Tuesday, November 30, 2010
Quiz: The Year in Swooning
1. Bayonetta
2. Mass Effect 2
3. Heavy Rain
4. Battlefield: Bad Company 2
5. Red Dead Redemption
6. Super Mario Galaxy 2
7. Halo: Reach
8. Rock Band 3
9. Call of Duty: Black Ops
10. Donkey Kong Country Returns
A. "A knockout in just about every way it can be... you owe it to yourself to rush out and buy this."
B. "There are so many aspects... that make it an experience above and beyond all other open world sandbox experiences that we can't even begin to list them all. Some of the reasons that stand out are a wealth of content, a beautifully rendered and detailed world, an interesting and engaging storyline, a fantastic roster of characters with their own personalities, great and believable dialogue, the ability to experience the game world online with or against others; the list can go on forever. Rest assured that this is one of the greatest game we've played in 2010 so far, and possibly ever."
C. "There is simply not a better, more complete shooter on the market, and with all this content, there isn't any way you can find something that you cannot sink your teeth into."
D. "I have never played anything so momentous or revolutionary... In the coming years I expect the game's influence to be felt throughout the industry in terms of gameplay, storytelling and interactivity. This is a game that deserves all the plaudits it can get. So please go out and buy [this game] and reward those that have made such a groundbreaking videogame event."
E. "Far exceeded our expectations and is without question one of the best games we've played. Use whatever positive description you'd like. System seller, potential game of the year, landmark achievement; just make sure you buy it immediately."
F. "With a ton of incredible levels to conquer; gorgeous, perfectly designed graphics (wait until you see the first sunset level!); retro-inspired music; and smooth, flawless gameplay, videogames don't get much better... I can't recommend this game enough."
G. "Easily the best FPS I've played in a long time. Dialogue that makes me want to watch a feature film starring these guys. A virtually flawless single and multiplayer experience."
H. "One of the best first person shooters this year, and is obviously a must have for any action fan. Intense, gory and quite brilliant, maybe it's not refreshing but at the same time it's a stunning game."
I. "Across-the-boards perfection [that] can't be measured by any scale. It's simply in a class by itself. This is where games need to go for my money... A modern-day masterpiece."
J. "This is a rare occasion when the hype can actually be justified; ...quite simply, a masterpiece."
ANSWERS:
1. I (Play Magazine)
2. E (GameDaily)
3. D (Boomtown)
4. G (GamePlanet)
5. B (Level7.nu)
6. J (Gamestyle)
7. C (ZTGameDomain)
8. A (Atomic Gamer)
9. H (3dJuegos)
10. F (Destructoid)
BONUS SECTION:
Which game is Destructoid calling close to perfect?
1. The Misadventures of P.B. Winterbottom
2. Rock Band 3
3. Need for Speed: Hot Pursuit
4. Deadly Premonition
5. Limbo
A. "Judged as a piece of entertainment, as a game that consistently surprises and amazes and leaves jaws hanging... It's pretty close to perfect."
B. "About as close to perfect as you're going to get."
C. "It's warm and satisfying with a near-perfect consistency throughout."
D. "It delivers a near-perfect competitive experience, in a way that few games... can."
E. "...as close to perfect at what it does as a game can get."
1. C (link)
2. B (link)
3. D (link)
4. A (link)
5. E (link)
Compiled with thanks, and apologies, to Metacritic.
Wednesday, November 24, 2010
Dance Central; or, what is Kinect for?
My review of Dance Central is up at thephoenix.com. I spent a good bit of it on the recent developments surrounding Harmonix, maybe a little too much. But, really, Dance Central is simple to explain and works as advertised, so what more needs to be said? Without having played any other Kinect titles except for Kinect Adventures, I feel comfortable saying this is the best reason to get a Kinect.
I never tried out the hardware when it was in development. My first experience with Kinect was when I bought one. After checking Best Buy for a couple of days without success, I stopped at a Toys R Us on a whim and they had several in stock.
(I haven't been to a Toys R Us in years. It's a weird, vaguely unsettling store. I remember it being like an amusement park, but it's actually just harsh lighting and metal shelves piled with crap. Plus I got bowled over by not one, but two determined moms doing some early Christmas shopping, and waited in line for several minutes before I could actually buy the damn thing from a 16-year-old sales clerk who seemed in over his head. Toys R Us sucks. Don't ever go there.)
Right, so, Kinect. It was a snap to set up: just put it in place, plug in the power supply, and attach the USB connection to the back of the Xbox. Start to finish, it took about a minute. As a former 32X owner, I appreciated this more than I should have.*
Part of the allure of Kinect is that you can control what's onscreen both with gestures and with voice, and I think it's going to take some time for developers to figure out which function works better for which applications. The Minority Report-style grabbing and pulling of menu options works quite well when you're browsing the Kinect hub. To actually select something requires you to hold your hand still in mid-air for a good second or so. It's hard to see how that's an improvement over a split-second button press.
You can also use voice command here, and it seems dicey. If other people in the room are talking, the Kinect doesn't pick up your voice. Sometimes it doesn't pick up your voice even if no one's talking. Sometimes it misinterprets what you said. And it's a slow process. You say "Xbox!" and then wait for it to acknowledge that it's now in voice command mode, at which time you can give the real command. Again, this is not actually an improvement over using a joypad.
(One place I could see voice command being a real plus: entering download codes. I was thinking about this during the ten minutes I spent trying to enter my online pass for Need for Speed: Hot Pursuit. How great would it have been to be able to just read the code aloud? Apparently that's not a feature yet, or if it is, I didn't know how to do it.)
Awhile back, I wrote a defense of the standard gamepad, in which I argued that, complicated though today's controller is, it has also evolved to do lots of things really well. Kinect does not seem to do most of the traditional controller things well. What the controller does best is translate minimal player input into maximal onscreen action. Moving the analog stick a few degrees is the difference between your character tiptoeing and sprinting. Kinect, it seems, requires big movements on your part to do something as simple as pausing your game (hold your left hand out at a specific angle for several seconds).
Kinect obviously has loads of potential. About half the time, it works so well that it feels like there's an alien intelligence in your living room. And about half the time it takes a dump. The challenge is going to be for developers to figure out how to use it. It simply will not work if they try to shoehorn motion controls onto traditional games. This is a lesson that took a year or two for studios to learn with the Wii and DS, and I expect that at this time next year we'll be looking at some games that make good use of the hardware. For now, it seems like Dance Central is it.
*I've mostly suppressed the memory at this point, but as I recall, the process for setting up the 32X involved putting metal clamps inside the Genesis's cartridge slot to hold the doors open, only the clamps were thin and tended to fall inside the slot, at which point the doors closed and they were impossible to get out. The 32X also had numerous passthrough cables, its own power supply, and I think you had to make a burnt offering each time you turned it on.
Monday, November 15, 2010
Mario vs. Donkey Kong: Mini-Land Mayhem!

My review of Mario vs. Donkey Kong: Mini-Land Mayhem! is up now at Joystiq.
This game was a nice surprise. I had no expectations for it. In fact, I hadn't even heard of it until the review was offered to me, and I got the sense that they were foisting it off on the new guy. Which was fine with me -- I was happy enough to be contributing to Joystiq. That Mario vs DK turned out to be pretty darn good was a bonus.
In this case I don't have much to add to what's in the review. This isn't the flashiest game coming out this fall -- not even the flashiest one starring Donkey Kong -- and it's not required playing, but it certainly is a hidden gem. If you're at all inclined toward games like this, check it out.
Wednesday, November 10, 2010
Rock Band 3

My review of Rock Band 3 is up at thephoenix.com. This is one where I gave the game a high score, and then spent all my column inches talking about my reservations. And I didn't even get to all of them!
For instance: Did you know that lots of songs that have keyboard parts only have a few seconds of keyboard parts? Terribly deflating for the solo pianist. You bust out a couple arpeggios for the introduction, and then wait, fingers primed, for your chance to knock 'em dead with a solo. And you wait... And you wait a little more...
Or this: Some of the tracks that come on the Rock Band 3 disc don't even include a keyboard part. If you needed further proof that the keyboard player is the most uncool person in the band, there you have it. The improved drop-in and drop-out capabilities help, but it's still disappointing when you want to play the new instrument only to find that your singer wants to play something that doesn't support it.
Or this: Even though all the DLC you've previously downloaded will work in Rock Band 3 (a definite improvement over Beatles), it does not include keyboard support, even for songs that are crying out for it. Really? You're telling me the Killers have "no part" for keys? I understand why it has to be this way, but that doesn't mean I have to like it. This Joystiq story seems to indicate that it will never be possible to upgrade most of these past tracks, and if it is, you'll have to pay for it.
In fact, as a huge Rock Band fan, I'm starting to feel gouged. By the game's count, I've already downloaded 88 songs, which at about two bucks a pop is almost $180. The keyboard bundle was $129 (and no, I didn't get a free copy). If I want the pro guitar, that'll be $150. The Squier that comes out next year is $280, and you need the $30 adaptor for it to work. The notion of Rock-Band-as-platform was one I supported, but I didn't realize it was meant literally. Rock Band now costs more than Kinect.
But here I am, seriously considering buying one or more of these extra things. The reason is simple: this game is awesome. I have played so many lousy games this year, especially those which were supposed to be great, that I've started to wonder if I even like games anymore. Rock Band 3 puts my fears to rest. It's fun by yourself, keyboard lulls notwithstanding, and it's fun with others. And it has the genre's single biggest advance since Guitar Hero invented it.*
Pro mode changes everything. While I still pump my fist at the end of a song when I'm on guitar, and while I still prefer drumming to anything else, the idea that I am playing real music on the keyboard tickles a completely different region of my brain. Within an hour of starting the pro keys tutorial, I was successfully playing scales without looking at my hands. How long would that have taken without the aid of the game?
Playing pro mode is an order of magnitude more difficult than playing regular keys, and at this point I am still muddling through on easy or medium difficulty. I'm reminded of my difficulty learning to drum, but playing the keyboard is much more complex. The biggest obstacle isn't following the note chart onscreen, it's finding the correct key. If you're one of those people who think games aren't challenging enough anymore, here's the one for you.
*Let's not get pedantic here, people. You know what I mean.
Thursday, October 28, 2010
Medal of Honor
Medal of Honor is supposed to be different because it's supposed to be more realistic than its contemporaries. Certain things are true-to-life: the way people and places look, for example, and the way the weapons work. Other things are less so. That's the ground I cover in my review.
I was actually glad to see a friendly-fire incident, since those are pretty common, and that was the game's biggest feint toward real realism. Of course, it was ordered by some needle-nosed bureaucrat in Washington who'd been out of combat for years and who, presumably, the CIA had pushing too many pencils. This is seen from a distance, in satellite view.
But I kept thinking about Pat Tillman, and how, faced with the barrage of friendly fire that would kill him, he was reported to scream "I'm Pat fucking Tillman!" However brave Tillman was -- and he seems to have been uncommonly courageous -- it was a moment of sheer terror and panic. He didn't sacrifice himself for any great cause. His death was one big fuckup.
Why was I thinking about this? Because I kept accidentally shooting my squadmates, and they kept brushing off my bullets with quips. There wasn't a Pat Tillman to be found.
The real truth of warfare is that people die in all kinds of stupid, ridiculous, and not at all heroic ways. Combat deaths are senseless at least as often as they are heroic. Could you make a game out of something like that? I don't know. But I know that Medal of Honor didn't try.
Thursday, October 21, 2010
Boomshakalaka etc.
When I expressed interest in playing the new NBA Jam, somehow it escaped me that it would come on a disc. I assumed it was a download. And even when I had it in my hands, it didn't occur to me for a couple of hours to check how much it cost. Fifty dollars! Good gravy.
Granted, I paid zero dollars for this game, so I can't say I had anything but a good time. And usually I strive to separate a game's cost from its true worth. But I'd be surprised to find that anybody thought this thing was priced right.
Thursday, October 14, 2010
Castlevania: Lords of Shadow
In his farewell post for PopMatters, L.B. Jeffries said something that resonated with me: "In games, more than any other medium often the problem is just you."
Whenever I dislike a game, especially one that other people seem to like, that's how I feel -- that, far from being flawed itself, the game is illuminating inherent flaw in me. In theory, I like the idea of being the guy who goes against the grain, but when it actually happens, it's cause for a lot of sad-bastard navel-gazing on my part. I won't subject you to it here, except to say that my review of Castlevania: Lords of Shadow does have me questioning my own sanity.
I have been reading many positive tweets about this game from people I respect, and it has a healthy Metacritic score of 83. But there really wasn't one thing I liked about it. Rookie mistakes like putting checkpoints before cutscenes rankles (yes, you can skip the cutscenes, but it's a more cumbersome process than it needs to be). Constant and needless hints on the screen prove to be a distraction (how many times do I need to be told to "press RT to grip?" I got it). The platforming was bland. The combat had promise but lacked any visceral impact. Nobody else seems to be making this complaint, so maybe I'm just crazy, but I swear that half the time it didn't even look like my weapon was making contact when I did damage.
Sort of like with Metroid: Other M, a large part of how you approach this game depends on what your mental picture is of a Castlevania game. As a Symphony of the Night fan, I certainly would have preferred a new Castlevania that took more of that game's approach. If anything, a back-and-forth platformer that borrowed more from Prince of Persia than from Devil May Cry would have hit the spot for me. I enjoyed how overpowered Alucard was, and the fun of Symphony is in exploring. The castle is your enemy more so than its inhabitants. But that's not the game Konami wanted to make in 2010.
And that's okay. In a lot of ways, Lords of Shadow is more of a throwback to the original Castlevania, and to Super Castlevania IV, which I also loved. An action game is not a radical departure for this series. But, I don't know, Castlevania or not, this isn't one of the best action games around. This is a case where I feel like the scores actually do tell the story: I scored Lords of Shadow two points lower than God of War III and Devil May Cry 4, and scored both of those games two points lower than Bayonetta. That sounds right to me.
I am clinging to Ben Kuchera's review of LoS like a life raft. He makes many of the same points that I do, and many more that I didn't, but which are entirely correct. His article has hundreds of comments, most of the "no offense but you're an idiot" variety. The comments also open up the question, once again, of what a game review is supposed to be. That's another discussion, but the real takeaway, for me, is that some readers don't want writers to be honest with them. They want a pat on the head.
Wednesday, September 15, 2010
Metroid: Other M review, fall games preview
I meant what I said last week that Metroid: Other M isn't a bad game, and my review of Other M in the Phoenix provides a more balanced perspective than the blog post did. Considered purely on its own merits, this game does some things right, and it wasn't something I had to force myself to play through solely due to professional obligations. When you stack it up against other Metroid games, sure, it falls a little short, but I still think it was better that Nintendo tried this than Metroid Prime 4.
I am also jonesing to play Super Metroid again. Especially thanks to the pre-rendered Mother Brain cutscene at the beginning of Other M. Hachi machi!
I also filed a fall games preview for the paper, with my picks for the games worth watching this season, based on rigorous speculation and exacting wishful thinking.
The big story, unfortunately, is Move and Kinect, and despite some positive early reviews, I am wary of both peripherals. I look at Move and I just see Wii. I look at Kinect and don't understand how it's an improvement on standard game controls for standard games. (Hold a pretend steering wheel? Really? In what universe will this be more precise than an actual steering wheel, or even a thumbstick?)
The other part of filing a fall preview is that, lacking hands-on time with all of the available options, the hype machine tends to force my hand. It's very hard to give a nudge to a sleeper hit. Usually it's all about sequels, reboots, and whatever else the press has been talking about for months. Not that I even get those right. I left Call of Duty 4 out of the preview a few years ago. Durr.
One final note on fall preview: of everything listed there, I think I'm looking forward to Need for Speed: Hot Pursuit the most. I wouldn't have expected that when I started. Rock Band 3 also looks incredible. After that, it's all "wait and see." Nothing wrong with that, of course. But that's my opinion. What are you looking forward to this fall?
Now that I've got a week or two clear in my schedule, I am thinking about giving this Halo: Reach a fair chance. But that's probably a bad idea.
Friday, September 10, 2010
Stay tuned after the credits for a special treat!
Metroid: Other M is not a bad game. It's not a great game, either. But it's a strange game, and the strangest thing of all is this: it gets much better after it's over.
The initial campaign took about ten hours, all told, and while it had its moments it was also frustrating. For the most part, you can't explore. You have to go where the game tells you to. Your suit upgrades are doled out by a third party, and not because of anything you do.
This last part is pretty ridiculous. You repeatedly run through hot lava levels that sap your life, before some guy says "Oh hey, how about you use your Varia Suit?" You've had it the whole time, you see. You just didn't think to turn it on.
The same thing happens a little later: Samus is about to be blown into the vacuum of space, but fortunately, the game seizes control from you and activates the Gravity Suit. Well thank god for that. I didn't want to have to do anything there.
Some items are impossible to pick up your first time through, because you can't use Power Bombs until the plus game starts. Besides that, because so many doors are arbitrarily locked in service of the story, you're not free to backtrack whenever you do find an upgrade.
Worst of all is the story. Look, Nintendo and Team Ninja were under no obligation to meet some Platonic ideal of Metroid that may exist only in my head. If they want Samus to talk, Samus can talk. If they want her to whimper while a manly man father figure heroically sacrifices himself to save her, they can do that too (of course, they really shouldn't have). But, Metroid or not, they shouldn't have made long, talky, boring cutscenes that, when they aren't interrupting the gameplay, are replacing it.
Then, after the terrible climax,* the credits roll, and Samus flies back to the space station. Suddenly, it feels like Metroid again. Samus is alone. There's not some idiot chirping at her every five minutes. She can explore the space station at her own pace, and under her own direction. At this point, you have all the powerups, so the only upgrades remaining are generally more missile packs and energy tanks, but that's okay.
I'm not sure what to make of it. The plus game is a hallowed tradition, but it's not something I've tended to pursue. One playthrough is usually enough. Here, I'd say that it's almost worth plugging through the first game just to get to the second one. It's not a good thing that it takes ten hours to get where you're going in Other M, but it's nice to arrive.
*Story of my life.
Thursday, September 09, 2010
Mafia II
My review of Mafia II is up at thephoenix.com.
I've said before that a good game succeeds despite its flaws, and a bad game fails despite its virtues. This is a prime example of the latter. There is a lot of good stuff to be found here. I don't agree with Bill Harris when he says that the writing is brilliant, but it is above average: thoughtful, deliberate, restrained. Character driven? Not exactly, but closer than you usually get with a game of this type. Compared to other recent gangster games, Mafia II avoids the fetishization of violence of The Godfather II, and the tone-deafness of Grand Theft Auto IV.*
The story needs to be good if you're going to play through a game like Mafia II, because the structure is very much cutscene-gameplay-cutscene. It looks like an open-world game, but it doesn't play like one. Were there side missions? If so, the game did a good job of hiding them. Not that side missions are the most important part of a game. I just mean to say that when you're driving down a street in Empire Bay, you do not stop to explore anything that catches your eye. You keep going to your next objective.
When Mafia II is bad, though, it is bad. I couldn't believe how awful the shootouts were. The enemies are bullet sponges, which is very much at odds with the game's ostensible realism. Targeting was next to impossible (I eventually discovered that there was a smidgen of auto-aim if you snapped in and out of cover quickly enough, but it usually didn't help). And the worst thing was, they all played out exactly the same way: rote duck-and-cover sequences taking place along straight, narrow corridors. Even outdoor shootouts found a way to lock you into what were, functionally, crate-filled hallways.
My experience with the game came to follow a pattern. First, a slow burning enjoyment, as I eased myself into the slow pace and focused on the story. Then, bewilderment and frustration as I came upon some idiotic part of the gameplay that I usually ended up repeating several times. Any spell the game started to cast would be broken.
The worst thing about it is that I would like to be talking about Mafia II solely in terms of the story. I'd like to be talking about what it's saying about loyalty and friendship. I'd like to be praising not only the direction of the storyline, but the obvious pitfalls it avoids. And in a sense the game would deserve that. But it's too hard to see past the basic mechanics of the thing to do that. It's really too bad.
*Though GTAIV's story is the far more dramatically interesting of the two.
Friday, September 03, 2010
Announcing the Laser Orgy 500, plus a Hydro Thunder review
First, now that it's been out for over a month, check out my long-awaited review of Hydro Thunder Hurricane. I really liked this game. Like I say in the review, it's not groundbreaking, earth-shattering, or sky-rending -- nor will it convince Ebert that games are art -- but it is pretty awesome. I was especially impressed how unpredictable and chaotic online races were, given the lack of missiles and such.
There's a much more important project at the Phoenix that you need to check out. In the Laser Orgy 500, you can vote for the best video game of all time. This isn't like most best-of lists you might have seen, or participated in before. This is a battle royal. Two games are chosen at random from the database, and you must choose which is better.
Sometimes, this leads to agonizing choices (Counterstrike vs. Civilization IV, say.) Sometimes, pairings so comical you'd swear there was a human intelligence at work (Gears of War vs. Xenogears). Sometimes, games so bad that you'd rather leap off of something than play either one (E.T. vs Custer's Revenge).
After awhile, it becomes less about which game is "better" than which game you'd rather play right this second. You'd be surprised what you come up with.
Vote in the Laser Orgy 500. And say goodbye to the rest of your afternoon.
Wednesday, August 04, 2010
Limboned
My review of Limbo is up now at thephoenix.com. I promise you that it is not intended as kneejerk contrarianism. The tone of this review is partly a reaction to the praise, yes, but I'll defend the substance of the criticisms any time. I'm not discounting the validity of the profound experiences so many other people are claiming to have had with this game, but, wow, I didn't see it at all.
All I saw here was smoke and mirrors. Some clever ideas thrown onscreen with no regard for how they fit together, and no semblance of anything I recognize as good game design. Games are about rules, with the occasional exception that throws you for a loop. Limbo is all exceptions and no rules. If there had been an open microphone in the room while I was playing this game, I imagine it would have picked up nothing but a steady stream of "What?" "Huh?" "Wait... what?" (Plus the f-word a lot of times.)
Not that Limbo is difficult, per se. The puzzles aren't brain-busters, and even though you die a lot, it always puts you right back where you started. It's just so capricious. It never bothers to set limits or rules for the world you're in. Its sole concern seems to be killing you for no apparent reason. Instead of asking you to apply what you learned from your previous deaths, the game keeps changing the rules so it can kill you again. It's as though it's making things up as it goes, like a rambling first draft that could use a good revision.*
As for whether Limbo is the long-awaited proof that games are art, well. We can agree that it sure looks neat. And we can probably agree that the big spider is pretty scary. Beyond that? I'm not buying it. The closest this game gets to something resembling truth and not artifice is the occasional appearance of larger boys who ambush your character and then scurry away. This is interesting, and feels unforced, especially compared to the rest of the game. As with everything else, Limbo passes over this tantalizing opportunity. The boys come and go, and nothing much happens.
Meanwhile, the game moves onto much less evocative threats, like buzzsaws and electrified rails. (Yes, those certainly speak to the essence of your childhood fears.) Doesn't that all seem backward? The big spider comes first. Then the creepy bullies. Then a bunch of clanking machinery with no character at all. Talk about diminishing returns. If there had been another level, our hero would be trying to avoid eating his beets.
Limbo just seemed so desperate to convince me of its profundity. I wanted to put my arm around its shoulder and say: You've got a lot of growing up to do, kid.
*See also: this post.
Friday, July 30, 2010
At last, the game that will convince Roger Ebert that games are art
A few months ago, Roger Ebert wrote the stupidest thing any Pulitzer Prize winner has written, at least since The Hours. This asshole actually said that video games are not, and can never be, art. (Not going to link him -- don't want to give him the traffic.) Can you believe this idiot?
To his credit, Ebert walked back his argument later, saying that while he, personally, does not give a shit if video games are art or ever could be art, he hasn't played enough to speak knowledgably on the subject.
Like we're going to let him get away with that.
I have just the game that will steer Ebert away from the dark path he walks. The game that will convince him not only that games are art, but that they have always been art, and always will be art, and will never not be art. A downloadable game has just come out that proves, once and for all, the incredible depth and meaning even the smallest games can possess. A work of uncommon subtlety and insight, it will convince even the lowliest, most wheelchair-bound, most unable-to-talk-anymore cretin that video games are art.
You know the game I mean. Roger Ebert needs to play Hydro Thunder Hurricane.
Hydro Thunder Hurricane uses well-worn gameplay tropes as a Trojan horse to deliver an army of metaphors into the walled city of your brain. Consider: Hydro Thunder Hurricane is a racing game. What else is a race? Working life is often called the "rat race." The Amazing Race is an Emmy-winning TV show. Politicians are always talking about the importance of race relations. (I'm not sure what this means??? I think it has to do with Nascar fans not getting along with Formula One fans.) Already you see how Hydro Thunder Hurricane is brimming with allusions to some of the core aspects of our humanity, not unlike other things that jerks like Roger Ebert would say are art, such as movies and books.
As the name implies, Hydro Thunder takes place on the water. ("Hydro" means "water," Roger. See? Games can be educational!) Maybe that's why it's so deep -- pun intended! Most of the courses aren't circular in this game. They have distinct start and end points, which are meant to represent birth and death, respectively. Each track is full of shortcuts, which are fun to find but which all lead to the same place. Isn't this like life itself? We all take our own paths -- maybe I'm a blogger, maybe you're a pompous movie critic who keeps talking shit about stuff he knows NOTHING about -- but in the end we all die. (Some of us hopefully sooner than others!)
Nor is the path to the finish line calm or smooth. Your hovercraft (representing you) is buffeted by wind and waves as you head toward the finish line (which is death, remember). The symbolism of the turbulent racing surface is clear: the waves represent the inherent uncertainty of our daily lives. We try to outrun our problems, but the faster we go, the choppier they get, and the more of their salty spray gets in our eyes, which makes it look like we're crying even though it's just because the saltwater stings. They're not real tears.
You can pick up "boost," which helps you get to the end faster, but is that such a good thing? And is it a coincidence that the boost is depicted in the shape of bottles? The bottle has had ruinous consequences for many people, most of whom were using it just to get through to another finish line (the end of the workday, say, or a long car ride). It was a brave choice of developer Vector Unit to tackle such a debilitating social ill, but I would argue that this is one of the noblest purposes of true art.
Hydro Thunder Hurricane toys with the emotions of the player -- it is at times beautiful and at times terrifying. The player runs the emotional gamut by the time it is over, and is left considering the consequences of what has just occurred. It is a difficult game, but there has never been one quite like it that so effectively communicates this trying world to the person who is experiencing it.
It is the kind of game that changes who we are. It tailors us; puts us in a place that is far away from where we were before we encountered it. And you can't say that about many things.
Wednesday, July 28, 2010
Spanktacular
My review of DeathSpank is up at thephoenix.com. This was a terrific game. While I focused mostly on the humor in my review, I'd also like to mention how great-looking it is.
Remember the graphical arms race that marked every new console launch for years? My memory of the 16- and 32-bit generations contains lists of how many colors a system could display, how many polygons it could process (flat-shaded or texture-mapped), and how many special effects it could handle in hardware (alas, the Sega Saturn couldn't do transparencies!). Every mention of video game systems was about graphics.
Since the launch of HD-compatible systems, the cries of the graphics hawks have mostly been silenced -- perhaps because the best-selling console of this generation is emphatically not HD-compatible, or perhaps because graphics really are good enough at this point. They will continue to improve, and I'll welcome that, but today's games are making bigger strides in areas besides the visual.
The war cry always was that graphics are no substitute for good game play. Now that battle has been won. But it's also not the whole story. Raw graphical processing power is no substitute for good gameplay. Inspired, visually appealing art is a huge asset for any game. Sometimes it still can overwhelm a player's better judgment when the gameplay is less than ideal. (But we'll talk about Limbo another time.)
DeathSpank isn't just funny and fun to play, it also shows you interesting things all the time. The cotton candy-colored enchanted forest, the glowing orange demon mines, the fetid green swamps -- these are all equal to the zaniness of the story and the dialogue. The graphics amplify what's happening in the game; they don't overwhelm it.
One last point on this: it's interesting that you have to go to the budget space to find games that take risks with their art direction. The majority of AAA console titles all strive for realism. It works for some of them (the fidelity of Red Dead Redemption gave the proceedings the right measure of seriousness), but it's astonishing how many games about alien worlds and altered dimensions are incapable of imagining anything but gray industrial corridors. I guess it's a risky business move to delight your audience.
Thursday, July 15, 2010
My superpower is running and hiding
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
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.
Tuesday, June 22, 2010
Dave and Buster's brilliant business plan
This past weekend, I went to a Dave and Buster's for the first time. As a chain restaurant-cum-video arcade, it's actually not too bad. The chicken fingers were crunchy, and the beers were tall and cold. Not much more you can ask from a casual dining establishment.
The arcade portion feels more like a casino. In my experience, arcades are dark and dingy places, with hidden corners you're better off not exploring. Dave and Buster's is big and airy, cacophonous and bright. Trying to eat dinner while watching the attract mode of dozens of arcade machines is not easy.
What was interesting was that the place clearly was not catering to gamers in any real sense. It was all about flashy peripherals. Almost every game they had was either a driving game or a shooting game. If you could sit down on it, even better. There were no fighting games, no beat-em-ups. The only game I recall seeing with a traditional joystick-and-buttons control scheme was Virtua Tennis 3, and even that was on a huge, fancy cabinet.
So I mostly played shooters. It's amazing how, even though they're nearly identical on the surface, the quality can vary so much. Razing Storm was a good one, a Time Crisis clone from Namco that had a much better gun and fully destructible environments. I also liked Sega's Rambo game, which interspersed clips from the movie with fast-paced shooting. (Fun fact: In the game's first chapter, which takes place during Rambo III, you're assisting the freedom loving, god fearing men of the Taliban. That worked out well.)
Best of all: Deadstorm Pirates, another one by Namco. This was one where you get inside an enclosed space that seems to be made entirely out of subwoofers. You're shooting ghost pirates, not unlike those in the Pirates of the Caribbean movies, with some kind of high-powered harpoon gun. Deadstorm Pirates distinguishes itself with a simple and fun co-op feature. When you and your partner cross the streams, you get a damage multiplier. There are also mid-mission QTEs that take advantage of a built-in ship's wheel. Good times.
The worst shooter I played was called Paradise Lost, which seemed to be based on the original Far Cry. Hard to say why it wasn't good, really, except that it was bland to look at and bland to play. The better shooters on offer all had some kind of twist, whether it was Razing Storm's destructible environments, Rambo's rage meter, or Deadstorm Pirates' FREAKING GHOST PIRATES.
I also played Daytona USA. They had 8 cabinets networked. Amen.
What's weird about Dave and Buster's is how hard it is to know how much money you've spent. It's just one abstraction on top of another. You can get certain entrees with a game card for a discount. I got chicken fingers and a $20 game card for $23.99. In other words, dinner was four bucks. Good deal, right?
Well, I have no idea. That $20 game card turned out to be worth 100 credits. And all the games cost a different amount of credits, which were rarely round numbers. Skee Ball was a mere 2.4 credits, while Guitar Hero arcade cost 8.0.
Then you add tickets to the equation. If you're already struggling with the connection between your $20 game card, your 100 credits, and the 5.7 credits you just blew on the claw grabber, now try figuring out what your tickets are worth. For one thing, each ticket is actually worth two tickets. Why would that be confusing? It says so right on the ticket.
So after you spend all the credits on your game card and earn a pile of tickets, you can head to the "winner's circle" to redeem them for valuable prizes. Granted, we played a lot of video games, which don't reward players with tickets, but we also played a fair bit of Skee Ball and those weird coin-dropping games, and had a pretty fat stack when all was said and done. Turned out we had earned about 270 tickets.
What does 270 tickets buy you at Dave and Buster's? A little can of Tootsie Rolls and a thing of Pop Rocks. If you've been following along at home, that means we bought about fifty cents' worth of penny candy with our $40 of game cards.
Obviously, this is why Dave and Buster's is still in business. Well played, gentlemen.
Thursday, June 17, 2010
Red Dead Redemption
Sometimes, so many people talk about a game that it hardly seems worth adding to the discussion. Red Dead Redemption is such a game. For what it's worth, I thought it was pretty darn good. My review of Red Dead Redemption has been posted at thephoenix.com. It barely talks about the gameplay at all. Those are my favorite ones to write.
Wednesday, June 09, 2010
Galaxian
Every time a new Super Mario game comes out, I approach it breathlessly, and spend the first few hours in a reverie, jumping and climbing and squashing mushrooms with abandon. In 25 years and countless iterations, something core to the Super Mario experience hasn't changed. Playing Super Mario Galaxy 2, which I reviewed for this week's Phoenix, isn't a nostalgia trip as much as it seems to unify a lifetime of gaming into a single moment. It's like playing games was when I was a kid; it's like playing games will be when I am old. It almost exists outside the normal progression of games.
That sounds like high praise, doesn't it? And it is, in a sense, and probably the sort of sentiment that has earned Super Mario Galaxy 2 a Metacritic score of 98, one of the highest ever. I can't say the reviews are wrong, as though I feel like we'd played a different game. Galaxy 2 is a playground through which a few basic gameplay principles are applied rigorously and with increasing ingenuity. This is virtual play in its purest form. I get that.
I just don't want to play any more. After the first few hours, the sugar rush wears off. I find myself trying over and over to acquire new stars, failing over and over again until the fun is gone and it's become a grim sort of attrition. Galaxy 2 hands out extra lives like breath mints at a chain restaurant, so it's rare that a single challenge results in a game over screen. But, in a way, it's almost worse to have 20 tries or more to get something right, when it stopped being enjoyable after the fifth try. I can't give up now! I've got 15 more tries to get this star!
Why am I trying to get more stars? So I can get more stars, of course. Lots of games use feedback loops like this, successfully, but here it's unadorned. I have a hard time imagining the player who truly desires to save the princess. Finding her is secondary, maybe even tertiary, to the ultimate goal of mastering a hostile game world.
Galaxy 2 does have lots of sights and sounds that I want to experience, but I don't want to have to earn it in blood. Ultimately, I don't play games to be good at them. These days I can't imagine why else I would play a Super Mario game. It's not that Galaxy 2 is the hardest game I've ever played, it's that there's no other factor compelling me forward -- no story, no moments of serendipitous delight, nothing but the next looming challenge.
The biggest trick the devil ever pulled was convincing the world he didn't exist, and the biggest trick Nintendo ever pulled was convincing the world that Mario games were easy breezy fun. They are hardcore.
Thursday, June 03, 2010
Banned in Boston: The Splinter Cell Conviction review
4.0/10
SPLINTER CELL: CONVICTION
FOR XBOX 360 AND PC/RATED M FOR MATURE
PUBLISHED BY UBISOFT/DEVELOPED BY UBISOFT
Stealth bomb
Splinter Cell lacks conviction
BY MITCH KRPATA
“Stealth action” has always been an oxymoron. Satisfying though it may be, there’s not much action in crouching behind a crate for five minutes, waiting for an enemy guard to turn around so you can snap his neck. The Metal Gear Solid series has attempted to solve this problem, with varying success, by including slam-bang boss battles alongside the main course. The Splinter Cell series, by contrast, has always been more about diversionary tactics, creative use of the environment, and those breathless moments when its outnumbered protagonist waits silently for armed bad guys to pass him by.
Yet the problem with the newest Splinter Cell game, subtitled “Conviction,” isn’t that it paints a more overtly violent veneer on the robust stealth mechanics that have distinguished past entries. In Conviction, Sam Fisher has turned into a man with no allegiances and nothing to lose, and little reason not to kill everyone in his way. This time, stealth is a survival tactic, not a mandate. Sam can blast his way from one end of a map to another if the player chooses. This is a little harder than using tried-and-true stealth tactics, but that’s as it should be. Of course you’re more likely to die if you charge your enemies with guns blazing.
No, the problem here is all on the surface. Not to put too fine a point on it, playing Splinter Cell: Conviction is a pain in the ass. For some reason, the designers decided to ignore every other action game ever made, and come up with their own creative button mapping scheme. Look, every game needs to tweak its control system to fit its mechanics, but standards have evolved over the decades for a reason. This must be the only game in history in which you reload your weapon by clicking the left analog stick. Good luck remembering that in the heat of a firefight.
Not only unpredictable, the controls are inconsistent. One of Sam’s most effective attacks is “death from above,” whereby he drops onto an unsuspecting enemy and kills him instantly. When Sam is dangling from a high spot, the left trigger performs the move. When he is standing on an upper level, the B button does it. This is horrible interface design.
Some of the annoyances are even more rudimentary than that. Sam’s opponents are motormouths, to a man. Each one spouts inane babble that is apparently supposed to provoke the player into giving away Sam’s position, but more likely will provoke the player into giving away his copy of the game. Kirk Hamilton, of the Gamer Melodico blog, bravely catalogued over 100 lines of taunting enemy dialogue, including gems like, “Fisher? That guy's harder to kill than a cockroach with an Uzi.” God help him.
It’s probably not worth mentioning how stupid the story is, except to say that the harder you try to understand what the hell is going on, the less sense it all makes. But the conspiracy goes to the highest levels! This, too, would be fine if checkpoints were placed after cinematic sequences, and not before them. Dying in this game often means watching the same idiotic and unskippable cutscenes over and over.
A mode called “Deniable Ops” cuts the story almost entirely and lays out challenge maps. This is a little better, but gets at another of the conceptual problems: when your character is in shadow, he’s invisible to enemies, which is represented by the screen turning black and white. This makes it impossible to see anything. You can also use special sonar goggles, which illuminate enemies quite well, but obscure everything in the environment. Then again, with a game this irritating, maybe blindness is a plus.














