so tension can be built through this.
This is something that I would like to take forward, the use of physical hindrances to increase the difficulty and therefore the
tension. This is something that I would like to implement into my own game.
10. Interview 1
• Is a health system necessary in a first-person shooter?
• How would you feel if the game focused on character movement rather than weapon aiming
and shooting?
I don’t think that a health system is necessary but it does add a level of skill to the game. It makes
it more exciting and more enjoyable if you have to avoid losing health to enemies.
I think that it would be interesting to focus on movement because it could be just as challenging
as having to shoot, but isn’t that the whole point in a first person shooter?
They argue that the game would be better with health instead of without which is a valid point
that I regard. It was just concept to not include a health system that I thought would give my
game an interesting spin on the genre. They also state that shooting is essential in a shooter,
hence the name.
11. Interview 2
• Is a health system necessary in a first-person shooter?
• How would you feel if the game focused on character movement rather than weapon aiming
and shooting?
I think it is necessary as the game depends on how much health you have versus how much
health your opponent has. It would be boring to play a game if there was no threat of losing.
I that it would be different from the normal to have character movement the focus of the game
instead of shooting. It might be a bit weird but it would be refreshing to play a game like that.
They argue that the health system is necessary for the game to be successful, and not to be
boring. This is something that I must now include based on the feedback that I received in the
previous interview. This person states that the movement-over-aiming quality is a different spin
on the genre. This is something that I will take into my production as I now have confidence that
it will be a successful choice.
13. Bibliography
1. Colman, Patrick (2018) Target Audience Interviews (conducted on
2/4/18)
2. Whapples, Alastair. (2018) Target Audience Interviews (conducted on
2/4/18)
Editor's Notes
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.