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> Tetris Effect (PS4)
SmartS101
post 2 weeks ago
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New Tetris game announced:

https://www.youtube.com/watch?v=Mr8fVT_Ds4Q

The thing I'm excited to test is the dizzy factor of VR mode as compared to First-Person Tetris.
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cycle
post A week ago
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Not in a million years. Wtf were they thinking. Idiots.
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cycle
post A week ago
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Interview and gameplay: http://www.pushsquare.com/news/2018/06/e3_...st_versions_yet

Henk Rogers wanted this. Yay. They have multiple definitions of what Tetris effect means and they are all wrong.

Why does the tetris effect really happen? Because you HAVEN'T played it ENOUGH. Your brain tries to find solutions and then it goes away completely.
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caffeine
post A week ago
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  • Single preview: is this for just the first level, an option, etc. or is it a conscious game design choice? If it's single preview all the way through, props to the game designers.
  • Audio/visual: neat.
  • Responsiveness: pieces appear to come out as soon as you hard drop, with exception to line clear. Anybody got a read on autorepeat/DAS?
  • Zone mode: need more info.
  • Multiplayer: ??
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Okey_Dokey
post A week ago
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The E3 interview and footage showed some more gameplay than the trailer (which btw has over one million views). It'll be the best looking (and sounding) Tetris game but I think it will also be rather casual. Multiplayer wasn't mentioned once and I doubt Tetris Effect will have it, although multiplayer is the thing which works best in the Tetris guideline ruleset. Looks like Tetris Effect will be centered around a Marathon-like mode, although Marathon is the most broken thing in the guideline.

Personally, I don't like the 1 preview choice; in my opinion 2 or 3 previews are always better in singleplayer (I like 1 preview in multiplayer though because it can help to reduce the skill gap which is over-present in guideline versus). 1 preview doesn't change the fact that this game still behaves like guideline: Bag randomizer and Hold feature makes stacking Tetrises (with the well on the wall) ridiculously easy. So you must either give a bonus to center-well Tetrises (games never do that) or introduce T-Spins. However, T-Spins are problematic in Marathon mode. Spinning the T piece into its final position takes some time, so you can't make the gravity challenging and have T-Spins at the same time. Plus, it's frustrating when you create a T-Spot but can't reach it afterwards - you will never have that problem with Tetrises. There's no proof for Super Rotation System (SRS) and move-reset lock delay yet but I am 99% sure the game will have that. Move reset lock delay means that the game only becomes difficult, if pieces immediately touch the ground (after spawning), and if additionally the lock delay is reduced below the 0.5 seconds mark (see levels 25 to 30 in endless marathon). And this is the wrong kind of difficult in my opinion: The game becomes frustrating because the piece often locks before you can even move or rotate it and it's about abusing/spamming the rotation button to prevent the piece from locking. And SRS means strange upward kicks when the pieces touch the ground - all upward kicks will also kick the piece to the side (in case of S and Z pieces, you have to press rotate right when you would usually use rotate left)

So I don't like the direction where the game is probably heading. The gameplay footage tries to hide that fact: The player has always self-made garbage, makes bad hold choices and the low gravity doesn't show the quirks of the Super Rotation System. Some suggestions for the unlikely case a Tetris Effect developer is reading this:
  • either scramble/stir up the playfield or add garbage lines from time to time in Marathon: you have to disturb the player somehow to make the game challenging in a good way. as said before, stacking for Tetrises with the well on the wall is just too easy otherwise; even with 1 preview I can still clear > 80% of the lines with T-Spin Triples until gravity becomes too high.
  • either extend the lock delay when the piece spawns or add some spawn delay: in level 25 or so, lock delay is decreased to 0.3 seconds in which case the piece often locks before you can move or rotate it. my suggestion means additional time for the player to prepare for the piece, but no additional time once the first input is made. A spawn delay should be around 4 frames long (66 ms between locking of a piece and spawning of the next piece). An extended lock delay should be around 50 % longer than the usual lock delay but never longer than 0.5 seconds.
  • make an option where you can change the randomizer: Bag randomizer isn't random enough. There are patterns where you can stack infinitely or where you can make lots of T-Spin Doubles or T-Spin Triples. I also think bag randomizer undermines 1 preview. I think the best way to implement a good really random randomizer is with the help of weights. For examples, see the functions nextolaf() and nextrecursive() in the following pastebin (Java code).
  • make a mode for pros with this SRS-like rotation system and without move reset lock delay: SRS behaves awfully under high gravity. This rotation system deactivates the upward kicks (those will kick the pieces to unfamiliar columns and they can be abused to climb over a hill) and introduces a rotation which will still work when the piece touches the gound in spawning orientation. All the downward kicks which people know from multiplayer will still work. Instead of move reset, use step reset (lock delay is only reset when piece falls down a row) or entry reset (lock delay is only reset when piece spawns; in this case disabling the upwards kicks is sufficient).
  • make a mode which is about downstacking/clearing garbage: Such a mode is as good as never present in official games although versus players like to play it a lot. Examples would be: 40 line Cheese, Dig Challenge, Survivor, Grande Finale, driller mode
  • use Initial Hold and Rotation System (IRS, IHS): Usually, official games ignore all inputs during ine clear delay or spawn delay. It is frustrating when there's a 1-second-long line clear delay and you press the rotation or hold button just a frame too early. IRS and IHS means here, that if you press down rotation/hold button during the delay and it is still pressed when the delay ends, then the piece will still be rotated/held. Also let the player charge the sideway movement a little in this case: if left/right button is pressed down during the delay and still pressed when the delay ends, then reduce the sideway autorepeat delay a little, e.g. by up to 3 frames (this means the piece will move a step left/right immediately when it spawns and the autoshift delay is reduced by up to 3 frames depending on how early left/right was pressed down during the line clear or spawn delay)
  • make sure that softdrop speed is fast enough in Ultra: it's frustrating when you have to use height reduction methods in Ultra
Regarding the Zone mechanic: I think it's a nice feature. It will bring a little more strategy in the game: Usually players just stay at the bottom, repeating their techniques. The feature will force you to upstack from time to time to optimize scores. Once you trigger the mechanic, all lines you clear will stay in the playfield but will be moved to the bottom (Tetris Monster also did this). When the zone interval ends, the game counts how many lines you 've cleared in total, and rewards points accordingly (and removes the lines). Not sure how T-Spins are handled int his case. I hope they are not completely worthless during this interval.

Some things I noticed in the videos regarding Scoring:
  • 1 combos don't reward extra points. In other Tetris versions they scored points worth a half Single. Maybe, The Tetris Company made that change so 1 combos can't be abused in goal marathon (1 combo scoring like 1.5 lines but just substracting 1 line from the goal)
  • The game uses a drop points multiplier. Usually, games don't use such a multiplier, so points from softdrop and harddrop become irrelevevant in Marathon. The drop points multiplier seems to be independent from the line clear points multiplier. When the zone interval is activated, drop points are doubled, and later even tripled (makes sense because the height is reduced the more lines you've cleared). Both multipliers can change during a level. A level usually lasts 24 or 30 lines. Once a level is finished, the score is reset to 0.
Some citations worth noting from the Tetris Effect website:

QUOTE
GET IN THE ZONE
Includes the all-new “Zone” mechanic, where players can stop time (and Tetriminos falling) by entering “the Zone” and either get out of a sticky situation that could otherwise lead to “Game Over,” or rack up extra line clears for bonus rewards.

QUOTE
LEVEL UP
Over 30 different stages, each with its own music, sound effects, graphical style and background that all evolve and change as you play through them.

30 is a number we know from Endless Marathon (30 stages/levels whereas each stage takes longer than 10 lines here).

QUOTE
PS4 OR PS4 PRO (& OPTIONAL PS VR!)
Fully playable on either a standard display (up to 4K and 60fps on a PS4™Pro), or optionally in mind-blowing 3D on PS VR.

QUOTE
PLAY YOUR WAY
Fan-favorite modes like Marathon, Sprint, and Ultra, with more all-new modes and other features to be revealed before launch.

Fan-favorite is a little overstatement. Those modes must be present in any official game.

QUOTE
TIMELESS. ENDLESS.
A player grading and leveling system as well as variable difficulty to encourage and reward replayability.

This one sounds interesting. When I heard player grading first, I thought it would be like in TGM3 where players have a life-time rank and the last few played games determine if your rank goes up or down. But can that even work, when there's a mode similar to Endless Marathon where each stage takes 20+ lines to clear? For a life-time rank games must be rather short. After thinking about it, I came to the conclusion it must mean a system where your score is just converted to a grade depending on which mode you play. I still hope that the game will use a life-time rank for each relevant mode. I don't like that games just acknowledge your highscores in singleplayer because you will barely ever beat your highscore after having played for some months and a highscore mustn't be representative for your average performance. I also hope there's a global leaderboard.
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CosmicCommunist
post A week ago
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Random note but I adored the music in it.
I made a cover of it lol

https://youtu.be/PSk13iYldBw

But like I'm so happy a very casual one was released. So many fast paced ones and I've always wanted a happy zen tetris I can just zone out and just play without stressing out.
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Okey_Dokey
post A week ago
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2 further videos

At 0:10 you can see a mode which is similar to Big Bang in Puyo Puyo Tetris




And a talk with the developers. At 19:00 they explain the Zone mechanic and at 22:22 they talk about the Tetris guideline and whether they are allowed to break it under circumstances.


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