Death of the Game Manual

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Ubisoft have announced that they are ditching paper manuals for games in favour of electronic on-disc copies. This is sad news. Not that I was particularly fond of paper manuals - they are now mostly just legal boilerplates more than anything to do with the game - but because this means we’re almost at the end of game pack-ins entirely.

I was a little disappointed when games switched to DVD-style cases. Yes, it’s great that publishers finally settled on a standard shape and size for their boxes and my games collection doesn’t look like a fucking cardboard shanty town, but it also meant that game designers couldn’t pack extra things into the game box. Back in the 80s, Infocom games usually came with ‘feelies’. These were ostensibly copy protection, but it’s not fair to say that’s all they were. Rather than the usual, bland, hard-to-photocopy sheets of teeny-tiny numbers for the game to ask you “what is the number in row G, column 16?”, the Infocom feelies also gave you something that felt like an artefact from the game world. It was something physical that helped you identify with the game, made the game come alive and feel more realAnd let’s face it, those Infocom text adventures needed all the help they could get to feel more real.

Looking back, I think most of my favourite games had some sort of pack-in to enhance the player’s experience. For example, the graphic adventure of Indiana Jones and the Last Crusade came with a small, 20 or 30 page replica of the grail diary on top of the usual copy-protection. It wasn’t essential and you didn’t need this grail diary to finish the game, but they gave them out anyway. As an 11-year old who was crazy for that game, this cheap, paper copy broke the game’s fourth wall and made the whole experience more real. It felt like treasure.

More recently, there’s Heavy Rain which has you hunting for a serial killer known as the “Origami Killer”, who gets his name from the fact he leaves a little origami figure in the cold, dead hands of his victims. Origami is used as a visual motif for the entire game, right down to the logo to indicate the game is being saved. Even though creator David Cage has a major boner for movies, he ignored the whole ubiquitous floating head idea for the poster, and stuck stuck with a simple image of the origami crane from the game.

When you’re installing the game, a process that can take a few minutes, a message comes up on the screen to tell you to take out the flat sheet of paper packed into the case and, over the course of 12 steps, you’re taught how to make your own origami crane, just like the one from the cover. Things to keep you distracted while your game loads/installs aren’t anything newYou hearing me, Kojima? Watching an old fart smoking for 10 minutes is not fun, but it’s hard not to be impressed by Heavy Rain’s implementation. It’s different, it’s fun. And how difficult was it? It’s a sheet of paper, yet that one sheet of paper enhanced my experience of the game and my overall impression of the care that went into the game.

So today I’m pouring a 40Not literally, obviously. What a waste of booze for game manuals and pack-in tchotchkes. At least we have special editions, right?

Pixels by Patrick Jean

I wasn’t going to post this video, but then I got an email telling me that I was the only site on the internet that hadn’t gushed about it and that if I didn’t sort it out sharpish, I’d have my email account revoked.

Hoboken »

hoBOOOken

The world is fantastic sometimes.

Assassin's Creed 2

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.

Call of Duty: Modern Warfare 2

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.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

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.

Brain Dump - October 23rd

Here’s some stuff that’s been clogging up my starred list in Google Reader for too long.

When it comes to bonkers films, Russia is the new Japan:

Hosting your Windows 7 Torrenting Party

When you Marry” - they don’t write ’em like that any more:

It is not uncommon for one or both parties to experience feelings of guilt or revulsion, to the mutual distress of both parties. For other couples who have anticipated great thrills in the first sex relations, there is sometimes disappointment - reality doesn't live up to expectations

Monkey Island 2, in 3D:

Photobombing could be my new favourite thing on the internet.

Technology got you down? Squarepixelz is hosting a bunch of old tech documentaries. I love watching these - everyone’s so hopeful about the possibilities of technology.

X-Men Origins: Wolverine, in 30 seconds:

You know This American Life? “That show by those hipster know-it-alls who talk about how fascinating ordinary people are?” Well, here’s every episode of the This American Life TV show: Season 1 Season 2.

Nanowrimo

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!

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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

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 Kom_Batman.”

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 »

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.