Adam Gibbs
1601391
Games Art and Design (year 1)
Essay
Word count:
2000
This essay’s subject is the comparison of an old arcade era title ‘Time Crisis’ (1995) with a home console era ‘Halo Reach’; (2010). Both of these games are in the first-person shooter genre so this makes them an appropriate comparison in terms of their structure. I will be investigating different areas to see what has changed in the fifteen years between the games releases, for example I will be looking into the origin of the genre from the military, and the differences in mechanics and aesthetics of the game. I will also look into how the narratives differ from each other and how this along with other aspects, like immersion, affect the games, also investigate how the games software and hardware has changed. I will back up these points by doing primary research in the form of critical play, and I will be looking at a range of sources for my secondary research, such as examining how these games are related to theories by Vladimir Propp, Kevin Cheng, Paul A Cairns and Miguel Sicart.
Both ‘Halo Reach’ and ‘Time Crisis’ have a military theme, in ‘Halo Reach’ you play as a super soldier working for the games representation of a futuristic military, while in ‘Time Crisis’ you play as an agent for the government. (Christian Beekman 2014) “The U.S. military’s first involvement with any type of electronic gaming was more of a happy accident than anything else. During the 1950s, Brookhaven National Laboratory had several early computers, designed to crunch the numbers on ballistic missile trajectories. In an attempt to garner interest from bored visitors to the lab, an enterprising physicist named William Higinbotham took one of these computers, hooked it up to oscilloscope, and created a small physics-based game dubbed Tennis For Two.” This here is how the military were first introduced in to digital gaming which became the start of their interest into the industry which slow id build up until this moment went beyond what anyone from there, (Christian Beekman 2014) “Thirty years later, the military was getting directly involved. One the first links between a commercial game company and a military agency occurred during the arcade game frenzy of the early 1980s. One of the more popular games at the time was Atari’s Battlezone, a tank game with eerie green wireframe graphics.” At this point the idea of military focused games officially took off with the gaming community eventually, nearly forty years later they are a huge area of gaming, creating titles like ‘Halo Reach’ and ‘Time Crisis’. These events have lead up too many of these titles being a very successful genre within the game industry due to players enjoying the dramatized version of the military for high action narratives.
Since ‘Halo Reach’ and ‘Time Crisis’ are fifteen years apart there is a massive difference in hardware and software. Halo Reach was made for the Xbox 360 back in September of 2010 as an exclusive for the home console. The main hardware needed to play it would be the game disk, the controller, the console, a TV and possibly a headset to talk to your friends while online. The software on the game and in the Xbox console allow for smooth and entertaining game play. Although these weren’t available in the arcade era fifteen years before ‘Halo Reach’, ‘Time Crisis’ was released in 1995 on its own arcade machine at many different arcades. The arcade machine that was built for the game had specialised hardware including a plastic pistol controller that is used to feel as though you are actually shooting in the game and a pedal to duck and stand up. The software is going to be less powerful than ’Halo Reach’ but it’s on a large machine which shows how much software has evolved from only one single game on the large arcade machine to a compact disk that can hold more information than its predecessor. This is a good example on how far technology has advanced over the fifteen-year gap between both of these games.
Both of these games may look different due to ‘Halo Reach’s’ software being fifteen years ahead of ‘Time Crisis’. Though deep down they are both the same game which can apply to every game in the shooter genre because the base mechanic in all of these different games is the very simple objective of shoot the target and the target dies before they shoot you, then move on to the next objective or another target to shoot. Though both games use these mechanics, they both expand on these base mechanics in how both of these games handle how to transition around the playable level. In ‘Time Crisis’ you cannot move freely, it moves you once you clear the game it moves you to the next area this classifies the game as an on the rails shooter. ‘Halo Reach’ gives the player free movement around the level for the mission or game mode. The movement is only one many different mechanics in both of these games, The other mechanics available in ‘Halo Reach’ would be the many different amour abilities like sprint that allows your character to go faster, a jet pack to let your character to fly around and the drop shield to give you a bubble-like energy shield. A quote from Miguel Sicart who has a PhD within game studies, uses the game ‘Gears of War’, another game in the shooter genre as an example of game mechanics with it’s cover based system. (Miguel Sicart 2008) “Seasoned players would probably not hesitate to call the cover system a “mechanic”, something that connects players’ actions with the purpose of the game and its main challenges. But the meaning of the term is not always clear.” As he states mechanics don’t just apply to basic areas, mechanics are used to input actions into the game’s title, for example it can be the enemy AI/players, the gunplay, the level and, as I stated earlier, the movement along with any added abilities like ‘Halo Reach’s’ armour abilities.
Both games have story driven narratives as their main game modes. One of Vladimir Propp theories in his book called ‘Morphology of Folktale’ which explained the standard structure for a narrative of fairy tales, where most stories have set roles a hero, a villain, a king, a princess and companions. This theory can can apply to many different types of media like games for instance (Propp, V. 1958) “The word ‘morphology’ means the study of forms. In botany, the term ‘morphology’ means the study of the component parts of a plant, of their relationship to each other and to the whole – in other words, the study of a plant’s structure.” This applies to this game because you are the hero of the story, the terrorists are the villain the rest of the agency count as helpers and the president is the king while his daughter who you need to save is princess. Although ‘Halo Reach’ doesn’t fully apply to this theory closely but it keeps certain elements of it, for example there is a clear hero which is the player, the villain which would be the alien army/military cult the Covenant and the companions will be Noble team and the rest of the human military the UNSC.
‘Time Crisis’ is a rather short story which leads the game to be thirty to forty minutes long. Where the player is on a mission to save the president’s daughter from a dangerous terrorist group, and mercenaries, which is a rather straight forward story but it’s very entertaining and action packed to draw players in. While ‘Halo Reach’s’ main campaign is about five hours long with its range of story levels and cut scenes. The game starts when you arrive on planet reach to meet the new team you had been assigned to, on your first mission with the team you discover that the alien military the Covenant has infiltrated onto Reach. Over the course of the campaign you destroy one of their huge ships which fills the player with relief until a huge fleet of their large ships appear which causes the situation on Reach to rapidly decline then you slowly loose members of your team until you are the last one to fall in a heroic final stand at the end of the campaign. Though ‘Halo Reach’s’ story doesn’t end there because the multiplayer can lead to emanant experiences which are the memories that you and your friends can obtain through playing the game. An example of this I can remember is that I was playing with a few friends online and we had a random player on our team so I called him random guy and when he died I yelled out “Random guy no!” rather dramatically, which led us all to burst out laughing. This is an effective example of an emanant moment because it builds a narrative from an event that wasn’t linked to the main story of Halo Reach’s campaign.
Both games have dealt with immersion very differently through different means, ‘Halo Reach’ uses its environments and characters to tell a compelling story that draws the player into a possible futuristic outcome within five hundred years. While ‘Time Crisis’ uses the hardware that I mentioned early with its plastic pistol controller make the player believe that they are actually shooting the enemies in a high action scenario which draws players to play it and keep playing it through. Paul A. Cairns and Kevin Cheng’s wrote an Article on ‘Behaviour, realism and immersion in games’ says as such (Paul A. Cairns/Kevin Cheng 2005) “The main manipulation was to alter the behaviour and realism of the graphics in the course of a simple game situation. Surprisingly, results indicated that participants could be so immersed within a simple environment such that even significant changes in behaviour had little effect on the level of immersion.” ‘Time Crisis’ has a more modern setting than ‘Halo Reach’ so it will be more familiar to the audience that plays the game, though ‘Halo Reach’s’ environments are more detailed as they look like they belong in a world that absorbs the player into immersion due to nothing looking out of place within that gaming world. Immersion, done correctly through different means, can lead the game to be very successful, which I believe both of these titles do effectively due to a lot of players enjoying both games.
In conclusion the shooter genre has notably evolved between both of these games, my reasoning for this conclusion is because of one main factor. First would be in the hardware and software for both games, the original copy of ‘Time Crisis’ was on a large arcade machine that only had enough memory and processing power to contain a forty-minute game with one game mode. While ‘Halo Reach’ is on a much smaller disk that contains a five-hour long game that has many different modes and looks more detailed than ‘Time Crisis’. Overall both games are similar in their base components of narrative, immersion and mechanics. The narratives of both titles use elements of props theory on fairy tales, but ‘Time Crisis’ follows this much more closely using all of the narrative roles he listed. Next would be the basic mechanics of shoot and move on but ‘Halo Reach’ expands on these by the addition use of amour abilities and free movement and not a on the rails shooter like ‘Time Crisis’. The final point would be the games use of immersion, both use immersion differently for example ‘Time Crisis’ use of hardware with the pistol controller to make the player feel as though they are in the game and a modern setting to make it familiar to the player. ‘Halo Reach’ uses realistic characters so the player can connect with them and its detailed settings which look like they belong in the game can make the draw the player into that world.
Bibliography
Christian Beekman (2014) The History Of Video Games And The Military. Available at: https://taskandpurpose.com/us-militarys-close-history-video-games/ (Accessed: 03/05/2018)
Propp, V. (1958) The Morphology of the Folktale. Available at: http://homes.di.unimi.it/~alberti/Mm10/doc/propp.pdf (Accessed: 04/052018).
Miguel Sicart (2008) Defining game mechanics. Available at: http://gamestudies.org/0802/articles/sicart (Accessed: 06/052018).
Kevin Cheng/ Paul A. Cairns (2005) Behaviour, realism and immersion in games. Available at: https://dl.acm.org/citation.cfm?id=1056894 (Accessed: 04/052018).
Bungie (2010) Halo Reach Xbox 360 Microsoft
Namco (1995) Time Crisis
Figure 1 Halo Reach Xbox 360 case: https://www.gamestop.com/games/halo-reach/75976
Figure Time Crisis PlayStation 1 case 2: http://www.mobygames.com/game/time-crisis/cover-art/gameCoverId,231390/
Figure 3 Xbox 360: https://ebgames.com.au/xbox360-149627-Xbox-360-Elite-250GB-Console-Refurbished-by-EB-Games-preowned-Xbox-360
Figure 4 Time Crisis arcade machine: https://www.gamesroomcompany.com/time-crisis-arcade-machine?adGroupId=48885574503&device=c&gclid=Cj0KCQjw5qrXBRC3ARIsAJq3bwoRR2RNHeIGD1n4dRY-UK3ODbKR8olnBV2M2_dYnEZlFsG7EWmirTgaAjhDEALw_wcB