Archive for the ‘games’ Category

Hoboken

Wednesday, March 10th, 2010

Completely real. The world is fantastic sometimes.

Assassin’s Creed 2

Tuesday, March 9th, 2010

Playing the first Assassin’s Creed was like going out with some very cute, bi-polar girl. She’s attractive, and crazy enough that the sex is amazing, but you have to watch out because her mood could change in the blink of an eye and next thing you know, you’re waking up in a bath of ice with a giant hole where your kidney used to be, just because you didn’t compliment her on her new shoes.

To strain this analogy even further, Assassin’s Creed 2, is like her cute, completely stable younger sister. She’s just as attractive as the older sister but, most importantly, she’s learned from all her older sister’s mistakes (Lesson number one: don’t be fucking insane). And yeah, the sex might be less wild/dangerous, but you know where you stand. It’s safe.

I loved Assassin’s Creed 2. It never had any real moments of standout genius in it, but at the same time, it never had me repeating the same six missions-types for five hours, unlike the first game. Instead, it had a continuous string of smaller, more diverse missions, which meant that you were constantly doing something new. One mission would begin right where the last one finished. You never had a chance to get bored, and you never really felt like turning the game off was an option. I’ll say this now: for me, Assassin’s Creed 2 did a better job of doling out missions than GTA IV.

In fact, I liked this game so much, I’m ploughing through it to make it the fourth game I’ll have gotten all 1000 achievement points on. At least, it would have been, except there’s one achievement — for kicking a guy while flying your little Hudson Hawk hang glider — that you could only get on one particular mission that you couldn’t replay. Of course, I didn’t know this when I played the mission, or else I would have kicked that little bollocks off his perch and gotten my achievement.

With the first batch of downloadable content for the game, titled The Battle of Forli, Ubisoft dropped a whole load of these flying machines into various parts in the levels, which means that people like me who missed the achievement first time around could finally get it.

Oh, and they threw a bit of a story around it too.

And here’s where I lost interest. The story in The Battle of Forli is bullshit. Total bullshit. The ‘dramatic’ climax has you fighting a metric fuckload of guards as you chase down the last remaining bad guy. I only bought this DLC to get the achievement, so at this stage, I cared so little about the story that I just ran past all the guards. It was like a Benny Hill sketch, me tearing through the Tuscan countryside with 50 sword-wielding soldiers chasing after me. All it was missing was a bit of Yakkety Sax. In the end, the bad guy reaches his pre-scripted “end” spot and turns around to fight me, at which point I smack him in the head with a hammer before he can even draw his sword. End of DLC.

The perfect end to a storyline I couldn’t have cared less about.

Update: I got the last of the 1000 achievement points this evening. As if you care.

15 Pixels

Saturday, December 12th, 2009

Call of Duty: Modern Warfare 2

Wednesday, December 2nd, 2009

When it comes to videogames, sequels tend to be less like the Godfather II and more like Jurassic Park II: The Lost World. Rather than making something that stands alone, that rips up the play-book and starts over from scratch and, as a result, creates something truly exceptional, you tend to just get more of the same, only slightly bigger and slightly sillier. So instead of “I know it was you Fredo. You broke my heart!”, you get Jeff Goldblum’s child lepping about on monkey-bars and drop-kicking a velociraptor out a window. (Not that I’m making a judgement-call here, both films have their times and places.)

It’s kind of hard to tell where Call of Duty: Modern Warfare 2 falls. On the one hand, it completely obliterates the first game in terms of the scope of the action and the improvements to the multiplayer are just a shade short of revolutionary. It’s probably the most beautifully rendered conflict I’ve seen in a videogame and every level manages to create its own unique sense of tension — from close, claustrophobic fighting through corridors and narrow streets, to giant open levels where you’re being attacked on all sides.

On the other hand, it really is dumb as a bag of hammers.

The narrative is all over the place. With the first game. developers Infinity Ward lifted heavily from all the big modern war movies — Black Hawk Down, Jarhead etc. I guess they must have played their cards early. With this new one, we get a couple of bits taken from Generation Kill (“Put the camera down, Spielberg” “CNN’s gonna pay loads for this footage!”) before they seem to say “fuck it, there’s nothing else we can steal” and go all Red Dawn — RED FUCKING DAWN — complete with Russians parachuting down into suburban America. I shit you not.

Now, I love Red Dawn as much as the next guy, but like I said, there’s a time and a place for everything. And the time for Red Dawn was thirty years ago, because now it’s just a dumb relic of a dumb time. Here’s the thing though: the writers make it very clear that they’re aware of how dumb this is. The level where you’re battling the Russians through a middle American neighbourhood is called “Wolverines!” — you know, an explicit reference to Red Dawn. It’s a knowing wink to the audience, like they’re saying “hey, we know this is stupid and ridiculous and over-the-top, but it’s all just a bit of fun, y’know?”

Which makes the now-infamous airport scene all the more curious.

(If you care about this game, don’t know what happens in this scene and don’t want to be ‘spoiled’, then stop reading now. The game came out almost a month ago, which is like ten years ago in internet-spoiler time, so don’t complain if I ruin the impact of this scene for you.)

Still reading? Good. If you don’t know what happens in this scene, then I’ll explain. You’re playing an American agent who has infiltrated a Russian terrorist group. The level opens on a crowded airport full of civilians. Your group walks in and starts shooting indiscriminately into the crowd. How you take it from here, is entirely up to you. You can get through the level without killing anyone, or you can do what I did, walk through the level spraying bullets at everything that moved and tossing grenades in every direction. (I don’t feel even slightly bad about this because I can tell the difference between real life and videogames). The level ends with the head of your group shooting you and leaving you to die, placing the blame on the Americans for the massacre.

Outside of the game, though, it’s a little more confused. Why did the developers feel the need to include this level? Most other games would have been content to tell this part of the story through dialogue or a cut-scene. “*ring ring* Hey bro, you’ll never believe it! The Russians killed a load of people and are blaming Americans and — wait, are those parachutes?” Instead, they actually had you walking through the scene with a gun in your hand. Even if Columbine and Virginia Tech had never happened, this would be an uncomfortable sell. As it happens, they’re impossible to escape throughout this scene. And a lot of people are asking why Infinity Ward chose to include it, especially when you spend every other part of the game mowing down various nameless, hard-to-distinguish ethnicities.

Now, here’s my take on the whole thing. I don’t think that anyone telling a story is obliged to cover all bases. They tell the story that suits them best. Within the context of the game, the airport level makes perfect sense. The Call of Duty: Modern Warfare games take place in an alternate near-future where Russian ultra-nationalists are in power, and this is just the excuse they need to send the country to war. Placing you in the thick of the action, then, draws you in. Even if you go through the level without firing a single shot, you feel complicit and spend the rest of the game trying to ‘fix’ your mistake.1

As to why the rest of the enemies in the game don’t get the same level of attention to their back-story or motives, well that’s just as simple. Why should it? From a narrative point of view, what purpose would it serve? Does the fact that your virtual enemy has a wife and child and perhaps dubious motivations change the fact that when he’s shooting at you, you’re going to pop his head like a melon? It’s similar to the complaints labeled at Black Hawk Down, that it was about dehumanizing the enemy. The story was about American soldiers and their point of view in this fight. The film split its time between five or six main soldiers and the story was told almost from their first-person point of view (well, as first-person as you can get in a movie without it being a gimmicky pile of ass. Right, Doom?). If the Somalis had a back-story, the US soldiers didn’t know it and so we, the audience, didn’t know it. Isn’t that why we invented the unreliable narrator?

Of course, this all changes in games like Modern Warfare 2 where you are the narrator, and you are narrating the story of the enemies. We will probably need a new paradigm for this kind of storytelling, but I’m not sure I’m going to figure it out in this (already long-winded) blog post. Don’t get me wrong, Modern Warfare 2 is a great game, and the only thing that has helped me kick my Modern Warfare 1 addiction. I just wish there had been some consistency throughout it. The airport level was something completely new to videogames and extremely well done. They laid the groundwork for an amazing story, but the Loony Tunes cartoon violence bullshit they followed it up with just felt a little flat.

  1. One thing I found interesting though is that despite the fact you go through suburban and central Washington, there’s not one American civilian to get caught in the crossfire. And in those levels where you’re supposed to be saving hostages, if even one of them dies, it’s game over and you have to try again []

In Defense of Hoarding

Thursday, October 22nd, 2009

Over at Minimal Mac (a terrific site that everyone should read, even if you’re not a Mac user), they recently pointed to a metafilter comment about the dangers of coveting possessions. The commenter suggests that the best way to beat any hoarding impulses we might have is to simply adjust the way we look at things.

All of the computers on Ebay are mine. In fact, everything on Ebay is already mine. All of those things are just in long term storage that I pay nothing for. Storage is free.

The world is my museum, displaying my collections on loan. The James Savages of the world are merely curators.

It’s a lovely sentiment, and one I really wish I could get behind, except I’ve just got one little problem: Me. Or more specifically, people like me.

What do I mean by this?

I recently found a stash of old PlayStation games that I thought I’d lost. There are some real gems in there. PaRappa the Rapper, BeatMania, Final Fantasy VII. All great games. Will I ever play them again? Probably not. I’m having enough trouble keeping on top of new releases to ever really go back and play old games. So why don’t I get rid of them?

There were a finite number of copies of PaRappa the Rapper published. Taking into account losses, breakage and the effects of time, this number is constantly decreasing. Now, if I was to send my games off into the æther, there’s the strong possibility that they’d be picked up by someone like me: a pack-rat who can’t bear to let anything go. So not only would I be losing my own copy of PaRappa, itwould also mean there is one less copy to “take out of storage”. Eventually, there will be no copies of it left on eBay. Or at least, it would be so rare as to be only available at a completely unreasonable price.

The storage thing is a nice (if slightly smug and self-satisfied) analogy, but it just doesn’t work in the real world, because it assumes an infinite supply chain. Besides, I’d always prefer to be the curator, actually caring for these things, rather than a cold, distant absentee owner.

(My wife will probably beat the shit out of me for this post.)

Nanowrimo

Monday, October 19th, 2009

We’re over halfway through October. You know what that means: it’s time for my annual resolution to actually participate in this year’s National Novel Writing Month (NaNoWriMo)! I mean, it’s not like I don’t have enough on my plate, what with college, radio work, design work, Italian lessons and my most thankless of jobs as house-husband. Why not try and write a novel too?

Part of what used to squash my plans in previous years is the fact that I had nothing else to do. And this is dangerous. There’s that old saying about “ask a busy man a favour.” The theory being that once you get the ball rolling, getting things done just becomes second nature. If you’d asked me to do you a favour before, I would have said “sure, no problem”, gone back to playing Xbox, and given you a half-hearted apology two months later when you ask me why I didn’t do what I said I would. I say “half-hearted” because, inside, I’d be thinking it was partly your own fault for asking me to do something in the first place.

Not this year.

The other thing that used to always catch me out was the lack of an initial idea. As romantic as it might be to go into this thing completely blind, just putting fingers to keyboard and seeing what happens across 50,000 words — automatic writing on a massive scale — I just don’t think this is the way I work best.

Again, not this year.

This year, I know exactly what story I want to tell. I’ve got an idea that I think I can stretch across an entire novel. It’s just a matter of getting it out. Quickly.

The only thing standing in my way (apart from college, radio work, design work, Italian lessons and my duties as house-husband) is Call of Duty: Modern Warfare 2, which comes out right in the middle of November. I’ve written before about how addicted I am to the first one (250+ hours) and I’m genuinely quite scared at what might happen when this new one comes out. Would Whitney Houston be appearing on X-Factor now if she knew that crack PLUS was going to be released in a few days? Hell no. She’d be off getting ready for her year-long crack vacation.

Who knows, maybe it’ll work and I’ll be able to pull it all off. I’ll just have to prioritise, hard. Ask a busy man a favour? Sure, right after I finish this game.

Happy Birthday Elite!

Thursday, September 24th, 2009

Screen shot 2009-09-23 at 09.04.26

Hard to believe, but Elite came out 25 years ago this month. Twenty-five years!

This makes me feel very, very old. Still, Elite has held up really well over the years. That must mean I have too, right? Er…

The first time I played Elite was on my cousin’s Commodore 64. I was barely out of nappies and for the life of me, I couldn’t wrap my head around the whole space-trading thing. Having to keep track any number of variables is kind of difficult when you’ve got the attention span of a sparrow. I had no idea what was going on and understood maybe every second word in a sentence. “What is ‘narcotics’?” “Drugs.” “What is ‘drugs’?” But I loved the game’s 3D engine and the feeling that you could go anywhere, do anything. All this in a game that took up less than 22K of memory — that’s less than an average email. And I still count my first successful docking with a space station as one of my videogaming high points.

If you fancy playing a bit of Elite right now, grab a copy of Oolite, which runs on almost anything.

Batman: Arkham Asylum

Tuesday, September 8th, 2009

For a license with so much meat on its bones, it’s a little disappointing to see all the Batman games that have been made, all laid out. The majority are lazy movie tie-ins, knocked out by South Asian sweat shops for a bowl of rice per game. And it shows, you know? Check out the SNES version of Batman Forever and tell me if you think the developers had even heard of Batman when they started working on that game. “What–man? Forget that noise, Jack. Kids today love their Mortal Kombat. Give them some Mortal KomBatman.”

Thank goodness, then, for Rocksteady Studios. Here are a bunch of hardcore, unrepentant Batman geeks who get it. Working very much from an “If it ain’t broke…” mentality, these guys called in the pros. Rather than trying to write their own story and ending up with some fanboy claptrap, they instead hired Paul Dini to write the story. He may not have written the book on Batman, but he certainly wrote the cartoon, as well as the truly amazing Batman: Mask of the Phantasm. They also hired a lot of the main voice actors from the cartoon too, like Kevin Conroy, Mark Hamill and Arleen Sorkin. Even ignoring the rest of the game, the story and voice-acting are pure Batman.

But, thankfully, they didn’t ignore the rest of the game. Having a great, authentic Batman story would be nothing if they didn’t completely understand what makes Batman such an interesting superhero. Apart from a few gadgets (which are all present and correct), the best thing about the character is that he’s a brick shithouse who moves with fluidity and grace. He can hide in the shadows, picking off his enemies one by one, making each remaining enemy progressively more terrified. It also means that he can handle himself when he drops into the middle of a group of thugs and decides to take them on all at once. The developers are proud of their combat engine here, even going so far as to offer a bunch of separate “challenge” modes where you fight groups of increasing numbers of enemies. Kind of like Gears of War 2’s ‘horde’ mode, but with fisticuffs. And they’re right to be proud — this game has the best combat of any game I can think of. It’s simple, it feels natural and it produces devastating, cinematic results. If there’s any film that can offer a more spectacular, perfectly choreographed fight sequence, I’d love to see it.

Okay, maybe that one sequence from Tony Jaa’s The Protector comes close.

It’s not a perfect game by any stretch of the imagination. It cogs so heavily from Bioshock that it falls foul of the same criticisms that could be thrown at that game — lazy fetch-quests to artificially pad out the game’s length, inconsequential upgrades that make very little difference in the gameplay — but for all it gets wrong, it gets other things very, very right. The world is almost perfect. It’s an open world that you actually want to spend some time in. You’re encouraged to explore, and rewarded for doing so. Through the 240 ‘riddles’ hidden throughout the island, you’ll learn more about the mythology of the place, or characters that don’t actually make an appearance in this game, like Catwoman and the Penguin. British Gaming Blog nails it: “After hunting 200 god-damn pigeons in Grand Theft Auto IV last year, I decided to make a pact – make them enjoyable to hunt, or I just won’t bother. Guess what? My Xbox 360 gamercard holds an achievement for solving 240 riddles in Arkham Asylum.”

I’m slightly disappointed that the game didn’t lift a little heavier from Grant Morrison and Dave McKean’s Arkham Asylum: A Serious House on Serious Earth. It’s a genuinely brilliant comic that explores Batman’s own psychological state in relation to the so-called lunatics locked up in the asylum. Having read the book, I was hoping this was a theme that would pop up in the game, but it only really appears in passing. Though I suppose beggars can’t be choosers. I guess I’ll have to be satisfied with it only being the best Batman game ever made.

Oh well.

The Misadventures of P.B. Winterbottom

Saturday, August 29th, 2009

Could this be the next Braid? The Misadventures of P.B. Winterbottom just got picked up by 2K games, coming out on Xbox Live Arcade early next year.

Professor Layton and the Diabolical Box

Thursday, August 27th, 2009

layton

The first game, Professor Layton and the Curious Village, was an interesting addition to the DS library. Rather than a straightforward Japanese puzzle game like Planet Puzzle League or Picross, Professor Layton was more like a French cartoon — think Belville Rendez-Vous with the occasional sudoku puzzle thrown in. It was a cute conceit to begin with, where everything and everyone you saw lead to a puzzle. But as the game progressed, this got really, really annoying, as Penny Arcade managed to sum up perfectly. On top of this, the puzzles got painfully repetitive, and once you figured out that the game was actually a smug asshole who tried to catch you out all of the time and 90% of the puzzles were actually trick questions, it became less a matter of working them out and more just a question of donkey-work. Still, I battled through and finished the first game, just don’t ask me what happened in the story, since I had long since given up and would just tap rapidly on the screen whenever an exposition sequence suddenly came up.

With Professor Layton and the Diabolical Box, I had hoped that the creators would fix some of these problems. Maybe they integrated the story a bit better? Maybe they came up with new, interesting puzzles?

Did they fuck.

The game is essentially the same as the first, in slightly different clothes. In another way, it’s actually more frustrating than the first game, since the entire thing has a lot more hand-holding to help newcomers to the series. The puzzles are almost exactly the same, and the characters are still the same bunch of puzzle-wielding cunts. I mean, what kind of Maitre d’ would ask you to solve a puzzle for him while you’re waiting for your table? “Welcome to El Bulli. I’m terribly sorry sir, your table is not ready yet, but in the meantime, here’s a book of crossword puzzles.”

Maybe I’ve just gotten incredibly curmudgeonly in the year or so since the first game (I hear that happens after you cross the big three-oh), but I’ve been trying to decide what I find particularly wrong about this game. If they took out the random puzzles, I wouldn’t care for the story, or the way it’s told, with you as a completely passive detective who just clicks through screens as the story unfolds for you. If they took out the story and just presented it as a list of puzzles, I’d be annoyed at the frequency of repetition.

If you’re new to the series, or if you really liked the first one, give this game a go, you’ll probably like it. For me, however, this is one of the few games that has made me think that life is too short for this kind of bullshit.

Fuck it, I’m going back to Picross.