While RPGs on videogame consoles had gotten better and better throughout the 90s, during the same period the genre had all but stagnated on PCs. Credit is largely given to BioWare for breathing life back into PC RPGs, but it's easy to forget that Fallout and its sequel were both out by the time Baldur's Gate arrived in late 1998. I don't want to diminish the impact that BioWare's classic had though I do think that Fallout deserves more credit than it gets, to say nothing of the Elder Scrolls series. Not so much for its influence on games released in its wake but rather for its originality and replayability, Fallout should be held up as one of those 'exceptions to the rule' games that proves companies don't need to rely on Fantasy or straight up Sci Fi settings to find an audience.
Sunday, March 2, 2014
30 For 30: Fallout
While RPGs on videogame consoles had gotten better and better throughout the 90s, during the same period the genre had all but stagnated on PCs. Credit is largely given to BioWare for breathing life back into PC RPGs, but it's easy to forget that Fallout and its sequel were both out by the time Baldur's Gate arrived in late 1998. I don't want to diminish the impact that BioWare's classic had though I do think that Fallout deserves more credit than it gets, to say nothing of the Elder Scrolls series. Not so much for its influence on games released in its wake but rather for its originality and replayability, Fallout should be held up as one of those 'exceptions to the rule' games that proves companies don't need to rely on Fantasy or straight up Sci Fi settings to find an audience.
Sunday, February 2, 2014
30 For 30: EarthBound
With EarthBound, this “it's a small world, after all” feeling happened twice in my life, once on a macro scale and once in a face-to-face way. The first time was a couple years after my family got AOL, which was also around the time I gave the game a second chance and fell for it—but we'll get to that later. The important thing here is that stumbling on Starmen.net while trying to find more information about EarthBound was akin to thinking you were a pretty big fan of Kit Kat bars only to travel to Japan and see how far people can really take their Kit Kat fandom. Starmen.net was one of the first major fansites I can remember which wasn't run by elitist assholes or by people who can't properly design a website and spell correctly. It was thanks to Starmen.net that I found out EarthBound was known in Japan as Mother 2, an exciting revelation which meant there was at least one more game in the series. Far more important, though, was participating in their yearly Fanfests, in which you play up to a certain point of the game per day and can try your hand at various challenges (like getting the items that certain enemies only drop 1 out of 128 times). It was an annual celebration of love that never seemed repetitive or obligatory like, you know, Valentine's Day.
The second time the EarthBound world shrank for me was in meeting someone else who also grew up obsessing over it. I worked with this person for a few years and I'd like to think we both decided to become friends, at least initially, purely on the basis of our mutual affection for EarthBound. I vividly remember waking up after one of his parties, scrawling “Thanks for a great time, EarthBound for life!” on the dry erase board on the fridge, and, while various people on couches and in chairs continued to sleep, I quietly slipped out the back door to walk to my car on a Summer morning that seemed more sunny and beautiful than any had in years. Shortly thereafter he let me borrow a GBA SP with some kind of blackmarket game cart that had, among many other gems, a translated ROM of Mother 3 on it.
I'm almost positive I got EarthBound the year it came out but I can't for the life of me tell you why. The advertising campaign in the U.S. was so mishandled that I'm amazed anyone bought it. Even at the tender age of 11 I thought the emphasis on gross-out humor was stupid, with the ads in magazines having slogans like “Warning: use only in a well ventilated area...because this game stinks!” and “Comes with more rude smells than the ol' pull my finger joke.” Since this style of humor barely appears in the game itself, it's hard to tell who Nintendo of America thought they were selling to. It was as if someone mixed up the ad campaign for Boogerman: A Pick And Flick Adventure with EarthBound's and they were too lazy to correct the mistake. There's also the odd choice of advertising a videogame with scratch-n-sniff cards, which is kind of like advertising a movie with slap bracelets. It doesn't really make sense, but it doesn't not make sense. Those clay models were pretty cool, though.
The first time I tried playing through the game I couldn't make myself finish it, even with the assistance of the strategy guide that was included inside its absurdly large box. I think my reasons at the time were the same for anyone who doesn't “get” EarthBound now: the graphics and gameplay, which were primitive and unimpressive even for their time. “Primitive” doesn't automatically equate to bad, though I don't think anyone could argue that—judging it from a technical and not an art direction standpoint—EarthBound is nowhere near as good looking as the 2D/sprite art of Chrono Trigger or the (at the time) impressive faux-3D of the Donkey Kong Country series.
As for the gameplay, EarthBound has a lot of interesting ideas that I appreciated even on my aborted first attempt but they're never what hooks anyone on this game and they never add up to something that feels truly deep. I can point to any number of these “interesting ideas”—the rolling slot machine HP meters, the way enemies far below your level run away from you and let you score instant victories if touched, the whole “Jeff will randomly fix broken items in his inventory when you rest at hotels” aspect, and much more—but I would be willing to concede that one man's “interesting idea” is another man's gimmick or novelty. I may love them and they're part of what makes EarthBound such a unique experience, yet they only matter in rare cases or on a superficial level; they don't transform it into a game you play for the mechanics. This is what I mean when I said the gameplay, like the graphics, is unimpressive and primitive to someone who isn't already in love with the game. Moreover, EarthBound doesn't have anything like the Job system, which it changes how you play the entire game because it's another layer put on top of the standard RPG leveling/character building template of “fight guys, get stronger, get better equipment, repeat.” Instead, the game's “interesting ideas” just make what would otherwise be a graduate of the Dragon Quest school of gameplay slightly more engaging and unique.
This feeling of uniqueness is crucial because it is what keeps me coming back to EarthBound after falling in love on that 'second chance' during the Summer of 1998. I can't think of any other game from the 90s that was so self aware and surreal to an almost deconstructionist, post-modern degree. It has the character Brick Road, who makes dungeons that parody and comment on how dungeons worked in RPGs of the time. Then there's the weird 'Fuzzy Pickles' cameraman who shows up during various points of the game to take screenshots, all of which you get to see at the end of the game like it's a photo album of fond memories. Warping the usual opening pre-game segment, in EarthBound you get to name not only the characters but your favorite 'thing' and your favorite food, the latter of which shows up as the dish the main character's Mom feeds you when you go back to his house (leading to some amusing, immature moments if you enter in Sperm or Farts as your favorite food). And I'd be crucified by the EarthBound fanbase if I didn't mention the Mr. Saturns, what with their unique speech patterns and the way their text is in a crazy looking font different from the rest of the game.
Anyway, this was supposed to be about what the game has meant to me, and the more I think about what my life has been like these past 30 years, the more I'm realizing that EarthBound is one of my cherished right-thing-at-just-the-right-time-of-my-life experiences that helped me understand myself, and even life in general, a little better. As odd as it feels to talk about a videogame so reverently, I also feel like I can never do justice to it regardless of how well I explain the very specific things it means to me. And that's usually a sign of something or someone that has had a profound impact on my life and in shaping what my sensibilities are and how I think about the world. EarthBound was a revelation, unlike anything I had played before. I didn't know there could be games like that and I didn't know I wanted a game like that. I knew I wanted an RPG that was different from things like Chrono Trigger and Ultima VI, but the ways I wanted it to be different I couldn't have put into words until I experienced them in EarthBound.
If you don't like bac—I mean EarthBound, or you don't “get” it, that's fine. No amount of my words will convert you, just as I could never hope to make anyone love the Grateful Dead. I don't know that people who grew up after EarthBound first came out will give it a chance or fall for it like many of my generation did. All we, the faithful, will ask is that you keep out of our secret clubhouse, the one hidden in the trees in Onett. If you don't get that reference then you'll probably want to just turn off the SNES right now, but not before calling your Dad to save your game.
Saturday, October 16, 2010
King Of Kong

One of the downsides of documentaries is that their content can be very ephemeral. I suspect that most of Michael Moore's films will age into irrelevancy as their righteous indignation and anger go from being poignant and timely to strident and outdated. A film following the world record contestants for a classic videogame is much less ambitious than Moore's socio-political potboilers, true, but it nonetheless would be just as moment-in-time because the record is bound to change hands many times after the movie comes out. Indeed, after King Of Kong's release, the record changed hands, and continues to.

However, this is not the focus of the film. The record, and indeed the game being played, are beside the point. It's really about the personalities involved, and the drama they go through before, during, and after the world record attempts, that matters. It's also about the alliances and seemingly devious rules and practices of a competitive, insular scene that few people knew existed. You could therefore accuse King Of Kong of being flagrant in its characterization of Steve Wiebe as the lovable loser, family man, and artistic underdog who is on the outside of the videogame world record scene going up against one of its Goliaths: Billy Mitchell, an egocentric, calculating businessman with a trophy wife. But that all depends who you believe or what you believe. Director Seth Gordon has stated that they actually made Mitchell out to be “lighter” than he really is, but again, who do you believe?

For what it's worth, Wiebe recently reclaimed the top score on Donkey Kong, but this knowledge is boring without the personal struggles and details this documentary gives. Reading the dry fact on Wikipedia isn't exciting without the faces, voices, and drama King Of Kong provides. It struck me as very odd, then, that King Of Kong throws a bait and switch with its climax by showing Wiebe failing at a world record attempt and rolling credits...but actually ending with a baffling coda that delivers the news that Wiebe did eventually succeed. It does this with all the pomp and circumstance of a casual P.S. and blunts its impact in the process. Still, my point remains: it's the rivalry and the political machinations of both sides that are the story here, not who is on top. In other words, it's a character study as much as anything. King Of Kong is full of (to put it mildly) eccentric characters, from the obsequious Brian Kuh, two-fisted-son-of-a-bitch Roy Shildt, to hippie musician/referee Walter Day. You may hate Billy Mitchell by film's end or tire of Wiebe's sad sack personality, but without those elements, the story of the Donkey Kong world record is just as boring as the hot dog eating championships without the “dude comes from nowhere to take it back from the Japanese” story of Joey Chestnut.

If this documentary leaves you feeling mildly unsatisfied, it's probably because there is no true head-to-head competition between Mitchell and Wiebe. They only briefly meet face to face and are never shown playing in person against each other. If King Of Kong had been a fictionalized account, it would undoubtedly have had an epic showdown between the two men. I found myself wishing this was the case since the actual conclusion is the very definition of an anti-climax. Still, I might argue that this lingering disappointment mirrors both Wiebe's own personal history of failures and losses as well as the way everyone in the documentary is bummed that when Mitchell finally shows up to a tournament he refuses to play in front of a crowd or challenge Wiebe directly. The problem of the muted, tossed-in “oh by the way, Wiebe does succeed after all” ending remains, instantly transforming the tone from someone learning to cope with failure while also being finally accepted/acknowledged by his peers, to being an oddly Hollywood-esque happy ending that is about three minutes long and treated with a anti-climactic tone. This weakens the film as a whole and should have been excluded, since the record was bound to change hands multiple times after its release. After all, without success at claiming the record, Wiebe's story is more poignant, affecting, and believable. An ending that says “you may have lost, but you still have your family, your artistic talents, the newly won respect of your peers...and you aren't that douchebag Billy Mitchell” leaves it up to the viewer to decide if this is happy or not. Therefore, it is infinitely better.
Wednesday, September 15, 2010
Player Choice and Freedom in Dragon Quest IX

Non-linearity and player choice are two of the main concepts that help define what a RPG will be. Depending on how freely you're able to progress, you can have anything from the rigidly-linear-to-the-point-of-absurdity Final Fantasy XIII to the go-wherever-you-want, do-whatever-you-want-but-you-may-die Elder Scrolls games from Bethesda. RPGs also present the player with innumerable choices beyond progressing the plot. Can you make or customize your characters, or are they pre-defined? Can you tinker with their stats/abilities/spells, or are these things going to progress in the exact same way every time, as with Final Fantasy IV? Can you return to previous locations in case you missed something, or do you have to wait until later in the game to go back?
The Dragon Quest series went from something I enjoyed to something I loved after I finished Dragon Quest IX. What strikes me the most about it, and some of the rest of the series, is its strongly Western derived non-linearity and wealth of player choice. Comparing the latest Final Fantasy and Dragon Quest entries has always been a study in contrasts in the Japanese RPG genre, but at no time in their respective histories has the difference been as stark as this year. Where FXIII was criticized for its dogmatic linearity, excising of genre traditions such as towns, and flashy-but-shallow gameplay systems, DQIX was praised for almost precisely the opposite reasons. In those regards, DQIX is indeed closer to Western style RPGs.

While its multiplayer aspects, as well as downloadable items and quests, are DQIX's most fresh and modern aspects, I found its overall classicist design to be its best asset. As with most old school Western style RPGs (as well as Dragon Quest III), you make and design both your main character and your party. I have a terrible habit of starting and never getting more than 20 hours into the original Icewind Dale because making up characters and deciding the party's composition is too much fun. DQIX goes several steps further by allowing you to change Jobs, as well as displaying every piece of equipment on your characters. The latter is something I wish all RPGs did, since you get bored of the same looking characters over the course of 40 or so hours. Anyway, the gameplay and whimsical charm of the DQIX's stories-within-the-main-story may be more classic Dragon Quest than Baldur's Gate, but there are several points in the game where you're either not immediately told where you need to go next or you're allowed to wander around to your heart's content. This is very reminiscent of Western RPGs; the original Fallout spring to mind, since you often had to explore a bit to figure out the next logical step. It's also analogous BioWare's modern games, which eventually get to a point where you have several branching locations to choose from to progress the plot, all of them tying back into the main plot thread at their conclusion.

Final Fantasy XIII may amount to a failed experiment or an attempt to revolutionize the jRPG genre in the way some of its forebearers had. That's for history to decide. On paper Dragon Quest IX may seem to be playing it safe, but like most of its forebearers, it sticks to the best traditions while simultaneously moving things forward a couple steps. In fact, much of its design is so smart and streamlined that the things that are behind the curve stand out more as a result. Had the multiplayer worked over the Internet instead of only local wireless, I think DQIX could've become the sensation here that it was in Japan. The 'Heal All' command makes a welcome return, but there are some nagging interface problems: menus/commands don't require a consistent amount of button presses, leading to mistakes; having to do some things one at a time when you should be able to do them all at once, like dropping off or calling up party members at the Stornway Inn; the traditional but probably unnecessary save system of having to go to a church; and so on. Still, these are only nagging issues at best, and I'll gladly put up with them if it means not throwing the baby out with the bathwater as FFXIII did with much of its design.

What I ended up loving most about DQIX is the way it encourages you to tinker and play around with its gameplay systems. Again, it's all about maximizing the amount of player choice. Its implementation of the Job system is among the most satisfying ever, even going so far as to let you farm skill points by leveling in one Job you don't plan on using and carrying the points back to one of your “main” Jobs. More choice still: you can evenly level the entire party in the same classes or you can play the game with only two or three characters or you can play through the game with friends in multiplayer. What's more, the game's Alchemy system can either be completely ignored or exploited to its limits during any point in the game. If you take the time out of the main quest to chase down obscure ingredients, you can produce items and equipment that are more powerful or at least cooler looking than what you can get in shops. The same applies to the 100+ side quests in DQIX: do them as they come up, do them all in one fell swoop toward the end of the game (or in the meaty post-game), or ignore them entirely. All of this, again, is in stark contrast to FFXIII; its character building system is obscurantist, trying to fool you into thinking you have more choice and customization than you really do. As for its Alchemy-style system, you're basically forced to do it to upgrade equipment. I can't speak to its side quests, since I didn't get that far in the game, but reportedly they don't open up until 30+ hours in.
While some entries in the series are more traditionally Japanese than others, Dragon Quest IX continually struck me as one of the best games at bridging the gap between the Western and Japanese approaches to RPG design. The original Dragon Quest, and other jRPGs of its era, were clearly patterned after Wizardry and other old school Western RPGs. Thus by the series sticking to its roots, it has wrapped back around to feel fresh and satisfyingly modern. Final Fantasy XII became one of my favorites of the last generation because it, too, took many cues from Western RPGs, albeit in a more purposefully modern form. It has an openness and depth of player choice that is more akin to a MMORPG or BioWare game than the other games in the series (not to mention much less of the bile inducing jRPG plucky teen heroes and pseudo-philosophical psychobabble plots). FFXIII superficially looks and plays like FFXII, but in their details and design, they are as different as, well, DQIX and FFXIII. The Dragon Quest series may never be as popular in the States as Final Fantasy is, but DQIX is definite proof that the supposedly staid and conservative jRPG genre has much life in it, thanks to the important Western influences of openness and choice.
Monday, May 31, 2010
Mother 3

Any sequel to a work that I hold near and dear to my heart prompts simultaneous feelings of joy and dread. For every sequel that's just as good or even better than the original, there's at least twice as many that are total let downs or lack what made the original great. Since Earthbound, aka Mother 2, was such a huge step forward from Mother 1 in terms of gameplay and story, it was hard to know what to expect from its sequel, which ended up taking more than a decade to come out. I had already conceded that there was no way Mother 3 could make the same kind of deep, lasting impact on me that Earthbound did, since that was a once in a lifetime, 'right game at the right time' confluence of events. It speaks volumes for Mother 3, then, that judged on its own merits and against the RPGs of its original Japanese release date era, it's still a wholly unique and satisfying title.
Mother 3 employs a similar narrative structure to Dragon Quest IV, playing out in chapters that feature different characters in each one until the main party is formed and is relatively stable through the last few. The game's story is surprisingly dark and mature, starting off with an unexpected tragedy that plays out with a sophistication and tact completely unknown to most videogames. The surprisingly expressive 2D sprites and animations help a great deal, though it is kind of odd that the enemies in battles aren't animated. But I digress. In Mother 3, you may still ultimately be going on a quest to save the world, which is hardly novel, but as with Earthbound, it's all the places, people, and events that you encounter along the way which make this game so compelling and unique. What's more, the various callbacks and ties to Earthbound thankfully come off as well done treats for fans and not empty, artificially implemented fan service.
Though Mother 3's story and world are nearly flawless, including some final boss battles that are every bit as memorable and artfully done as Earthbound's, the gameplay does seem a bit unbalanced and dated by today's standards. The rhythm based battle system never clicked with me, but it's not necessary to survive. No, my problem with the gameplay is its strict adherence to jRPG norms. In the early chapters of the game, this works against it because of the way the plot is structured. Controlling only one or two party members at a time, there are many surprisingly difficult spots in the game that end up being far more grindy and luck based than they should. In particular, the chapter where you play as Duster going to an abandoned castle to steal something was frustrating, as you have to use items to heal and you're dependent on his not 100% reliable thief tools to incapacitate or debilitate foes. But in general there's an unbalanced feel to the game, particularly in its boss battles, since some of them are neigh impossible until you've leveled up enough to get the right PSI powers. What's more, the eventual main party of Mother 3 also lacks balance, especially in comparison to Earthbound. Only two members can use PSI powers, so their “spellbooks” are huge and unwieldly to navigate. Meanwhile, one of your party members is a dog, who's only use is to see the weaknesses of enemies as well as having a high speed stat. This 'weakness seeing' ability could easily have been another thief tool of Duster's, so the dog ends up feeling like a generic warrior type. Sure, the dog is cute and fun for story purposes, but as a party member in a RPG he's boring
And that sums up my feelings pretty nicely about Mother 3. I really loved the game, but I loved it in spite of my issues with its gameplay. Like Earthbound, the fact that it's an RPG is almost incidental to its uniqueness and artful story. Speaking of, I'd like to give special mention to the very well done translation, which elevates an already excellent game to 'underground classic' status in my book. This is easily the highest quality fan translation I've ever seen and it so perfectly captures the spirit of the game and the series that it's hard to believe it wasn't official. Anyway, Mother 3's gameplay may be frustrating and unbalanced from time to time, but it's one of those videogames, like Silent Hill 2 or Shadow Of The Colossus, where it's easy to forgive or overlook gameplay or control deficiencies because the world and the narrative contained therein is so refreshing, daring, and memorable. Its subtle themes of anti-capitalism and anti-urbanization may be lost on some, but I doubt anyone can make it through the ending and the things that take place between the family members of the main character, and not be genuinely moved.

Tuesday, April 13, 2010
My Favorite Games: Earthbound
Thursday, March 18, 2010
Heavy Rain

Heavy Rain takes obvious inspiration from films like Se7en, certain police investigation procedural TV shows, as well as suspenseful thrillers of all types that involve life and death, chase sequences, and dramatic interpersonal conflict. But there's also a subtle noir and European art film influence going on, something compounded by the game's brilliant opening credits. At any rate, Heavy Rain switches the player between four characters: a father dealing with the loss of one son and the kidnapping by a serial killer of another; a FBI agent with a drug problem on the killer's trail; a private detective with asthma after the same killer; and a female reporter/photographer who, intentionally or otherwise, gets mixed up in the whole thing. The game does an excellent job of moving at appropriate times between the four points of view, and is especially interesting for the way its plot can branch dramatically depending on your actions. Any or even all of these characters can die and the game will go on, which is something I don't think any game has ever done before. There's no "game over, try again"; it just goes on without him or her. I stuck with this concept even though it meant one of the main four died. I never went back to re-do sections if they didn't turn out how I wanted, and this gave me a huge sense of "ownership" over the narrative. I found myself making the kind of decisions I would make, or that I think the characters would, rather than the ones I thought would be the most funny or dramatic like I do in other games. At the same time, I felt true empathy for the characters, which is something that's never happened to me with a game before. They were believable--or just believable enough--and, while often toeing well worn cliches, worked well. Even the death and subsequent ending for one of the four in my playthrough rang as true, intentional, and satisfying despite the fact in any other title it would have been considered a "bad" ending that I got through not playing right.
Heavy Rain's gameplay is mostly where it runs into some problems. I actually do like all of the QTE/timed button presses and motion control stuff, since I think this game does it better than anyone else. The button prompts organically appear where your eyes would be focused, and Quantic Dream have masterfully corresponded actions in the game to things you do with your hands. For example, to open a particularly rusted sliding door, you have to thrust the controller sideways in one rough, clipped motion. To, say, wrestle with another character for a gun or knife, you have to pound on a button and keep up on top of further prompts until your fingers become just as exhausted and confused as the character does. But for as far as the game goes toward wherever cinematic videogames are going, it still holds on to some obvious gamey tropes that take the player out of the experience from time to time. The awkward way you walk around (hold down R2 and "steer" with the R-stick while controlling your head with the L-stick) becomes second nature after a bit, but will still cause you to get hung up on objects in the way that someone in real life/a movie wouldn't. Moreover, you can purposefully fail a simple task over and over, leading to such comical situations as characters starting to open a door but giving up and closing it, over and over. And while this may just be because I was playing on the default difficulty, there were a few of those tense timed button press sequences where I felt cheated due to split second timing or poor implementation. I even killed a non-main character on accident during my first playthrough because I hit the wrong button...
Presentation-wise, Heavy Rain earns a lot of points for its expertly crafted camera angles and interactive cinematic sequences. Rather than having static characters stand and stare while talking, you can move around and lean on things or pick up objects as someone would in a movie or real life. There are a few very tense or very emotional sequences in the game that are pulled off with a cinematographer's eye for framing and pacing. In fact, there's a particularly gut wrenching scene toward the end where the female reporter visits an elderly woman with Alzheimer's: a sad, bittersweet scene about memory, love, and life that was aided by the game's often understated, classy score. Unlike recent titles like Uncharted 2 and Mass Effect 2, Heavy Rain's characters are very life-like and mostly avoid Uncanny Valley territory. The eyes and mouths are still not quite right, but the motion capture and voice acting are extremely proficient barring some strange almost-accents: the FBI agent has a slight Boston thing going on, and the mother of one of the serial killer's victims, Lauren, is clearly a French woman trying to sound American and hide her accent at the same time.
Other than the issues explored above, my two lasting problems with the game are its price and its lasting impact on the videogames medium. I happily paid $60 for the game, and don't feel that my money was wasted in any way. Heavy Rain is an utterly unique, moving, and thought provoking game that justifies its expense immediately to anyone who's into this sort of thing. But for most people, it'll be a hard sell. Though I am replaying the game and making very different choices, I have looked online for the different ways the plot can branch, and the ways the ending can play out, and I really do think this is a one way trip. It's so much more interesting to have your own canonical version of events and compare/contrast with others, which is something the game's director, David Cage, controversially meant when he said something about how he hopes people only play the game once.
Heavy Rain certainly isn't for everyone, and even I will admit that it's sub-10 hour length makes the $60 price tag a bit of a sticking point for those who are interested, especially in light of concurrent titles like Final Fantasy XII which offer dozens more. But there is a true quality vs. quantity balance to the game's sub-10 hour play time that bears mention, since, like Portal, it was the perfect length for what it was trying to accomplish, and was some of the best 10 hours I've ever spent with any game. Anyway, if you still can't quite take the leap of faith on this game, there's always renting it. As for the issue of its lasting impact...I suppose what I really mean is, how well it's going to age. In many ways it feels like the important next step, or series of steps, for cinematic videogames...but that also means it is arguably destined to end up an awkward middle child between older titles like Metal Gear Solid and whatever else is coming in the future.
I would wholeheartedly peg Heavy Rain as an important, interesting title that anyone who takes videogames seriously--as an art form or otherwise--should play. I hate kids, yet I felt every tinge of terror and grim determination for what the main character goes through while losing one son and later having to go through hell to save the other. I have also never felt so tense and on the edge of my seat with anything as I did during many of the game's "action" sequences, from escaping the clutches of a creepy doctor to escaping a burning apartment building to making split second decisions that will determine whether people live or die.
The promos and media surrounding the game ask: "how far are you prepared to go to save someone you love?" Heavy Rain itself will ask that question in increasingly gruesome detail as its story progresses: would you hurt yourself or others? Would you break the law? Would you kill or be killed? I never thought that videogames would have the courage to not only ask me that question but make me really relate such topics to my own life, but here we are. For all of its sometimes clunky gameplay and not-quite-there look, Heavy Rain deserves five stars for the things it made me think and feel. If that isn't art, if that doesn't make it the videogame equivalent of movies and books that do the same, then I don't know what is.
Tuesday, March 2, 2010
Mass Effect 2
Tuesday, February 16, 2010
Game Shots: Uncharted, Torchlight, and Prototype
Due to various circumstances, I ended up buying a MacBook this weekend, so videos made after this one may look and sound slightly different since I'll be using different programs for both. Just thought I'd let you know, in case you care.
Saturday, February 13, 2010
Silent Hill: Shattered Memories

The problem with the Silent Hill games has always been the gameplay. I've only played about half of the series, but everything else about them has always struck me as unique and brilliant: the settings, the atmosphere, the music, the characters and plot...yet the clunky controls and awful combat mechanics have dogged the series all along. Much as Silent Hill 2 is one of my favorite games, I only enjoy it so much because I set the combat difficulty to Easy so I don't have to try. The Silent Hill: Origins and Homecoming titles tried to amend this by making weapons breakable and giving the combat more depth, respectively, but neither the "different combat" nor "emphasized combat" approaches worked well.
Silent Hill: Shattered Memories, then, is an attempt to bring the series, and the survival horror genre, back toward the story/puzzle based side of things, making it at times more akin to a point and click adventure game than an action game. The title also symbolically 'reboots' the franchise by being an almost-remake of the original, keeping the premise--a guy named Harry gets in a car accident near Silent Hill and his daughter disappears in the process, so he has to find her--but changing everything else.

Intentionally or not, the game is divided into discrete halves, both story-wise and gameplay-wise. Half of the story transpires in interesting first person segments where a therapist asks you questions, as well as to do things like color a picture and fill out questionnaires. The other half, the majority of the game, is in the third person segments where you have direct control of protagonist Harry Mason, as he explores Silent Hill. The game tries some really interesting things with his cellphone, such as eerie phone calls and the ability to take pictures to make ghostly apparitions appear, but by and large all of the stuff it does with the Wii's motion sensing quickly goes from novel and tactile to tedious and unnecessary. Having to manually open cabinets doesn't make a game more immersive or "better", it just makes it annoying to play. This kind of thing doesn't bother me in games like Metroid Prime 3: Corruption or Killzone 2, but that's because it's used sparingly there and works well. Motion control issues get worse, but we'll get there in time.

You always know you're headed for the chase sequences because suddenly everything freezes over and your character starts to run everywhere. It's a completely transparent way of saying "now there are enemies and you can be killed, so don't bother to take your time enjoying the environments or allowing any tension to build." So the chase sequences aren't scary, and since you are never in any danger while exploring, this robs the game of all of the series's normally rich atmosphere and spooky vibes. As for the chase sequences, they are inarguably bad. No, I'm sorry, there is no argument here: they are not fun, exciting, or scary. They are just tedious, frustrating, and completely un-needed. They wouldn't be half as bad if the controls functioned properly, but because the enemies move so fast they will inevitably catch up to you (or ambush you), start dog piling on, and force you to flail around with the controllers, trying to toss them off. You'll end up trying every possible combination of motions to break free, but it either never works or never works consistently. Even if you manage to get one of the things off of you, it doesn't work enough times in a row to function like it probably was supposed to. I am not exaggerating when I say that I looked up every possible tip and message board thread about these escape sequences and ended up trying the same one 23 times until I gave up in a fury. Yes, I'm serious: 23 times. I haven't even played through the good sequences of games I like 23 times. Yes, as it turns out, having no combat is worse than having bad, clunky combat.



Tuesday, February 9, 2010
Dragon Age: Origins
A review of Dragon Age: Origins. Yeah, I didn't put the usual "Re: Views" title at the beginning, but in my defense I was in the late stages of a cold while making this video and so all the audio stuff took me forever to complete because I kept having to cough or clear my throat.
Saturday, February 6, 2010
Killzone 2

The game has you as part of a military fleet invading the planet Helghan, home of the Helghast, who did something in the last game, I guess, that warranted such revenge. You don't really need to know, and the game doesn't do much to encourage you to care. Killzone 2's worst element is its plot and characters. It doesn't give you enough backstory or motivation at the beginning, and along the way never builds any sympathy or interesting developments for any of the characters. Everyone seems to fall into stock cliches of the FPS genre, and you could easily replace the cast of this game with almost any other from another FPS and it wouldn't matter. In other words, Killzone 2's Alpha Squad may as well be Gears Of War's Delta.

I had to stop myself from typing "realistic" in that last sentence, but maybe that is a better way of describing it. If the Halo series has a weapon design philosophy that screams "I grew up with Nerf guns and don't care how absurd things are as long as they're fun", then the Killzone 2 team likely grew up watching History Channel documentaries on the guns of World War II. All of the weapons in this game feel heavy and (for lack of a better term) realistic. The sheer sound design and reloading mechanisms of the guns are excellent and tell you more about the two opposing sides than any of the story. Your side's assault rifle has a laser dot scope and a sports-car like finesse to it; the Helghast assault rifle--which I used for 90% of the game--is raw and LOUD, with old school iron sights and all. Better still are the parts where you get on turrets or vehicles. Rather than having the usual "weapon heat" gauge pop up on screen, you can tell the turret is overheating because the gun barrels begin to glow red hot. Furthermoer, the 'robot suit' section doesn't have health or heat meters; you know you're getting messed up because the thing starts emitting alarm noises and the glass on the cockpit cracks. It makes the game more immersive, though I could have done without the parts that use the Six Axis motion controls to turn wheels and plant bombs. They work fine but do feel unnecessary when a simple button press would suffice.

Speaking of the bosses, the difficulty of Killzone 2 seems to vary wildly depending on what your current objective is. If it's just making your way through areas, it can be fairly easy to slightly challenging. If you're trying to do something specific, like, again, fight a boss or out-shoot some snipers, it becomes frustrating and unfair. There's a boss fight early on against a flying robot that nearly made me quit the game, since having to rapidly hit certain things, switch to a different weapon, and shoot the boss throws into stark contrast how deliberate and unresponsive the controls are in a situation where you need both accuracy and speed. It doesn't help that, while you can revive your downed teammates, they can't do the same for you. Moreover, Killzone 2 suffers from the usual modern day, Call Of Duty-design philosophy of "difficulty" meaning the following: all of the enemies have preternaturally good aim at distances they shouldn't with the weapons they have; all of the enemies seemingly focus entirely on you; if you get shot more than a few times you have to desperately backtrack and hide until your health repairs itself. This last bit is especially troublesome during the boss fights, because they can kill you very easily while you have to unload on them again and again, all while balancing this with trying to stay in cover without getting shot so your health can restore itself.

(For the record, I didn't try any of the mutiplayer, but it's not like that would ever detract from my scoring of a game)
Sunday, November 29, 2009
Borderlands

Borderlands is a hybrid of a first person shooter, such as Call Of Duty, and an action RPG with heavy loot mechanics, like the Diablo series. On a cursory glance, the game reminds one a lot of last year's brilliant Fallout 3, from the mix of FPS and RPG to its Mad Max-esque desert/post-apocalyptic scifi setting. Hell, it even goes as far as the fact that you start out Fallout 3 leaving a "Vault" and in Borderlands you're trying to get to a "Vault." But Borderlands is much less story and dialogue focused, instead crafting an experience that feels as much like "a first person shooter with Diablo II loot and leveling mechanics" as you are probably imagining. In fact, it's content to be this and not try for much more.
Borderlands is evidence of the best and worst elements of Western game design in this day and age. I kept thinking of Dead Space while playing it, not for the style of game, but for the accessibility and playability tweaks done to make the experience as streamlined and frustration free as possible. Nothing wrong with that, but at the same time, the game never quite shakes the feeling that it was thought up by a committee clutching a list of influences and other games that it never completely transcends. Off the top of my head, Borderlands takes the recharging shields from the Halo series; the perk from the Call of Duty series that lets you take a few pot shots before truly dying (here, if you manage to down an enemy in that time you get back up with a 'second wind'); the Vita-Chambers from BioShock (though here the penalty is also lost money, not just time); the randomized loot and color coding of the Diablo series; quests that are ripped right out of MMORPGs like World Of Warcraft (you will collect 50 crystals; you will kill 15 of a given enemy); and so on. All of these add up to a game that is, for the most part, smartly designed and aware of the best developments in Western game design philosophy. But unfortunately, this also make the game feel a little less original and daring.

Unlike the aforementioned Dead Space, Borderlands doesn't have flawless technical performance. It suffers from that very characteristic Unreal Engine 3 texture pop-in where every time you enter a new area via loading screen, the world initially appears bland and awful looking until the details are added. Similarly, the framerate will be fine one minute but fall prey to what should be outdated problems the next, such as a huge number of enemies causing the game to turn into a slow motion flip book. Most annoying of all, the load times between the main areas seemed to get longer and longer the further into the game I got. What's more, literally every time I quit out to the main menu, it took so long to load I thought maybe the game had frozen. Even once it unstuck itself, the textures slowly and awkwardly popped in, making the whole thing pretty embarrassing. As a whole, the technical performance of the game is kind of like driving a really great car that, 20% of the time, will sputter or fail to start for a couple minutes. It doesn't make you hate the car, but it doesn't help you love it, either.
Speaking of vehicles, Borderlands plays like a game in which they were a late addition. The vehicle controls are somewhere between the god awful Mako in Mass Effect and the arcadey ease of the Halo series. In truth, though, the vehicles are only really cumbersome when they get hung up on simple rocks or when you're engaged in combat. The vehicles in Borderlands are not balanced at all, to the ridiculous point where you can insta-kill almost any enemy in the game by running them over; meanwhile, the mounted machine guns and rocket launchers do far less damage than your own personal arsenal. I finished a quest by managing to get a vehicle into a town and, I swear, accidentally running over the boss enemy I was there to kill without realizing I had done it or knowing that I even could. Yet it's the parts where you have to fight other vehicles that really cause the whole thing to fall apart. If you're playing alone, it's way too difficult to steer and shoot at the same time, so I'd usually just stop and jump into the turret. But even if I had a second player to aim while I drove, the weapons on the vehicle are so weak that you're better off jumping out and fighting on foot. I understand why they balanced the vehicles for weapon damage and running-stuff-over damage, but it still feels wonky and awkward.

There's a pervasive sense about Borderlands that they didn't do enough to move the game beyond its formula of "FPS meets Diablo." For starters, the RPG elements are very shallow. There are are a mere four character classes, and they each only have one unique skill. While each class is somewhat customizable, the end result is as if you're playing Diablo II and instead of a dozen or more skills and spells to choose from for each class, you merely have one that you can slightly tweak. I beat the game as the Soldier, and while he's easily the ideal for a single player experience thanks to his abilities to regenerate ammo and health, I don't see any compelling reason NOT to use the exact same build in co-op. Many seem to be down on Borderlands as a solo game, but I found it fun and do-able, thanks to things like the 'second wind' mechanic. However, because of this and the way boss battles work, you just as frequently end up in exciting "skin of your teeth" encounters where you barely hold your own by killing off minions to get back up, as you will end up in "war of attrition" situations where you whittle down a boss's health, die and respawn, whittle down some more, and repeat.
These sorts of problems are compounded by the game's lack of balance. Thanks to its randomized items and weapons, as well as the type and number of enemies in each area, the difficulty switches between unfair/cheap and easy/boring. Meanwhile, the AI suffers from similar extremes. It either has Far Cry syndrome, where enemies can see and accurately shoot you from incredible distances, or they take way too long to notice what's going on, standing brain dead in front of you while making no attempt to get to cover or avoid your shots. As for the weapons and items, they never seemed quite right to me. Repeaters are next to useless; rocket launchers don't do enough splash damage; grenades and exploding barrels are comically overpowered; weapons with elemental effects usually even out to be just as useful as those without. The Eridian/alien weapons you get late in the game are pointless since, while they have unlimited ammo, they also have a cooldown. Your regular guns will inevitably be superior and ammo is almost never a problem unless you use SMGs. Anyway, it's all kind of irrelevant because combat rifles are likely what you'll end up using through 90% of the game thanks to their Goldilocks-like "just right" balance of rate of fire, damage, clip size, reload speed, accuracy, and range. The only time I used anything else was if I found something cool I wanted to try or just from the sheer bordedom of using the same style of weapon all the time.

I don't think it's spoiling anything to say that the game ends with a final boss battle against a big monster. This is symptomatic of the game's frequent lack of creativity. From time to time you'll run up against bosses who get a graphic novel-style cutaway introduction screen, but like the clever Slither quest I mentioned at the start of this review, they don't come often enough. Borderlands seems content to float by on genre conventions of RPG and MMORPG quest types, and the word that comes to mind for a good chunk of the experience is padding. Granted, to most people, the story and characters of Diablo II or World Of Warcraft are meaningless and the entire point is to quest, level up, and get cool loot, but there's more depth, creativity, and personality to those games to entertain you as well. I will admit that I burned through the last seven or eight hours of Borderlands in one day, so it's possible that this colored my perception, but I don't think so. The ending sections of the game in particular drag on and on. You know how in the ending portions of many first person shooters, you end up slogging through these long linear battlefields where there's either a ton of enemies directly gunning for you, or there's two sides battling it out that you have to fight past? Well, Borderlands is both of these at the same time, and as you can imagine, it does wonders for the framerate and texture pop-in. It got to the point where I'd open the map and see that the area I just entered was practically a straight line with some curves, and I'd just sprint through, hoping I'd hit a checkpoint before dying, just hoping to get to the final encounter and get it over with. Since there's no side quests or other things to do for the last hour or two, and you'll probably be over-levelled anyway, there's really no point in not racing to the finish line.
Borderlands offers a "second playthrough" option once you beat the game, but other than higher enemy levels and better loot, there's no compelling reason to do all of the same quests over again. In the end, the game is better in concept than in execution, offering not enough depth in character development and lacking a lot of polish, both in terms of technical issues and gameplay balance, to be admitted to the top tier of games. Its setting and characters end up feeling underutilized and the game isn't as creative as it could be, lacking the spark of originality that similar first person shooters hybrids like BioShock or Fallout 3 are loved for. Borderlands is fun while it lasts, but I think only people who love Diablo-style loot games will be compelled to play.