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Level Up.pdf

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112 LEVEL 5 The Three Cs, Part 1—Character<br />

A second playable character (or SPC) lets the player swap between<br />

controlling multiple characters. When control is relinquished on one<br />

character, the second becomes controlled by artificial intelligence. This<br />

concept originates from Japanese RPGs where the player can “ control ”<br />

each of the party members to battle enemies during the combat sequence.<br />

The idea quickly spread across the Pacific to American action and sports<br />

games like The Goonies (Datasoft, 1985) and Speedball (Imageworks, 1988)<br />

and over the Atlantic to the UK with Head over Heels (Ocean, 1987).<br />

However, control would revert back to a single character for navigation<br />

purposes during the rise of consoles like the Famicom (aka the Nintendo<br />

Entertainment System), partially due to hardware limitations.<br />

In Mario & Luigi: Superstar Saga (Nintendo, 2003), the player can control<br />

either Mario or Luigi for the duration of the game; though there isn ’ t too<br />

much difference between them. However, the characters in Lego Batman<br />

(WBI, 2008) have unique abilities used to solve puzzles. Keep the “ player<br />

zapping 9 ” to a single button press to allow players to quickly jump to the<br />

other character. If the player can swap with more than one SPC, determine<br />

the method by which the player will be able to make the choice quickly:<br />

• Player chooses the SPC positioned closest to the player.<br />

• The player cycles through a preset list of characters.<br />

• Use a “ compass - style ” selection window which allows the player to<br />

select directly rather than in a cyclic order.<br />

• A predetermined location in the level automatically switches characters.<br />

The difference between a SPC and a companion character is that a<br />

companion is controlled by the game ’ s AI. In some cases, a companion<br />

is the second player character, as in the Lego Star Wars games or Army<br />

of Two.<br />

Originally, AI - controlled characters were a bit of a pain — standing right<br />

where you wanted to be and being pretty useless in a fight. But thankfully<br />

games have evolved. Companions can be useful in combat (Resident<br />

Evil 2, F.E.A.R. 2), provide navigational support and advice (The Legend<br />

of Zelda: The Wind Waker, Darksiders), can aid the player in puzzle solving<br />

(GoldenEye, Mark of Kri), or even heal or help the player when they are in<br />

physical danger (Ghostbusters, Gears of War 2). They don ’ t even have<br />

to be human; like the canines Shadow in Dead to Rights 2 (Namco, 2005),<br />

Dogmeat in Fallout 3 (Bethesda, 2008), or the weighted companion cube in<br />

Portal (Valve, 2007).<br />

9<br />

“ Player Zapping ” was the charming term used for SPC switching in Resident Evil 0<br />

(Capcom, 2002).

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