Archive for the ‘ Review ’ Category

Xenoblade Chronicles – “A Poor Man’s Epic”

Videogames paved with cultural references are a long-standing tradition in Japan, with a constant mix of popular and high-brow, western and eastern citations being a mainstay not just in our medium but also in manga, anime, music and film. “Xenogears” mastermind Tetsuya Takahashi (executive director, concept and writer), upholds this logic wholeheartedly, making it a defining theme across his career. In fact, perhaps even more than with others, we can easily judge his merits solely guided by which authors and artworks serve as inspiration for his stories and design. Based on this, we can instantly understand “Xenoblade’s” greatest fault – its appropriation of good and bad in equal measure, with apparent blindness over which is which.

A long standing disciple of George Lucas’ space operettas and his Campbellian mono-mythology, Takahashi always strived to embody that unique sense of magic and faustian spectacularity in the interactive means. “Xenoblade” is, first and foremost, a baroque fantasy novel, devilishly ornamented with meticulous arabesques that spin the plot round and around, with quick and mad turns that make your head spin and tingle in anticipation of their insights and feel tremendous pleasure at the unfolding of their complex revelations. Dismally, unlike in his defining masterpiece “Xenogears”, Takahashi chose the easy way out for his newest release, catering to a larger audience by avoiding his trademark labyrinthine, overwrought philosophical ramblings which added much-needed depth to the lush, but inherently superficial exterior of his tales. You can still find subtle nuances to some of his most cherished obsessions, from classic science fiction (Arthur C. Clarke, Philip K. Dick), to Norse Mythology to Jung, but you find these so subdued and diluted it pains to see them written in with such levity.
It’s not just that the narrative is too much “Star Wars” and too little “2001” but that the aesthetic framing embitters its unfolding, with Japanimation antics robbing dramatic charge out of nearly every cut-scene. The fact is that “Xenoblade” ventures equally as often into “Evangelion” as it does to “Gundam” and “Super Sentai” territory, never managing the right equilibrium between its serious fictional background and the action-frenzy, humoristic silliness which is inherent to anime. Even more terrible is that this ill-fashion is deepened by its interactive fluff, which speaks the same base language. Vehemently criticize it we must for its ludomaniac tendency to cater to videogame sugar-junkies and their needs of excessive longevity, number of quests and achievements and customization and mechanics, inherited from such ludic antichrists as “Monster Hunter”, “World of Warcraft” or “Dragon Quest IX”. The game manages to somewhat balance that off by embracing Matsuno’s “Final Fantasy XII” semi-naturalist tactical combat and copying the socio-temporal dynamics of unjustly forgotten and still sole 3D “Zelda” masterpiece, Koizumi’s “Majora’s Mask”. The largely artificial gamification-driven architecture so becomes a tiny tad more human and genuine thanks to that astute addition, meaning you’re not just grinding your way up the statistics ladder, but being rewarded with snippets of insight on major characters and inhabitants, their world’s lore, personal stories, daily lives and relationships.

But the ‘coup de grace’ that just manages to save it from redundancy and utter lack of taste lies in the most welcome of citations to Ueda’s second masterpiece, “Shadow of the Colossus”. Herein, that sense of scale and vast unhindered exploration is taken to whole new levels, exponentiated in a clear exercise of exorbitant, opulent ambition in terms of set design (also a whim which Takahashi seems to revel in). The whole of the game-world is, quite literally, on top of two giants, with each scenery representing a small anamotic part of them, from the knees to the arms to the torso to the heads to the internal organs. “Xenoblade’s” geo-architectural venture baffles the mind for its scope, but it is the minutiae of its characterization that brings about admiration for the virtuosity involved. Technologically, it is a feat that deserves praise, with a rich aesthetic treatment (led by Norihiro Takami) gently pushing you to explore that insanely large world. Each setting has its own unique sense of visual and aural style, forming a body of  eclectic work covering several different themes, from warm naturalist pieces with nigh absurd texturization detail, to gentle dream-like landscapes with soft, hazy light (again Ueda), to more traditional, industrial science fiction and bright sweet fantasy pieces. These are all accompanied by a profuse mix of musical tracks very in line with what’s expected from J-RPG canon – symphonic opuses, j-pop melodies, Black Mages style hard-rock, etc. The diverse variety in composers (ACE+, Yoko Shimomura, Manami Kiyota and Yasunori Mitsuda) elevates it just slightly above standard fare, with some astute echoes of Sakamoto’s YMO work and Hisaishi’s melancholy making it shine in a few tracks.
Like its references, “Xenoblade” walks the fine line from genial to menial with uncouth bravado, leading to a confluence of pleasure and disgust that perfectly exemplifies the current state of its genre and even the medium itself. Bittersweet though it may be, we easily concede it to be one of the most fascinating epic adventures we have encountered in the recent past, it just pains us to also see it as one of the worst when it comes to delivery. In the end, we must look elsewhere to justify our verdict, and here dismay is the word of choice: “Final Fantasy XIII” is pathetic to say the least, “Fallout“, “Mass Effect” and their peers are all US, all muscle, no heart. “Lost Odyssey” is superior, but remains too classicist, too close to 90’s “Final Fantasy” to be understood as new. Truth of the matter is that traditional trope-constrained RPG’s have been on the decline, and whilst progressive ventures – “Folklore“, “Demon’s Souls“, “Yakuza 3” – have made the genre grow, propelling it towards the future, it would be dishonest not to admit we missed a nice, cozy little genre piece to keep us warm and comfy and dreamy and naive and childish at night. May “Xenoblade” be just that – a new and technically marvelous but fundamentally safe J-RPG. The popular and consensual reference for a generation where once none stood.

3/5

P.S: A small error was found by a user, concerning the name of J-RPG band, “Black Mages”. I apologize for the mix-up.

From Dust – “…of the Dawn and Dusk of Man”

Eric Chahi’s comeback was unexpected, the return of the prodigal author straight from the golden age of videogames into the cesspool of contemporary times. Seeing as his previous venture, “Heart of Darkness”, was “Another World” complemented by a Spielberg imaginary, one would expect any new work of his to be further evolution of his adventure masterpiece. Such expectations were soon abated, as “From Dust” was quickly established to be a strategy game. Produced by Ubisoft no less, the grand evil birth-parent of the greatest brood of mediocre sequel-driven franchises (its legacy somehow unrelated to EA’s by some collective medium blind-spot). And to top all that, though highly publicized, Chahi’s participation (like Mechner before him in the “Prince of Persia” series) was not in a lead designer role, instead relegated to “original concept and creative direction” functions (whatever that means). The good news is that, while “From Dust” is clearly a product of its time (today) and place (Ubisoft), Chahi’s influence is there. And that is, to be frank, a hell of a compliment.

The design is deceptively simple: players control a spiritual wind which can take spheres of elements such as sand, water and lava and move them elsewhere to build beaches, lakes and mountains, doing massive geographic make-over (a subtle reference to “Doshin the Giant” as keenly observed by dieubussy). With this environmental palette in hand, you’re asked to help a “Populous” meets “Lemmings” race of indigenous natives survive, build settlements, gain knowledge and reach gates in search of the ‘ancient ones’. The twist is that the rather cumbersome strategy processes which typically undermine the genre are extraordinarily streamlined, molding the game into a simple landscape painting experience, using each level as new canvas for experimentation. If not for its otherwise tainted use, the word sandbox would be the most adequate adjective to describe the game, for more than antagonistic goal-conquering, you are invited to playfully mold the world and watch how everything interacts, in the process coming to understand the governing rules of all – gravity, fluid viscosity, density.

Chahi’s stroke of genius is that, though coherent, each environment seems to have a mind of its own, with devious architectural features that surprise you constantly in the elemental interactions they enable, forcing you to constantly elaborate on your strategies to constrain Nature’s destructive force. The result of your actions is never as you initially imagine and no matter how good you are at the game, your power over the world is always bound in time, as every dynamic rule interacts in such a way that it brings about unexpected consequences sooner or later. The message is clear, Man’s rule over Nature is never complete and forever temporary, forged in unstable equilibrium; the greater Man’s power, the greater the destruction it ensues as reaction. The final level is, in this regard, an excellent verse in this essay, affording god-like powers to your palette only for you to realize that its use inevitably leads to cataclysmic disaster. And while this point is further explored in narrative terms, it is only fully fleshed during the interactive portions of the experience, its simple metaphors shining ever brightly as you continuously struggle to exert your dominion over Nature… and fail miserably.

What is most surprising in Eric Chahi’s return is the sense of awe and mystery he is able to inspire in us, despite the menial genre he chose to express himself in, and the mechanicist form his design took. For no matter how construed by these traits, he kept his mind on subtle emotions that translate into pure aesthetic terms – the eternal dread face Nature’s forces, the beauty of its landscapes, our empathy towards our more simple tribal selves, the folly of Man’s aspirations – evoking them holistically through the artifact, leaving no expressive part unrelated to his vision. The soundtrack alludes to this perfectly, with an emotional score that treats all these movements equally – fierce tribal didgeridoo bass lines in times of danger, mellow ambient tunes in periods of calm. Naturalist depictions in soft impressionist tones further push this contrast – the fiery volcanoes versus the blue summer sky, the bright beachy sand versus mountain’s black ashen rock. Even the tribesmen, perhaps the most poorly treated element in the genre, are given simple but tremendously expressive characterizations, their masks a thing of child-like naiveté, their language both alien and familiar, so telling of the strange, fantastic, but oh so earthly landscapes they must journey through.

“From Dust” has an engineering side to its conception, heavy on rules, math and physics and subscribing to somewhat naïve game design ideals, such as the notion of simple rules enabling emergent (meaningful) gameplay. However, unlike most examples of this marketing-friendly current, such notions are actually translated inside the realm of a work that is purposeful, aesthetically rich and which dares go beyond mere entertainment. And while disappointment over the lack of a spiritual successor to “Another World” is hard to get over, the fact this little game aspires to be so thematically rich as to dare touch the relationships between Man and Nature, Science and Technology, Equilibrium and Destruction, is proof that “From Dust” is the welcome return to form of one of the most talented game designers in the medium. Let us pray that he never has to repeat this long absence.

4/5

LA Noire – “The Black Dahlia”

It would be easy to let our convictions shape our judgments, trampling over any doubt with fierce belief in their righteousness. But like leading detective Cole Phelps, we are constantly reminded of the unreliable nature of our perceptions and consequent reasoning, making even the neatest of open and shut cases tingle with the anxiety of unanswered questions. “LA Noire” is as murky and hard to interpret as any case in the noir genre – a game of stark contrasts of transcendent beauty and bestial darkness, a place where an idealist few get trampled by the cynicism of a corporate conspiracy.

The evidence points to a quick, hasty judgment: Rockstar is the culprit behind everything. Is this not an open world game, whose main character is a minutely detailed representation of morally corrupt 1940’s Los Angeles? Yes, but look yonder and the similarities fade out to reveal the gross disparities. The Housers look to open world as synonym of playful sandbox interactions, underpinning it with absurd, satirical overtones that blend to form a violent and cartoonish view of life. But “LA Noire” has none of this: it’s harsh and brutal in its search for serious realism and avoids distractions from its perfectly linear expose on film noir. The use of a new technique for facial animation is a symbolic element of that pursuit: never have characters in a videogame achieved such a degree of emotional breadth with their characterization. And whilst the technique has obvious faults – body’s animations are stiff and fail to blend harmoniously with the uncanny facial expressions – its superb cast ensemble, of unprecedented scope and notability, makes “LA Noire” part of the small elite of videogames with a strong human anchor in their fictional expression. Peter Blomquist, Patrick Fischler, John Noble and Andrew Connolly have performances worthy of critical praise, and were this a TV show or film, they would be thoroughly deserving of nominations to Golden Globe awards. All in all, it’s this sort of care with narrative exposition that makes a compelling case for Brendan Mcnamara’s (director of the underrated “Getaway”) sensibilities being on the forefront of “LA Noire’s” preoccupations… though this is not to claim that Rockstar’s publishing does not equate in the final product. Sadly, it does, and with serious consequences.

“LA Noire” is often guilty of severe inconsistencies, most of which born from an apparent clash between Mcnamara’s own stylistic agenda and an acute attentiveness to market demands, one which we can’t help but associate with the giant that sits at the helm. The most obvious and significant of these contradictions is the default color mode of the game. In full color, everything seems awfully gaudy and saturated, like old movies used to look on set before cameras translated the full visual spectrum of the eccentric wardrobes and make-up into a neat barrage of light and shadow. “LA Noire” was clearly meant to be played in monochrome, and it looks stunning when that option is turned on, emulating with astounding accuracy the chiaroscuro look of classic crime cinema. The option to play it in color only serves to betray the work’s faithfulness and coherence as an aesthetic object, marring the noir experience beyond repair. It’s as offensive a choice as would be to change Andrew and Simon Hale’s nostalgic Hollywood orchestrations and jazzy tunes to unplugged versions of Amy Winehouse singles. Thankfully, they didn’t go that far.

But Rockstar still managed to further subvert the game’s structure in seeking to make it more appeasable to mainstream audiences. There’s an overlong main campaign filled with redundancies, mild RPG elements, side-missions and, worst of all, an interactive landscape with frequent ludus overtones in the form of mission ratings, achievements and win/lose dynamics. These elements all find resonance in “GTA IV” and “Red Dead Redemption”, but play an off-beat, dissonant melody to Team Bondi’s own cinematic aspirations. As a game, “LA Noire” seeks to simulate a detective’s inner workings, as he relates with victims, tries to understand witnesses and catch culprits, figuring out who’s who, which facts stick and how, and discerning the manner each piece of evidence fits into the narrative. By dumping game-logic on top of this dynamic, you end up with a trial and error pamphlet which, apart from a few astute twists, goes to great lengths in making it clear when you found the right clues, the right testimony… the right culprit. This means that in “LA Noire”, there is little questioning of your actions and choices, never giving up the experience for you to interpret it. This choice muddles Mcnamara’s film-class writing (decades ahead of its peers), which treats the genre’s themes and tropes with subtlety and ambiguity, aptly conjuring Ellroy’s finest novels, only to find them losing their moral edge thanks to a subservient attitude face the audience.

“LA Noire” had the potential to be one of the finest examples of its open-world genre. It takes some of the worst preconceptions in the medium – that a game must be extremely non-linear, playful, devoid of narrative and cutscenes – and turns them upside down, using interactivity solely as a novel, profound way to connect players to age-old fiction. It has the courage not to take inspiration from the ubiquitous “GTA”, but from under-appreciated adventure games such as “Noir, A Shadowy Thriller” or “Discworld Noir” and progressive neo-adventure titles such as Suzuki’s “Shenmue” and Cage’s own “Heavy Rain”. Works whose very essence yearns for deeper relationship with characters, settings and simple stories. As such, it gets nigh close to interactive bliss, missing it only due to the fallibility of its own high aspirations. For to succeed, McNamara’s vision needed an equally understanding and mature audience. Failing that, concessions would be made, barring access to a greater truth. And thus Rockstar stepped in, and transformed “LA Noire” into a half-concocted videogame hybrid fit for the masses… Noir teaches us that bad guys always win and “LA Noire”, even in that regard, is truthful to its source material.

4/5

Fallout New Vegas – “Where doth Black Isle lie?”

For years, Black Isle was Bioware’s ugly little sister, obfuscated by her flashier, more popular sibling, but owning deeper charms that would give rise to such seminal works as “Fallout” or “Planescape Torment”. While working on an unreleased “Fallout 3”, the company came to pass, leaving behind two promising spawns that rose from its ashes: the now extinct Troika (“Vampire The Masquerade Bloodlines”) and Obsidian. The latter went on to the most promising of starts, “Knights of the Republic II – The Sith Lords”, Chris Avellone’s spiritual sequel to “Torment”, a game of refined, mature storytelling, whose prose remains unmatched in the genre still today. But what befell next? “Neverwinter Nights 2”, a pathetic exercise in meta-humoristic parody, so absorbed in its tropes and typifications it seemed to hark back to an early C-RPG age. “Alpha Protocol”, an insipid and paradoxical convolution between classicist RPG ideals and a populist desire to please the “military shooter” audiences. Knees deep in lesser projects, one began wondering what happened to the creative minds that so utterly defined their genre. And so we come to “New Vegas”, Obsidian’s last redeeming chance to set things right, and tell the world how would “Fallout 3” be, had Black Isle been able to complete it.

Let us get the unfortunate constraints from out of the picture: J.E. Sawyer (“Icewind Dale II”) and company were limited to a game structure not of their own making, forced to work in Bethesda’s engine to deliver their own vision. T’is a heavy burden for Obsidian, to deliver what is, for all intents and purposes, an overwrought “Fallout 3” expansion pack. The engine hasn’t aged well, the aesthetics remain somewhat drab and incoherent, and the gameplay suffers from constant feelings of déjà vu. Minor changes here and there keep our perception of repetition deluded: grey has toned its way for sepia, cold-war zeitgeist has taken western overtones and the barren landscape now contrasts with the neon-lit “New Vegas” casinos, those flashy, gaudy dens of sin that are the focus of the game’s narrative. And therein lies the most notable facet of this adventure: Avelone’s branching penning remain’s witty and bold, delving into harsh subject matters which Bethesda is incapable of pursuing. “New Vegas” deals with Man’s perversions in a society-less world without obfuscating the violence and depravity of it all, tackling such themes as cannibalism, prostitution, the horrors of war, capitalist ambition, religious fanaticism, fascism, etc, etc.

The tone is unpretentious and light, embodying that very special brand of dry humor that is so characteristic of “Fallout”. What ultimately fails here is that this discourse never moves beyond literary expression, remaining ever-enclosed in those eerie first person dialogues inaugurated by “Oblivion”. This represents clearly “New Vegas”  fall from grace: it’s a work filled with potential, but delivered by designers who can’t seem to move beyond the stylistic coordinates of classic RPG tropes. The gameplay ideal that underlies all of the experience is archaic, mechanicist, inorganic and unnaturalist, lacking in aesthetic splendor and quality craftmanship. The game opens with a dated FMV, cherishes abstract, stat-based gameplay, incentivizes hoarding and compulsive quest-solving and is riddled with text and text and more text. For all this, and much more, it soon dawns on you that Obsidian really is a new Black Isle, but one that never got past the nineties. It’s 2010, time to move on.

score: 1/5

Red Dead Redemption – “Unforgiven”

The Houser brothers are a one key affair, unable to move beyond the confining boundaries of their one defining work; if anything, “Red Dead Redemption” is a cruel reminder of this fact. Here we are, yet again, in presence of “GTA’s” sand-box structure, and no matter how much time passes by, we find little change to its core foundations. Surely, minor elements were adapted to the western setting, but remove such secondary drivel, and you’ll find yourself playing “GTA III”, only with horses and sheriffs and desert in place of cars and policemen and cities. Where the game has evolved, it aims to please the saccharine junkies of gamification, inducing players to enter labyrinthine corridors of grinding, in byzantine collections of missions, mini-games, quests, sub-quests, side-quests, in-game achievements, xbox live achievements, trophies, all offering the bliss of abstract rewards with no added value to the experience. For supposed upholders of open-world gameplay, Rockstar has turned out a certified hypocrite of political proportions, promising the myth of Uncle Sam’s freedom and liberty, whilst enslaving players in a myriad of goal infested paraphernalia.  Even main-quest offerings are riddled with minute sub-goals on how to play, dictating your actions to the smallest detail, leaving little, if anything, up to players’ skill, exploration or imagination.

We’d be willing to concede to these  nefarious elements were there any ulterior purpose or aesthetic virtue lying beyond them. But what is “Red Dead Redemption” about? The west’s ruthlessness and savageness? A criminal’s attempt at moral redemption?  The choice between government and free enterprise, fascism and anarchy, corruption and lawlessness? If anyone claims to such foolishness, pay no heed – Rockstar treats these subject matters with the subtlety of an ox at a rodeo, hammering away words, jesting incoherently in a foul attempt at satire. Whereas such a stylistic choice made sense in the morally and culturally decayed urban sprawl of “GTA”, in the wild west it feels like a cop-out.  The western genre holds many rich themes for those that move beyond its formulaic surface (think Cormac McCarthy or Clint Eastwood) and even in parody terrain one finds such modern and unusual revisitations as Coen’s “True Grit”. But here, as elsewhere, Rockstar shows its limitations, mistaking conflict with bullet-time shooting, characters with sources of quests, plot with amalgam of film citations, soundtrack with mess of procedurally generated western music tropes glued together to resemble elevator music.

Redemption seems at hand when it comes to the feel of the old west. There’s true sensorial delight to be found in the exploration of the game’s world, basking in the naturalist splendor of the genre’s iconic landscapes. Journeying through a virtual Monument Valley, rocked by your horse’s rhythmic gallop, playing to it with your interactive spurs, listening to the hard clanking of hooves echoing in the texturey sand… it’s as close to a climax as the game gets. Fortunately, players are even invited to explore the scenery constantly, in long winding trips across the desert, beneath the glaring sun or stark moon. In between the long horse rides, there’s the occasional semi-honest attempt at characterizing life in the west, with menial cowboy tasks  establishing a welcome sense of roleplay. But it would be naïve to jump the bandwagon and simply applaud “Red Dead Redemption” vehemently on account of its audiovisual finesse and occasional simulational flair, since they find little resonance in other expressive vectors.  And if its sheer technique one wishes to evaluate, one can as easily praise the technical marvel of the landscape rendering, as criticize the appalling character modeling, with men tailored with the poise of a retired wrestling ape, and women with the beauty of a travesty Hammer monstrosity. Which is ultimately why it is impossible to take the title’s aspiration to western drama seriously – the characters are ugly and bear the emotional depth of a desert puddle. As far as escapist voyages can go, make no mistake, “Red Dead Redemption” is truly worth for the long hauls towards the sunset… just don’t think there’s anything else to explore in this barren, lifeless land.

score: 3/5