Archive for the ‘ Review ’ Category

Deus Ex – “A question of choices”

Deus Ex cover

Warren Spector. Though many may not immediately recognize the name, Warren Spector is one of the most important game directors in the industry. His name has become a synonym of openness and liberty when it comes to gameplay and narrative elements. When games were still trying to grasp linear narratives and straight-forward gameplay design, Warren Spector was already going one step ahead and trying non-linearity. And though he hasn’t been very active in the past years, the influence of his games can still be felt as of today, whether in the decision making of “Bioshock” (“to harvest or not to harvest… that is the question”) or the variety of action approaches games like “Crysis” permit.

The philosophy behind “Deus Ex”, as in all Warren Spector games is: “Freedom of Choice”. Whether one fancies stealth, vent-crawling or mindless shooting, the game allows any tactic of choice. Of course, more often than not, one approach might be harder to pull off than others, and in some cases, choosing one or the other bears little change in the end result. However, such boldness in game design is commendable, as every level can be navigated in many, many different ways.

Level design is standard fare for a 1999 game, with little information on how to navigate a level, apart from a confusing map and a number of objectives. Especially considering the open-choice structure of the game (which adds to the complexity of the maps), there really aren’t enough hints to guide the player. Adding to that, scenarios aren’t intuitive enough: cities either have huge expansive environments or borderline claustrophobic ones; different floors of the same building have different room configurations; structures have locked doors all around, with open entrances and stairs poping-up where you’d least expect; and equipment lies almost everywhere, from bathrooms to venting ducks. Most times, map design just looks plain random. It’s not bad, but it certainly isn’t “Half-life” or “Quake 2”. And though “Deus Ex” might seem like a normal day FPS on the surface, the only thing it borrows from the genre is the perspective. In its core, “Deus Ex” is a run of the mill western-RPG: players’ reflexes and dexterity with a mouse are seldom needed, because what dictates a hit or miss with a gun is the experience points each player has invested in pistol training. The use of weapons, special powers and items are all dictated by choices he makes.

On top of everything, as usual in an RPG, there is a plot to wrap everything up. In the future depicted by “Deus Ex”, the whole world is governed by a single entity: the UN. The main character is JC Denton, a UN special ops soldier with a body full of cybernetic upgrades. He’s the lead weapon against a group of anarchist terrorists that are trying to overthrow the UN regime. Of course, nothing is as it seems, and a number of plot twists will repeatedly shatter players’ beliefs. There are many conspiracies to be unraveled, but unfortunately, as is common in ambitious game-plots, it promises more than it can deliver, with later revelations appearing out of place and being too reminiscent of certain books not to call them “clichés”.

Deus Ex screen

Most dialogues are bland, but once in a while, out of the blue, some well written political and philosophical discussions emerge; too bad they don’t last longer. Characters are usually linear and predictable; Denton, however, seems schizophrenic, jumping from capitalist to anarchist (and vice-versa) faster than a blink of an eye. Unlike the action, there are few choices to make when it comes to narrative; dialog trees have mostly informative purposes and are of little consequence, which ends up distancing the player from the otherwise engrossing narrative. The ending is the exception, and one of the highlights of the game, proposing a tough choice to the player: decide the fate of the world. And believe it or not, there’s no easy choice… and no happy ending. Unlike Bioware’s “good vs. evil” decisions, each of the choices in “Deus Ex” is completely amoral and has little to do with right and wrong. If the story is in fact a mirror of its creator’s soul, then Warren Spector is definitely a cynic, thinking little of Man or its Civilization.

Like the plot, art design and soundtrack provide a moody, gritty and dark ambience, mixing soft techno-like music with poorly lighted environments, adding a distinct flavor to this pessimistic view of the future. It provides a similar background to that of movie aesthetics like “The Matrix” or even “Blade Runner”, it’s just a shame the plot isn’t nearly as well conceived as in those movies.

All in all, “Deus Ex” is a wonderful game. Although ahead of its time, it lacks a certain layer of polish in nearly all of its aspects. Gameplay could have used tweaking, and better level design would have taken the game into a whole new league. Nevertheless, it is easy to apologize most of its flaws considering its revolutionary nature, and the impact it continues to have on gaming today.

Overall: 3/5

Eternal Sonata – “A symphony to remember”

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Originality is sparse in game concepts. Most follow standard formulas and are easily categorized in terms of plot and gameplay. “Eternal Sonata” is one of those rare games that risk everything with an original concept. Alas, like many others, “Eternal Sonata” is in many ways refreshing, but is also filled with a huge array of worn out clichés, that just like bad music, never allow the game to reach its “crescendo”.

Frederic Chopin is dying. While he lies on his deathbed, he starts to dream of a magical world where every note, song and symphony he ever wrote come to life in the form of characters and locations. The game can be depicted as his inner journey throughout this dream, where a dense plot lies, filled with the classic themes of love, betrayal and death. Since Chopin was a real life character, realism would have been the way to go in terms of art design. But strangely, the only speck of reality in this game lies in slideshows that recount Chopin’s Biography, through captioned live-action pictures accompanied by the sound of Chopin’s greatest music.

But apart from those memorable sequences, the aesthetic of the game is very anime-like… actually, it’s pure anime. Cutscenes have dialogue, action, comedy and directing that follow anime’s principles. And they’re actually pretty good, filled with cinematic camera angles and great use of soundtrack. Characters are young, cute, act like silly “j-pop” kids, and have the unusual tendency to start digressing about the meaning of life and death. That might’ve been a downside, but the truth is that the dialogues in these philosophical sequences are sharply written, in the tradition of animes like “Evangelion” or “Ghost in the Shell”. However, like the “animes” it resembles, most of the hidden meanings of the narrative only become clear after the game-over screen, and even then, they are never fully explained. Unveiling the hidden meanings of the plot requires some thought, since many actions and dialogues are of an allegorical or metaphorical nature, bursting with spiritual meaning. Art usually lends itself to be open for interpretation, and though games rarely do so, “Eternal Sonata” clearly wants to stand out, and thus become like one of Chopin’s melodies: enigmatic and beautiful.

And beautiful is certainly the right word to describe the visuals of “Eternal Sonata”. Lush environments, filled with vibrant colors and lighting schemes, merge to form crisp, awe inspiring imagery, with some impressionist references. This aesthetic choice fits perfectly with the game’s theme, as Chopin lived roughly around the same time as when the impressionist movement emerged. There’s also a rare amount of detail in every game element: buildings’ architecture, characters’ wardrobe and accessories are portrayed with surgical-like precision and show a great deal of creativity, even by “japanimation” standards. Even the best “Final Fantasies” may look a bit shady when compared to this game’s bright color palettes.

“Tri-Crescendo” has been the sound designer of “Tri-Ace” (“Star Ocean” and “Tales” series), and was behind the “Baten Kaitos” games and it shows. Soundtrack (among other things) will feel familiar to those who played any of these games, but, since the subject matter is Chopin, Composer Motoi Sakuraba’s music is heavily influenced by his work, which results in one of his best soundtracks so far.

Where “Eternal Sonata” does hit a bad note is in gameplay elements. Hiroya Hatsushiba’s creativity appears to have run out after designing the plot and art aspects, something that curiously didn’t happen in his previous works (“Baten Kaitos”and “Baten Kaitos II”). The actual game inside “Eternal Sonata” is extremely formulaic, as if it was an afterthought in the creative process. Probably, the designers thought that there was enough innovation in other aspects to risk breaking any more conventions in gameplay. And, looking at the rant “Final Fantasy XII” got for trying to break the mold, maybe they weren’t so far off. Action is therefore, business as usual, with towns and dungeon-like areas to explore in the same tiring way as every other J-RPG (talk to very villager, get items in small wooden boxes), and combat is turn-based (with one or two gimmicks that try to cover it up). Battles are somewhat fun (for the first hours anyway) and relatively easy, which is a plus, since that means you don’t have to tire yourself too much with the repetition of the attack-attack-heal strategy, which is basically everything you can actually do during combat. On the other hand, dungeons are too elaborate for a game with no map whatsoever, which means consistently exploring every nut and crack of the scenarios, which also means… more dull and insipid combat.

If it wasn’t for the blandness of the gameplay aspects of the game, “Eternal Sonata” would probably be one of the greatest RPG’s ever made, period. But as it stands, it manages only to achieve one of its goals: create an “artsy” audio-visual interpretation of Chopin’s works. The game sees itself as fine art, and fine art it is… it’s just not interactive fine art.

Overall: 4/5