4/22/09

Article: I'll Cry When I'm Done Killing

[Warning: Slight MGS4 spoiler below]

Ask yourself: Can video games be uniquely therapeutic when compared to other entertainment mediums? No other medium matches the catharsis of interaction.

Let’s take the extremely intense button-mashing sequence near the end of Metal Gear Solid 4. You must help the protagonist—Snake—pull his dilapidated body through a fiery corridor before he’s burnt to a crisp. As the clock ticks away, you must furiously mash away to assist him in his agonizingly slow progression to safety. One sweaty hand reaches forward slowly clutching the floor as a leg bends slightly to help push him forward a few inches. Bit by bit the screen glow an ominous red reminding you that death is imminent. Once I completed that particular experience and lived, I dropped my controller to the ground in need of a break! It felt like I ran a mental marathon dealing with all the emotions the sequence evoked. Nervousness, dread, anguish, excitement, and then finally relief were all there and all because of game play. No words or touching dialog to take me here and yet I felt exactly what the game wanted me to feel.

Can video games go the other direction? How about actually consoling the loss of a loved one? According to one man--who’s brother was unfortunately killed in Iraq--they can:

“I was fighting back too. Not from some watered-down, digitalized version of patriotism. I was inflicting retribution on the people and the ideas that had hurt Luis, working through my grief and my rage. It wasn't the real thing; I don't think I could survive twenty-four hours of patrolling the physical, flesh-and-blood Baghdad. But Call of Duty 4 was as close as I could get. By the time I'd reached the end, I felt a visceral sense of relief and satisfaction. And part of me thought: "This one's for you, buddy. Hooah."

"I'll Cry When I'm Done Killing" is an interesting read and I highly recommend it. Thanks goes to SVGL for the link.

4/7/09

The Godfather 2

Though I love me some 3rd-person shooter action, the original Godfather game bored me to tears. I just couldn't get into it! I know I know, some of you out there really enjoyed this game quite a bit--and I respect that--but it never struck a chord with me despite my several attempts at playing it.

I'm happy to say that The Godfather II is a little bit of a different story...for the most part. To be frank, it's not much to look at, but I found the overall game engaging enough that I was compelled to play it all the way through to the end in roughly 10 hours.

Initially the experience didn’t feel much different from the first as the game (slowly!) introduced all the gameplay mechanics, but in about an hour or so the game began to hit its stride and everything sank in. It turned out this game was deeper--gameplay-wise--than some most other open world games and I found that refreshing as it was unexpected.

The Don View (initiated by hitting the Start button) essentially pulls the game out to a 3D map of the mob world you're trying to take over. Here you will be able to control your game in much greater detail. You'll find yourself inviting people into your family for their beneficial abilities (like lock picking or demolitions), promoting them up the chain (which in-turn grants them additional skills), upgrading their abilities (there are roughly 15 abilities per character ranging from increased health to better aiming), purchase them new weapons and more.

The Don View also offers the ability to delegate tasks for your family by send some of your men to assist in defending a business of yours that's under attack, or bomb an enemies business to cripple a crime ring, or even to attempt to take over another business making it your own. It's a cool system that wasn’t as buggy as I was expecting it to be.

In one instance I was attacking a much needed trucking depot to complete a crime ring that would have added bullet proof vests to my crew. While I was waging war the game notified me that one of my other businesses--a bar--was under attack (the notification helpfully offers to take you to the action via the Don View at a press of a button). No problem--I simply instructed 4 of my thugs to help fortify the defenses at the bar. Once I was done taking over the trucking depo I quickly drove over to the bar to assist and as I arrived I could see my guys laying waste to the other family as they finished up the last few guys. It's a rewarding system that works really well and is easily one of the highlights of the game.

Initially I was worried that I was going to spend more time in the Don View than actually playing the game because I was under the impression that this game might have been part 3rd-person shooter and part RTS--but that was not the case at all. Though you do spend a decent amount of time in the Don View, you really spend the majority of your time running around and attacking other families. Also, it's worth mentioning that the Don View might offer enough options to make some peoples head spin at first as it has a plethora of options. I do feel like it could have been organized a little better or at least consolidated in some ways to make it a little more approachable.

There are three cities throughout the game: New York, Cuba and Florida. You can (and will) visit back and forth by visiting the airport in each city. It sounds like a pain, but the maps are small enough that I found it painless.

Without a doubt the most fun I had with the game was when I was attacking other families businesses cannibalizing them into my own crime rings. These rackets--which normally consist of several businesses--have additional benefits that are exclusive to that string of businesses. For instance one racket will grant you larger ammo clips for your crew. One of the bigger ones spans several cities and offers incendiary bullets doubling the damage of your bullets. It's a nice carrot-on-a-stick until the end of the game.

There are some annoyances in the game worth mentioning (some minor but I’ll let you be the judge). You will use the thumbsticks to navigate the world, but as soon as you enter any menu system--including the Don View--you must switch over to the D-pad--its inconsistence is an annoyance, and what’s further frustrating is that it doesn’t even offer the option to do so. Also, the game expects you to interact with the world by talking with people on the streets who need favors (and boy there are a lot of them), but there isn’t enough variation on the NPCs, their voices and the environment to keep in very interesting. The graphics never go beyond mediocre and are never impressive.

But I think the biggest gripe I have with the game is the severe lack of side missions or alternate activities to participate in. The whole idea of an open world game is to offer the player choice. In Saint’s Row 2 or GTAIV you have so many different activities or side missions at your disposal one could get lost for hours! You can (and in some cases are encouraged) to stray from the main story and get completely lost. That’s the joy of an open world game--you make it your own! Yes I understand that there is a specific story to tell here with The Godfather 2, but the other games I mentioned do as well. I just feel like there was a huge opportunity here to move this game into a more interesting experience than it is and in the end we get a game whose world is nothing more than an empty shell. Perhaps EA is hoping people will get lost in the multiplayer experience? Personally I have no interest in that portion of the game.

3/12/09

Happy 50th (Podcast) Anniversary to Played!

Come what may, my two co-hosts and I managed to record 50 podcast episodes of Played over the last few years. The anniversary episode went live last night if you're interested in listening to some geeks talk about video games.


It’s a entertaining episode where we announce the winners of the Haiku contest we ran last month. Included is a fun little ditty my co-hosts, Chris Remo, wrote which is comprised of all three winnings submissions. We also chat at length about Warhammer 40k: Dawn of War II, Killzone 2, King’s Bounty: The Legend, Fable 2 and Microsoft’s claim that gaming is health for kids (in the UK).


I imagine that it's probably a bit tacky to link to it here on my own blog, but it’s something I’m pretty proud of so please do check it out.

3/10/09

Eat Lead: The Return of Matt Hazzard

Within minutes of starting Eat Lead you will learn that Matt Hazzard was a big celebrity back in the 80s where he starred in a string of very successful video games. Since then he has unfortunately plummeted off the charts (due to making a Mario Kart type game) and been out of work. Destined for a comeback he is commissioned by "Wally" Wellesley to star in a new, next-generation video game. But not all is as well as it seems—Wally really wants to destroy him.

Allow me to explain: When Wally was a kid he bested every video game he played except for one—Matt Hazzards. Taken as a whole it is actually an intriguing idea for a video game as it leads to an unusual take on breaking the 4th wall.

For instance kicking off the voluntary tutorial leads to Matt Hazzard exclaiming, "Great--an in-game tutorial. God I hate these things!" and “Yeah Yeah! I know how to shoot a damn gun!”

During the beginning of one particular level--in habitual third-person/first-person fashion—the objectives start to appear in the upper right-hand corner. As they pile on they begin to cover the protagonist making him exclaim “Ok! Ok! Can we summarize this or something?” This prompts the list to be consolidated to “Shoot stuff that moves”.

It gets even more clever.

In one particular instance Matt Hazzard has to fight some of the enemies from his first game and they are literally 2-D sprites running around shooting at you. The real clever part is they purposefully become more difficult to hit by turning to their sides, thinning themselves.

But all this great material is simply overshadowed by the real issue--the gameplay. Though it replicates Gears of War in this regard, it fails to be engaging. The weapons have little-to-no kickback and lack any sort of originality. The AI is nonexistent and possibly inferior to the PB&J sandwich I had for lunch today. The quick-time events are slow and far too crude to be entertaining. The game is so unbalanced I completed 75% of a level using melee attacks that—when performed at the right moment--seemingly render you invincible.

It would be a bit trite for me to even mention to the readers of this blog that most video games expect you to slip into the boots of their protagonist. But in Eat Lead it’s just too difficult to do because the games foundation is so weak. It leaves Matt Hazzard to be possibly the most apologetic video game character ever. He consistently looks back at you winking and nudging his way through the levels in hopes that he will distract you from the real issues at hand.

No More Heroes is a similar game in that it’s self-aware (but to a much more mild extent). One of the glaring differences is the protagonist--Travis Touchdown. He is self-assured, hilarious and backed by an extremely robust gameplay model. In contrast I imagine Matt Hazzard would rather crawl out from the TV, sit next to you on the couch and entertain you with his knee-slapping humor. It ultimately makes for an awkward gaming experience that eventually falls prey to the same ridiculous paradigms it sets out to mocks.

3/5/09

King's Bounty: The Legend

Killzone 2 will astonish you with its deferred rendering engine that utilizes multi-sampled anti-aliasing to produce unbelievable graphical fidelity for a home console. Burnout Paradise will have you sweating at a blistering 60 frames-per-second as you soar over skyscrapers crashing through billboards (queue 80s rock DJ!) Madworlds protagonist, Jack, wants to violently seduce you as he chainsaws his way throughout a blood-spattered--Frank Miller enthused--world justly confirming that it really is a mad mad Madworld he lives in. But recently I was plucked out of the hardcore gaming stratosphere to be reminded that gaming isn’t always about boiling your blood with crazy gameplay antics or pumping your adrenaline over its procedural merit.

King’s Bounty: The Legend is here to say it is ok to slip back to a more classic style of gameplay and focus on strategy while having a good time. It's ironic that I initially found King's Bounty: The Legend to be precisely the game I wasn’t looking for. For the last two years I've been feverishly pushing forward at 180 mph playing everything I can get my hands on. To name a few, I've played through to completion F.E.A.R. 2, Mass Effect (five times), Far Cry 2, Fallout 3 (twice), Dead Space, Metal Gear Solid 4, Grand theft Auto 4 (twice), leveled a Priest to 80 in Warcraft obtaining 4/5 of my Tier 7 gear, and really just about everything else imaginable. I consume games and love every minute of it (hence the name of this blog). But after spending some times with the game I realized I almost missed out on something special and now I'm here to inform my fellow gamers they might be too.

King's Bounty will be instantly familiar to anyone who's played the Hero's of Might and Magic series. That is to say it's a turn-based tactical RPG that takes place in a fantasy setting. You control one of three character classes (Fighter, Paladin or Mage) in real-time, traversing a map overflowing with treasures, monsters, and NPCs. These NPC bestow quests upon you which push you farther and farther into the recesses of the world. Sometimes you'll just fall into a wacky situation--I once chatted up a stump only to discover he ailed of distraught and was in dire need of help. How could one resist!

As you progress through the game your character will gain new abilities through the now ubiquitous skill tree, obtain new weapons and armor from merchants and treasure chests, and venture off to new lands. These lands are segmented by portals that whisk you to-and-fro consisting of super-green grasslands, dank mines, eerie swamps, chilly ice-lands, gloomy forests and scorching dungeons.

The turn-based warfare takes place in a completely separate battle-screen that essentially resembles a chessboard. Though this might sound a bit dowdy, the board is modified throughout the game to vary movement strategies.

I do not remember the last time I played a game that possessed such a vibrant, colorful, hand-drawn palette. When I saw the menu screen for the first time I just sat there staring at the beautifully drawn image analyzing its absurd level of detail. Unfortunately, once in the game, the game loses that level of impressiveness and moves to something more similar to the Warcraft series. But that’s not to say it isn’t a good looking game. Although clearly inspired by Blizzard’s work, there does seem to be just enough of a departure from it to tell the two apart. Overall it is a very visually appealing game.

If there is going to be a downside to King’s Bounty it will probably be that it really does nothing new in this particular genre, and some might perceive it as borrowing heavily from the above mentioned Heroes of Might and Magic series. The interesting twist is that the original King’s Bounty came out in 1991—four years before the Heroes of Might and Magic series. For me personally this was never an issue, but I suspect that this will be a source of contention for some.

The dialog that carries the story can be a bit monotonous at times as its standard fantasy fare. It’s worth noting that the Russian developer, Katauri Interactive, tried to inject some comedic value into the dialog to liven things up.

With King Bounty I realized I was letting a small portion of the gamer in me miss out on something special just because I was caught up in the mix of things. If you’re looking for something to change that up you should give this game a chance--it’s worth your $30.

3/4/09

GTA Phone Calls Have Me Lost and Damned Damned Damned!

On the whole I would say that the GTAIV: Lost and Damned DLC is a triumph. It offers a respectable amount of debauchery, hog ride'n, Arm Westle'n, F-bomb drop’n and even brings a new-fangled episode of Republican Space Rangers for all of us to enjoy.

Unfortunately there still remains one absurd design choice that drives me to shouting at my TV in I hopes that Sam Houser will take notice--scripted phone calls.

They have got to stop.

Actually the calls wouldn’t be so bad if Niko or Johnny didnt stop running to answer these intrusions. But in regards to this game in particular, I don’t know of anything else more frustrating than the inevitable phone call once you've completed a mission. The likelihood that one is involved in a car chase in GTA involving a insane amount of munitions had got to be high. Not only are there bound to be 37 cop cars hot on your trail, but you are most likely going to be running from your burning charriot thereafter. To have the protagonist suddenly stop running while trying to get away is maddening. It got to the point where I would try to find an alley to run and hide in so Mr Turtle wouldnt get killed. It wouldnt be so bad if the save system was a little more logical, but after a long tedious mission this is the last thing we want to have happen.

I understand Rockstar wants to slow things down a bit so you can focus in on the narratives progression, but there has got to be a better way of handling this.

what's more is the run ability is shared with the hang-up button? How many of you have hanged up on a caller while mashing the run button trying to get away from a burning vehicle?