Showing posts with label Crackdown 2. Show all posts
Showing posts with label Crackdown 2. Show all posts

Thursday, December 23, 2010

Year in Review: The worst games of 2010

Above: "It's just me getting killed by a giant spider for an hour and a half. It cost 80 million krone."

All this week, we'll be recapping the year that was. Today: The worst games of the year.

As I keep darkly alluding, I found this to be a challenging year in a lot of ways.* Nowhere was this more apparent than with all the supposedly great games I struggled to play. Every year there's crap, and everybody agrees it's crap, but this year, more than any I can recall, there was crap that people kept telling me was an ice-cream sundae.

In chronological order of when I played them, here are the games I liked the least in 2010:

Army of Two: The 40th Day: I was sad to see this game go in the wrong direction, because I thought the first Army of Two showed a lot of promise. But the sequel ditched the humor, kept the monotonous duck-and-cover shooting, and added a terrible checkpoint system to boot. Nothing was worse than laboriously customizing your weapons, dying in the next firefight, and finding that you had to do it all over again. Ugh.

No More Heroes: Desperate Struggle: This is where we're talking about disappointing sequels, right? I loved No More Heroes so much, and I thought the sequel wasn't fit for the tissue box next to Travis Touchdown's easy chair. I can't even talk about it. It makes me sad.

Aliens vs. Predator: Never wrote about this one. In fact, I'd forgotten I played it until I saw it on somebody else's worst-of list. Whoever that was, damn you for reminding me of this awful game.

God of War III: Mechanically, God of War III was sound, but it was the moment when Kratos stopped being cool. Dude needs to get over it. He's like the guy who shows up at his 20th high school reunion wearing the same leather jacket he wore in the twelfth grade. It's embarrassing at this point.

Splinter Cell: Conviction: I get what Ubi was trying to do here. It just didn't work. Even if the aggro-stealth concept had worked, we'd still have had to deal with Fisher's motormouthed antagonists. Who the hell signed off on them?

Crackdown 2: We are drowning in awful sequels right now. Pinpointing the failure of Crackdown 2 is difficult, because in every way that matters, it is exactly the same game as its predecessor. Except the first game is still one of my favorites of this generation, and the second one is... not.

Limbo: Man, I don't even know. To me, this seemed like just another too-difficult indie platformer with delusions of grandeur.

Mafia II: Not without its charms, I still wonder what sane person would keep playing through this game's terrible action scenes unless somebody was paying them. It still wasn't enough for me!

Castlevania: Lords of Shadow: This, not Limbo, is the game where I feel the most like I missed something. I read too many positive things from too many people I respect to discount it as simply a crappy game. But that's what it felt like to me: lousy camera, bad controls, dumb story. I can't get past these things.

Medal of Honor: If there was a more generic, mediocre shooter out there in 2010, I didn't play it.

Tomorrow: The best games of 2010.

*I'm just trying to seem dark and mysterious, for the ladies.

Thursday, July 15, 2010

My superpower is running and hiding

Above: Because a Google image search for "Crackdown 2" yielded nothing.

One more note on Crackdown 2.

We talk a lot -- or we used to talk a lot -- about ludonarrative dissonance. In laymen's terms, it means a conflict between a game's story and the mechanics the game uses to tell that story. A recent example is Uncharted 2: in cutscenes, Nathan Drake is a charming everyman, sheepish and gentle, and in gameplay he's an unstoppable killing machine.

It might be hard to see how a game such as Crackdown 2 can have ludonarrative dissonance when there's almost no narrative to speak of, but it's there. The point of this game is that you are a badass. Right? That's the whole of it. You are a one-man wrecking crew who becomes a one-man army. Forget a plot about freaks and gangs -- that's the story.

But playing as a badass is often not the best way to progress. One of the objectives in the game is to capture tactical locations held by gangs. It's pretty simple: you find an area, trigger the scenario, and then kill a certain number of bad guys. Eventually the game will tell you that you have been successful.

In my time with the game, I found that there were lots of ways to fail at this. Charging in and trying to punch the gang members, for example. Trying to throw things at them rarely worked. Tossing explosives was okay if I was in range. But generally speaking, no matter how powerful I thought I was, if I went right into the hornet's nest, I was toast. (Especially since, thanks to the wonky targeting lock-on, it was all too easy to accidentally shoot a nearby explosive barrel instead of the bad guy behind it.)

Eventually I discovered that the best way to lock down a tactical location was to play it cowardly. I disappeared around corners, popping out just long enough to plug one enemy before seeking cover again. This was time consuming, and hardly ever fun, but it was the most effective way I found to accomplish my objective. Once I found it, I had little incentive to keep experimenting.

There's nothing inherently wrong with a game about a character who uses the environment to his defensive advantage. Here it doesn't make sense. One of the things I liked so much about Prototype was the extent to which it encouraged you do to absolutely anything you could think of with all the crazy powers it bestowed upon you. In Crackdown 2, you can safely ignore most of them. What good is that?

Wednesday, July 14, 2010

It's a number 2 all right

My review of Crackdown 2 is up now at thephoenix.com.

I liked the first Crackdown even before it was cool, with the added cred of not having played it to get a Halo 3 beta code. Time has been kind to that game: in my mind, it's grown in stature to be one of the best of this generation. Three and a half years later, it's just about the only non-new game I still take for a ride once in awhile. I'm still hunting for that last freaking agility orb.

So obviously, as a raging fanboy, I'm a candidate to love the sequel. Or, wait, am I a candidate for being unnecessarily critical? I can't keep these things straight. I'm even sympathetic to Lewis Denby's thesis on sequel syndrome, that sequels definitionally cannot be as good as the original because they lack the element of surprise. (Even though his primary example of BioShock 2 is one of the worst he could have given. That game rocked.)

In every big way, Crackdown 2 is identical to the original. None of the major mechanics have been overhauled. And there is that twinge of familiarity, especially since the game takes place, once again, in Pacific City. Isn't it strange, though: when I play the original Crackdown, familiarity is exactly what I want. It was new once, and it isn't now, and that's what I still like about it. When I played Crackdown 2, I didn't exactly feel thrilled to be back, but neither was I disappointed.

There are lots of tweaks to the sequel though, nearly all for the worse. Contra Joystick Division, I didn't feel the game was too open; I felt hemmed in by the hands of the designers. I felt like they (or their surrogates, like the narrator) were constantly butting in. In the original game, if you couldn't reach an agility orb, you knew because it was too high to reach. In the sequel, you might see a message onscreen that you need to be at a higher agility level. Thanks for bursting my bubble.

At one point, I grabbed something called an "ultra assault rifle," and laid waste to an underground horde of mutants. Nice. Then I took it back to one of my tactical locations so that I could store it for later use. Sorry, some onscreen text informed me, you need to be at a higher firearms level before you can store this weapon.

WTF?

This I don't get at all. If I'm not powerful enough to use the weapon, find a good reason not to let me use it. Don't arbitrarily prevent me from saving it. What's the concern here? That I might become too powerful too early? Isn't that the point of the game? This stuff never happened in the first Crackdown.