Video Game Review



The video game I am going to review is Super Street Fighter IV (SSFIV) the second instalment of the Street Fighter IV series. It is a fighting game created in 2010 by Capcom. It was solely made to be an updated version of Street Fighter IV but was seemed too large to be made as an “expansion pack” therefore created as a standalone title. It was released in April 2010 for the PlayStation 3 and XBOX 360 and has sold 1.9 million units worldwide, becoming most popular out of all the Street Fighter IV series.


Gameplay: In Super Street Fighter IV you can select a number of characters to play as your avatar or “fighter”. The characters in the game are rendered as 3D models and use,Though Street Fighter IV is still a 2D fighting game, in this edition it is produced using 3D graphics technology so that the visual effects are very magnificent. The movements of martial arts, especially the combos are perfectly shown through animation. It makes the fighting more pleasant and smooth.


The core gameplay revolves around 1 on 1 action, where the player tries best his opponent by utilising punches, kicks, combos and special moves as well as more powerful EX moves, Super Combos and Ultra Combos. The gameplay does not just revolve around knowing the characters it also focuses on building up the super meter, reading your opponents movements the space on which you can apply a move.




For each fight it contains a vitality gauge (health bar), super combo gauge and revenge gauge. The vitality gauge is for recording the health of the characters, the other gauges is for building up momentum for the characters to perform a special move (Super and Ultra Combo), the remainder of the gauge can be used in the next round of the fight whereas the revenge gauge is cleared.


The Narrative of the game and characters is nothing major in terms of storytelling as fighting games usually focus on the visual and gameplay aspects of the game, however games such as Mortal Kombat, Injustice and Tekken has showed that fighting games are able to develop good storytelling with bit of depth.

The game is unclear on what time period it is set but chronologically meant to be set between Street Fighter 2 and Street Fighter 3. The fight is usually set in various stages which are sometimes random or picked by the player. It varies in location such as in an airfield in Cameroon to a jungle in Brazil to a temple in Thailand and many more. The architecture in the game is not in-depth due to the main focus of the game is the gameplay.


The goal of the game is to defeat your opponent either being the CPU or another player or going through the arcade (story mode) defeat every opponent until the final boss.
The game rewards you in a variety of ways, for instance you get different colour costumes for the fighters the more you use the characters, get titles and emblems for hitting certain objectives such as “Perform 50 super combos”.

There are quite a few rules of this game is that the first fighter to defeat their opponent in two rounds is declared the victor. The rounds set can be changed according to the player but the rounds are default at 3. In a single round you are set a time 99 seconds by default on the time counter. Reduce your opponent’s vitality gauge to 0 before the time expires to score KO victory. If time runs out the player with the most vitality remaining is declared the winner.

A draw may occur when either fighter’s health reduce to 0 simultaneously or their remaining vitality is the same as the opponent when the time expires. 

SSFIV have 8 different difficulty levels from (Easiest to Hardest) when fighting against the CPU as opponents. Depending on the players skill level in this game, the easiest difficulty can be a walk in the park with having no damage against them whereas the hardest difficulty can be near enough impossible for most players.


The game has no inventory to store apart from costumes which is naturally occurring when playing more games with that character, otherwise no inventory needed as all the moves and abilities needed are already embedded in the game.



The game is very balanced as each character have their strengths and weaknesses, and can win and be defeated by an opponent who may have a skill level that are equal or better to yours.
SSFIV is comparable to most fighting games in this genre, the most likely comparison is Ultimate Marvel vs. Capcom 3. The similarities is that they both use the same fighting aesthetics and mechanics in the game. They are also popular 2D fighting games with the same layout and score system.

The game is a 2D fighter with 3D characters and backgrounds, whilst the camera can move in 3D if activating a specific move in fights for effect. It uses a unique art style that looks like a hand drawn look with visual effects of paint strokes, ink smudges and ink sprays during fights. The architecture within the game is very limited as you can only see the background in a 2D view, which are seen as cartoony although it does suit the games theme which is very non-photorealistic rendering (hand drawn effect).

There are 36 characters to choose from in this game. One fighter that is commonly found throughout all the street fighter games, named Ryu who is seen as the protagonist within the game and most popular. He can perform various moves that are similar to other characters within the game but may perform differently for instance, Ryu’s move “Shoryuken” has a different visual graphic in comparison to Ken’s “Shoryuken”, one is blue flames whilst the other is red flame, respectively.

The terrain within this video game varies from each stage you select to fight in for example, if you’re fighting in Amazon rainforest the terrain in that game is going to be damp, whereas rail yard stage in Siberia will be snowy and slippery for the fighters. The objects in the game are used as background more than physical objects that the character can use or interact with in the game.

Overall the game is very good in terms of being a competitive fighting game with all the mechanics and aesthetics in order. However the game can become very repetitive and addictive, as players may put in hours of training to become the best player in street fighter or good enough to defeat the hardest difficulty. 

Game Structure


When Designing the rules and the mechanics of gameplay everything needs to be considered and information needs to be passed on to programmers on how different parts interact and how the overall flow of the game happens. 
A flowchart is used to clearly structure the design of the game and show how it works.

Players Actions



There are two different types of player actions done in video games. First of all, there are the action that the player can do when controlling a character/object within the game, the movements are usually more advanced than just walking left and right, there are jumping, crouching, sprinting, punching, and kicking and so on. The other type, is how the character(s) are controlled via a game controller. For instance, if you analyse two different games such as Grand Theft Auto (GTA) and Super Mario, you will clearly notice the difference in movements and how you will apply certain actions. In Super Mario, the actions used are very basic, where the most advanced action is sprinting where two buttons have to be pressed down simultaneously. Whereas, in GTA you can fly, drive, swim, shoot and more within the game. This shows a development in Video Game character actions.


There are numerous ways in which the gamer can control the characters in the game. A few examples are; a gamepad, a joystick, a steering wheel and motion sensors. The gamepad can be connected to the video game console wired or wireless, it enables gamers to have easy control over the video game as multiple buttons can be pressed to perform different actions and movements. Motion Sensor in video games is a new take on how a video game can be controlled as they can control or perform actions with the use of their body movements, a device such as the “Kinect” used with the XBOX 360 and ONE consoles, has a inbuilt camera in the Kinect device which detect the players physical movements and translate them to inputs in the game.

Interaction Models



Interaction model is the way that the player is controlled and represented within a game and how the player interacts with the world in the game. There are two different types of interaction models. These include Avatar Interaction and Omnipresence Interaction.

Avatar interaction model are used in video games when the player’s only interaction in the game is through an avatar within the game, which is normally through the character or characters in the video game. First Person and Third Person video games usually use this model as a base to create their game.The Uncharted series is a prime example of using the avatar interaction model as you are usually playing as the protagonist (Nathan Drake) and you are controlling his actions such jumping, running etc., also navigating the game world through the protagonist and engaging in the obstacles that you may be facing during the game. Developers use this model specifically to make players more attached to the characters and become more involved and immersed in the game.

Omnipresence interaction model is usually associated of having control over the character(s) inside the video game and certain game world features such buildings etc. Game genres which use this kind of gameplay are that of Strategy and Simulation games. A good example that use this interaction model is the Sims series. They allow players to have full control of each character and what activity they might be doing whilst making building and architecture such as rollercoasters and theme parks to improve the city in the game. People like this type of game as is it let them be creative and unique, also create their own little world.

Goals, Challenges and Rewards



Goals within a game is usually the objective that the player have to complete in order progress along the game. There can be multiple goals that the player has to achieve to go on to next level, which are usually associated as mini objectives that the player to do such as collect x amount of items. Optional objectives are similar to side missions, where it’s not necessary to complete in order to complete the overall game but it’s beneficial as they allow the player to gain access to more items, shortcuts, currency etc. Games that usually have this type of objectives are adventure games. Uncharted is a prime example of different types of objectives to complete as you may be asked to find a specific artefact to get a reward.

Challenges are similar to mini objectives as they are a pathway to lead to a Main objective. The length of challenge may vary within games, for instance a short term challenge can be a “kill X”, where x can be an enemy, a medium challenge may be, is “collect X amount of items”, where it may take a few minutes to collect the items that might be scattered around the game world, and a long challenge could be get 100% on all challenges. A game that includes all different types of challenges is Assassins Creed, as they feature a kill mission, collect a certain amount of “packages” and 100% on all Sync(s).


Rewards are usually collected after a certain of challenge or mission has been completed successfully. The reward can vary from currency to increasing a certain attribute. This is common within games as it helps the player improve and carry on further in the game. It also gives the player an incentive for them to play more and complete the game. Game developers have realised that not having this feature will make the game boring and repetitive as players may think that all they are doing is just doing missions without any purpose.

Mechanics



There are 3 main types of mechanics which are; Inventory, Scoring and Winning Condition.

Inventory in video games usually players to store and carry items freely along with them throughout the journey of the game. A number of games have different capacities on how much they can store items, for instance in Call of Duty, you are limited to carry two different weapons and grenades. The items you pick up or buy in the game is usually stored in some kind of “bag”, where it can be stored and scrolled through for later use.


Scoring is usually a point system within the game to see how much you have gained throughout the game and/or level. There are different types of scoring system such as Exp. points, Killstreak, Goals/Points (Sports) etc. This is usually a record of how well you are doing in that specific game and how much you need to go on to the next level, for instance to level up in Battlefield you have to get X amount Experience points to go on to the next level which usually gained by playing different types of games modes.



Win Condition within games is usually calculated by the amount of points or health the each battling team have, it can also be determined by how far you have progressed within the game for example when you complete a story mode in Mortal Kombat after you defeat the Final Boss, it will end with a short cut scene finishing with a screen stating “You Win”. However within that final battle you have another win condition where it will say “Finish Him!” or “Excellent”, ”Perfect” if playing Street Fighter, stating that you have won.

Rules and Addiction



Rules are placed within video games for the player to understand on what and what not to in the game for the character to progress within the game without getting killed for instance. It also set boundaries in the game so that the player can’t cheat in a game or alter the game on how it’s played so they gain an advantage over someone who is playing the game within the rules of the game. Games such as Call of Duty is often hacked by people who want to gain a significant advantage in the game by coming invincible or having unlimited ammunition which is not allowed and usually monitored and banned by the games administrator. Game developers put in these certain rules and regulation in the game so the game is balanced and fun to play in single player and multiplayer.


When players become hooked to the game they become Addicted, as it is very unhealthy can have a negative impact on the mind and body of the gamer. Gamers are usually become addicted due to being too immersed in the game as its realism make the gamer feel that their in the game world, also the fact that the game have unreal features that the gamer may not be able to do in real life such as flying, shoot guns, deal drugs etc. Competition within video games can also make the player attached to the game as they believe that playing more will make them better and beat everyone they face. Video Game developer may purposely make the game addictive as they want their game to be the most played video and more popular in comparison to the competition.


Game World Setting



Game settings can be found within every game which can be adjusted according to the player’s personal preference on how to play the game. Developers create games dependent on the games plot and expand on that. They look at different aspect of the games such as, physical settings, temporal settings, emotional settings and ethical settings of the game.

When creating the physical settings of the game, the developers make the game world suitable to the games storyline by deciding where it will be placed and how the character will interact and adapt to that setting. For instance, football game in a basketball court will be considered as irrelevant. This will be made to make the gamer more immersed in the video game and look forward to carry on playing later on.

The temporal setting of the game will be taken into consideration during the creation of the game, as the time period of the game is crucial part of the game on making it more chronologically accurate as it will give the game realism and depth. For example, Assassins Creed: Unity, was based on the French revolution so the era of the game should be set in the late 18th century otherwise it will make no sense which could make the gamer stop playing.

The environmental setting is the condition the character the game is playing in, which usually affects the weather the game is playing in at the very moment. For instance, in Need for Speed, the weather can alter depending on where the character (Car) is on the map, for example driving in the desert the weather is usually hot in the day whereas during the night it is humid and cold. This feature is included in games to give games more realism and natural feel, games such as FIFA play in real time conditions where it if it’s raining the players usually slide along the grass more longer when slide tackling for the ball, which affects the overall gameplay.


The emotional setting of the game affects the characters emotion and body language in the game. This setting is important to include in video games as this feature improves the realism of the game, this can be clearly seen through cut-scenes in games where the main character’s father dies and you will feel you will have to avenge the father through the protagonist of the game, this makes the player more immersed and emotionally attached in the game.


The ethical setting in the game is usually set by how the game is played and what in the game you can do that limits the game into a specific age bracket. For example, in Grand Theft Auto V you are usually encouraged to steal a car from a civilian in the game world or violently shoot enemies within the game. This certain feature makes it inappropriate for children who are under the age of 18, as the content is very explicit for children to be witnessing and may imitate the actions in to real life. This matter is usually resolved by setting a PG rating on the game suitable for a specific target audience.

Difficulty and Balance



Balance in video game terminology refers to the concept of a character or level that is not too overwhelming or too weak/easy that it will make the gamer carry on playing and not complain about the difficulty of the game. 

Gamers with different skills may believe the game may be too easy or hard, so developers have embedded into most games a difficulty setting, which the player can determine the balance of the game which it will be playable for the gamer, thus affecting the gameplay and can be altered throughout the game, if the AI becomes too challenging/easy for the player.  At the start of any game, the difficulty of the gameplay will be quite easy for the player as they are usually introduction to the game on how to play, what different moves and buttons to help you advance in the game, which then gradually increase in difficulty as the game goes on, for example the wave of enemies increase in numbers and become stronger in terms of health and accuracy of attacks, this keeps the gamer immersed in the game making the objective more challenging.

Some examples of difficulty used in video games are FIFA, Call of Duty and Street Fighter. The use of difficulty in FIFA is usually dependent of the skill of the gamer, as they may increase the difficulty to make the AI controlled team more difficult to play against and break down to score and win.


Narrative, FMV and Cutscenes


A Narrative in a video game usually in video format, tell us the story line of the game. Normally found at the start of the game campaign but also can be embedded throughout the campaign. Video game designers use narrative in video games to interest and engage the gamer, as games with story lines that have no thought behind may bore the gamer and not carry on further within the game. An advantage of using narratives within game, give the game a more in-depth look on the game, making it more interesting. Although weaknesses of this is that some narratives within the game take up gaming time which can be a burden on some people as they may have a restricted playing time, or just really eager to go on to the next part of the game. A video game that has a really interesting story line is The Last of Us: Remastered.


A Full-Motion Video (FMV) is a video footage within a game that supplies you with information, usually during or after a mission has been completed. They are usually triggered when a certain objective or action has been made, so they can help you advance further within the game. Some video games use interactive FMV, which requires the gamer to make certain decisions during the cut scene, more modern games use a more detailed animation to enhance the games visual style of the game. An advantage is that it looks really impressive compared to a normal cut scene found within a game a game as they may last for a few seconds, whereas the FMV is a more detailed short video which may last for a few minutes. A weakness is that it may cost quite a bit of time and money for the developers to create as a lot of in-depth detail is required. Also the fact that it may take a few minutes until the game is loaded may also deter the gamers involvement in the game, although developers has combat this by allowing the gamer to skip the FMV if a certain button is pressed.

A Cutscene are non-interactive sequence(s) used by many games to show that advancement of the plot. They are usually found at the beginning of a mission or halfway through the storyline to give a twist and introduce new elements in the game whilst the protagonist is idle. Developers have done this to give depth in the game and making it more interactive even though the character is non-playable for a short while. The use of cut scenes also gives the game a smoother transition giving it a more professional look, although it can be annoying for some users as it limits certain aspects of the game such as a special move may be triggered and can’t be undone until the action is done which can make the user exposed to enemy attacks a good example is Street Fighter where you may trigger a special move that includes a small cut scene within it but the enemy has blocked the move and can go in for an attack as you are left exposed. 

Game World Report

Game World

A video game world is the universe or world the game is set in. The world doesn't necessarily have to be artificial (made up), it can be set in real life settings such as cities in different countries, sport stadiums and arenas, racing tracks and many more. Video games such as Assassins Creed rely on historical settings and architecture as the base of the game, due to the concept of the game is playing as an ancestor of someone set in the modern day. Different game worlds differ from each game as the concept or storyline of the game is set in that certain time and place. It will be irrelevant for sporting games such as FIFA be set somewhere other than a football stadium/pitch as it will not impact the real life feel for the game and making the game obsolete for the people playing, which making the game world right more the important. 

Throughout the years, games have become more developed, with graphics becoming more and more real every day, the obstacles, terrain and architecture of game worlds have increased in number and detail, for instance the difference of Call of Duty: World at War and Call of Duty: Black Ops 3 have a gap of only 5 years but from the images below you can clearly see the difference between the two, with precise graphic improvements which is looking more lifelike. This is true for all modern games now with the next generation of game consoles playing a part.

Terrain

Terrain is the surface of the game world, it is the texture of the game world that is made up of. It can vary from different types of surfaces it consist of sand, concrete, grass, tarmac etc. The terrain doesn't actually play a part on the characters actions or behaviour, it is more of the landscape in the game, and it can be in 2D or 3D depending on the game. The terrain could alter throughout one game whereas other games it stays consistent, Action Adventure games are a popular in altering terrains, whereas sport games usually have the same surface as it may not be relevant if a Football game was played on sand, as it will take the life like feel out of the game.

Architecture


Architecture in video games usually make up the game’s environment and surroundings, with the use of buildings, structures and monuments in the game world. Architecture is a key aspect in games when developing a video game, it acts as the games scenery and a base for characters to move, act and occasionally die. The Assassins Creed series make full use of architecture as it uses Real life historical buildings and monuments in the game and also acts as physical objects which the game character can interact with in the game. 

Game designers also understand that accurate and detailed architecture can make or break a game it’s an integral part on modern day games, it can also increase the sales and popularity of the game. The game world has changed over the years with the surroundings in games have become more realistic. Here is a comparison of a game series that has been developing along the years.

Objects


Objects inside a video game are usually interactive with the character(s) you are using or sometimes with non-characters. They can normally be collected or used to your advantage but they can also be in the background just for display to increase the look of the game. Common objects in video games that can be collected, are some type of currency within the game that helps you purchase equipment and other objects that helps you progress further into the game. Items or objects within a game that can be used usually through picking up are guns or weapons that help you defeat a common enemy without losing too much health. Games that can be associated with the items spoken above are Action Adventure Games such as Grand Theft Auto, due to having a currency that can be increased though a death of a civilian or/and enemy also through completed missions or tasks, with in conjunction of using weapons that are normally purchased with the currency or through picking it up from a downed enemy.


The improvement of objects in different game worlds has helped the game industry a lot, due to the increase of higher quality and more in depth games that include weapons and objects that help the aesthetic of the game and making it more playable and profitable for the gaming industry. Objects that have been used in the past compared to the present have changed dramatically over the years with more attention to detail objects along with other aspects of the game.

Single vs. Multiplayer



Single player video games is when the game is played only by one player against the computer’s AI throughout the course of the game, whereas single player mode is a specific section of the game where it is designed for one player to play the game although in modern video games, other players can play alongside you simultaneously in the single player mode.

During the early stages of video games, single player mode was vastly successful as it was simple for designers to create as it usually focused on having one character to play as. It was also highly influential in the development of video games as it became the core element in the making of video games and further enhanced different modes that can be incorporated in video games such as multiplayer mode.

The most common genres to feature single player modes are; action-adventure games, platform games, first-person shooters and many more. Here is a little clip of some popular single player video games that has sold for millions and popular till this date.

There are quite a few positives and negatives about single player video games, I am going to state a few, such as playing the game without relying on anyone to complete an objective, as sometimes players with a different skill level may hold you back from progressing further in the game. You may feel that completing the “campaign” by yourself feel like a more deserved victory than having a companion to help you out. However, if you get stuck on a certain mission/level and you do not know how to overcome the mission you cannot get help from another player to help you complete the mission, which may make the player stop playing and resent the game overall.

Multiplayer video games consist of more than one player in the same game world which aren’t controlled by AI but rather by other players at the same time. This type of game allows players to work alongside each other to complete a common goal/objective or go against each to compete for the winning spot for instance, Call of Duty multiplayer modes, players are put into two separate teams which is made up of other players then try to defeat the opposing team using the items (weapons, grenades) that are available to them.

There are different types of Multiplayer Games some are; Co-Op and Massive Multiplayer Online (MMO).

Co-Op is a feature in video games that allows players to bring in other players during a single player mission, or play with other players on the same console in a specific game mode i.e. Co-Op or Split Screen. Internet access is usually not needed for this game type.  Games that implement Co-Op mode are Battlefield, Call of Duty and Mario Kart just to name a few. A split screen is normally required when playing in co-op mode as each player can have their view of their character which could restrict the view for each person as they may not be able see the surroundings around them, although they can quickly help each other if one player is overwhelmed by an enemy they can quickly figure out where they are and help them out.



Massive Multiplayer Online (MMO) games usually consists of a large number of players in one game world in different servers.  Final Fantasy, League of Legends and Dungeons and Dragons are some popular examples of Role playing games (RPG) that are in MMO format, these became popular due to the accessibility within the game that allows players to communicate and play together as a community which make gamers become more immersed and make friends with new people. This could be seen as an advantage of MMO type games however, an internet connection is needed to run the games as without an constant internet connection, the player become offline in the middle of an important mission/event and be costly to them i.e. may lose certain credits or seen as an failed mission by default.

Feedback Interface

Feedback Interface is the information provided by the game which allows the player to see their progress during the game. There are two separate types of feedback interface, simple interface is the minor helpful information such as duration left (timer), health remaining, and how many wins. Whereas advanced feedback is the visual effects in a certain move, Power bar and the recent move that has been applied. These are just a few examples.



In every game there will be some type of feedback interface in the game to state what is currently happening or what is needed to advance further on. Above I have used Street Fighter as an example of feedback interface in a video game. The time counter for instance, is a common example in all types of games, which shows how much time you have left to complete task or the game to finish. Another Prime example is the Health Bar, in this case Vitality Gauge is a general interface in most games as it helps the user see and estimate how much life he has left to complete the level or be alive to defeat the opponent. This aspect of the game makes it a vital part of any game.





Video Game Character Report

Characters that are portrayed in video games are usually either the protagonist (main character) the one you control, enemy characters that who usually get in your of achieving your goal and a non-playing/supporting character are usually controlled by artificial intelligence (AI) and you can use to your advantage when in need of help.

The main character or the player characters (group of main characters) are usually playable and help you achieve the intended goal. The main character aren't usually portrayed as real life people they can be objects or physical parts such as racing cars and motorbikes. For example, in the Burnout series you can choose from a range of racing cars and motorbikes for racing or just free roaming. This aspect help make the game more diverse and varied, displaying different game styles.

It’s important for the creator of the game to include detailed game characters as they are crucial part of the game, they can literally make or break the game. Creating a strong main character who usually have an interesting back story or relatable story makes the gamer more immersed in the game, making it successful. Video games normally have more than one main character. Video games offer a group of main characters to choose from as each character or object have different features that are helpful in different game modes and objective. Fighting are normally common in having a large range of player characters, games like Street Fighter, Tekken and even racing games such as Need for Speed.

Non-Playing Characters (NPC) are characters that are not controlled by a player. The actions of the NPC are usually coded the game’s AI or triggered by a certain action or dialogue within the game for the character to appear and interact. They differ from enemy characters as their non-hostile against the protagonist(s) of the game and usually helpful unless provoked for example Pedestrians in Grand Theft Auto. The Boss or Boss battle of the game usually appear at the climax at a particular level of the game, usually at the end. The Bosses are much stronger than the more regular enemies and bigger in size compared to the player’s character. This is to make the game more challenging and dramatic, this is a crucial feature in any game that include enemies and a goal to defeat the Final Boss.


Video Game Perspective

Perspective is how meant how the controller or game player controls and views the visual aspect of the game i.e. from a first or third person view of the character in the game world and his journey within the game. There are different perspectives on how the game is played there are 4 main types which are; First Person View, Third Person View, Aerial and 2D Side-Scrolling. I am going to describe each perspective and how we use it in the modern day, first perspective I am going to describe is First Person.


First Person

In the First Person Perspective, the game player is usually playing through the eyes of the protagonist(s). The viewpoint is not always through a physical character is could be through a cockpit, either being a car or plane as simulators is mostly in first person. First person games are usually categorised under adventure, shooting and simulation games, few game titles are listed below:


·         Call of Duty
·         Far Cry

·         Gran Turismo
·         Doom
The Advantage of First Person games is how the game player can easily get engaged with the game as they believe that they are part of the game and can easily immerse themselves in the game, which gives a realistic feel of the game. In shooting games, the controller has a more accurate shot in terms of aiming as the viewer can easily aim down their sights and see the cross-hairs of any shots that has the target making it a more thrilling experience for the gamer.



Drawbacks of this perspective however is the limited field of vision, the user will only have a view of what is in front of them which can be quite troubling for those who play non-stop action games as you will not have an idea of where an enemy is attacking you from.
In First Person Shooters, the view from taking cover is very limited as you will not be able to see where the enemy/target is which can be quite troubling, there is some features in certain games where they would let you alternate between first and third person which does eliminate the problem.



Third Person



In Third Person games, the gamer is usually on looking the game from afar usually an aerial view of the game character, in most cases the whole backside of the character is usually visible which enables the player to navigate easier in the game. The gamer can also predict where to go as they have wider range of sight in the game and look out for any hidden items or enemies in an instant. Third Person games is commonly used out of all perspectives in games as it helped enhance gaming for the future. 
The most common genres used in third person games are; Action, Adventure, Action-Adventure, Shooting. Some examples of games in these categories are;

·         Grand Theft Auto
·         Uncharted
·         Need for Speed
·         Resident Evil

The Advantage of this particular perspective is that it allows the user to have more practical abilities compared to a side scroller where it is only left/right, jump, crouch, shoot or attack etc. 3rd person view can make it especially n shooting games to take cover whilst having a view of the surrounding area making it better for the user to not get killed in action. Minor things like jumping to one place to another is easier to do as you can make a quick judgement on whether or not it is the right moment to make it i.e. if there is gunfire coming towards you, improving your overall awareness. Graphics are usually better in terms of the protagonist(s) as there will be more attention to detail than other aspects of the game. This may also effect the Special effects of the game for example in the Devil May Cry series the protagonists fighting moves will have added special effects when attacking an enemy which improves the overall aspects of the game making it more entertaining for the player.

A drawback is that it may not be as realistic as 1st person games as the player may not feel as
engaged which can affect the game play. For example shooting in a 3rd person game the accuracy will be dreadful as the aim down sight is a large circle which will cause the gun to shoot aimlessly and recoil to be off. In some cases, the camera view can also hinder the view of the character which can be annoying for users when they are halfway through a mission then all of a sudden the camera angle turned funny which would make you restart the whole mission.

2D Scrolling

2D Side-Scrolling games are usually viewed from a side-view camera angle, usually controlling the on-screen characters going from left to right, to achieve the goal/objective. This type of camera view is commonly used in platform games where there is obstacles that you have to jump, climb and run throughout the progress of the game. Not just platform games have a 2D view, some fighting games also this view to show a focus on the characters rather than the environment. Some examples that help back up my points:


·         Super Mario

·         Sonic the Hedgehog
·         Street Fighter
·         Streets of Rage
·         Mortal Kombat

The advantage of 2D side scrolling games is that is very easy to make, in terms of being an amateur games maker as they can easily create an image of what type of game they want to make. In contrast, modern day side scrolling games lets you create depth in the game i.e. the jumping, climbing aspects of the game. This creates a world of possibilities for the game to have platforms, different tiered levels which aren't possible in aerial view games. The graphics of the game can also be in more detail as there is less artwork to deal with so the graphics of the game can be more focused on. The Side Scrolling aspect of the game are still commonly found in handheld consoles, as popular games such as Super Mario and Street Fighter are still playing right now.

Disadvantage of 2D side scrolling games are that is does not allow character to move in 360 motion, only allowing them to move forward and backward. It’s also more difficult for items to be hidden in games as the item will always be visible to the player when the character is in proximity of the item.

Aerial View
Aerial or top down view is a game perspective where the player sees from above looking down that shows the player and the area around him/her. This can also be referred to as bird’s eye view. This specific camera view is usually at a fixed point or rotation. Commonly used in 2D role playing video games and even action and adventure games. Games such as Final Fantasy, The Legend of Zelda and one of the really first Grand Theft Auto games are a few games that feature a top down view. Some more examples are also listed below:

·         Dead Nation
·         Pokémon
·         Sim City
·         Bomberman
·         Civilization
An advantage of a top down view is that is easier to create a new environment content, meaning that you can add in extra features in the game flawlessly, this can improve the layout of the game and the users experience. Secondly, from the players perspective, this viewpoint allows for easier control by keyboard on (PC), using the arrow keys to move the player around.

A disadvantage of the view is that the viewpoint is quite outdated in comparison to modern day games, which would be quite difficult when creating a game for the new generation as they are use to high quality graphical games. Another reason is that you don't get to see from the characters point of view, therefore you don't become immersed in the game as you are basically navigating throughout the entirety of the game.

Video Game Genres



Video Games are often usually put into categories or genres. Their classified by how the game is created and how the gameplay and style is. Some of the genres I will be explaining in full detail are;

Sports Games
Games that stimulate sporting experience, which includes sports such as Football, Baseball, Golf, Boxing, Skate Boarding, Tennis etc.
Some sports game place the emphasis on the experience of playing the sport, sport whilst others focus on the strategy behind the sport. Here are some familiar examples;
·         FIFA
·         Football Manager
·         Madden
·         NFL
·         UFC Undisputed
·         Fight Night
https://www.youtube.com/watch?v=nepBG1PtFd0 - (Video link, that needs uploading)


Adventure Games
Typically the player is the protagonist of a story and in order to progress they must solve puzzles. The puzzles can often involve manipulating and interacting with in-game objects, characters, etc.
Here are some of the following examples:
·         Uncharted
·         Far Cry
·         Tomb Raider
·         Super Mario


Action Games
Action is quite a broad term in terms of games, as action is normally represented as fast paced events and movement that requires a lot of hand-eye coordination and reaction time. It is often sub categorised into different genres e.g. Adventure, Sports, Shooting, First and Third Person shooters etc.
Here a few examples that come under this genre:
·         Halo
·         Assassins Creed
·         GTA

https://www.youtube.com/watch?v=hvoD7ehZPcM - (Video Example, need to work)


Simulation Games
Many simulation games aim to simulate physical activities such as flying an aircraft (Microsoft Flight Simulator), playing golf or football etc. (sometimes with as much realism is as possible).
Other forms of simulation game aim to provide simulations of forms of management, e.g. football management games, city management (SimCity), railroading, etc.
Here are a few examples;
·         Sims Franchise
·         MS Flight Simulator
·         Bus Simulator
·         X3 and Wing Commander

Fighting Games
In fighting games the player usually control one or more characters to ‘fight’ against other being the CPU or other players in a one-on-one situation. The aim of the game is to defeat the opponent to claim victory and progress further. Some popular examples are listed below;
  •          Street Fighter
  •          Mortal Kombat
  •          Virtua Fighter
  •          Tekken


Strategy Games
There are two types of Strategy games Real-Time Strategy (RTS) and Turn Based Games (TB). In Real time strategy games, is mainly focused on collecting and earning resources that help you in achieving a goal of defeating or finishing a task through planning and constructing. Whilst Turn Based games is the same as RTS but also quite similar to Board Games in terms that you have to take turns on making a move or attack.
Notable Examples are;
·         Civilization
·         X-COM
·         Master of Orion
·         Rome Total War


Puzzle Games
Puzzle games often require the player to solve puzzles or problems and can involve the exercise of logic, memory, pattern matching, reaction time, etc.
Few Examples:
·        Tetris
·         Lemmings
·         Minesweeper
·         Candy Crush
https://www.youtube.com/watch?v=8y_TiOJXVbo - (Video example need uploading)


Role Playing Games
Often characterised in terms of providing the player with an in-depth story line it gives the player flexibility in terms of character development, problem resolution, etc.
Few examples are:
·         Final Fantasy
·         Mass Effect
·         Fallout
·         Dragon Age


Educational Games
Educational games are designed to teach new skills which can span from pre-school onwards. It helps the user gain knowledge and understanding in that particular topic/subject.
Few examples are;
·         Dr Kawashima Brain Training
·         Carmen Sandiego
·         Mavis Beacon Teaching Typing