Archive for the ‘ Review ’ Category

Alan Wake – “The possible videogame for the possible medium”

Almost ten years ago, a group of a dozen or so aspiring programmers and designers delivered one of the best full-on action games of its period. “Max Payne” was penned with the fatalist atmosphere of a noir pulp tale and enacted with the frantic vertigo of a John Woo gunfight, a video game worth remembering for its success in compromising a virtuous literary dimension inside the cramping coordinates of a populist genre in a populist medium. Where “Max Payne” was a love-letter to noir, “Alan Wake” is an homage to classic horror thriller. Ellroy and Miller now pave way to King, Lynch, Hitchcock and Serling as master references, in a clear play of reverence and idolatry for pop tropes and genres. The ability, as in the past, lies in the careful weaving of these elements into an aesthetically cohesive experience; these citations are neither shallowly absorbed into meaningless minutiae nor regurgitated compulsively, instead acting as founding pillars to the game’s universe.

Narrative is still the center piece, with a dense plot following Alan Wake – the writer whose horror novel suddenly comes to life – acting as driving engagement to the experience. However, unlike most videogames, the storyline never lets itself become trapped in the cutscene vortex, leaving a lot to be explored in actual gameplay, by employing several contextual mechanisms to establish character, atmosphere and texture. Which is great, since due to some immaturity in cutscene production, “Alan Wake” ended up pretty poor in terms of facial animation and aesthetic cohesion when it comes to non-interactive segments. Counterweighing this glaring flaw are the superbly well crafted interactive portions. The naturalist representation of the American Northwestern landscape, with its dynamic weather and shadowing systems, is an aesthetic and technical tour de force. It is an absolute delight to immerse yourself in some of the most enticing fictional spaces in media: you get to drive around the misty mountains as in the opening of the “Shining”, watch the green pinewood forest lulled in the warm sunlight as in “Twin Peaks”, or bravely venture into the dark brooding woods at night armed only with a bright torch’s raycast as in the “X-Files”. The writing (by Sami Järvi) and voice-acting help dig deeper into these environments, and once again, bear a quality comparable to film’s high standards. And in that vein we can’t help but compliment the more ambiguous psychological profiles of the characters, which despite fitting basic film archetypes and falling back on some clichéd dialogue, effectively evade videogame hero antics and the stylistic overkill of “Max Payne”.

But it would be dishonest for us to claim that “Alan Wake” is not disappointing. It follows a bit too closely on the footsteps of its predecessor, and in a clear sign of videogame’s stagnation, shows little evolution in its ground language and delivery; it has been a wasted decade and the game suffers from it. Though it is moody, sharply scripted and paced, filled with insightful narrative details and brimming with twisted variations on its basic motives, it still tends to enter the action game strut of repeatedly shelling out combat with monsters. While this is clearly meant to afford some ludic appeal, it bars deeper exploration of its aesthetic and semantic dimensions. The game’s greatest achievements – the intimate scenes between Alan and his wife, the open exploration of the wide rural landscape and the psychedelic nightmare trips into Wake’s psyche – end up underdeveloped in favor of the old shooter routine. The experience eventually loses steam and never achieves the heights it initially hints at: Lynch’s bizarre and King’s emotional candour are never fully explored, and some of the final scenes in the game are as linear, shallow and explicit as what we have come to expect from videogames. It’s a shame, because it is clear from the immense care to detail that there is enough talent in Remedy to try and push the bar in similar ways as “Heavy Rain“, or maybe even come close to something like the original “Silent Hill’s”. Yet in the end we only get treated to what is, for the most part, a “Resident Evil 4” look-alike.

Notwithstanding, once the feeling of wasted opportunity dims, it’s hard not to give credit to Remedy for, once again, subverting the rules of the industry in their own benefit, and delivering another shining example of a poignant literary tale, subtly masked as a dreary dumb action game for the mainstream audiences. For in these dark times, one dares not ask for more.

score: 4/5

Metal Gear Solid Peace Walker – “Redacted”

Hideo Kojima lacks boundaries. His creativity, japanimation roots and desire to please crowds run wild and he always ends up going overboard. “Peace Walker” bears that burden from the get go, for after swearing and promising and vowing never to lay his delicate hands on Snake ever again, Kojima goes on to design yet another “Metal Gear Solid”. Just what everyone needed! Not content with his succumbing, he doubles the folly, and for the first time, creates a game for a portable console. However, in theory, “Peace Walker” could have been the right opportunity for Kojima’s redemption. Here was, by necessity, a technologically constrained videogame, released in a secondary platform, which meant a smaller budget and also less commercial and fan pressure. All would appear to in favor of more creative leeway for Kojima to suck some life into the decrepit halls of the Big Boss lining… but do we get anything more than a half-living recollection of past “Metal Gear Solids”?

Initial impressions are misleading. The return to the time-period and setting of “Snake Eater”, allowed Kojima to remain in familiar territory and to revisit his team’s greatest aesthetic accomplishments. In a technical tour-de-force, the natural environments of  the third “Metal Gear” return once again and are made a delight to simply inhabit in, just sinking in the glorious atmosphere of those opressive hot jungles, barren mountain-tops and eerie dense forests. Exploring them has also become more accessible this time around, for after previous “Metal Gear” debacles, Kojima adopted a very slick control scheme which is only hindered by the lack of a second analog. These were small signs that platform limitations were actually pushing Kojima in the right way – focusing on a more immersive, relaxed, aesthetically evocative experience.

However, past the initial moments, imposed limitations start to push the game to new territories which we simply cannot abide with. It starts when it dawns on you that “Peace Walker” is less of a stealth game as much as it is an action game. Looking to ease in the game design for new players and make it more accessible for byte-sized, on the go gaming, the difficulty level was diminished to the point in which you can fly by the game’s levels by simply crouching and shooting tranquilizers left and right, barely pulling a sweat or employing any degree of tactical reasoning. There are very few penalties for not being stealthy, thanks to the game’s AI’s being as near-sighted as incompetent. Further underlining this contemporary action vibe are the only remnants of a challenge, the game’s bosses: massive beast-like gears, whose gameplay segments feel like grinding battles with mechanical replicas of “Monster Hunter”. “Monster Hunter”. “Metal Gear Solid”. We refrain from further comments. The final blow in this exercise is directed towards Kojima’s remaining saving grace: his narrative antics. For “Peace Walker” all the chit-chat about political intrigue, conspiracy theories, eccentric characters, etc. has been completely stripped of context and side-lined to a generic batch of audio files which you can listen in between missions. People always said they hated codec talk! Even Kojima team’s glorious real-time cutscenes are replaced by Ashley Wood’s handrawn vignettes, which though impressive and worthy of merit on their own right, still feel displaced in a “Metal Gear Solid” game.

Alas, once again Kojima bows down to the mob, and offers everything the masses pray (and prey) for: more action, more combat, less stealth, less talk. If any more proof needs to be put forth of this populist stance, let us end with a mention of the asinine addition of a casual Facebook-like meta-management game, in which you click, click, coins drop, drop and experience blows up, up, with players coming a-back, back for another fix of endless bars filling, filling and numbing pleasure rising, rising. Sure, everybody rants about Facebook and Farmville, but when something like this comes along in a “Metal Gear”,  suddenly it becomes not only acceptable as it is applauded with big cheers by reviewers, for being extremely addicting and fun. This free reward based gameplay – zero-gameplay, as we would coin it – has zero-substance, zero-challenge, zero-narrative, and despite this, it is slowly becoming the new icon for the current state of videogames. Hideo Kojima, who should know better, didn’t fight this new paradigm one bit. He knelt,  begged, and then apologized for ever having wanted to make decent videogames in the first place.  He is defeated, without vision, without ideas, without soul, and above all, without courage, even in the one fleeting moment of his god-forsaken career in which he was awarded a tiny bit of freedom. He is a prisoner of his past and he will never be free.

score: 1/5

Yakuza 3 – “Fine Sushi”

In these times of rampaging production costs and economic recession, videogames have become the unsavory product of a well-oiled factory. Somewhere in nameless tall towers, in cool air-conditioned rooms, power-point presentations show rows and rows of graphs with market tendencies, economic growth figures, investment costs, revenues and sales numbers, and it is in such places where game designers are told which market to pursue, which audience to cater and which genre and buzz words to incorporate in “their” game design. As any marketing director will tell you: marketing starts the day the product is idealized. Make no mistake, these games are prepared specifically for consumption of the world masses; they are media’s equivalent of McDonald’s hamburgers. All creative authorship is rebuked in favor of bland, shallow, sanitized pieces of fiction, lifeless products devised under the surgical helm of cold-hearted marketeers, created in such a way so as to appeal to the largest body of people, nevermind their culture, creed or nationality. Any underlying ideas, themes and narratives have to be consensual, harmless, easy to understand and still feel familiar to their recipients, so as not to risk being alienating, offensive, challenging or boring in the least.

Fortunately for us, there are exceptions, exceptions like the “Yakuza” series. In a rare struck of marketing irrationality, the third entry was actually brought by Sega to the west, hence becoming the first and only mainstream videogame from this generation that can be truly considered the product of a distinct cultural, sociological and historical view on reality… Japanese reality that is. This fact didn’t sprout as if by chance, Toshihiro Nagoshi (producer of the series) simply inherited his principles from his previous contribution with Yu Suzuki’s mandarin flavored  masterpiece, “Shenmue”. From it, “Yakuza” retained the heartfelt desire to meticulously characterize space and time so as to convey a sense of being and belonging, transporting players to a different setting and period, indeed, to a different cultural reality.

Beneath Tokyo’s cacophonous neon-lights and stark skyscrapers, a hectic populace runs amok in search of new delights and pleasures in bubbly strip joints, kitsch-chic hostess bars, fine restaurants, seedy karaoke joints, bars and fast food joints. As Kazuma Kiryu, you’re invited to mingle with the bliss-seeking crowd, to pleasurably enjoy the sights, smells and tastes of this heavenly paradise. However, as you roam Tokyo’s corrupt babel, you’ll become aware of a predatory mass of hoodlums, loan sharks, con-men, hitmen, perverts and pimps, all nervously awaiting their next victim. In “Yakuza” you play the man who can set things right, and in a delicious treat of irony, he himself a former yakuza. However, unlike those petty criminals, Kazuma Kiryu is an old-school yakuza, a ronin with high morals and sense of responsibility. This portrayal of eastern society may seem naive, cherishing yakuzas as modern-day samurai-heroes who defend the helpless and punish the wicked, but that is but one of the many delightful corollaries to one of the best qualities of the “Yakuza” series: personality. “Yakuza” portrays the Japanese mafia as being an integral part of their social hierarchy, only because that is representative of how the game’s authors chose to understand their own society. Players are, in a rare move, invited to see, hear and interact with that specific cultural point of view of Japan.

Naturally, authors’ expressive desire would be meaningless if not for the superb technical prowess and meticulous perfectionism of the Sega team behind the series. And in this western age of bloody grays, “Yakuza 3” introduces a new standard in visual quality for videogames. From the mellow blue skies of a beach resort in the Osaka district, to the bright polychromatic contrast of the Kamurochean red-light district nightscape, every space, object, character, animation and interaction has been granted detail beyond imagination. The atmosphere is so vivid, palpable and lifelike, you’ll actually feel as if part of a tourism trip across Japan’s most idiosyncratic avenues. And if, like Kazuma, you forfeit the life of crime of a yakuza, and slowly explore the scenery, you’ll be rewarded by some of the most intricate and culturally rich vistas available in any videogame. Because it’s in the really small things that “Yakuza” shows its mastery: in the detailed description of spirits given by a bartender, in the plethora of restaurant menus covering everything from Corean, Italian to traditional Japanese cuisine, the many side-activities that confer the world liveliness and consistency, etc, etc, etc. “Yakuza 3” is, to put it bluntly, one of the most coherently naturalistic representations in the medium. Add a well penned storyline with characters (you know, real characters), real-time cutscenes that rival Kojima’s in technical proficiency (though much more down-to-earth, thank goodness) and you have a masterpiece that is unrivaled in the west.

If there is a flaw to be mentioned in the “Yakuza” series, it lies in compromises that have been made with western game design dogmas, by imposing too focused an experience to afford players the chance to breathe and fully explore the game-world’s details. Though the brutal arcade brawler combat and open roleplaying structure are rewarding for the ludus oriented, they oft overstep their boundaries, excessively narrowing the game into endless stretches of grinding combat and numbing side-questing. See, you can’t just famishly chow away Yakuza’s fine plate of delicacies as if it were a thick ‘ludus’ hamburger, you have to eat it as a fine plate of sushi, indulge in a paced ritual, contemplate each piece’s presentation, admire its lavish colors, thank the chef for his superb work and only then savor it, as meditatively, quietly and slowly as possible… actually eating it the least important part. And if you are able to do just that, you’ll surely find in “Yakuza 3”  the finest videogame to come out in the west since… since, well, ever since the PS2 waned.


score: 5/5

Densha de Go! + Train Simulator – “Eastern Love”

Densha de GO!” (roughly meaning “Let’s GO! by Train”) is a quirky train simulator Japanese series. Its game design reeks of distilled arcade elegance – players can only accelerate or brake using a single lever, the goal being to drive the train at an appropriate pace, passing checkpoints below established speed-limits, while keeping schedule and avoiding abrupt stops. Its apparent simplicity betrays its overwhelming depth: as you progress you’ll find yourself nervously changing acceleration almost on a second-by-second basis, hopelessly trying to maximize your train speed as the game continuously harasses you with new constraints. Gameplay presents that delightful addiction which only pure games possess, as one feels motivated to always struggle to improve in that fine art of train conducting.

But, however well designed the game may be, especially when compared to its byzantine western counterparts, its essence only emerges in the obvious care which was placed in the simulation of the train ride experience. Train’s rhythmic humdrum, sirens signaling arrivals and departures, conductors’ announcements, the hustle and bustle of  daily-life as people enter and leave the train, the changing weather conditions across the vividly portrayed landscape – everything is emulated for you to feel as if inside a train. This is where “Densha de Go!” creators show off their national obsession with trains, a sociocultural passion born from the intimate relationship that arises from working class men’s need to travel each day to and from work by train. And so, just as westerners admire the elegant lines of a red Ferrari, so do Japanese admire the slick lines of the bullet train. See, their intimacy brew love, and from that love transpires the game’s almost absurd reverence for all things train – their brands and models, technical features, design, specific routes and stops – all constantly mentioned for the delight of the passionate train fans.

This heartfelt desire to homage train rides as some sort of quasi-mystical experience, lead to some of the most interesting titles in the genre: those that employ live audio/video feed of actual train rides as substitute for computer graphics and sound, the “Train Simulator” series (of which the PS3 “Railfan” titles are the most recent incarnations). In these, immersion is downright perfect as you actually witness the train ride as you play, overcoming the reality wall in which so many video games stumble upon. If you’ve ever travelled by train and basked in its view, you will appreciate the possibility of doing so by means of a console, braving through sights and sounds that you’ll probably never gaze your eyes and ears upon, while enjoying a thoroughly entertaining  game. Japanese infatuation with trains will surely find a bonding connection with you, therefore achieving the game’s noblest goal – to take you to that special place from whence all love for train stems, in the process serving as an enticing vehicle of cultural expression. And what hidden wonders and lost memories lie in wait, hoping to be evoked by the sweet lulling of the train, as it whistles away through glorious landscapes in its tantalizing, nervous craving for a destination?

Mass Effect 2 – “Another for the Masses”

Gears keep turning.  Four years after its launch, “Gears of War” remains the template, the archetype, the defining game by which all  revolve around. In this mere second in video-games’ development time, there have been dozens of video-games that have borrowed, stolen, or downright mimicked the original “Gears of War”. One would think it was high time someone said enough, but no, the Gears keep turning. What originally seemed like an innocent, pleasing, ostensively dumb military action game, has now become one of the most harmful influences on the industry. When even a critically acclaimed and commercially successful company such as Bioware has to adapt its own model and genre to fit the conceptions of what is now deemed popular… you start wondering where this is all gonna lead the industry. Point being: “Mass Effect 2”, like so many others, is a straight up “Gears of War” clone. Worse even, one that adds nothing to that tiresome template. And it’s not just Gear’s combat that was appropriated, but also the comic-book aesthetic, that gray smudge of shattered beauty. Most of the “Mass Effect” universe now feels drab and life-less, lacking color and contrast, as if the whole thing had been attacked by a de-coloration ray.  It doesn’t help that the ambient space-music soundtrack reads like a desperate, uninspired attempt to emulate Jarre and Vangelis: a flat succession of ominous  keyboard choruses with no climax or fanfarre. Admittedly, the idea was to make the mood darker and more somber, “The Empire strikes Back” of videogames as they say, but “Mass Effect 2” has none of the heart or aesthetic beauty of the one good “Star Wars” episode.


Sure, beneath the frantic shooting and the insipid sight-seeing there is still a Bioware roleplay to be found, but even that seems a poor repetition of things of gone by. There is simply nothing in the game’s architecture that wasn’t present in the original “Knights of the Old Republic”…  a 7-year-old game. It’s all cleaner and streamlined, denoting a heavy investment (by EA) in terms of polish and user-friendliness, but we couldn’t care less whether a dreary old game is polished or not… it is still a dreary old game. Which is what “Mass Effect 2” really feels like: a has-been trying to look cool for the younger crowd, by wearing trendy new garments. And whilst we appreciate “Mass Effect’s”  new tricks – especially the cinematic aesthetic in character interaction – it’s depressing to see it come to no avail. The plot and characters promise intrigue and plot-twists, delving into cool sci-fi pop-references left and right, but (saving minor episodes) all they can deliver is a never-ending no-thrills ride, with no dramatic insight or thematic depth to speak of. Even “Mass Effect’s” sole redeeming factor – the notion of scale of its universe, brought upon by exploration of each planet – has been duped for a ridiculously boring mini-game which you’re constantly forced to play. All in all, the only minute pleasure to be had in “Mass Effect 2” lies precisely in its “Gears of War” combat… and we’ve all played that many many many times before. It’s not even fun anymore.

score: 2/5