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Depth, Mastery, and Vanquish

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The bottom line

Platinum's games are defined by depth and mastery, not by brawling, so the cover shooter Vanquish is as much a Platinum game as Bayonetta. Depth, meaning more got out of a few mechanics through combination, timing and positioning, works in any genre and rewards the players who put in the time.

Key takeaways

Same Vanquish mechanics, three very different ways to play
LearnerPlayerMaster
MindsetBrute-force encountersPlan each stepUse tricks the tutorial skips
Rocket slideRoadie run between coverGet behind foes, chain meleeCancel into boost-dodge
AR ModeRarely, too riskyTimed in rolls and jumpsShoot grenades mid-air
Suit heatOverheatsKnife's edgeNever overheats
Depth comes from combining, timing and positioning the same few moves, not from unlocking new ones.
  • Platinum builds every game to be playable at three levels, from novice to master. 0:58
    • Novices can mash buttons or play Vanquish as a plain cover shooter and still have fun.
    • Producer Atsushi Inaba says ignoring novices risks becoming "niche".
  • Depth comes from combining a small set of mechanics with good timing and positioning. 2:07
    • Adding new mechanics or unlocks is breadth, which is a different thing.
    • In Vanquish, rocket slides, AR Mode and melee chain together while the suit's heat limit forces constant shifts between attack and defence.
  • Masters find techniques the tutorial never teaches, which are advanced uses of the same mechanics. 3:57
    • Boost-dodging cancels a rocket slide into a dodge, so you cover huge ground nearly invulnerable and never overheat.
    • Bayonetta's dodge offset lets you dodge mid-combo without breaking your score streak.
  • Hard modes and scoring systems give masters a reason to keep improving, and Vanquish's score is weak here. 5:21
    • Vanquish shows a bare number with no grade or medal, and few players know what raises it.
    • Platinum's other games use complex but readable scoring that teaches the advanced strategies.
  • Depth works in any genre and can keep a multiplayer game alive for years. 6:51
    • Project Gotham's kudos manoeuvres and Tony Hawk's mega combos reward skill in racing and skating.
    • Call of Duty's sprint reload cancel has never been removed, since its timing and risk make it feel like a skill.

Depth can be found in any game where players can express themselves, or make interesting decisions, or play with more style and speed by discovering more advanced applications of the game's main mechanics.

Mark Brown

Chapter summaries

0:00 A shooter from a brawler studio

Vanquish looks like an outsider in Platinum's line-up, but its design matches the studio's brawlers.

  • Vanquish is a cover shooter from the designer of Resident Evil 4. 0:22
    • Shinji Mikami made it, and its pace differs sharply from a brawler.
    • At first glance it seems closer to Gears of War than Bayonetta.
    • Platinum is known for fast 3D action games like Bayonetta, Metal Gear Rising and The Wonderful 101.
    • The only other oddity is the DS game Infinite Space, which is set aside.

0:58 Level one: the learners

Platinum games stay fun for players who never learn the systems.

  • Novices get a good time even while playing badly. 1:02
    • They may score poorly, die a few times and look awkward.
    • In Vanquish they hide behind walls, take pot shots and use the rocket slide as a roadie run between cover.
    • AR Mode is too risky to overuse, because activating it leaves you vulnerable.
    • Running out of power makes the suit overheat.

2:04 Levels two and three: players and masters

Cancel the slide before the heat kicks in
Masters find this by experimenting, because the tutorial never teaches it.

Depth grows from a few mechanics, and masters push them past what the tutorial shows.

  • Each Platinum game gets depth from timing and combination. 2:35
    • Bayonetta's punch and kick make stronger attacks when pressed in order, sometimes with a pause.
    • Metal Gear Rising's blade mode can start anytime, but a full meter and an injured enemy unlock the Zandatsu move.
    • Vanquish's AR Mode needs good timing during rolls and jumps.
    • Positioning matters too, such as sliding behind a group of foes.
  • Players stop brute-forcing and plan each step. 3:39
    • Sam Gideon's abilities become moves to chain, and cover is only a brief respite.
    • The tutorial never covers the techniques masters use.
    • Boost-dodging works because the slide doesn't heat the suit for its first split second.

4:32 Advanced techniques and the rewards for mastery

Vanquish's score gives masters a number, not guidance
Typical PlatinumVanquish
ComplexityComplexSimplistic
ReadabilityReadableFew understand it
Result shownGrade or medalBare number
Teaches strategyYesNo
A readable score tells masters what to improve, and Vanquish's vague formula of kills, headshots, time and cover doesn't.

Masters find skills beyond the tutorial, and they need harder challenges and a readable score to keep improving.

  • Vanquish's advanced techniques are the same mechanics used with more skill. 4:32
    • Flicking between guns during a reload speeds it up.
    • Tossing a cigarette distracts enemies.
    • Switching to another gun while firing speeds up a slow weapon like the rocket launcher.
    • Shooting grenades mid-air in slow-mo gives massive splash damage.
  • The main game's challenges push players toward that second level. 5:02
    • Enemies with weak points on their backs need rocket sliding, slow-mo and retreat together.
    • Shooting rockets out of the air in AR mode is expected.
    • Players also slide under the legs of giant bosses.
  • Masters need God Hard mode, expert challenges and scoring, and Vanquish's score fails them. 5:21
    • Few players know what raises it.
    • It seems tied to kills, headshots, time and cover used.
    • Platinum usually gives a grade or medal, but Vanquish gives only a number.

6:18 Depth beyond brawlers

Novices still enjoy Platinum's games, and interlocking moves that reward mastery work in any genre, multiplayer included.

  • Platinum's games look cold to newcomers but reward those who invest. 6:18
    • Kamiya calls the first playthrough of The Wonderful 101 something like a tutorial.
    • Crazy animations and set pieces keep novices happy.
    • Looking and feeling awesome is a reward in itself.
  • A high skill ceiling keeps multiplayer games alive for years. 7:17
    • Fighting games, Rocket League and Call of Duty show this.
    • Sprinting halfway through a reload skips the animation.
    • Pressing too early cancels the reload, which is the risk.
  • Depth means the more you put in, the more you get out. 8:00
    • Air-combos, dodge offsets, rocket slides and reload cancels all count.
    • The speaker wishes Vanquish had been a hit and shooters had followed.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Depth comes from letting players get more out of a small set of mechanics through combination, timing and positioning, so a game can be fun for button mashers and still reward masters. Vanquish, a cover shooter built with PlatinumGames brawler thinking, shows this through rocket slides, AR mode, overheating and tricks like boost-dodging.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript121 lines
0:01

This is Game Maker's Tookit, I'm Mark Brown. PlatinumGames makes beat 'em ups. Feisty, fast-paced 3D action games like Bayonetta, Metal Gear Rising, and The Wonderful 101. But one game in Platinum's library sticks out. Well, two, but ignore that weird DS game Infinite Space for now. I'm talking about Vanquish. It's made by Resident Evil 4 designer Shinji Mikami and it is... a cover based shooter. That's a genre that moves at a very different pace to a brawler, and at first glance Vanquish looks like it has more in common with Gears of War than Bayonetta.

0:41

But, here's my argument - Vanquish is as much a Platinum game as Metal Gear Rising and MadWorld because what makes this studio's games so legendary has nothing to do with punching and kicking and slashing - it's about depth, and mastery. So, action games are great because they can be played on different levels. At level one, you have the learners. Novice players can simply mash buttons, brute force combat encounters, and have only the loosest grasp on the game's systems, but they'll still have fun. They might get crappy scores, they might die a few times, and they might look a bit awkward when they play, but it's still a good time.

1:21

Platinum designs its games for those who play on easy mode and never scratch the surface of the game, with producer Atsushi Inaba saying "it's important for those players to have the best experience", and that by ignoring those novice players "you run a risk of becoming niche". In Vanquish, the shooter equivalent of button bashing is playing the game like a cover shooter. And you can: you can hunker behind a wall and take pot shots at enemies. And you can treat Sam Gideon's bonkers rocket slide as a roadie run to quickly get between bits of cover.

1:51

And while new players might use the slow-mo AR Mode here and there, it's too risky to overuse. You have to make yourself vulnerable to activate it, and running out of power makes you overheat. Which sucks. At level two, learners become players. Here, you start to realise that the game has depth. To me, in this context, depth is about the player's ability to get more out of a basic set of mechanics through their combination, or through good timing, or with smart positioning. This lets them make interesting decisions, and allows them to express themselves.

2:25

This doesn't come from the game layering on new mechanics or unlocking new stuff. That's breadth. Platinum Games have depth from a very simple set of mechanics. The most obvious way to do this in a beat 'em up is through combos - Bayonetta can punch and kick but pressing those two buttons in a certain order, sometimes with a slight pause between inputs, leads to new and more powerful attacks. And mechanics can be more useful if used with the right timing - you can enter blade mode at any time in Metal Gear Rising but use it when your meter's full and the enemy is injured and you can perform a spine-snatching Zandatsu move.

3:07

In Vanquish you need good timing to unleash AR Mode during rolls and jumps. And you can combine this slow-mo state with rocket sliding, or combine a rocket slide with melee. You should think about positioning, too, and use your rocket slide to get behind a group of foes. As you use more of your powers, you have to worry more about your suit's engines which heat up when you slide or use AR mode. You'll need to think about how you'll retreat to safety after dealing out damage, meaning you're constantly shifting tempo between attack and defence, and working on the knife's edge of overheating.

3:39

Now you're no longer brute-forcing each encounter, but thinking through each step you'll take. You see each of Sam Gideon's abilities not as individual things but moves that be combined and chained for devastating effect. And you just use cover as a brief respite. At level three, players become masters. There's even more depth to be found in these games, with techniques and strategies not even discussed in the game's tutorial.

4:04

In Bayonetta, for example, high level players will use a manic finger-flailing move called dodge offset where they can dodge during a combo, so they don't break their score streak. In Vanquish, expert players will stumble upon things like boost-dodging. Because the rocket slide doesn't start to overheat your suit for the first split second, if you immediately cancel that into a dodge you can cover enormous amounts of ground, practically invulnerable the entire time, without ever overheating.

4:32

You can speed up your reload by flicking back and forth between a gun during the reload animation. Or speed up the shot on a slow gun like the rocket launcher by switching to that gun while shooting another one. You can distract enemies by tossing a cigarette, and shoot grenades in mid-air while in slow-mo for massive splash damage. These techniques are still just advanced applications of the mechanics that you've had the entire time - you just need knowledge, timing, dexterity, and skill to pull them off.

5:02

The challenges in the main game will encourage you to explore that second level of depth. In Vanquish you'll face enemies with weak points on their back, so you'll need to combine rocket sliding, slow-mo, and retreat to take them down effectively. And you'll want to shoot rockets out of the air in AR mode, and slide under the legs of giant boss monsters. Masters, however, need to look a bit harder to test their skills. That generally involves super tough difficulty settings like Vanquish's God Hard mode, expert challenges, and - the most important part of all - the scoring system.

5:35

And this is what lets Vanquish down. The scoring systems in Platinum Games are complex but readable, and help you understand the advanced strategies you'll need to get a higher score. The score in Vanquish is simplistic, but few understand exactly what gives you a better number. It's something to do with enemies killed, head shots, time taken, and amount of cover used. And while Platinum usually express your ability clearly with a grade or a medal, Vanquish just gives you a number with no context.

6:03

But beyond these rewards, Platinum fans master these games for a more intrinsic reason: the ability to look and feel awesome when you play. The difference between a novice and an expert Vanquish player is plain to see. Platinum's games can be intimidating for new players. When Hideki Kamiya says the entire first playthrough of The Wonderful 101 "is something like a tutorial," and that "the real game begins the second time through," it can make their games seem cold and standoffish.

6:34

But the crazy animations and ridiculous set pieces mean even novice players will have a good time. And the added depth - derived from the smart application of the base mechanics, and encouraged by a scoring system - means that those who put in the time to learn or master the game are rewarded greatly. And the point of focusing on Vanquish in this video is to show that this stuff is not just for brawlers. Letting the player express themselves with a bunch of interlocking moves works in a shooter, too.

7:02

And other genres: you can play Project Gotham as just another racer but there's depth to be found in doing special manoeuvres which grant you kudos points. And in Tony Hawk's, only a master can combine grab tricks, reverts, manuals, flip tricks, and grinds into one mega combo. Plus, depth may be the key to a long-lasting multiplayer game. These games have to be approachable to new players, but a high skill ceiling means advanced players can enjoy playing for years.

7:28

You can see this in any fighting game worth its salt, the knockabout football gem Rocket League, and even Call of Duty. I've been playing Call of Duty online for years but I only just realised that you can speed up your reload by hitting sprint half-way through the animation to skip it, and get yourself back into the fight. That might seem like an exploit or a bug, but it speaks volumes that the developers have never removed it. Because it requires good timing and dexterity, and because there's a risk that you'll do it too early and cancel the animation before you've even reloaded, it feels more like an advanced strategy.

8:00

And this is the sort of thing that gives games depth, and allows for mastery. So it doesn't matter if you're doing air-combos and dodge offsets, or rocket slides and reload cancels, depth can be found in any game where players can express themselves, or make interesting decisions, or play with more style and speed by discovering more advanced applications of the game's main mechanics. What you end up with is a game where the more you put in, the more you get out.

8:28

Thanks so much for watching. Sometimes I want to live in the parallel universe where Vanquish was a mega hit and all shooters now had this level of depth and opportunity for mastery. But, here we are. Let me know what games you have tried to master in the comments below, and don't forget to like the video and subscribe. Game Maker's Toolkit is funded exclusively by its fans, including these uber awesome top-tier supporters.