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Research
Bronte Parsons
Castle Crashers (2008)
The colour scheme is quite vibrant and the graphics are quite cartoon like which gives the
game a unique style. The character models and enemies are all fitting with the medieval time
period and fantasy world of the game. This along with short cut-scenes and dialogue boxes
helps the player immerse themselves in the game’s story. This is sum what unusual as most of
the side scrolling beat them up games I have played are less focused on story and more on
gameplay. When the player hits an enemy they are rewarded with a sound of a weapon being
swung, large numbers will form above the enemies head and loot will burst from their
bodies. Not only are numbers satisfying but they also inform the player the damage they
have dealt to the foes. Throughout Castle Crashers the players are constantly overwhelmed
with satisfying visuals and sounds due to the fast pace gameplay this ensures the player’s
attention will be constantly on the game.
Castle Crashers (2008)
There are character icons in the top right of the screen is very efficient. The player’s
health, magic points, experience points, money, and the items in hand. The character
display is positioned in a small area of the screen which is good because it is not exciting
information and not rapid changing so doesn’t need to viewed regularly. The money
acquired within the level can be spent on items in a shop, this givens the player
something to look forward to when the level is finished. Unlike the player characters the
enemies don’t have icons as this would over crowd the screen however the bosses have
health bars to motivate the player as if they will know how far they were from finishing.
Also the more the players complete the story the more character will be unlocked, these
character have different abilities. This adds replayablity to the game.
Final fight (1989)
Final Fight’s setting more realistic than other fighting games as it the set in a similar time
period and the location is a city that is similar to New York rather to a dojo or castle. The
story is a lot more grittier as the mise en scene for most levels is a run down area of New
York. The environment is quite detailed and isn’t repetitive which adds to the realism.
The realism of this game means the consequence of loosing the game seem greater and
givens the completion of the game more weight. The combat mechanics are also very
satisfying as the player can create combos, can pick you weapons, can pick you enemies
and throw them. In each level there is a time which will create a sense of urgency and
stops a player from farming points to get a high score. The players score is shown above
their name. The high score system allows for replayability and competition between
players.
Final fight (1989)
There is also a number of platformer elements in final fight as there is a section where the
character has to jump over fire and the player can also use the jump and attack button to
do jump kick. This game also features a mini game where you have to destroy a car within a
time limit this gives the game a bit of variety in gameplay.
Burnout 3: Takedown (2004)
Burnout 3 is very fast pace even for a racing game so the environment uses a
dull colour palate this is because the game has a great deal of motion blur when
driving so the player’s will mainly be on the cars and the track. The gameplay is
purposely confusion has it becomes hard to control the car at high speeds and
the sides of the track are difficult to see. This makes the game exciting and
ensures that many crashes will happen. The game’s main attraction is the
destruction physics and very satisfying slow motion closeups when a car
crashes. The game even encourages this because when the player makes
another car crash they fill a meter that allows nitrous to be used which givens
the player a massive boost in speed. Burnout even has a game-mode where the
player is stored on how many takedowns they get.
Burnout 3: Takedown (2004)
The more takedowns the player attempts and faster the car travels the more more
likely the player is to crash. This means the player must find a balance between
speed and stability in order to win the race. The layout of the game is very
effective because the speedometer is positioned in the bottom right behind the
car and the takedown counter is in the top left above the track. This means these
counters are very visible without being distracting.
Time Crisis 2
Time Crisis 2 is intended to be a arcade game so has quite a short story, all
cut-scenes are very quick and are skippable. The game itself is very short as
well but the game play is quite challenging. This probably because the game
is designed to make the player to put more coins into the machine to try
again. One of the main appeals of these arcade machines that you are
physically holding a gun in your hand which will boast the player's ego and
increase immersion. I think the counter ammo being displayed using adds to
this type of physical immersion. There is a scoreboard displaying the player's
live score and after the player has finished they will leave a total score on a
scoreboard, this will increase replayability and if it was in a arcade it will
attract other players passing by because they will want to beat the previous
players' score. The sound when you hit an enemies is very rewarding and the
gun vibrantes.
Research Analysis
• What common features do the researched products have?
– All four of the games have cutscenes
– Most of the games have some type of scoring system
– Most of the games have some sort rewarding sound
• What aspects of the research will you include within your
on work?
– I will include cutscenes
– I will include a speedometer in the driving missions
– I might include rewarding sounds
– I might include a scoreboard
Bibliography
Bibliography
1. The Behemoth (2008) Castle Crashers
2. Capcom (1989) Final Fight
3. Criterion Software (2004) Burnout 3: Takedown
4. Namco (1997) Time Crisis 2

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3. research

  • 2. Castle Crashers (2008) The colour scheme is quite vibrant and the graphics are quite cartoon like which gives the game a unique style. The character models and enemies are all fitting with the medieval time period and fantasy world of the game. This along with short cut-scenes and dialogue boxes helps the player immerse themselves in the game’s story. This is sum what unusual as most of the side scrolling beat them up games I have played are less focused on story and more on gameplay. When the player hits an enemy they are rewarded with a sound of a weapon being swung, large numbers will form above the enemies head and loot will burst from their bodies. Not only are numbers satisfying but they also inform the player the damage they have dealt to the foes. Throughout Castle Crashers the players are constantly overwhelmed with satisfying visuals and sounds due to the fast pace gameplay this ensures the player’s attention will be constantly on the game.
  • 3. Castle Crashers (2008) There are character icons in the top right of the screen is very efficient. The player’s health, magic points, experience points, money, and the items in hand. The character display is positioned in a small area of the screen which is good because it is not exciting information and not rapid changing so doesn’t need to viewed regularly. The money acquired within the level can be spent on items in a shop, this givens the player something to look forward to when the level is finished. Unlike the player characters the enemies don’t have icons as this would over crowd the screen however the bosses have health bars to motivate the player as if they will know how far they were from finishing. Also the more the players complete the story the more character will be unlocked, these character have different abilities. This adds replayablity to the game.
  • 4. Final fight (1989) Final Fight’s setting more realistic than other fighting games as it the set in a similar time period and the location is a city that is similar to New York rather to a dojo or castle. The story is a lot more grittier as the mise en scene for most levels is a run down area of New York. The environment is quite detailed and isn’t repetitive which adds to the realism. The realism of this game means the consequence of loosing the game seem greater and givens the completion of the game more weight. The combat mechanics are also very satisfying as the player can create combos, can pick you weapons, can pick you enemies and throw them. In each level there is a time which will create a sense of urgency and stops a player from farming points to get a high score. The players score is shown above their name. The high score system allows for replayability and competition between players.
  • 5. Final fight (1989) There is also a number of platformer elements in final fight as there is a section where the character has to jump over fire and the player can also use the jump and attack button to do jump kick. This game also features a mini game where you have to destroy a car within a time limit this gives the game a bit of variety in gameplay.
  • 6. Burnout 3: Takedown (2004) Burnout 3 is very fast pace even for a racing game so the environment uses a dull colour palate this is because the game has a great deal of motion blur when driving so the player’s will mainly be on the cars and the track. The gameplay is purposely confusion has it becomes hard to control the car at high speeds and the sides of the track are difficult to see. This makes the game exciting and ensures that many crashes will happen. The game’s main attraction is the destruction physics and very satisfying slow motion closeups when a car crashes. The game even encourages this because when the player makes another car crash they fill a meter that allows nitrous to be used which givens the player a massive boost in speed. Burnout even has a game-mode where the player is stored on how many takedowns they get.
  • 7. Burnout 3: Takedown (2004) The more takedowns the player attempts and faster the car travels the more more likely the player is to crash. This means the player must find a balance between speed and stability in order to win the race. The layout of the game is very effective because the speedometer is positioned in the bottom right behind the car and the takedown counter is in the top left above the track. This means these counters are very visible without being distracting.
  • 8. Time Crisis 2 Time Crisis 2 is intended to be a arcade game so has quite a short story, all cut-scenes are very quick and are skippable. The game itself is very short as well but the game play is quite challenging. This probably because the game is designed to make the player to put more coins into the machine to try again. One of the main appeals of these arcade machines that you are physically holding a gun in your hand which will boast the player's ego and increase immersion. I think the counter ammo being displayed using adds to this type of physical immersion. There is a scoreboard displaying the player's live score and after the player has finished they will leave a total score on a scoreboard, this will increase replayability and if it was in a arcade it will attract other players passing by because they will want to beat the previous players' score. The sound when you hit an enemies is very rewarding and the gun vibrantes.
  • 9. Research Analysis • What common features do the researched products have? – All four of the games have cutscenes – Most of the games have some type of scoring system – Most of the games have some sort rewarding sound • What aspects of the research will you include within your on work? – I will include cutscenes – I will include a speedometer in the driving missions – I might include rewarding sounds – I might include a scoreboard
  • 11. Bibliography 1. The Behemoth (2008) Castle Crashers 2. Capcom (1989) Final Fight 3. Criterion Software (2004) Burnout 3: Takedown 4. Namco (1997) Time Crisis 2

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.