Showing posts with label XBox 360. Show all posts
Showing posts with label XBox 360. Show all posts

Tuesday, May 10, 2011

Portal 2: A Wider Aperture

Here is a truth: that less, quite often, is more.

I mean, how do you write about a pretty darn okay game? How do you do that?

It's easy to write about good games. You set the relevant knobs to "effusive", dig out your box of superlatives, and try and pretend that the entirety of human existence was nary but a prelude to this moment.

And bad games write themselves. You anthropomorphise them, so that one cloven foot is brutally kicking puppies and one malformed paw is enthusiastically saluting Hitler and everything in between is modelled after the style of a particularly unintelligent professional footballer. This is called journalism, and I have heard that in some uncultured backwaters they pay you for it.

But what about the also-rans? Where in the dark night of hyperbole is there room for a star to shine only dimly?

So the critical consensus was that Portal - the original, this is - was frikkin' awesome. I think we are agreed on that. We took a census, or something. And I think we are also agreed that we love it so much that if creators Valve were to come along and leave something on our doorstep - some orphaned and unloved child - that they had chosen to call Portal 2, we would take that child into our home and try to pretend we loved it as much as our other progeny. I think we are on common ground here.

But is Portal 2 really any good? Can it measure up to its older sibling? Do we lovingly hug it each night and sit with it as it falls asleep, or do we just kind of wave at it from the doorway while waiting for this week's episode of Community to download? These are the questions that occupy sentient minds in the lonely hours, and they are questions that demand answers.

Well, Portal 2 is an awkward child. For one thing it's fatter than the original, and for another thing it's lazier. Thirdly, I'm running out of steam on this whole kid-based metaphor so let's abandon it and cut straight to the chase. Portal 2 is a good game, but it's not a great game, and the reason why is that we already played the original Portal, and we didn't need more.

Portal had three killer ideas. One: the portal gun. Two: GLADOS. Three: the design aesthetic. That's what we're here for. Geometric white rooms that we can portal across to give GLADOS the finger.

Portal 2 has two great additions: Stephen Merchant as the voice of a dimwitted AI, and a thing called Conversion Gel. Oh, there are other newcomers, but they're not great. They're just there. They're window dressing to distract you from the central truth that 70% of Portal 2 consists of repetitive busywork to keep you occupied while the voice actors regurgitate their dialogue.

It is, to be fair, good dialogue. GLADOS and her turrets are now supported by a whole range of new characters, both major and minor, and pretty much everything they utter is gold. That's the game, right there, and it's the chief reason that the thing is easily recommendable to just about anyone. You're going to love both the script and the delivery.

But the gameplay falls into two categories: repetitive, and iterative. Either you're doing something you've done before, or you're doing something that's similar to something you've done before. You can combine these two words into one new word called "repetetiterative" but there's no good reason to do so. Repetetiteration is great if you're training someone to learn a task, but when you're following a title as revolutionary as Portal it's disappointing that nobody thunk up anything as clever as the actual portals themselves. The bridges, tunnels and gels that the game dispenses are all variations on puzzle-genre staples, and the portal-enabled twists on them are either trivial or under-explored.

The standout is the Conversion Gel. It's a sticky white paint that gets pumped out of big Mario-style plumbing tubes. Anything it touches becomes a surface which supports portals. This would have been redundant in the first game, but what's new in Portal 2 is that it hoards portalable surfaces like a conservative politician hoards public school funding, only dispensing the goodies when compelled by the combination of absolute necessity and outraged parents demanding to know why their children are getting IT training on a BBC Acorn. Normally in Portal 2 the rooms are made of rusting brown portal-averse metal, with only the occasional frosting of white portal-friendly wallpaper. And yes, often this makes the solutions blindingly obvious - just put the portals on the only place they can possibly go.

So when you get access to the Conversion Gel, it feels great. It feels empowering. Yes, you're still running a fairly linear puzzle, but you're offered the illusion that suddenly you're making the rules. The very first time you get the gel, you're offered the chance to completely paint a large and complex room with it, and it feels great.

And then, of course, you hardly ever see the damn stuff again. So that was nice while it was there, I guess.

This is the dark side of Valve's famous iterative playtesting process. When they get every build of the game played again and again under controlled conditions, yes, it it lets them polish the experience until it shines. But at the same time it can feel like the player has been koshed in a dark alley and had all their "agency" and "free will" stolen by thieves and blaggards. Portal 2 feels very much like one of its new innovations - the "edgeless safety cube" (a ball).

Here is the thing: Valve already made a perfect game about portals. It was called Portal. There was not a single thing in that game to fault. It was flawless. How do you improve on that? How do you expand on that? You can't. A delicious chicken carbonara doesn't look any tastier when you wallpaper your entire house with it.

Portal 2 is good. Portal 2 is very good. But given its antecedents, very good isn't enough to stop it being disappointing.

Less, quite often, is more.

Saturday, February 06, 2010

Burnout Paradise

I know that the point of blogging is to present opinions, but sometimes you just have to say, "I don't know what to make of that." For instance, did you know that singer/songwriter Tori Amos was initially approached to take the role of the female lead in George Lucas' awful Howard the Duck movie? No? And... it's kind of hard to know what, exactly, that goes to show.

That's the case with Burnout Paradise. I can't say it's not terrible, because it is. It's absolutely terrible. But I can't say it's not brilliant. Because it's got brilliant coming out of the seams. It's a horrible mistake and a wonderful success and an abortion and a revelation all in one. And you'd think that that should in some way elevate it to the magical heights of Gaming Olympus alongside such balls-out conceptual apocalypses as Metal Gear Solid and Mirror's Edge - but it can't even make its mind up on that and resolves instead to be enjoyable without ever being breathtaking.

The Burnout franchise is a simple thing. You drive a car; the car goes very fast, and often it crashes. The crashes are detailed, epic, and almost pornographic - if lovingly rendered shots of twisted metal are what turns you on. Crashing isn't a punishment for failure as it would be in some games; it's where the game begins, lives, sires children, and dies. You crash, your flailing wreckage takes out a bunch of your rivals, and then you're teleported back to the road with a rolling start, ready to wreak some more carnage.

So Burnout Paradise has the basics in place. There's cars, and there's fast, and there's crashing. The difference from previous installments is the context. Where Burnout Takedown and Revenge (and the apallingly bad Dominator) had presented the gameplay as a series of isolated events, Paradise smushes it all together into a single fully-explorable city scattered with car-oriented things to do. And then makes it all... online.

A persistent multiplayer sandbox themed around the concept of high-speed metal smashing violently into hard objects? Let me ask you this: where do I sign up? Right? What is there not to love? And to a large extent that's not sarcastic. The driving action is solid, there's a heap to do, and the transition between online and offline play is orgasmically simple and sleekly elegant.

There's a problem, though, and it might be apparent from what the developers had to say about Paradise. Said Alex Ward, the game's creative director, "To create truly next-generation gameplay, we needed to create a truly next-generation game from the ground up." It's refreshing to know they were working from the ground up, rather than from left to right or inside to out (those are common beginner mistakes), but I challenge you to find a part of that sentence that isn't composed of buzzwords and cliches. What happened to, "To create fun, exciting gameplay, we needed to come up with solid concepts and then playtest the crap out of them"?

The most egregious sin is the complete castration of the crashing mechanics. Ability to steer your wrecked car into competitors? Gone. Ability to detonate your wreck to nuke nearby rivals? Gone. Much loved Crashbreaker mode, wherein you're challenged to score maximum property damage in a single epic multi-vehicular pileup? Gone - or, more accurately, transfigured into a decent but rather brain-dead mode called Showtime, wherein we learn that a wrecked car cartwheeling down a highway for upwards of ten minutes actually can be more than a little dull.

Another problem is the assymetrical layout of the map. In designing Paradise City, effort was made to include all the classic Burnout locales - beach, highway, countryside, downtown, and mountains - but the result is a map dense with detail on the eastern (city) side and packed with long stretches of nothing on the western (mountainous) side. All events in Paradise City have their finish line at one of the eight cardinal directions of the map, so when a race leaves you washed up at the Observatory in the north-west or the Wind Farm in the West, it's often a long drive eastwards before you can find anything worth doing.

While we're on the map - the serpent in this particular paradise - it's hard to picture the designers sitting around and saying to each other, "I think we can all agree, there's nothing that spices up high-speed racing like pausing the game to see whether you should take the first left or the second." I'm not sure what kind of a brain-spasm led to making "navigating" a part of the basic gameplay of Burnout but it's about as welcome as a feminist at a pro-wrestling match. When you lose events - as you will, frequently - you'll find that although about 10% of the time it's legitimately due to your poor driving, the other 90% of your frustrations will be missing turn-offs, taking sub-par routes, and accidentally driving into "short-cuts" that exit onto different roads going in wildly different directions.

The last of the conceptual problems with the game is the Smashes and Crashes. Throughout the city, giant red billboards and tiny yellow fences are set up. Each time you blast through one, the game gleefully informs you you've collected another Smash (or Crash), and when you hit these things while barrelling down a previously unexplored back-road at 100 miles per hour it's the perfect embodiment of high-speed craziness.

Unfortunately, there's 120 billboards and 400 barricades and you're encouraged to "catch 'em all". Once you're down to your last couple of dozen it's a process of spotting one from a distance, stopping your car, and then slowly circling the block working out how to get to it. The game helpfully tells you which parts of the city the missing collectables are in, but that doesn't change the fact that verbs like "stopping", "reversing" and "driving slowly" are pretty much antithetical to all that Burnout traditionally holds dear.

All of those complaints aside - and they're sizeable complaints - there's still a very solid game under the hood here. Events like "Road Rage" and "Marked Man", that involve violently shoving other cars off the road (or resisting their attempts to return the favour) are brutal, adrenaline-fuelled fun. Anything that launches your car into the air is excellent, whether or not you end up landing safely. There's over 75 vehicles to collect, and each one feels unique and identifiable. The soundtrack's reasonably okay, although the decision to make "Paradise City" play over each and every iteration of the game's endless opening menus is pretty damn inexcusable. And the truckload of free patches and downloadable content that the developers showered the game with long after its release is just this side of Valve's gold standard in ongoing support for middle-of-the-road games.

Two elements particularly stand out as genius. One is relatively simple, which is the Road Rules conceit. Any time you start driving down one of the game's many, many streets, a little timer starts running. You can totally ignore it, or you can floor the accelerator in the hopes of setting a new speed record (or "Road Rule") down that length of road. Your records are stored online and can be compared against the game's par times or the best times of yourself and the people on your friends list. The leaderboards are seamlessly integrated, showing you your friend's best time for whatever road you're currently driving along with a selection of other speed records via a constant text crawl at the bottom of the screen. It's a brilliant, "Care about this, or not," stratagem that makes the long drives back and forth between start and finish lines a lot more bearable.

The other is the online. An in-game interface keyed to the d-pad lets you find multiplayer sessions while driving, and when you enter them you do so without any transition - you're still in the same car with the same velocity on the same stretch of road, only now there's other players. The game tracks heaps of stats about other players and isn't afraid to share them with you in a variety of ways - most prominently through temporarily updating your local leaderboards to include the people you're playing against, but also through pump text at the start of races where your rivals' intimidating takedown and win/loss records are handed out with the enthusiasm of a professional sports promoter. The host can initiate races and other events that automatically gather up everyone in the session, or they can declare one of about 500 "freeburn challenges" which ask players to accumulate a total amount of airtime between them, or all perform a particular jump, or all meet in some ludicrous location like "the top of the waterworks". They range from trivially easy to epically hard and data on what to do, how to do it, and how close you are is well presented and engaging. Or of course you could drive around and smash into each other. That's fine too.

In the end Burnout Paradise is less about the cinematic road violence of previous entries in the franchise, and more about capturing the spirit of all those children who liked to take two toy cars and ram them into each other. It's a sandbox in the truest sense of the word, where the developers have given you moving parts and challenged you to find your own fun. It's a dismal failure as a Burnout game but a raging success as an accessible, understandable experiment in social play. It seems to keep getting $10 cheaper every three months so pretty soon it'll be basically free, which leaves you with no good reason not to check out a copy, I guess. And, y'know, try and beat my times.

Friday, January 29, 2010

Grand Theft Auto IV

It's tempting to believe your own hype. If you're Mike Myers coming off the success of Wayne's World, Austin Powers, and Shrek, you can honestly believe that spending five years perfectly honing the art of the fart joke really is a kind of genius. If you're hotshot producer McG, creator of The O.C. and Supernatural, you can think that Terminator 5 and The Pussycat Dolls Present: Girlicious are high-concept masterpieces that a salivating public desperately needs to consume.

And if you're Rockstar Games, you can come to believe that people buy Grand Theft Auto games to experience their gritty realism, superlative storytelling, and deep, believable characters.

I say this not to denigrate the GTA legacy. The strange little trilogy consisting of GTA III, Vice City and San Andreas are the definitive gaming experience of the last decade. Most games would settle for any one of exciting high-speed driving, visceral explosive mayhem, or a vast and lovingly detailed urban playground to explore, and GTA has, up until recently, consistently nailed each of those elements with laserlike precision.

Sure, GTA is a franchise about stealing cars, driving them very fast, and then blowing some shit up. But it does it on an epic scale. Which is where, I think, the brain crazies eventually set in. Because it's an easy bit of carelessness to think that an epic scope requires an epic story.

This is something that GTA developer Rockstar very much wanted to do. They wanted to create a protagonist as deep and as complex as their faux-American sandbox cities. They wanted to introduce gamers to a man whose pain and angst they could virtually palpate, even as they fired an endless stream of rocket-propelled grenades at police helicopters. A man who aspired to the heavens even as he stuffed dollar bills into the G-strings of coked-up strippers. This is Niko Bellic, recent eastern-bloc immigrant determined to chase the American Dream and outrun his past as a violent madman - no matter how many innocent civilians he has to beat to death with a baseball bat along the way.

What's being aimed for here is tragedy. It's the story of a man held hostage by his past and repeatedly sodomised by circumstances beyond his control. In the PR for Grand Theft Auto IV it played out pretty attractively, but in execution it was something different. Rockstar promised their game would make tragic violin music play in our heads, and we were all pretty excited about that until they showed us the skull drills and the tiny, tiny violinists. This was not a game of subtle storytelling. It was the equivalent of opera rendered in musical farts; lowbrow, off-putting, and hard to remain in the room with after the first five minutes.

"I'm not gay," declares Niko's cousin Roman in one cutscene. That's good to know; it's not really something we had any lingering questions about, but as exposition goes it's pretty to the point. No one asked him about his sexuality; it's something Roman volunteered. Everyone loves a chatty character, right? Two missions later, Roman says it again, and the point becomes clear - homosexuality is hilarious. Homosexuality, and also "titties", which Roman takes the opportunity to discuss every time he opens his mouth.

This isn't observational comedy. Nobody's suggesting human sexuality is wryly humorous. This isn't a stand-up comedian enquiring, "So, what's the deal with gay people?" It's that schoolyard brand of funny where merely using the word "titties" is enough to provoke sniggers, year-in, year-out. You don't have to understand what "titties" are - the important thing is that everyone else is laughing, and you should too.

That's - let's be fair - exactly what GTA has been serving up in lion-sized portions for more than ten years now. It's nothing new to say that Rockstar is endlessly happy to use the words "woman" and "prostitute" interchangeably, and off-handedly equate "gay" with "mentally unwell". They paint their entire cast with the same psychopathic brush, whether they be male, female, or Jamaican, so there's some equality there, but you're still left with the impression that it's less of a deliberate artchoice than simply that they don't know any better.

Shallowness has never been the bane of a good game. The Mario Bros would not be noticeably improved by attempts to subvert Mario's broad Italian stereotypicality. Pacman requires neither motivation nor backstory (animated TV series notwithstanding). And similarly, an optional layer of depth is rarely anything but a boon to a game. It's great to know that Mega Man has a rich and storied continuity, and at the same time it's perfectly okay to just not care.

Where it all goes wrong is when the developer ties you to your chair and demands at gunpoint that you take them seriously. "This is modern day Shakespeare," screams Rockstar, waving their snub-nosed pistol alarmingly for emphasis. "This is the finest goddamn story ever told by humans. In the future, when Facebook replaces Wikipedia as the font of all knowledge, the group entitled Dictionary Definition Of Pathos will have pictures of our game in its gallery." And then they pause, and add, "Titties," and snigger.

The game opens with a close up of a fat man having sex - because sexuality in the overweight is inherently hilarious - and moves quickly to the apparently unrelated exploits of our protagonist, Niko Bellic. Niko's a man who's just made the journey from Somewhere-That-Used-To-Be-Called-The-Soviet-Union to the balmy shores of America, and is quickly disappointed to find it's not quite the land of milk and honey he'd envisaged. He's pretty conflicted about what to do with his life, and he'll talk about that conflict in endless, vague detail as he takes long, dull drives across the city, goes on extended, half-assed fetch quests for people he can barely stand, and engages a succession of girlfriends on chorelike excursions the game refers to as "dates". Those dates! Never has the process of trying to get laid felt so mechanical and unexciting.

It's GTA as told by a cut-rate Martin Scorsese, where action and plot progression are implied but not seen, and gameplay and interaction are replaced by long, slow cinematic pans, and the sight of neon lights reflected in dark puddles on rain-slick streets tells more than clear goals and understandable missions ever could. The sandbox is gone, and while you may briefly believe you're driving around a large, living city, in reality you're chained to the wheels of a giant, diabolical Simon Says. GTA IV has a series of hoops, and by gum, you're going to jump through them.

The awful mission design is best evidenced by an early job given to you by a Jamaican acquaintance. You're given a description of what you have to do, but it's in Jamaican so thickly-accented that even Niko confesses to not having understood it. Which is a great joke, until it's time to actually complete the mission. Lucky there's some monosyllabic onscreen mission text to get you going. It's a five minute drive from where you get the mission to where the associated gameplay actually starts (a drive that must be repeated each and every time you fail out of the mission), and when you get there you're shown a drug dealer and asked to "follow him without being seen".

This is the game's first on-foot tailing mission, and there's no explanation of the relevant mechanics. The goal has nothing to do with "not being seen" (the dealer looks straight ahead at all times with neck-brace intensity) and more to do with staying within about four to fifteen metres of the dealer while he moves. The limits of the safe tailing zone are not explained, or graphically indicated in any way. When you fail out, there's no indication of what you did wrong - the dealer just starts running, and after a while you lose him.

The dealer's path is a masterpiece of bad game design. It takes him down a back alley, into a residential apartment building and out of the same building through its backdoor, and then across a road to enter yet another building, where he eventually ascends to a third-floor apartment. Who does that? Who walks through somebody else's house to get to their own? Moreover, you could have reached the final destination quite handily by car, but the game for unspecified reasons makes you do it on foot.

The mission ends with a sudden and violent firefight against a half-dozen heavily armed thugs. It transitions from stealth to combat without warning, and of course when the ambush inevitably kills you it's back to the start for another five minute drive and extended stealth sequence before you can try the fight again. It's terrible, but what's more terrible is the central conceit - that the task is put before the outcome. The goal of the mission is to eliminate a nest of drug dealers. A good game would give you the end goal and ask you to find a way to execute it, with tailing this dealer being a strong contender for the dominant strategy. A bad game - which this is - orders you with laughable sternness to do some tailing and then asks at the end, "By the way, can you kill these dudes now?"

What happened to driving around and blowing some stuff up? What happened to those games that revelled in letting you bring your own unique style to a non-stop orgy of velocity and violence? How did the sun-drenched fantasies of Vice City and San Andreas metamorphose into the dingy, depressing muck of GTA IV? I was buckled in for sixty hours of fun but the game I ended up playing couldn't have been more pretentious if it had been wearing a beret.

It sickens me - it physically sickens me - the critical acclaim that many outlets showered GTA IV in. Not every game needs to be Citizen Kane, but even in the shallower end of the art pool there's a difference between something as fun as The Rock and something as misguided as Dead Silence starring Donnie Wahlberg. This isn't big dumb fun, it's big ponderous tripe. It's bloated and self-important and good heavens we can do better than this, people.

It's appropriate, I guess in a way. And all I can say is that whoever stole the GTA franchise and took it on a joyride through the unnattractive clums of GTA IV had a whole bunch more fun stealing it than I did stumbling across its burned out chassis afterwards.

Friday, December 11, 2009

Crossing The Same Bridge Twice

The period from February through to August this year was a gaming drought of unprecedented proportions. I'm hard pressed to cite anything from that season that made me excited to own gaming hardware. Eventually September unfolded like a wonderful and exotic flower and since then the nectar has flowed with overwhelming sweetness, but in the wasteland that went before I was forced to go back to some old titles and enjoy them that little bit harder.

Crackdown

Theoretically the goal with Crackdown was to take my points for the game from an anemic 620 up to its current height of 1050. But really it was completely rediscovering what I had already considered to be one of the greatest games produced this console generation. Just moving around in Crackdown is a pleasure that plays on the animal parts of one's brain; it's a symphony of acceleration and exhileration that no game before or since has really managed to nail.

On my first trip though Crackdown I'd noted that it was able to stimulate real-life vertigo when I ascended to particularly high locations; this time I was able to realise the role that the excellent environmental sound effects play in that achievement. I also discovered that the game's driving systems, horrible for the majority of the game, suddenly become intensely enjoyable when you level up the protagonists's driving skill to maximum levels, unlocking a wall-climbing SUV, a missile-spewing APC, and a sleek, elegant racer able to devastate vehicles in its path merely by touching them. Rather than grinding completed content to achieve the game's remaining goals, I found myself using the goals as an excuse to keep interacting with the content. Crackdown is a sublime argument enjoyable process making the idea of meaningful rewards irrelevant.

Saint's Row

There are no words for how much I love the single-player portion of the original Saint's Row but it had frustrated me how many of the game's achievements were tied to multiplayer content. On my first interaction with that content I had no fun, and assumed I was simply over the game; too saturated in it to enjoy this online extension. A more recent attempt to go bareknuckle with the online play has corrected me - the multiplayer is hideously designed, inherently terrible, and to the extent that matches can be found at all in the barren wastelands of XBox Live they are dominated by the kind of spawn-camping software-assisted griefers who flourish in such carelessly-created environments. After an hour or so of being farmed for someone else's achievements I gave it up forever as a bad idea. In turns out the same people who created the majesty of the single player game ARE perfectly capable of designing multiplayer that efficiently murders babies.

Left 4 Dead

Every time I say that quality trumps quantity, Left 4 Dead laughs at me. I came back to it to sample the new Crash Course DLC and the Survival mode. Crash Course, naturally, is great. It's only two levels but they're longer than what came on the disc, which makes for an interesting variation to the game's pacing. There's more of the hilarous off-handed dialogue and a couple more memorable set-piece battles. But once you start replaying it (and particularly if you're going for the Littlest Genocide achievement which involves killing 5,395 zombies exclusively within Crash Course's two maps) the deficiencies of the "director AI" once again become clear, and you find yourself learning possible witch and tank spawn points off by heart and slaughtering the same zombie hordes with mind-numbing regularity.

I ran right into the game's brick walls again, as well. To tackle Expert difficulty you need four players - no ifs and no buts - as the AIs just aren't up to the task. With no guild play or team persistence, attempting to educate random strangers on how to not play like douchebags is a thankless exercise in frustration, and as far as playing with friends either you have three friends with the game and a Live Gold subscription or you don't, and even then getting them online at the same time can be epic. The other DLC - Survival mode - quickly convinced me it was a waste of time. Nothing's less fun than losing because a team member screws up, and Survival mode, with its "fight until you drop" mentality, makes that an inevitability rather than a possibility.

Friday, December 04, 2009

Wet

I am a fan of B-movies. If there is such a thing as a B-game, Wet is it.

When Activision and Blizzard went through their cyclopean merging last year and formed the entity affectionately known as Blactivision there were inevitable casualties. Two were Brutal Legend and Ghostbusters, who found new homes in the diamond-encrusted maws of EA and Sony, respectively. Another was Wet, a much lower profile development, and the fact that it has reached retail at all is due to the unlikely auspices of roleplaying powerhouse Bethesda Interactive.

Wet is a game which is nothing but rough edges. There's not an aspect of the game you can look at without seeing how money, time and polish would have vastly improved it. Travelling through its rather short story involves pinballing from limitation to limitation, and the whole thing eventually sputters out in an unsatisfying finale.

But, you know what? It's a blast.

This is a good game. It's a good game not because it is rough, and not despite being rough, but simply through enabling us to not care about it being rough. You can run on walls, you can slow down time, and you can shoot fools right in the muthafucking head, and beyond that really everything else is window dressing. If you get to the end and feel like you haven't shot enough fools in the head, you start a new game, maybe on a different difficulty setting, and introduce more heads to more bullets. It's not the milestones that are fun here, but the process of reaching them.

Wet knows it's a B-game. It glories in it. The graphics are overlaid with artificial film scratches, loading times are covered by drive-in cinema adcruft, and the plot is ripped straight from a 70s blacksploitation epic with a gravel-voiced Eliza Duskhu shoehorned into the leading role. Characters with improbable names like "Tarantula" abound; the game treats them with a completely straight face but never manages to elevate them to more than a gun-toting freak show.

Other games have gone down this path; House of the Dead: Overkill is a recent example. But Wet is somehow more authentic, because we, the audience, can see that this could have been a different game. All that separates Wet from something like Devil May Cry is six months in development and a budget to match. It's in the finest tradition of B-movies - reaching for the stars but settling for cardboard and glitter, and like B-movies of old it makes the perfect fit for the bottom half of a double bill. Enjoy a week of Brutal Legend, and follow it with a chaser of Wet.

Wet was clearly never destined for preorders and midnight launches, and in that sense it's a got a refreshing freedom of movement. It's firmly in the "stylish action" genre but it's free to borrow tricks from sources that haven't enjoyed Devil May Cry's level of commercial success. A "never stop running, never stop shooting" philosophy is lifted from Bizarre's The Club. Stylised swordplay and dry humour evoke No More Heroes. A kinetic variety of parkour-inspired motion brings to mind Mirror's Edge. But Wet picks and chooses from these very idiosyncratic games and it largely picks wisely.

Largely. It features one level so rage-inducingly-awful as to nearly make me give up in disgust. About halfway through the game, you find yourself exploded out of a plane in mid-air, and forced to dodge burning pieces of that very same plane while in freefall, while shooting at and being shot at by faceless goons who, like you, are also falling out of the plane, all with the intention of catching up to and utilising a mid-air parachute. It should be the game's definingly awesome set-piece but purpose-built mechanics, cheap one-hit kills, an inability to effectively read the environment and a complete lack of checkpoints make it a brick wall in the path of fun. Once you've solved it once it gets easier on replays but that's poor consolation to those struggling the first time around.

Wet is not anyone's Game of the Year. It's not a critical masterpiece or a roadsign along any of the streets that lead to the gaming nirvana. But it doesn't have to be. Even among mediocrity there is the good and the bad, and in that halfway house Wet is some of the best there is. There is room for the B-game, for that mixture of passion and compromise, of vision and clumsiness, and when a game like Wet emerges from the very heart of that territory it is a joy and a treasure that should not quickly be passed by.

Friday, November 27, 2009

Brutal Legend

The very best of games don't sell an experience; they sell an identity.

I, for example, have always been a huge fan of metal. Black Sabbath is a personal favourite. Motorhead are excellent. If you asked me to name one song I could never get tired of listening to, it would be Angel Witch. This is a true fact that applies to my entire life and it has applied to my entire life from five minutes after I booted up Brutal Legend until about 48 hours after the credits rolled. And then I was done. Maybe next game I'll establish my credentials in punk.

This is interactivity's shining citadel, the glorious pulsing heart that pumps enthusiasm through the gaming body. "This is Spinal Tap" is a movie about music; "Gitaroo Man" is a game about music; "Brutal Legend" is a game where the music and you are one and the same. The dissociating mechanism of the avatar is sidelined and the subject matter is infused directly into your veins.

This is Brutal Legend. It's a conversation between friends that starts with, "Say, you like good music and good stories, right?" and ends by leaving you convinced you were there at Tampa Stadium listening to Jimmy Page pick out the opening notes of Stairway to Heaven before a crowd of fifty-six thousand fans. It transmutes you into a fan; not so much original as prototypical; a storied soldier in an army a million strong. It can do this because, for Brutal Legend, Metal is not a familiarity with the music, a love of the personalities or a fondness for minutiae but rather an attitude and a manifesto. To be Metal, says Brutal Legend, all you need is a love of good music, a commitment to personal honesty and comradeship, and a nebulous but all-encompassing willingess to rock.

This is the kind of image that revolts some people. It's farcical, in a way. I'm perfectly willing to rock through hours of Brutal Legend, throwing up defiant horns in the face of all those who defy The Metal, and then turn off the console and kick back with some Sarah McLachlan and maybe a couple of sudoku. My metal-ness is entirely confined to the period during which I'm piloting a virtual Jack Black around the inside of my 360, but for that period it is absolute and unassailable. For $60 I've bought inclusion in one of the defining musical phenomena of the last hundred years, and I've done it without having to engage in the messiness of tours, festivals, or interaction with other fans. That's a bargain, if ever I saw one.

Is it hypocrisy or genius? Does it matter? It's not that Brutal Legend is a fantasy; it's that it's such a convincing one. The world presented through the game is one littered with chrome, fire, and semi-druidic monoliths. Noble barbarians wield the power of Metal against gothic organists, glitter-encrusted groupies, and apocalyptic demon beasts. Ozzy Osbourne himself does service as the guardian of the underworld and Lemmy Kilmister tours as a taciturn biker gifted with the healing magic of bass guitar. If this is fantasy it's one that even the genuine articles enthusiastically subscribe to.

As a game, there are shortcomings here. Your lantern-jawed protagonist is regularly called upon to engage in hack-and-slash that could generously be described as shallow. There's a motor vehicle that handles less like a car and more like a bad-tempered rhino. Real time strategy is dabbled in with more enthusiasm than genuine talent, and there's collectables and sidequests that would have looked dated in the era of the Nintendo 64.

But they're not sufficiently bad to stop you playing, and that makes them good enough, because the real treat here is the world itself, and the exhilerating storytelling, scriptwriting, and soundtrack that bring it, vibrating with passion, to life. Every moment spent with the game is a revelation, whether it's hearing the serious but self-aware dialogue, discovering a new and breathtaking metal-inspired landscape, or just kicking back and listening to Black Sabbath belt out another rendition of Mr Crowley. Simply being in the game is a pleasure and even those parts of the game that are trying to kill you are affectionately letting you know that you're not just any enemy but specifically their enemy. It's like being hugged, but with teeth.

This is the awesome pinnacle of ersatz awesomeness. It's art about trash made from art. And if, at a crucial turning point in the game, a chase sequence is punctuated by Dragonforce's epic power-metal ballad Through the Fire and Flames, does it really matter if I only recognise it from Guitar Hero III?

Monday, March 30, 2009

Final Fantasy Crystal Defenders

Crystal Defenders is one of the worst tower defence games ever made and should not be played by anyone.

If you're not familiar with tower defence games, they go a little something like this: monsters troop across the screen following a fixed path, and you as the player have to erect towers to shoot them down before they reach the exit.

Crystal Defenders replaces the towers with characters from the Final Fantasy Tactics games, and replaces the monsters with... well, monsters. It's a strictly by-the-numbers affair. If you've played a tower defence game before, you've played this one.

The catch is this: the very best tower defence titles are Flash games, and are completely free to play. Crystal Defenders costs money, it has graphics which would look awkward on a 16-bit console, and it's significantly simpler and shorter than even the most basic of its web-based competitors.

For your money, you get twelve maps (fully half of which are little more than palette swaps), six deployable units, no in-game help or tutorial system, no unlockables, no story or victory animations, and an endless loop of some of Final Fantasy's worst crimes against the musical world.

It's also blisteringly hard. With no kind of guidance or strategy advice, even tower defence veterans will have a tough time clearing 30 waves on each of the maps. The strengths and weaknesses of your units aren't completely clear. Working out which units deal physical damage requires luck, guesswork, and some knowledge of other Final Fantasy games. Debuffs on enemies aren't marked, making it tough to assess the effectiveness of indirect damage, and survival ultimately requires not just killing the enemy, but correctly calling where you'll kill them, in order to allow you to deploy money-gathering thieves. Luckily, the availability of the internet will allow you to completely trivialise the game by playing a perfect round straight off the bat.

Crystal Defenders is available on Live Arcade, Wiiware and iPhone, and I understand it's exactly the same kind of garbage on each platform. It's emblematic of Square-Enix's general contempt for the casual and downloadable market and I urge you to avoid it as though it were made out of babies.

Sunday, March 29, 2009

Prince of Persia Epilogue

After finally getting my copy of Prince of Pesia back from the bandits who've been borrowing it the last month or so, I've at long last had a chance to play through the Epilogue downloadable content.

Following immediately after the game's powerful ending, Epilogue sees the Prince and Elika on the run from Ahriman's power. Taking shelter in a dusty mausoleum, they stumble across a series of tunnels that run under the hills, providing a path to an area of comparitive safety.

The Epilogue doesn't shy away from the game's ending; in fact, the consequences of the ending are the core of the downloadable content. Elika is understandably not impressed by what's happened, but the Prince finally gets the chance to tell his side of the story. Not content with taking victory at a price, the Prince has chosen to gamble everything in the hopes of a more lasting win. Or at least, that's how his rationalisations go; it's clear his real motivations are more emotional than logical.

The writing in Epilogue is some of the best in the game, and as with the original content the dialogue and interplay between the Prince and Elika is the real meat of what's on offer. However, to experience it all you're going to have to put up with some of the most frustrating gameplay that Prince of Persia has to offer.

The gameplay side has seen some small improvements. There's a new attack option available - a running charge - and a new plate to unlock, which opens paths by summoning phantasmal wall sections into being. Also, the horrible plate-initiated flying sections are blessedly nowhere to be seen.

Checkpoints are fewer and further between, though - trips between one area of firm ground and the next can take upwards of a minute, which makes forward progress significantly harder. The rise in difficulty brings into sharper relief the game's mechanical problems, which were more forgiveable when you weren't falling to your death quite so often. The camera is still horrid, for example, sometimes automatically angling to where you need to go next but more often stubbornly pointing at dead ends while you're trying to look up and down for a way to progress.

The levels are unnecessarily dark; distinguishing the lethal shadow-blobs from clean wall at a distance can be tricky. Also, the timed sections make a return, where you have to clear a certain are before black fumes kill you. This mechanic was used well in the original content but here it's frustrating - the dark screen filter cause by the mechanic exacerbates the existing vision problems, and often the effect doesn't give you the necessary time to work out your next move while you're clinging to a mid-wall fissure and struggling with an uncooperative camera.

You'll have to deal with the green plates again, too. Those are the ones that send you charging up vertical walls at high speed. They were originally fun just due to the sense of speed involved; however, late in the original game the cheap collisions with scenery and the requirement to learn the route in advance rather than react on the fly made them a lot less welcome. That trend continues in Epilogue and the twenty minutes or so involving green plates are easily the worst twenty minutes in the game.

A lot of what made the original content addictive is missing, too. The levels proceed linearly, for example. There's no option to choose your next destination or revisit a previous one. You don't cleanse areas, so it's a lot less satisfying finishing a level, and there's no hunting for light seeds. The new collectible item is the "light fresco", a portion of glowing wall that you need to run or slide across to collect. You'll only be rewarded, though, for your first light fresco and your last, and the linear nature of the levels means that missing one (such as by not being aware that they could be collected) removes the incentive to go looking for any others.

For all its flaws, though, Epilogue is a first-class piece of downloadable content. It delivers maybe three or four hours of solid play, it's a non-stop parade of new levels and new challenges, it's built upon the very strong foundation of Prince of Persia's generally excellent gameplay, and it features some of the best story and writing currently available in a videogame.

If you enjoyed Prince of Persia, Epilogue isn't an optional extra, it's a must-have. It's an excellent addition to an excellent game and it only makes me more excited for the next installment of the Prince's adventures.

Monday, March 23, 2009

Peggle (Live Arcade)

I first played Peggle on the PC, when Valve inexplicably shipped a demo with the Steam release of The Orange Box. At the time I found it strangely addictive; playing it again today, on XBox Live Arcade, very little has changed.

Like most games by developer PopCap, Peggle's premise is simple. Part Breakout, part pachinko, Peggle sees you firing balls from the top of the screen into a field which is densely packed with coloured pegs. You're aiming to hit as many pegs as possible through a clever series of bounces before the inevitable tug of gravity pulls the ball off the bottom of the screen.

As with good games, the simple premise is easy to understand, hard to master. Your task is complicated by the peg colours. Blue pegs rack up points, but bring you no closer to finishing the level. Red pegs are the key to victory - clear them all to finish the level - and the more red pegs you hit, the higher your score multiplier builds, giving you an incentive to clear red clusters early rather than late. A single purple peg roves randomly around the field; hitting it results in a big point boost. And green pegs unleash special abilities ranging from the chaotic Multiball through to the awesome Zen Shot (wherein the computer subtly adjusts your chosen trajectory to maximise your points).

The Live Arcade version of Peggle is much the same as the PC version. The core experience is a direct port from the PC, identical level layouts and all. On the one hand, aiming your shots with the controller is slower and less precise than using a mouse. To compensate, the Live Arcade edition includes additional Challenge Levels, plus a lame multiplayer mode where players take turns firing balls into the same field. On average it seems exactly as fun as the original.

If you haven't played Peggle yet, you really should. Live Arcade makes downloading the free demo a breeze, so check it out and see whether you're one of the many people for whom Peggle is a horrible addictive drug.

Sunday, March 22, 2009

The Maw

The charm of The Maw's title character completely fails to compensate for the charmlessness of everything else in the game.

The Maw is a title by indie developer TwistedPixel, recently released for XBox Live Arcade. In it, you play a little blue alien who's been captured by some big blue aliens. There's no speech in The Maw, and in fact no dialogue or text of any kind, so we're left to deduce what's going on by the frenzied muggings of the participants. A quick trip to the internet informs that your character's name is "Frank", and that his captors are "Bounty Hunters", although what Bounty Hunters might want from Frank is a mystery.

In any case, the Bounty Hunters' ship crashes within moments of Frank's capture, and as Frank stumbles dazed from the crash site, he comes across Maw, a purple globby-thing who is apparently a fellow captive. Frank finds a kind of electro-leash with which he can lead Maw around, and from that point forward the game involves escorting Maw across the countryside while feeding everything that moves into Maw's steadily growing pie-hole.

There's a central dynamic of "Maw eats things, Maw grows bigger, Maw can eat bigger things" which at first seems like a cheap knock-off of Katamari Damacy. Further time with the game reveals that first impressions are correct. However, none of Katamari's charm is present here. The number of things that Maw can actually eat is quite small, and the environments don't really scale up to match Maw as he grows, which eventually leads to levels where much of the proceedings are completely obscured by Maw's giant head, leaving you to wander around aimlessly in the hope that there's something edible in front of the the big purple noggin that's blocking your vision.

The problems involved in seeing past Maw are compounded by horrid camera controls, which refuse to allow you to look upwards. The levels are three dimensional, so looking up is often fairly important, but the only directional options offered by the camera are "look at Frank's feet" and "look at the grass ten feet in front of Frank".

Speaking of the grass, it's pretty horrible. Ground, mountainsides and sky are rendered throughout the game using only a single low-resolution texture each; it's strongly reminiscent of Nintendo 64 platformers, but without the liveliness and artistic spirit that made the best of that brotherhood sparkle. While Maw and Frank are detailed and well-animated, the environments they traipse through are eye-burningly ugly.

Not only are they ugly, they're small. All but the last couple of levels are aggressively tiny. The game compensates for the small environments by requiring Frank and Maw to move at an infuriating crawl. Never has a game been more in need of a "run" button. When you're moving forward in the level it's not too bad, but if you need to suddenly backtrack to the beginning of the level to find an edible you missed earlier it's controller-hurlingly awful.

As a pseudo-platformer it's obligatory for The Maw to have collectibles. Each level features a finite number of edibles, plus a "hidden" flying bug-thing. Finding these collectibles is never harder than destroying ever object and following every path, but the edibles are often quite small and stand out poorly from the background, so it's easy to miss one just due to the art design. At best, missing one means a long slog back across terrain you've previously covered; at worst, it means replaying the level.

Maw can gain a variety of powers by eating unique animals. These range from a fire-breath to lasers to a ramming horn, and getting the powers is usually more fun than not getting them. In most cases there's only a single power per level; on the few occasions when you switch powers mid-level it's more of a curse than a blessing as if you've missed any edibles only collectible by the first power, it'll take a replay to get them once you've moved to the new power.

It is impossible to die in The Maw. The very few things that actively attack only bump you backwards. Typically, this kind of design decision would be in order to allow you to enjoy sandbox-style play or exploration without the threat of failure hanging over your head, but in The Maw there's nowhere to explore and nothing to do, so it really just feels like you're wandering around a small padded room while wearing a straightjacket. In later levels, the game will literally play itself, with The Maw charging forwards and blowing things up while you as player find your controls suddenly non-responsive.

The nerf-bat level of danger, combined with tiny levels, few activities to engage in, and a miniscule amount of content overall, make The Maw tough to recommend. It's just non-intutive enough to frustrate the children who are (apparently) its target audience, and for mature gamers, even casual ones, there's simply not enough on offer to entertain for more than an hour or so.

Maw itself is a very likeable character, but one character is just not enough to lift this game out of the doldrums. Take your money elsewhere on Live Arcade. It's not as though the rest of the marketplace doesn't spoil you for choice.

Saturday, March 21, 2009

Saints Row

DefJam-signed music artist David Banner first came to my attention for his appearance in the incredibly excellent DefJam: Fight for NY, in which he was a playable character who, in a shoutout to his Marvel Comics namesake, started battles by yelling, "You wouldn't like me when I'm angry - bitch!"

It was dialogue that snapped, that rippled, that drifted across all that followed it like a silken banner blown by distant, heroic winds. In my mind, it raised the bar for speechmaking - the very science of speaking had been evolved. If Franklin Delano Roosevelt had had this technology, we might have realised that we had nothing to fear but fear itself, bitch. Had it been in possession of Churchill, we surely would have fought them on the beaches, bitch, fought them on the landing grounds, bitch, fought them in the fields and, bitch, in the streets, and so forth.

It is with unleavened delight that I discovered the good Mr Banner had delivered the title track to Saints Row. The anticipation of this musical masterpiece seasoned my early experiences with the game. Like all things worth having, acquiring this tune required work; it required unlocking, and by golly I unlocked. Collecting the last hidden CD from within the virtual city of Stilwater, I fired up the in-game music player, turned the relevant knobs to "Banner" and sat back to bask in the glory.

I was not disappointed. The lyrics to Saints Row's flagship tune - itself named "Saints Row" - proceed largely as follows:

"Holla bitch / holla bitch / y'all know me
Mississippi ho / I'm a real O.G.
If you're sick of being sick and you're tired of being broke
Go and get your guns and bring your ass to Saint's Row
Saints Row, bitch!
Saints Row, bitch!
(mumble mumble mumble mumble mumble), bitch!"

I'm telling you this story in order to warn you that had David Banner saying the word "bitch" been the sole redeeming feature of this game, with the rest being an unholy mashup of Gauntlet: Dark Legacy and Imagine Babyz, I would still have given it an enthusiastic pass mark. The man can do no wrong and, if Fight for NY is to be believed, he is not averse to throwing those who anger him in front of subway trains.

It is to Saints Row's enormous credit that it is possible to completely overlook the work of Mr Banner amid what may well be the greatest open-world game ever created by human beings.

Saints Row is a copy of Grand Theft Auto. If the box had borne the GTA logo, it would have been forgivable to mistake Saints Row for another entry in that august franchise. The thing about Saints Row, though, is that it is better.

Grand Theft Auto is the squalid third-world country squatting fetidly on Saints Row's borders. Saints Row is modern; in Saints Row they can afford luxuries like a user interface, a pathfinding overlay, and consistent mission difficulty. In Saints Row even the most ill-made vehicles are fun to drive, few if any cars engage in 360-degree rolls under normal driving conditions, and the whole game can be played from beginning to end without reference to a FAQ, hidden collectibles and all.

It's hard to imagine people who are unfamiliar with the Grand Theft Auto formula - possibly they exist in the darkest depths of Africa, or in the less popular homes for the aged - but for the purpose of refreshing memory it is this: you are set loose in a large virtual city, in which can be found guns, cars, innocent civilians, and police officers, and you are left to your own devices to cause havoc. In and amongst the creation of havoc you may find time to complete "missions", which advance a central storyline, and "side-jobs", which are allegedly optional and reward you by unlocking new weapons, abilities, and customisation options.

In GTA the havoc was great, but the difficulty of both missions and side-jobs would waver between "trivial" and "controller-snappingly infuriating" with all the predictability and grace of an inebriated hobo. Saints Row decides that too easy is, on the whole, a better place to be than too hard, and while you will certainly need concentration and focus to make progress, it's rare to need more than a couple of tries to finish any of the game's challenges.

That's great, because it lets you really concentrate on the game's strengths. The havoc-causing is front and centre, and it is almost exactly as good (in fact, almost exactly the same) as what Grand Theft Auto has been serving up for years. You smash cars into other cars, gun down civilians, blow things up with explosives, and then play cat-and-gun-toting-mouse with the cops until you eventually go down in a blaze of glory. The cops are noticeably more wussy than their GTA counterparts; they're slower to anger, easier to evade, and they're missing the auto-arrest-if-they-catch-you-prone power that made the GTA fuzz so effective. That's fine, though, because you're also able to piss off Saints Row's various rival gangs, and gangbangers are vastly more dangerous than their GTA equivalents.

What's better than all the havoc, though, is the story. If you've played GTA, you'll know that the story there is little more than an excuse to carry you through a succession of unlikely psychopaths who'll make awkward double-entendres while telling you to kill hundreds of innocent civilians (which you invariably do without question).

Saints Row, by contrast, sets you up as a fledgling member of the 3rd Street Saints, one of the city of Stilwater's four major gangs. Pushed into a corner by their rivals, almost completely stripped of territory, Saints leader Julius instigates a campaign to save the Saints from extinction and retake the city. Naturally, you get involved in the fight, and as the battle against the competition heats up you rise through the ranks, eventually taking a lead role in the final onslaughts against Stilwater's key gang figures.

Rather than linking missions to caricatured madmen, Saints Row carefully and efficiently introduces you to Julius' lieutenants - Dex, Tony, Lin, and Johnny Gat. It also brings the leadership of the rival gangs on-stage at any early point - each gang has three well-realised characters in its upper ranks, whose internal politics as shown through surprisingly well-written cutscenes offers a real personality and immediacy to the missions you'll be undertaking.

These aren't just questgivers - these characters have interrelationships. The history and brotherhood between Julius and rival gang-leader Benjamin King gives poignancy to the final missions against the Vice Kings gang. The mixture of hero-worship and frustration that the cool-headed Dex has for the violence-prone Johnny brings him to life as a character, and offers understandable reasons for the often circuitous missions he tasks you with. Lin, sent undercover with the Westside Rollerz, is in danger of coming off as a one-note bitch, but ends up a surprisingly memorable and powerful part of the overall story. Minor characters take surprising twists, becoming tragic heroes or unlikely villains.

Don't get me wrong - this isn't fine art. It's still a violent cops-and-robbers story about two-bit hoods with a dubious moral code. It's derivative and it's contrived and it's frequently crass. But it takes itself seriously, and it's not afraid to occasionally do things just a little better and deeper than it strictly had to, and after the narrative famine that GTA has been offering for years Saints Row makes for a feast of awe-inspiring proportions.

The combination of sandbox and story is supported by a whole host of fine detail that really lets the game shine. You can plot courses on your minimap; you pause the game and set a destination, and the game sketches out an optimal route in glowing blue dots. The pathfinder tool isn't aware of the many shortcuts across private land, and it gets a bit muddled with Stilwater's labyrinthine aerial overpass system, but it's still a vast improvement on trying to memorise the streets of the city's 36 distinct districts.

You've got a cell phone; I've heard a lot of people making a big deal of this feature in GTA IV but Saints Row got there first. You can call friends to back you up in combat, you can call taxis to ferry you quickly around the city, call ambulances for medical attention, and of course call a number of "secret" numbers for short humorous pre-recorded messages.

You can customise your character's clothing and appearance, setting racial type, hairdo, and outfit, with (naturally) more customisation options unlocking as you progress. There's a stupidly large number of radio stations to tune in to as you drive around, although (David Banner aside) the quality of the licensed music is vastly inferior to GTA's typical offering. The hip-hop collection is probably the highlight, featuring Wu Tang Clan, De La Soul, Ghostface Killah, and Xzibit, among other recognisable names.

Saints Row is the game that Grand Theft Auto has always wanted to be. It's loud, it's memorable, it's addictive, and most of all it's incredibly fun and if you're an XBox 360 owner you've really got no good excuse not to have your own copy of this game. Bitch.

Friday, March 20, 2009

Update

At least half of the fun in mentioning Mirror's Edge every once and a while is the reaction it gets from everyone who disliked it.Please pardon the lack of posts; I've had a week or so where I just wasn't in the mood.

Gaming in brief:

- I finished the original Saints Row. It may unashamedly copy Grand Theft Auto lock, stock and barrel, but it's entirely excusable seeing as how it's exponentially better than any GTA up to and including San Andreas. (I haven't played GTA IV yet but I have a sneaking suspicion I'm still going to like Saints Row better.) The user interface is worlds beyond what GTA offers, the mission difficulty is set to "fair" rather than "infuriating", and - the biggest surprise - it has a fully fleshed out plot, complete with intelligent dialogue, characters you really care about, and subtle relationships you'll be thinking about long after you finish the game.

- Caught up some of the XBLA titles I've been meaning to try. The Maw is highly cute but so aggressively small-scale and challenge-less that it feels more like a demo or a toddler toy than a real product. Final Fantasy Crystal Defenders is one of the worst tower defence games I've ever played and it has the added insult of costing money to buy. Peggle is almost exactly the same game as the PC version, which is to say still totally awesome.

- I went back to Mirror's Edge to try to get more achievements, which is practically a first for me. In my house, once I put a single-player game back on the shelf, that's the last time I'll ever touch it, no matter what my intentions might be at the time. I'm speedrunning the story levels, and if the levels were thrilling the first time around they're even moreso when you play them this way. It feels like playing the game as intended; the only thing that stops it from being a perfect gaming experience is the punishingly high difficulty involved in getting a qualifying time at these things.

Wednesday, February 25, 2009

Beyond Good & Evil

No, the name of the game is never explained. With Christmas well and truly behind me and the flood of blockbuster next-gen titles temporarily receding, I've taken the time to catch up on some overlooked gems from my PlayStation 2 collection, in particular Beyond Good & Evil.

This is a game from Michel Ancel, the creator of Rayman. At the time of its release, it sold poorly, but it's picked up steam as a cult classic and the general consensus on the blogosphere is that it's time to revisit Beyond Good & Evil with kinder eyes.

I'm glad I did. The game is excellent. After playing through the recent Prince of Persia I had been thinking to myself, "I want more like this," and now I'm feeling a little stupid because it turns out I had "more like this" sitting on my shelf for the better part of two years, completely unplayed.

In Beyond Good & Evil you play as Jade, photographer and surrogate big sister to a gaggle of assorted orphans. When Jade's adopted planet of Hillys is attacked by the militaristic DomZ armies, Jade is pressed into service to find out what the DomZ are up to and why, exactly, the local defence forces aren't doing much about it.

I say that it's a bit like Prince of Persia, and by that I really mean that it handles relationships between the core characters well. Jade is aided by her "Uncle Pey'j", an avuncular pig-man with a gift for mechanics. (Actually, Hillys is populated by all manner of animal-people, although it spurns catgirls and bunny-women in favour of antropomorphic sharks, rhinos and goats.) Later on you'll also team up with "Double H", a likeable resistance fighter who's forever quoting his role models "Johnson & Peters". These characters are really enjoyable to be around, and when the game makes you go solo you'll really feel their loss. The interactions with Pey'j and Double H form the emotional spine of the game.

Really, though, the gameplay is more like Metal Gear Solid meets Pokemon Snap. Jade's role as a photographer isn't a mini-game or sidequest - it's the core of the game. All your efforts are ultimately directed and getting access to places where you can take photos which reveal the truth of the DomZ plan. You compose and shoot your photos yourself, and the game stores the photos you've taken and weaves them into the game in unexpected places, notably to excellent effect in the game's final scenes.

To keep you busy between plot photographs, you're also challenged to photograph every animal species on Hillys, of which there are I think 50-something. Some of these are ubiquitous but others will require finding some very specific environments. The animals are beautifully unique and make sense in the context of the biosphere; finding the rarer specimens can be really breathtaking, whether it's turning out the lights in a deep cave to capture an unrecorded bioluminscent algae in full glow, or catching a giant blue whale in mid-leap as it breaches the waves. The nature photography is so excellent that I found myself wishing that it could have been the main plot.

Sadly, the other half of the game is stealth. Despite my love of Metal Gear Solid I've never enjoyed having to be stealthy, and I like it best as a vehicle for getting myself in the prime position for completely eliminating every guard in sight. Beyond Good & Evil does a pretty passable job at this type of gaming - the controls are tight and responsive, for example - but it still doesn't quite get it right.

The camera doesn't give you anywhere near enough information. It's not clear how many guards are around, where they're walking, or where they can see. This turns the stealth sections into frustrating trial-and-error processes where you'll proceed halfway across an area, realise there's an extra guard you couldn't see, get caught, and have to restart. Thankfully checkpoints are extremely generous and well-placed. Also, the consequences of detection vary. Sometimes you'll merely end up fighting the guards, which is an appropriate punishment as you'll usually win but at a severe cost to your health. On other occasions, however, detection results in immediate death from a previously-invisible hovering laser orb that can apparently shoot through walls.

Were it not for the stealth sections, this would be an extremely casual-friendly game. Nothing anywhere else in the design comes close to replicating the frustration and repetition of the sneaking missions; every time I started into a guarded area I came close to giving up the game for good and I ended up playing with a walkthrough in hand to minimise my negative experiences.

Everything other than the stealth is perfect, though. You can cruise around the watery surface of Hillys in a hovercraft, compete in suprisingly entertaining hovercraft races, discover hidden nooks and crannies, collect valuable pearls, and explore the pedestrian district of Hillys' main city.

That city, by the way, is a triumph. The main canals that connect everything are packed with an amazing variety of water-borne and airborne vehicles moving in every direction at once, while giant television screens hovering in the air boom out propaganda messages. This kind of business is something we've seen in videogames elsewhere, but the fact it intrudes out into the player's space - the other vehicles are using the same areas that you can use - makes it feel real and immediate and alive. It has an effect something like the cantina from Star Wars, giving you the impression of this being a real, diverse world, through the use of only a single scene. The city also grows and changes as you play, with the propaganda messages changing to reflect your exploits and growing numbers of citizens protesting in the streets as you take more photographs and uncover more of the truth.

The graphics are gorgeous. Despite being rendered on a last-generation system I had no cause to fault anything visual about the game. This is largely because it relies less on technical prowess than it does on genuine art; good aesthetics is good aesthetics at any level of resolution. These are clearly deliberate choices - for example, the art uses simple lines and blocky, childlike shapes for all the Hillyan characters, while making the Domz significantly more visually complex, with assymetries and irregular silhouettes. (The only Hillyan to copy this design style is Pey'j, presumably to reinforce him as a "grown-up" and set him apart from the "child-like" Hillys. It's worth noting also that, story-wise, he's not a Hillyan native.)

Jade is a textbook example of how to do a modern female protagonist. She's dynamic, interesting, competent and attractive, without being sexualised, gimmicky or shallow. Part of what makes her work is that she's "just a person", and a late-game twist that sheds new light on her background feels weak precisely because it violates her identity as someone "normal".

The music is fantastic. I've had it stuck in my head for days after I've finished playing the game, and the main theme is a genuine gaming classic.

I love the story, I love the art, I love the characters, I love the thrilling unexpected action set-pieces (in particular an amazing rooftop chase), I love that the action facilitates the story rather than vice versa, and I love that after such a long hiatus it's finally getting a sequel.

Finding a copy of Beyond Good & Evil is easy. It came out for every last-gen system, it's available for the 360 through XBox Originals for PC direct download via Steam, and if you live in Canada they're apparently giving it away for free with certain packs of cheese. If you haven't played it yet, get yourself psyched to complete some annoying stealth in pursuit of a greater good, fire up your system of choice, and sit back for one of the best gaming experiences ever produced.

Tuesday, February 24, 2009

Trailers, Trailers, Trailers

- Capcom have announced Lost Planet 2. I'm not sure who, exactly, was clamouring for Lost Planet 2, as the original was pretty dire. Its biggest problems were its clunky controls, horrible scripting and terrible voice acting, so it's pretty funny that to "fix" the franchise they've given it to the Resident Evil 5 producer.

- Bioware have announced Mass Effect 2. You'll recall that the original was my Game of the Year 2007, so I'm pretty hyped about a sequel. I understand you'll be able to port your save game from the first game and continue the same character, so that's pretty awesome. I'm not sure how that squares up with this trailer, though.

- I've been quietly enjoying the rise of "disaster survival" as a new genre of game, and while none of the entries in it have so far been particularly great, I figure it's only a matter of time. Ubisoft's I Am Alive will probably not break the mold, but you never know. (This is actually an old trailer but I figure you probably missed it in the E3 buzz so it's worth digging up now.)

Friday, February 13, 2009

Fine, Star Trek Online Looks A Little Bit Awesome



Okay. Everyone being the captain of their own ship - that's bollocks. Playing a small part of something big is what brings out the very best in MMOs, in my book. I was really looking forward to working in engingeering and saying "She just canna take it" a lot.

But - play any race in Star Trek canon or create your own? Brilliance. It embraces the idea of the Star Trek universe as this vast and infinitely diverse place, it pokes subtle but loving fun at a franchise where a million alien races are differentiated only by skin colour, forehead design and nose architecture, and in the unlikely event that two players make characters who look identical it's not immersion-breaking - it's cultural solidarity.

STO is coming from the guys behind City of Heroes so it's probably no surprise that a robust character creator is front and centre, but still, bravo.

Friday, February 06, 2009

Left 4 Dead DLC, Battlefield 1943 Live, Lego Battles

I call zombie bullshit.Tidbits for those of you who don't obsessively trawl the gaming news:

- Left 4 Dead downloadable content on its way in the form of a "Survival" pack, featuring one new game mode (Survival) and two new Versus campaigns. I assume these are less "new" campaigns than they are adaptations of Blood Harvest Death Toll and Dead Air, the two single player campaigns that didn't make the jump to Versus first time around. (link)

- Battlefield 1943 (a sequel to Battlfield 1942, which I like to refer to as "the one that didn't suck" - take that, internet!) is getting a release on XBox Live Arcade and PlayStation Network, which makes me all happy inside. (link)

- The next Traveler's Tales Lego game will not, apparently, be the rumoured Lego Harry Potter or Lego Lord of the Rings but instead the much less exciting Lego Battles, which features no licensed properties but does have plenty of action from classic Lego lines such as "Castles" and "Pirates". Yay? (link)

Thursday, February 05, 2009

Lego Batman

Game developers are a cowardly and superstitious lot.Regular readers of The Dust Forms Words know that I've had a tumultuous relationship with the Lego games. The original Lego Star Wars was an upstanding gentleman of a game, but the sequels have done little more than steal beer from my fridge and pass out on my sofa. Lego Batman is the best and least stinky of those surly hoboes but it's still not the champion whom once I lionised.

The principle of the Lego videogame is simple; you walk into a world constructed of flimsy, breakable lego, and you start punching until your fists go numb. Repeat 30 times to complete the story mode, repeat 30 times more to finish the sidequests. It's a solid premise - who doesn't like punching stuff?

All these fisticuffs are, of course, dressed in the livery of a well-known franchise, and this time around it's Batman. This isn't the Batman of the recent movies, or even of the comics. It's instead a mash-up of the Tim Burton films and the animated series. It's a shallow exploration of the brand, and Batman devotees will be disappointed that the amount of fan-service on offer is approximately zero.

The place where Lego games go wrong is that the developers invariably feel that punching is somehow not enough, and throw some jumping into the mix. The jumping is the closest you will come in this life to feeling the tangible presence of Satan intruding into our mortal world. Apparently when a Lego minifig jumps it enters a kind of floaty demiplane where the rules of gravity warp and twist. Distance has no meaning and whether or not you land at your destination is dictated by variables understood only by MC Escher.

What's worse, platforms are possessed of a kind of malignant sentience and scorn the tread of your little Lego feet. Frequently you'll land squarely on a ledge only to watch your avatar drift inexplicably sideways as if compelled by magnets, before plummeting over the edge to its doom. For bonus laughs, occasionally you'll respawn only to immediately be victimised by the same deadly drift again.

The Lego games are built around the idea of co-operative play. At all times you have not one but two heroes on screen, and a friend with a second controller can drop in and out of the festivities at their whim. This worked well in the original Lego Star Wars but has been a cause of histrionics and grief ever since. Both players are bound to a single screen, despite some puzzles which really need you to split up. Attempting to move more than a screen away from your partner will drag them along behind you, usually to their death, or cause them to pop out of existence and respawn closer to you, sometimes in a location which is either fatal or inescapable.

There's no option to play two-player over XBox Live or the PlayStation Network, but that's okay because the co-op here is a friend-losing proposition anyway. Sadly, letting the computer control your buddy isn't much better, as the AI takes a cheerful pleasure in getting in your way, pushing you to your death, and refusing to help you with the co-operative puzzles.

The buggy AI may serve to distract you from the rest of the game, which is also riddled with glitches. Respawns occur in broken positions, secret canisters refuse to appear, characters get stuck in inappropriate animations, and Achievements inexplicably don't unlock. There's only so many times that you can write the woeful playtesting off as all part of the childlike joy of Lego before it becomes time to bring out the murderin' axe.

Just to round it all out, Lego Batman features some of the worst level design to every appear in a videogame. Distances can't be judged, threats can't be evaluated, and goals are seldom if ever clear. You can rarely tell what can be smashed up and what can't, and occasionally there are wierd hierachies at work (you can't destroy a street light until you first blow up its light bulb). Boss fights range from the repetitive to the obtuse, and key locations are obscured by horrible camera angles and unbreakable scenery.

That's the bad. There's some good, but none of it in any way compensates for the bad. I mention the good only to explain why Lego Batman is, while objectively awful, still a better game than Lego Indiana Jones.

First up, Batman is awesome. This has been proven by science. If you built a scale replica statue of Batman out of human crap, it would still be pretty awesome simply because it was Batman.

Secondly, there's a good roster of characters, and they're actually fun to use. You're shortchanged on the hero side, as you only get Batman, Robin, Nightwing and the Barbara Gordon Batgirl (and Nightwing looks like he fell into the mutant-vat). But for the villains you get no less than two costumes for the Joker, along with Poison Ivy, Bane, Mr Freeze, the Mad Hatter, Man-Bat, the Riddler, Catwoman, the Penguin, the Scarecrow, Hush, Ra's al-Ghul, Two-Face, Killer Croc, Clayface, Harley Quinn and, for some reason, Killer Moth. It would have been nice to see even more familiar faces such as Zsasz, Black Mask, Talia, Oracle, Azrael, Huntress, Spoiler, and the Cassandra Cain Batgirl, but it's nevertheless a solid list.

The music uses the Danny Elfman theme from the first Tim Burton Batman movie, which is a fine piece of music. Unfortunately, it uses it exclusively, again and again, until your ears are bleeding and you're begging for it to stop. Some variety might have been nice.

Combat has been tightened up from the previous games. The hard-to-target whip from Lego Indy is gone and some very satisfying fists and guns have replaced it. Getting into battle is no longer a chore. You might even enjoy it. Also, while there are still waves of endlessly-respawning enemies, there's notably less than in the last two Lego games, and they're less inclined to turn up while you're trying to do something fiddly.

That's pretty much all the good points. If you've enjoyed the prior Lego games you're in for a treat, because Lego Batman is very definitely an improvement, but if they frustrated you to tears then you'll find all the same mistakes on display in Lego Batman.

Wednesday, February 04, 2009

Icons of Gaming #1: No Gods Or Kings

Ryan has had it with these motherfucking gods and kings in this motherfucking society.
This is the screenshot that sold me on BioShock.

BioShock has a lot of memorable imagery - the Big Daddy, the player's hand dispensing lightning, the art deco interiors, and the excellent sound scheme that pervades the entire game. But "no gods or kings" is what made me sit up and pay attention.

This banner hangs over an early entrance hall in the game - above the main elevator, from memory - and in addition to establishing the game's visual style, lighting scheme and dark tone, it tells you that this will be a game about something. BioShock might not be the deepest philosophical exploration in gaming history but it's not for lack of genuine effort, and the objectivist foundations of the city of Rapture are a big part of what elevates BioShock above the pack.

Long before I played the game I saw this screenshot, and once I'd seen it, I knew I had to find out who had hung that banner and what it meant.

What are the images that have attracted you to games - for better or for worse?

Tuesday, February 03, 2009

A Kingdom For Keflings

Looking forward to them taking this franchise in a 1940s historical direction; I'm all aboard for An Anschluss For Keflings.A Kingdom For Keflings, available through XBox Live Marketplace, is the game I've been hearing people ask for for years, and now it's finally here.

If you're a gamer who's played Age of Empires or Rise of Nations and wished you could just design your city in peace without worrying about fighting your neighbours, then this game is for you. If you're someone who's played Sim City and felt that managing budgets and approval ratings was taking away from the fun of just building, then this is your game.

In A Kingdom For Keflings you play a benevolent giant who's come to the aid of a tribe of tiny Keflings. The Keflings need to get a town built, and you're just the giant for the job. You'll chop wood, mine stone, and commission construction to get houses, schools and suchlike built. You can also put the little Keflings to work doing the grunt work for you - they're not very good at following orders but they're still faster than doing things yourself.

You make buildings out of components - a house, for example, might require a furnace, a bedroom, and a platform. As you finish buildings, you gain access to new blueprints requiring more complicated combinations of components. Your eventual goal is to complete the blueprint for the massive Castle.

There's no obstacles in A Kingdom for Keflings - nothing takes cleverness or skill. It's just a matter of time. With enough perserverance, you will get things built. You're free to arrange your town as you see fit, look for optimal configurations of Kefling workers, and generally wander around the place getting things done.

You can play as one of a couple of pre-made characters, but you'll probably want to ignore them and instead import your XBox Live avatar, which this game was specifically made to use. It's a great use of the avatar system, and the graphical styles of game and avatar mesh well.

You can also co-operate over XBox Live with one or more friends to build a town together. This is a vast improvement over the single-player game, but unfortunately there's no local co-op (online only), and most of the Achievements won't unlock in multiplayer.

A Kingdom For Keflings is a surprisingly fun game aimed at filling a largely unexplored niche, and as a social platform it's exponentially better. If it remotely sounds like something you'd enjoy, you're probably right in the target market, so download the free demo from XBox Live and check it out for yourself.