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“The Year of …………” Prelude

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So, before analyzing the good and bad of 2008, a heads up on my (self-imposed) rules. I will only consider games for the PS3, PS2, Xbox360 (the only consoles I currently own) that have been released in the past year (01-01-2008 to 31-12-2008), in European territory only. The reason for this specific limitation is simple: I live in Europe and only have access to games released here, so games like “Persona 4” or “Tales of Vesperia” won’t be considered. Additionally, no re-releases (or pseudo-remakes) will be noted, only the first release of a game will count (which leaves games like “Rez-HD”, “Bioshock PS3” and “Mass Effect PC” out of this exercise).

The year analysis will consist of 3 sections:

  • In the first I will analyze the best and worst in 5 videogame categories (not to mistake with genres): Western RPG, Japanese RPG, Adventure/Platforming (action adventure games with platforming sections and emphasis on environmental puzzles), Survival Horror (action adventure games with horror themed backgrounds), and Action (action oriented games, mostly shooters, both first and third person). I chose these categories based on the type of reviews I’ve come to specialize on: mainstream games focused on single player experiences, with character driven narratives. I know this leaves a lot of games out, but it wouldn’t make sense to analyze types of videogames with which I’m not particularly familiar.
  • The second section will serve as an analysis on the evolution of the different expressive vehicles present in videogames. I’ll refer the best in 3 areas: Interaction (gameplay and level design), Aesthetic (art design and soundtrack) and Narrative (story, plot devices).
  • Finally, I’ll refer the absolute best of the year, and finish with some conclusions on this particular exercise.

Hope you’ll enjoy this as much I will. Remember, this is a subjective analysis! Any objections to my choices or method of analysis, please comment, I love to hear from you, whether it’s good things or bad. So hammer away 😉

So let’s find out who stands out this year for the best, and the worst reasons.

Prince of Persia (2008) – “Thief of Persia”

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The story of “Prince of Persia” would now seem to be as old as the medium itself. Born out of the brilliant mind of Jordan Mechner, the original masterpiece ended up serving as the proud pillar for a whole genre, probably even for an entire current of videogames. Since then, the “Prince of Persia” name has become associated with the best and worst the interactive craft can offer. When it was announced that an entirely new Prince would appear, instead of an attempt at fixing the broken “Sands of Time” formula, there was hope it could reinvent the genre as its notorious forebears did. Sadly, like its main character, the new “Prince of Persia” is not of royal descent, but a mere pauper.

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In an attempt at recapturing the elegance of Mechner’s original masterpiece, while simultaneously framing it in the light of modern design philosophies, the new Prince’s gameplay presents itself as an exercise of eloquent simplicity. Flying above the abyss, running through walls, sword fighting with enemies – what was once a task of deft skill and trying patience (which matched the on-screen action) is now a matter of simple chaining of rhythmic actions. For each action to ensue, a button must be pressed as the associated visual cue demands it: see a cliff, jump button; see a flashing light, double jump button; a monster attacks with magic, counterattack with magic attack button, and so on. Level progress becomes a succession of automated movements, that without the need for much reflection or observation, lead the Prince from one point to the next. Because of that, complex, three dimensional scenarios are rendered into spatially twisted, yet linearly explorable corridors, and fights are molded into simple mini-games of action-reaction. The end experience is that of a slow stream of steps to which you must mindlessly oblige, in QTE style, as the prince shows off his flurry of incredibly animated acrobatic movements and attacks. And because the game does not let you die in any way (you simply restart from a very near checkpoint), your actions are seldom interrupted from that particular flow. In the rare instances that “Prince of Persia” presents challenge, it does it in the most disastrous of ways (like “Assassin’s Creed”), by introducing a pseudo-non linear game structure that forces you to traverse levels several times, and an obligatory fetch quest that mandates you to squander levels in search of hundreds of flashy orbs (hardly original).

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The shun of challenge oriented gameplay, and the simplification of the gameplay dimension, don’t stand as ill-choices by themselves. However, having gameplay reduced to that of a series of mind numbing actions should invite to a greater, more dense aesthetic experience, that could fill in the void left by the extreme simplicity of the interactive counterpart; many games have shown ways on how this type of experience can be pulled off with extraordinary results (“flOw”, for instance). But for that to be achieved, the game must have a strong artistic identity, one that translates some sort of emotional experience that transcends gameplay – something which the new Prince unfortunately lacks. Dazzled by the daunting beauty of aesthetic masterpieces such as “ICO”, “Shadow of the Colossus” or “Ôkami“, the new “Prince of Persia” creates a world that borrows many of these games’ elements: the use of a white-laden princess as companion; the dreamy landscape; the healing of the land, bringing color and nature to darkness and corruption, etc. I have already discussed how these exercises of malformed inspiration can bring about poor results (the recent “Dead Space“, for example), and the Prince represents another bad example of this practice. Firstly, because it ends up creating a world, that despite gorgeous, bares no concrete relationship either with the series’ background (Persia), or with its many sources of inspiration – it’s just a mishmash of aesthetic details molded into soulless pretty images. Secondly, because the game’s authors did not translate any of the artistic potential of their sources into the game itself – most of the gameplay sections develop in dull-colored corridors and walls that do not show off the intrinsic graphical detail of the art design. There are some stunning vistas (which the screen-shots obviously focus on), but these aren’t contemplated by the player’s eye during a significant majority of the game.

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The narrative, instead of adding some compensatory value to the game, further mars the experience. Not only are its characters simplistic and cartoon-y, as their dialogues are filled with cheesy jokes that seem straight out of some romantic comedy featuring Matthew McConaughey, as opposed to a mystic tale about Persia (the game is called “Prince of Persia”, is it not?). When the game does opt for drama it does so by completely ripping-off “Shadow of the Colossus”, and not in a good way. And because game progress is pseudo non-linear, there’s an absurd amount of filler that doesn’t go anywhere with the plot until the very end of the game. In fact, for all intents and purposes, there are only two plot points: beginning and end (someone clearly missed the writing class when they got to the “middle” part).

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The narrative falling flat and the aesthetic being mostly derivative (even if filled with eye-candy), only invites more criticism to the subtle nature of the gameplay dimension. Because it does not serve as a background for some sort of emotional journey, the gameplay reduces the experience to an agonizing series of numbing actions, throughout numerous and repetitive levels, occasionally interrupted by a childish cutscene or a lush scenery for you to gaze upon. Though there is some commending to be done to the guys at Ubisoft, for at least trying to devise a new game based on a decade old franchise, the fact is that in the end, they produced a completely hollow and forgettable videogame. More so, one that bares the same name as one of the most important games ever designed… which should get people thinking that maybe a game named “Prince of Persia” should at least try to live up to the royal lineage of Mechner’s absolute masterpiece. But it doesn’t, and instead of a Prince we got a thief disguised in noble garments.

score: 2/5

New Year in Metagame

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New Year, new rules. I’ve been pondering for some time now how I could improve my blog for the second year of its existence. Though I didn’t come to any sort of permanent conclusion, I have decided to make some minor changes. First, I have decided to refrain from grading games in every one of their expressive dimensions, I feel nobody gives them any importance (me included), and so they only become visual clutter in the endless sea of letters my reviews carry. Also, I will try to cut my reviews short – from what I’ve perceived, they are too big, and become somewhat tedious. Though I cannot vouch for my editing abilities, I will try to make my reviews as cohesive and coherent as possible in the future. Finally, I’d just like to say that last year’s analysis articles will start being posted soon, the best and worst of the year will be included. Thanks for reading… and Happy New Year.

Dead Space – “Dead Space”

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“Dead Space” is an academic work on how to create a (western) horror game. It’s as if a game design student were asked to devise an action/horror game out of existing models. What would happen? The student would go do some research on how to design such a game, he’d then borrow ideas from the major genre references both in and outside the means, seeing how he could glue them together and come up with a  formula of sorts. “Dead Space” is the end-product of that formula. The quality of this academic exercise depends solely on the quality of the student, on his choices for references, and on his ability to (re)interpret them correctly. So how good is Bret Robbins (“Dead Space’s” creative director) as a game student?

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The basis for “Dead Space’s” model is obvious: “Resident Evil 4”. Whatever the view on “Resident Evil 4”, it’s widely regarded as a great game [though I have some issues with it… but that’s a different story], so the choice to use it as a major reference seems spot on. For all intents and purposes, “Dead Space” is “Resident Evil 4”; copied with precision and perfectionism, which is more than you can say about most plagiarists. There’s the claustrophobic camera angle, the sluggish tank-like movement, the “stop, aim with laser pointer and then shoot” interaction, the overwhelming odds against hordes of living dead monsters, the silly item/weapons store in the middle of a war zone, the grueling old school inventory management, etc, etc. Its a thorough and well designed facsimile. Even the less obvious notions that made “Resident Evil 4” a success are mimicked. For instance, level structure: like in “Resident Evil 4”, levels are built as mini-roller-coasters, each starting with a slow crescendo of enemies, properly paced with exploration sequences, but quickly ramping up to a succession of hectic encounters with several monsters. The result is a non-stop thrill ride till the end… and that’s what action games should be all about.

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To add some variety into the “Resident Evil” action formula, there’s the occasional puzzle. The importance of puzzles in survival horror games could be easily overlooked, but for once, it was actually understood. Because puzzles force players’ mind to focus on something other than shooting enemies, they establish the perfect occasion to catch him off guard and unprepared for combat, as another batch of monsters jumps out of nowhere. It’s a cheap trick of course, but a very effective one at getting your adrenaline flowing – “Dead Space” uses it constantly. Moreover, the jumpy chair moments fit perfectly with the “Resident Evil 4” survival horror vibe, thus adding more excitement into the roller-coaster ride notion. Obviously, the puzzle models had to come from somewhere else, and, once again, our student did the job. He borrowed from “Half Life 2’s” gravity gun, arguably the best use of environmental puzzles in modern videogames; “Prey’s” gravity twisting, which allowed players to run through walls and ceilings, a great idea left undeveloped in the original game; and the now standard time bending mechanics from… well any game with time bending – which game is complete without it?

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What Bret Robins lacked in his formal exercise was something that could weave all these game design fabrics into a consistent piece – he needed a game world, a set of artistic assets that could establish a believable background for the interactions. Consistent with his approach, he turned to classic horror movies, specifically, sci-fi horror movies. He took the “Alien” saga’s set up, the environment and religious undertone from “Event Horizon”, spiced it up with a monster design based on “The Thing”, and weaved everything together with a story. The result is a dark, moody scenario, perfect for any survival horror game. And because it’s sci-fi, all those crazy game design notions could be made believable –  in the future, anything is possible. The only thing left was how to translate the story. The word out on the media is that cutscenes are a thing of the past, so “Dead Space” avoids them by incorporating the narrative devices from “Bioshock” (or its predecessors, “System Shock” and its sequel), most notably, the use of disembodied objects, such as text-logs, audio-logs and video-logs, to translate story. The choice is a smart one, because, like in “Bioshock”, these elements effectively allow for the absence of characters’ physical presence, thus enhancing a sense of loneliness and helplessness face the environment – a crucial factor in a survival horror themed game. Once again, our student passes with flying colors.

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But though the exercise was pulled off, there’s something fundamentally wrong with this approach. Copying from others in such a systematic fashion may achieve good results, but can only be regarded as plagiarism, something that challenges the very notion of Art – which is based on human creativity, not xeroxing. That’s one of the greatest problems in this industry, this notion that mimicking others is a good way to achieve great products – the result is out there for every one to see: endless remakes, sequels and rehashes flood the market every year. Furthermore, even if one could accept this  academic process as a valid notion on how to address game design, “Dead Space” could still be criticized. Because, though its author had the knowledge and the resources to pull off the formal requirements, he lacked the ability to reinterpret his references in a meaningful, artistically profound way. His blind faith in successful design models stopped him from criticizing and deconstructing those references, in the process reconstructing what could’ve been a new game, that though based on a couple of references, went further with its own ideas. But there are no original ideas in “Dead Space” save a few stylized gimmicks (dismemberment shooting, in-game HUD/menu system viewed as a hologram, …). The end result is a well executed work, that while amusing in itself, never transcends the sum of its numerous parts. Adding to that, its infatuation with superficial gimmicks and technical minutiae leaves its core experience a hollow shadow of its predecessors. It ends up lacking texture and density in every one of its expressive vehicles: the story is detached and bland, its environments are too predictable and dull to become scary, and as a pure action thrill, you can’t but shake the thought that it never achieves the mastery of its main reference, “Resident Evil 4”. And that’s its greatest downfall. If a game doesn’t add anything substantially new to its genre, and can’t pair up with the game it tries so hard to imitate, then… why bother playing it? The answer is: you don’t.

Overall: 2/5

2008 – “The year of …………. “

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After a slow transition into new platforms, with the Ps2 releasing its onslaught of swan songs (“Ôkami”, “Shadow of the Colossus”, “Final Fantasy XII”), next-gen finally become current-gen in 2007. An absurd amount of games were released, and amongst them, you could find interesting ideas and new paths for games to tread in the future. “Bioshock”, “Orange Box” (especially, when it comes to “Half Life 2 – Episode 2” and “Portal”), “Mario Galaxy” all brought something new into the derivative mix of big budget blockbusters. The thought provoking nature of “Bioshock’s” aesthetic and narrative, the epic and dramatic ending of “Episode 2”, and the gameplay revolution behind “Mario’s Galaxy” or “Portal’s” 4D design, were all good reasons to enjoy 2007. Personal favorites of mine, such as “The Darkness”, “Lost Odyssey” and “Eternal Sonata”, though derivative in terms of design, all told original stories, a rare feat for videogames, whichever the year. Not only that, the quality of most blockbusters was above par, even when it came to the more simple-minded releases. “Halo 3”, “Call of Duty 4”, “Uncharted” and “Mass Effect” were all incredibly polished, and had a distinct identity to their game design philosophies, even if none of them were particularly original. The blooming of downloadable services in all 4 platforms, allowed for indie ventures such as “flOw” to shine and reach mass markets, without the need for big budgets; their more intimate and discrete nature challenge big producers to deliver artsier experiences that rely on more than just high polygon counts. Retro also made a comeback through these services, as games that were once the privilege of a select few (who had the money and the patience to stalk online auctions in search of prized rarities), were now instantly accessible to anyone – classics ranging from “Super Mario Bros.” to “Psychonauts” were just a few coins away from being played in all their glory. Though far from being one of the best gaming years ever (as so many put it), 2007 was a good year for videogames.

2008 is almost over. And I say… thank God. While most might be content with the scale of 2008 releases, which more or less matches that of 2007, I am not, because though there was quantity, quality was sparse. Though not a bad year “per se”, there were no groundbreaking games, blockbusters were mostly sequel-ish and too safe, and there was an insane amount of unfulfilled potential in most games. Simply put, I feel that no new steps have been given towards the future… at least, in terms of mainstream gaming (we’ll get to indie later). Also, because of the barrage of media hype, games were augured as divine, breathtaking, revolutionary, stunningly beautiful… but in the end, never were. It’s the year of wasted sequels (“Gears of War 2”, “GTA IV”, “MGS 4”), failed promises (“Mirror’s Edge”), dying franchises (“Silent Hill Homecoming”, “Prince of Persia”) and lackluster new IP’s (“Dead Space”, “Army of Two”, “Dark Sector”). I’m aware of this being a controversial opinion, as most media outlets and gaming magazines seem thrilled with this year’s batch of games (relax, I’m not going to waste any more time criticizing the media for their opinions, no matter how unfortunate they may be…). Metacritic scores support this notion, as this year’s games rank amongst the highest ever. The 360 all-time top ten (the best frame of reference for the current generation) includes only two 2006 releases, “Gears of War” (rated number four) and “Oblivion” (fifth), four 2007 releases, “Bioshock” (second), “Orange Box” (third), “Call of Duty 4” (sixth), “Halo 3” (seventh), and four 2008 releases, “Grand Theft Auto IV” (number one), “Gears of War 2” (eighth), “Fallout 3” (ninth), “Braid” (tenth). A blunt statement could be made: according to a majority of game reviewers, 2008’s games are on par with 2007’s. I can’t but feel this is far from the truth, and I’ll do my best to show my point of view concerning 2008 in the coming series of articles called “2008 – The year of ………… ” .