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Carnage Heart

Carnage Heart. General Information. Publisher: SCEA (Sony Computer Entertainment of America) Developer: Artdink Game Type: Strategy Release Date: January 31, 1997 Original Japanese Release: December 8, 1995 ESRB Rating: K-A (Kids to Adults – equivalent to todays E rating). Demonstration

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Carnage Heart

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  1. Carnage Heart

  2. General Information Publisher: SCEA (Sony Computer Entertainment of America) Developer: Artdink Game Type: Strategy Release Date: January 31, 1997 Original Japanese Release: December 8, 1995 ESRB Rating: K-A (Kids to Adults – equivalent to todays E rating)

  3. Demonstration (On PC) Recommended high end PC Using: P4 3.2 Ghz, Geforce 5200 ePSXe v1.6 Emulation software Pete's OpenGL 1.76 GPU Hardware Standard Hardware • Playstation • 1 Controller • Memory Card with 5 blocks.

  4. What is it? Turn-based strategy • Research and purchase weapons and hardware • Design your OKEs (Overkill Engines – Robots) • Build OKEs and group them into units • Defend and capture bases

  5. So why is this game so special? You don't just build your army, you program them. Code poorly... watch as your opponent chews up your defensive lines. (Or you might, if you didn't check for friendlies in your forward firing arc)

  6. Manual/Box Excerpt: By 2073, war has evolved. The battle for domination is now a game fought on the moons of Jupiter by warrior mechs armed with deadly firepower. You control an army of cyber gladiators. More importantly, you design them, deal for parts, set up assembly lines and devise battle plans. When the game begins, whoever has created the most diabolical strategies and deadliest mechs wins! What programming? Frequently shows up on “Most overlooked/underrated games” lists Game ratings are all over the board, as many players expected a fast paced action game Good game design, bad marketing Oh did we forget to tell you?

  7. Game Modes • Single Player Campaign • 4 Campaigns of increasing difficulty • Each has more levels, a more ruthless opponent, and less funding than the last. • Versus Mode Load saved games from campaigns and place your OKE designs in tournaments.

  8. Gameplay & Interface • All control is through menus • Player does not control combat • Command your units and “See what happens”

  9. Research and Purchase Parts(Negotiate)

  10. Design

  11. Command your Units (Tactics)

  12. Destroy the Enemy

  13. Destroy the Enemy • During testing of new designs, a representation of the CPU is shown and current execution is highlighted • Temperature, fuel, armor remaining, ammo remaining... all data on the screen should be considered in your software for an efficient OKE • For example: A highly defensive OKE could run out of fuel before it destroys the enemy • Only control of battle is with a debug mode cheat

  14. Gameplay - Continued • If either side is destroyed in the battle, the winner moves to the contested space on the map • Game continues until all bases on the map are captured

  15. Artwork / Graphics • Drab colors • Low resolution textures • Low detail models Even at the time of its release, the graphics were sub-par.

  16. Sound and Music Limited music • Five synthesized, somewhat repetitive music tracks for the menus. • One CD audio for battle, but its barely music. • Unusual contrast of music – If you've played other Artdink games you should expect this.

  17. Special Features • Huge number of hardware designs • 4 OKE types, each with advantages and disadvantages • 2 Leg (Maneuverable, weak) • 4 Leg (Slower than 2 leg, but heavier armor and weapons) • Tank (lots of armor, massive firepower, but cant dodge) • Flying (fast, weakest armor, flies) • 3 Body designs for each • 3 types of main weapons (cannon, laser, shotgun) • 3 types of secondary weapons (missiles, rocket, mine) • Dozens of muntions • Several special parts and armor types • Unlimited software/AI designs

  18. Manual • 30 page instruction book • 60 page 'strategy guide' – primarily how to program • Second CD is a half hour video tutorial Manual and tutorial are very tedious, but complete.

  19. Bugs • Occasional inexplicable loss of funding • Even when you're winning • Uncommon • Can happen to the computer too • May just be a design flaw, means random chance of loss • Otherwise no obvious bugs / glitches

  20. What is good? • Truly unique gameplay • Customizable Units • Versus mode for 2 player competition extends replay time

  21. Bad! • Drab graphics • Campaign levels may end prematurely, due to inexplicable funding loss • No true two player campaign / strategy mode • No “Sandbox” mode – very difficult to get chance to design with all parts or bodies

  22. Why is it better than other games? • Strategy mode is simple yet enjoyable • Designing units • Programming! Similar games are rare and usually are simplistic toy games. The ability to program something in an already functional game is rare if not unique.

  23. Design Mistakes • Marketing and Packaging do not match gameplay • Unexplained loss of funding (maybe a bug – it is uncommon)

  24. Overall Strengths • Unique Gameplay • Functional yet simple strategy game – its more about the designing Weaknesses • Unique Gameplay • How many people will play a game that requires programming? • May be why marketing left out that aspect of play • Japan has had three re-releases (better marketing?)

  25. Overall Is it worth purchasing? • Yes, provided you like programming • Can be difficult to find original materials • Game is uncommon

  26. Improvements? • Graphics – at least make it less drab • Multiplayer strategy mode • Randomized Campaigns?

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