Archive for the ‘ Review ’ Category

Gears of War 2 – “Apparently bigger, but the same… just with more testosterone.”

gears2_wp2_1280

“Gears of War” was a decent game, nothing spectacular or revolutionary, and certainly not impervious to criticism for its lack of originality, but as it stood then, it still stands today – an uncompromising blockbuster game, more brawn than brain, well paced and with impressive production values.  Cliffy B., lead designer, summed up the sequel as “Bigger, better, more bad-ass”. Or is it? A more accurate account would be: “Apparently bigger, but the same, just with more testosterone.

gear2foda

“Bigger!” No matter how much technical verbiage Epic throws at players, the fact is that “Gears 2” maintains the claustrophobic, highly constrained level design of its predecessor. It’s not a bad thing per se, as it remains a necessary evil for the maintaining of one of the game’s best features – pacing and tension control. The difference in the sequel is that the surrounding environment, more so than in the first game, is built to give a jaw dropping sense of scale. Huge caverns, numerous boss-sized enemies, hundreds of foot soldiers, all parade about in an inaccessible background. However, because of the game’s controlled environment, and the technical limitations of the game-engine, that scale never materializes into the actual game, making it completely virtual, with little to no interaction going on between the epic-sized background scenarios and the spatial plane in which the player is set. Most times, it’s just an impressive curtain that you can shoot at, with enemies that don’t even react to your gunfire. The sense of presence in an actual war is slightly enhanced, but it’s still far from the large, completely interactive set-pieces from games like “Halo 3”.

gears-of-war-2-20080714001316563

“Better!” Unfortunately, “Gears 2” adds nothing substantial to its predecessor. Better art design (especially in the second half of the game) and perfected controls are the best anyone can come up in terms of actual improvements. That being said, it still abuses dry, washed out color palettes, and game-play could still be further improved. Soundtrack maintains the same repetitive humdrum of battle epics, effective enough as a background for the shooting and explosions, just as long as you don’t tune in to the soundtrack to actually listen. On a side note, the storyline now actually goes somewhere, in an attempt at mitigating the hollowness of the first iteration. Yet, apart from a particularly well directed, dramatic cut-scene (which involves plot spoilers, so I won’t digress on its nature), it still doesn’t makeup for a truly captivating storyline.

gears-of-war-20060927115541718

“More Bad-ass!” Cliffy B. never hides the straight-up manliness of his game. Big buffed up space marines, screaming in their coarse voices, hulking in their heavy gear, ridding mankind of pesky, butt-ugly aliens, by shooting them with heavy guns. For the most time, the insanely ridiculous male bravado can be seen as pleasant, in a dumb, B-movie kind of way. However, the effort put up by designers to crank up blood, gore and the “Cole Train” all-American one-liners,  while still trying to make it look dark, gritty and serious (as opposed to light-hearted or campy) makes the game feel excessive and gratuitous.

gears-of-war-2-006

All that aside, “Gears 2” is still the action game done right – a fair chunk of rock solid, unapologetic entertainment. And there’s nothing really wrong with that, as long as you don’t keep in mind the big picture… and the big picture is that there are too many “Gears of War” out there. Shooters have become such a banal place for big companies to go back to, replicating their models year after year, in straight sequels that add nothing to the genre or the means. “Gears 2” may even be the best of its lot, but that’s not much on my book. It’s a safe sequel, for a safe franchise, in a safe genre. If that’s what designers call “bad-ass” nowadays, then something is definitely wrong with the industry.

score: 2/5

flower – “Wind of Change”

flower_screenshot_b

The wind blows softly, a petal rises in the air. A gust of wind carries it in a wisp of flower petals, all dancing in harmony in a flying sea of color and magic. Its beauty is contagious to the surrounding landscape: flowers bloom in a rainbow of vibrant hues, the grass becomes lush with a new-found green, the sky shines brightly as if flooded by the very light of nature. You smile at the delicate marvel that engulfs your senses. As you guide the wind to yet another flower, its petal flies high in a pirouette worthy of a ballet – it has joined the petals’ wind. It is the most beautiful of winds. It is a wind of change.

flower1

There’s no easy way to sum up “flower”, it’s one of those games that must be experienced firsthand to be fully understood. The premise is simple – guide the wind, through the use of the six-axis motion control, into flowers, allowing them to bloom, in the process collecting their petals. Doing so, allows nature to rejoice all around, rejuvenating the once worn down landscape into a stunning painting, vivid with color and  light – an effect similar to that of restoring guardian trees in “Ôkami”. There’s really not much else to “flower”. You simply gather petals with the wind, watching nature bloom, and sink in the beauty of the process. Like a symphony, each level has a different variation on the same theme, providing a different background to the interaction in everyone of its expressive dimensions. Like “flOw”, there’s an elegant simplicity to the way the game is played; however beneath it, lies an aesthetic voyage unlike any other in the video-game realm.

flower_19-640x

The abstract look of “flOw” has been replaced by a picturesque visual style that tends to echo impressionist themes. Though completely three-dimensional, there’s a great contrast between levels of detail. Flowers are rendered with stunning accuracy, their incredibly detailed lines reminiscent of a painter’s brushstrokes, brimming with finesse and care. The surrounding landscape on the other hand, is very minimalist, borderline empty and vacant, giving it an eerie, dream-like vibe. The soundtrack itself is hauntingly beautiful, not only because of the way in which the score, by Vincent Diamante, complements the ongoing action, but also in the form in which sound effects make up a tune of their own to complement the static soundtrack. For example, whenever the player makes a flower bloom, there’s a stroke of pure synesthesic bliss, as each flower emits their own musical note, one that blends perfectly into the sound-scape of the game. The final result is what Jenova Chen pretended of course, a zen-like environment that transports the player into a symbolic, mystical realm.

flower_1

Naturally, the symbolic aspect of “flower” is crucial for its message. The game is really an environmentalist message, trying to make a point about how industrialized society should live in balance with the surrounding nature. The sub-text is simple and elegantly translated via a series of brief interludes, and more importantly, through the actual game-play, which becomes increasingly meaningful towards the end of the game. That is “flower’s” most important achievement – the way in which, through a carefully laden aesthetic backdrop, it gives meaning to the interactions of the game, conveying feelings and emotions through that same interactive dimension… an absolute rarity in video-games.

flower-20070920032053752_640w

The million dollar question about “flower” though, is… “is it Art?” Is it the solution for the immaturity of the means? Is it the sign of a possible avenue for artistic endeavors in the means? The answer is anything but straightforward. “flower” is a video-game in every sense of the word, that much is certain. It abides by many of the laws that define the means: it presents challenge to the player, it warrants skill and dexterity, and it encourages the most basic collectivism; it’s more thrilling than contemplative (a fact not indifferent to the use of a six-axis control scheme), and it’s a game not easily presentable to a non-gamer. “flower” is a game, and a game that would not be deemed as Art according to the principles of Tale of TalesRealtime Art Manifesto. And yet, “flower” is Art… a fact that makes it puzzling in many ways. It’s a game, that while subscribing to some of the crudest notions of its means, can still convey its message, by subscribing to a unique aesthetic and artistic identity. Perhaps then “flower” is the solution for video-games as an Art form. Its metaphor for the change of Mankind’s ways can thus also serve as a metaphor for the change that it represents to video-games. Indeed, “flower” is the wind of change we’ve all been yearning for.

score: 5/5

Dreamfall – “Adventure 2.0”

dreamfall2

When “The Longest Journey” was released, the adventure genre was still alive… barely so, but still alive. When its sequel, “Dreamfall”, came about less than three years ago, the genre had died. Perhaps not in the strictest of senses, as its influence had disseminated far and wide across the video-game genre spectrum, infecting everything from role playing to survival horror, but adventure game cannon was long gone. Apparently, Ragnar Tørnquist wanted to bring it back by producing “Dreamfall”, an attempt at revitalizing one of the most precious video-game genres. It’s a feat in itself, as few games have tried, and fewer even succeeded in re-imagining adventure game beneath the light of the XXIst century, with the blinding lights of modern shooters obfuscating every single piece of original entertainment. But “Dreamfall” tries, and succeeds, at that monumental task, and with an utter commitment to the original spirit of the genre, something which even “Fahrenheit” (often regarded as the second coming of the genre) failed to uphold.

dreamfall_2

“The Longest Journey”, like so many adventure games, was something of a rocky gem. It’s narrative and aesthetic shone brightly, but a dated game-play model and an unfortunate sense of humor were in need of severe revising. “Dreamfall” is, in many ways, the hidden gem of “The Longest Journey”: it’s more pondered and contained, and more aware of the flaws of the genre in which it inhabits. That self-awareness allows it to counter-weigh such flaws, making it a more polished game than its prequel in almost every way. The exploration, now in full 3D allows for a greater sense of freedom and immersion in Tørnquist’s brilliantly concocted fantasy world; the puzzles are simpler and easier to understand (clearly a compromise with today’s difficulty standards); the narrative feels more balanced and structurally more sound, featuring denser characters and more twists, and being fully deprived of inopportune humor. Even the visual style, which at first glance seems to have lost some of the magic vibe of its predecessor, as a consequence of the move to 3D, ends up using the extra dimension in its behalf, conjuring up a dynamic, pulsing world out of the beautiful, yet static, paintings that composed “Journey’s” backgrounds. And on a purely technical analysis, “Dreamfall” is still one of the most impressive games today, with detailed backgrounds, a stunning lighting engine, and incredibly expressive character animations… all coming from a middle-sized European studio. That alone would be worthy of applause.

shot0018

But that’s not to say that the polishing of “The Longest Journey” yields a perfect gem. Unfortunately, some of the containment that can be felt in each of its expressive vehicles ends up marring the spontaneity of “Dreamfall’s” creators. The story, while equally elaborate as its predecessor’s, lacks the sense of bewilderment that you’ve come to expect from fantasy set pieces  – a flaw easily attributed to the more prevalent sci-fi mood in “Dreamfall”. That the plot is left unfinished by the end of the game, is also hard to sink in, even if it stems from Tørnquist’s apparent desire to further dissect his world. While the perfectionism of his tale remains breathtaking, the cost of the final cliffhanger is that the story does not achieve any sort of conclusion for the player, which, knowing the difficulties of the small studio behind it, makes it likely that a sequel may never be brought to life, thus leaving the story untold. The final polish that opens further cracks in such a gem, comes from attempts at making the game more pleasurable for modern players: by increasing the number of basic puzzle pieces, more akin to mini-games than actual puzzles, and adding short, simplistic action sequences, in which you play a stripped down version of a brawler. While these elements might have served to punctuate the slow-paced rhythm of the exploration portions of adventure gaming, they are so bland that they add nothing to the strengths of the game.

dreamfall

Despite the sometimes excessive compromise with modern design, “Dreamfall” furthers the quality of its predecessor, effectively bringing its light to the XXIst century. It maintains the spiritual legacy of classic adventure gaming intact, but does so while lightening its silly idiosyncrasies in favor of more simple game design dynamics. And so, once again, Tørnquist devises a world that sucks you in entirely, filled with mystery and drama, and an aesthetic beauty that is unique to his creative imagination. Not only does it reinterpret adventure gaming, as it redefines it, completes it, and makes it shine as the inner gem it has always been… a gem that’ll mesmerize you with its seductive light.

score: 3/5

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

new-pop_page1-1

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.

945943_20081009_screen008

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).

945943_20081009_screen001

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.

945943_20080528_screen001

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).

945943_20081009_screen005

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

Dead Space – “Dead Space”

dsmedia

“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?

screen_nuisance_download_022708

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.

2084053788_278614cd50

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?

concept_desolate_hallway_download_021208

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.

080325deadspace

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