| May 2,
2005 Story & Gameplay in
Flashback: The Quest for Identity

by Luis Levy
Staff Writer
Gameplay is the game’s mechanics and rules. It includes the many ways
the player can interact with the game and the kind of challenges that
he/she must face to get to the end.
Story is the backdrop where the game takes place. It can be science
fiction; it can be an accurate historical background. But story is also
the plot – what happens in the game. The story is responsible for
the player’s immersion in the game’s universe, creating living worlds
out of ideas, concepts and dreams.
Gameplay = what I can do
Story = what’s happening / happened / will happen
Gameplay = mechanics
Story = drama
Being a kind of sequel to the hugely entertaining Out of This World,
Flashback borrowed from its ancestor the game engine and the sci-fi
theme, but had a completely different plot. In this one, Special Agent
Conrad Hart gets in the middle of an alien conspiracy much like the John
Carpenter movie They Live, fighting through the solar
system and beyond.
We are treated to marvelous sights: Saturn’s moon, Titan, the
underground city of New Washington and a 22nd century Earth
with flying cars and neo-Egyptian architecture. Not to mention the
amazing “Death Tower” sequence, a nod to Ah-nold’s Running Man.
Today Flashback is regarded as a breakthrough for the Sega Genesis. It
was advertised as “a cd game on a cartridge” because of the incredible
graphics for the time, complete with hand-draw animation and polygonal
vector graphics. Flashback was also packed with a comic book (produced
by Marvel) telling the game’s background story – Delphine really
invested its time into the cinematic approach.
Concerning gameplay, Flashback is a side-scrolling platform jumper in
the tradition of Prince of Persia and Rolling Thunder. The game was
divided in many fixed screens; each had to be “solved” in order to
advance. It’s interesting to point out that despite having lots of
action, Flashback had clever puzzles too, a trait quite uncommon for the
genre.
The player had a full inventory: hand gun, force field, anti-grav
generator and other varied sci-fi themed gadgets - and had to use all of
them wisely. For example, after taking some hits, the force field (or
“shield generator” in Flashback’s terminology) needed to be recharged;
this triggered a trip to the next recharge station. But it wasn’t an
automatic process: the player had to choose the force field in the
inventory and “use” it on the recharger (this was much similar to the
new graphic adventures that were blossoming at the time). The recharge
process was then illustrated by a beautiful cutscene.
This example is precisely where story and gameplay intersect in
Flashback. Cutscenes were spread around the game, breaking the tradition
of being only at the beginning / end of stages. The story was literally
told “in-game” – you never new where a new cutscene would appear. The
fact is that Delphine managed to attain a superior balance between the
strong story-line and engaging gameplay, to a point where it’s almost
impossible to separate them.
Story and gameplay create the game’s experience. As this is an almost
alchemical process, it’s easy to mess up and end with a stinker. Too
much story drowns gameplay; too much gameplay – and not a single drop of
story – makes it impossible to attain immersion. It’s a question of
vision, planning and commitment, to design a game, top to bottom, in a
way that story and gameplay become one. Not everyone can do it, but it
sure seems like a nice objective. |