Archive for the ‘ Review ’ Category

Batman Arkham Asylum – “Holy Similarities, Batman!”

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Franchise adaptations into videogame terrain are usually characterized by a meaningless boxing of the original work’s aesthetic universe into a stereotyped gameplay genre. Rocksteady Studios nails the aesthetic translation requirement, by creating “Arkham Asylum”, an environment which faithfully replicates the comics’ narrative and aesthetic space. You will still find burly character models and limited colour palettes; let’s be honest, this game isn’t exactly profound in its aesthetic and narrative portrayals, but then again, neither are most of “Batman’s” comics. In this regard, a special mention must be made to the exquisite voice-work delivered by Mark Hammill (remember Luke Skywalker?) who, cast in the role of Joker, manages the exceptional task of transforming a poor script (penned by Paul Dini, of the animated series) into a delicious succession of black humor gags. His voice is so hypnotic and enthralling, one can almost forget how poorly expressive Unreal Engine’s facial animations are.

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But the most surprising aspect of the new “Batman” game is precisely the renunciation of the typical logic behind franchise adaptations. “Arkham Asylum’s” game play mechanics are neither generic nor hollow, fitting perfectly with the dark knight: a mix of exploration, elegant and stylish brawler combat (somewhat evocative of “Assassin’s Creed” QTE style of battle) and stealth sequences. The game shows a meticulous characterization of Batman’s modus operandi, from the use of darkness, surprise and psychological mind games as weapons of choice for the caped crusader, to the employment of his iconic belt gadgets. Unfortunately, the different play styles are never blended organically, meaning that the experience tends to become a linear and predictable sequence of claustrophobic arenas, each enclosed by its own specific type of gameplay. Occasionally there are a few bosses, but not even these can serve as climax to a repetitive progression, which lacks crescendo and tension.

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However, the biggest fault I sense within this “Batman” lies not in its gameplay. It’s something far more encompassing and subjective, and in all honesty, something which I must admit is not even a fair critique. “Arkham Asylum’s” greatest sin lies in how well it reminds us of how close the video game medium is to comic books and juvenile animation series, and how distant it is from cinema. Whether it is the aesthetic, the tone or plot of the game, you can always feel the similarities it bears with both comic books and the animation series. The translation is effective precisely because of the spiritual and artistic resemblances between these mediums. But inevitably, the powerful cinematic rendition of Christopher Nolan’s “Dark Knight” will remain ever looming, reminding anyone of how much more immature and poor our own medium is when compared to its older sibling – film. And most likely, should anyone in the video game medium even attempt to move in closer to “The Dark Knight’s” ascetic, realistic style and morally ambiguous tale, they would surely be critically and commercially unsuccessful. Game designers who stick to comic book aesthetics however, fare well, let us not forget that it’s always easier to translate muscular men in tights kicking villain’s butts, than address issues of moral ethics, law and justice.

Nevertheless, despite level design flaws and these quibbles of mine, “Arkham Asylum” must be commended for being, surprisingly, one of those rare cases of a successful translation into the video game medium. It’s not a great adaptation… but it’s not that great a medium to begin with.

score: 2/5

[Part of this text was originally published in Portuguese, in Coimbra’s College Paper “ACabra”, dating 06/10/09]

Resident Evil (2002) – “Revisiting Horror”

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Today, the name “Resident Evil” can only be associated with a modern brand of derivative military shooters. This is true regarding the main entries of the series – that slowly, but consistently, shed their adventure legacy in favor of fast-paced action sequences and increasingly convoluted plot lines – but also in the numerous spin-offs, of which the rail-shooting kind represents the most obvious and categorical insult to the nature of the original “Resident Evil”. Somewhere between “Alone in the Dark’s” cinematic viewpoint and “D’s” aesthetic sensibilities, Shinji Mikami’s groundbreaking work became a powerful and suspenseful horror video game that would lay the primary foundation of the genre. The bond that united it with its predecessors lied in the essence of the adventure video game – a genre built on the physical exploration of three-dimensional worlds, populated with puzzle pieces and small narrative interludes (in the form of text and cut-scene) that gave the spatial metaphor a narrative texture nonexistent in other segments of the video game strata. Whilst the textual quality of “Resident Evil” – an honorable dêcalage of b-movie tropes – could only amaze players on the most superficial of levels, its brooding atmosphere and tense game play design would surely leave a lasting mark. This was especially true when considering “Resident Evil’s” crowning achievement – the design of the mansion in which the game took place.

For a long time now, haunted house amusement rides have had a special part in popular culture; the seduction of entering such an ominous location feeds on a primordial instinct to face dangerous situations in controllable environments. “Resident Evil” is surely meant to be played as if a haunted house ride, and what better evidence of this fact than the change from its original Japanese title – “BioHazard” – to the sillier, yet somehow more accurate western translation? Like in “D“, “Resident Evil’s” mansion is designed with a stunning sense of ambiance that hints at danger in every corner. More than the actual fright – of which the now infamous dog leaping sequence has become a symbol – it’s in the anticipation and build up of tension, through visual and auditive cues, that the authors’ deviousness became fully apparent… Hitchcock would surely be proud. It helps that the mansion bears such a portentous and ostensible visual characterization, in both scale and intrinsic detail of its decor, making it humbling to the player. The mansion is, in itself, a work of art – its rendition of paintings, sculptures and architectonic style, thoroughly embodies the concept of an interactive art museum, so in vogue in the mid-nineties. The photorealistic quality of its pre-rendered visuals made the game not only aesthetically beautiful, but also more effective in heightening the sense of presence on part of the player.

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These were the notions which the sequels could never truly evoke. “Resident Evil 2” and “3” no longer took place in claustrophobic, XIXth century mansions, but instead spread the action across an entire city – the dimensionality of the urban landscape inevitably gave a sense of liberty and breathing space to both titles. The often criticized clunky movement of characters  – so important in forcing players to acknowledge the dangerous, uncomfortable and uncontrollable nature of their surroundings – was, with each title, softened thanks to new movements and more responsive controls. The scarcity of weapons of the original was slowly amped into a considerable array of weapons, more powerful and plentiful with each passing iteration. In “4”, besides a diminished role of exploration and puzzle sections, the cinematic angles were replaced with a pure 3D camera – meaning that zombies could no longer jump from out of the screen unseen. “5” borrowed its aesthetic and ambiance from other games, further compromising and indeed erasing any memory of the original work that was still present in the series. All of these games bore ‘good’ design decisions, sure: each made “Resident Evil” a ‘better’ game, i.e. less frustrating and more fun. But with these nefarious changes it also lost its identity, its charm, and most important of all, its capacity to frighten players, reducing a once great adventure horror game to a mindless action shooter.

Which is why the Gamecube remake of the original “Resident Evil” makes even more sense today than it did back in 2002 – it serves to reminds us of how much the original surpassed its direct (and indirect) successors. Mikami’s return to his original masterpiece only served to state the obvious: the series’ numerous additions and revisions were unneeded, and more importantly, only hindered at conveying the sense of  suspense which uniquely identified his original vision. Instead of re-envisioning the game completely (as he would later do in “4”), Mikami focused on getting players to experience what they had experienced many years before – the sense of entering a beautiful, yet menacing haunted house.  Narrative-wise the game is identical, and in terms of game play style and level design it is similar enough to capture the original’s spirit, but different enough to stand on its own. Shooting zombies finally became, once again, a conflict with the game itself, a peak in tension that served as a mere punctuating mark in a vast score of exploratory moods. Make no mistake, the remake is not an action game.

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Mikami cleverly manages to use the remake to reference other games, like “Clocktower”, and even parody “Resident Evil” itself, but unlike Kojima, he does it with such delightful subtlety and consistency with the fictional backdrop that nothing ever feels out-of-place. He can make the most obsessive and knowledgeable hard-core fan smile without needing to break the fourth wall or giving away the irony of his playful demeanor with an obvious joke. Of course, what most gamers will appreciate in the new version of his classic, isn’t the elegant revisionism, but the update in presentation. Technical digressions aside, “Resident Evil” makes for one of the most beautiful and immersive experiences in recent video games. Every new animation and lighting scheme adds up to a stunning work of mise-en-scéne for each room, which truly makes them shine as part of a virtual art exhibit.  The soundscape completes the picture, making the game’s atmosphere as evocative and scary as possible. This remake is one of those rare occasions in which the audiovisual lift was actually used, not as a means of justifying a buy for the tech-savvy buyers, but as a way of furthering the vision of the original work.

Alas, the remake is a memory of a now distant past, a throwback to a time in which games could still balance an underlying commercial logic with an artistic drive that went beyond the confines of fun-inducing game design. “Resident Evil” is slow-paced, clunky, unpleasant and sometimes even frustrating, but only because those are the needed qualities for a survival horror title to elicit a proper emotional mindstate in players. Back in 1996, “Resident Evil” defined the genre, and perhaps not surprisingly, most of its qualities remain unsurpassed still today.  Which is why the remake, with its stunning artistic complexion, that so thoughtfully brings the original’s ambiance to new heights, is as worthy of the masterpiece title as the original.

score: 5/5

Shadow Complex – “G.I. Joe Complex”

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More than a modern take on “Metroid” (as were the “Prime” entries), “Shadow Complex” is a faithful homage to what is one of the most beloved videogames ever made. Like so many players out there, Donald Mustard is mad in love with “Metroid” and so, everything that made “Metroid” “Metroid”, is recovered almost religiously into his game – the pure 2-D platforming, the non-linear maps, and their never-ending backtracking… pardon me, “exploration”, the armor and weapon upgrades, the environmental puzzles, the wall-crawling enemies, etc, etc, etc. In “Shadow Complex” every motion, space and action, evokes a memory of “Metroid”. And Mustard plays well with that memory, rewriting it subtly to fit with the new century design standards players have developed. More tense and action packed, “Shadow Complex” is an entertaining video-game that doesn’t rely solely on nostalgia to be fun.

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Sadly enough, Mustard’s fond remembrance of “Metroid” is imperfect, dare I say, naive and superficial. One of the greater aspects in “Metroid” was its ambiance: the sense of vacant space mirrored perfectly the part of being alone in an alien landscape. Despite the minimalist details, the dark caves and somber music were essential in establishing that science fiction reality (“Alien”, of course, comes to mind). Mustard did not use a similar background, therefore losing his capability to truly evoke the memory of “Metroid”, but perhaps rightfully so, for who is he to remake “Metroid”? The issue here is that the artistic frame he chose to substitute “Metroid’s” stinks of the most basic consumer-pleasing piece of trash. In other words, he wrapped the “Metroid” gameplay in a first-person shooter aesthetic (something which even the “Prime” series tried to avoid).

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Explosions and explosions and more explosions and lots of shooting and shooting and firefights and kung-fu fist-fights and epic battles with giant-mecha and even more explosions – that’s what Mustard substituted the sci-fi environment with. Even though the script is based on the work of Orson Scott Card (namely his novel “Empire”), it comes off as the sort of preposterous teenager military fantasy about an evil scientist/general who wants to take over the world (or just the U.S.A., doesn’t seem to matter). The B-movie tone can be funny (Nolan North as the leading voice certainly helps), but the narrative often seems to want seriousness and sentimentality, which ultimately ruins any chance of redemption for the whole affair. Character designs only add to the whole comic-book vibe, being  so bad that can even paint the supposedly menacing army as an outlandish brand of villains.

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The new framing is, in one word, horrible. It’s like an even worse copy of Epic’s own games, featuring extensive technical value but less than competent artistic one. It’s not that it was obligatory to evoke an ambiance as powerful as that of “Metroid”, but anything other than “G.I. Joe”  in Unreal Engine’s dull and insipid color palettes would have been preferable. Appealing to the “Gears” crowd just seems irreflected for someone who is trying to recapture the feel of a work that is consensually viewed as a masterpiece. Thus, “Shadow Complex” ends up being somewhat of  a half-breed between a modern action packed shooter and the pondered exploration of “Metroid”. You can’t commend its innovation, because there is none, but it’s extremely well designed and balanced, and if it’s mindless fun you’re looking for, you’ll get your kicks. However, as the self-proclaimed love-letter to “Metroid”, it’s as much of an insult as it is a compliment to Gunpei Yokoi’s and Yoshio Sakamoto’s masterpiece.

[My Xbox 360 just died this mornin’ (thanks Microsoft!), so I won’t be able to complete the game, hence why there is only an Impressions article. Still, I played the game enough to give it a fair review.]

Metal Gear Solid 3: Snake Eater – “One-Eyed Jack”

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From the title screen to the final credits, you can feel “Snake Eater” is Kojima’s land: the virtuous cut-scene directing, the stylized visuals, the characters with their brooding voices and dramatic performances, the crazy twisted plot scheme filled with glorified heroes and villains and sub-texts and outrageously overlong dialogs – Kojima always knew how to put on a show, and with each new game and improved technology he kept amping up his showmanship. However, the third title in the “Metal Gear” saga is a return to origins, both in chronology and thematic: the game takes place during the 1960’s, amidst the cold war scenario, with the protagonist being, for the first time, Big Boss. At the start of the action he’s dropped into an untamed jungle, with only a knife to survive, the tropical heat to endure, the ferocious animals to hunt for food and an entire army to do battle with – like in the first “Metal Gear”, the sense of a modern “Rambo” re-envisioning is pervasive through and through.

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Kojima follows this premise of the lone soldier in an hostile environment with absolute clarity: never has stealth made more sense than in “Snake Eater”, as the dense foliage and tree-lines serve as the perfect habitat for an invisible assassin. You really have to play the part of the cautious, ever-planning killer: slowly crawling by unseen, assessing the surroundings with your senses, peering the jungle with its lush greens, dark browns and all-encompassing blinding hot sunlight, listening to the chirping birds and croaking frogs and streaming creeks, until you can hear the faint sound of the steps of a soldier trampling the vegetation, and then you wait and wait and wait some more, until he passes by you while you’re hiding in the grass completely camouflaged and you finally strike death upon him, swiftly and silently, so that nature remains unturned and unsettled. It’s in these moments of pure stealth that “Metal Gear Solid 3” clicks and resembles Kojima’s masterpiece. The bosses, after the debacle of “Sons of Liberty”, also show a return to good form, with some memorable battles: the sniper duel with the End being the blossoming of the potential of the original battle with Sniper Wolf, and the confrontation with Sorrow showing off Kojima in his most enigmatic and allegorical, pitting Big Boss against an already dead enemy.

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There are many reasons to adore “Metal Gear Solid 3”, which is why it becomes so troubling to understand exactly who is the man behind the game. Kojima is capable of so much, yet wastes all that creativity and effort with his petty idiosyncrasies. There’s the toilet humor, the cartoonish hyperboles, the self-indulgent 60’s pop references and the constant playing with “Metal Gear” cannon – all of these compromising the depth of  the characters and storyline. But where Kojima’s excesses become simply unacceptable is in the game-play. For the player to have access to all those cool, but insignificant, gadget-y details Kojima puts in his games, every little button in the control pad has a dozen of different uses, making the control scheme a maximalist mess. Add an overview camera that is ill-fitted for the new setting and you have a number of issues that will constantly break up immersion. It becomes obvious that Kojima’s crew never thought of re-designing the original “MGS” style of game-play, and just kept adding stuff as they went by, to the point it became nigh unplayable. Simplification and streamlining would have done wonders for “Snake Eater”, as the later “Subsistence” and “Guns of the Patriots” would show.

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“Snake Eater” certainly has a more mature set of characters, and emotionally evocative storyline than its direct predecessor, which is why if it were not for Kojima’s obnoxious eccentricities, it might very well have been the rightful successor to the original “Metal Gear Solid”. But the truly infuriating thing is how its insignificant flaws can obfuscate the game’s grandiosity when it strikes that rare chord of pure bliss. Flaws that could have easily been removed, but remain as nagging reminders of Kojima’s unflinching desire to be cool and witty. Which is why Kojima needs an editing eye, something which he must surely have had many years ago, but now seems to have lost, like his protagonists, during some imaginary war with his ego. And until he learns that less is more, he will remain blind.

score: 4/5

King’s Field IV – “Out of the Light and into the Darkness”

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There’s a consensual, yet unspoken rule of modern game design which states that for a game to be enjoyable and entertaining, it can’t ever become hard or frustrating, lest players feel bad and lose interest. Surely, such lapallissade could only be a synonym of some obvious universal truth regarding game design, but the superficiality of such a crude assessment could only lead to a misconceived notion. The truth of the matter is, that in the realm of true games, for you to feel that warm sense of enjoyment and self-gratification, you need to overcome challenges. Challenges require skill, skill must be attained through training and trial and error, and trial and error is bound to lead to frustration, whenever the error part comes into place. The greater the challenge, the higher the sense of gratification. But big reward means big penalty, so difficult challenges come at great costs. The equation of “fun” is obviously more complex, but this small prelude should give you enough insight to understand that, while modern design may allow you a superficially more fulfilling experience, it will always lack the sense of accomplishment that difficult games can elicit. You simply can’t remove frustration from the equation without in the process removing part of the fun. Not all designers have forgotten this old truth of game design, and “King’s Field IV”, as its predecessors, comes exactly from such designers (Rintaro Yamada and Satoru Yanagi).

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Playing “King’s Field” feels precisely like playing games from your childhood. You start the game without watching lengthy cut-scenes, or playing through tutorials that help understand the game. The minute you press the start button, the game starts in the proper sense, and in “King’s Field”, that means you’re bound to die from then on. In fact, that’s precisely what happened to me in the first ten seconds of the game, as I stepped on a piece of rock that caved into a pit of hot boiling lava, killing me in the process. No checkpoint nor extra lives; the cold dark game over screen loomed only with a load-game option which I could not use for not being able to reach a save point before my first death. The process repeated with a new game. On my second try though, I could see clearly where I had died, which meant that on my third attempt I knew which path to take to avoid certain death. This is the gist of “King’s Field” – you play, you die, you play again and avoid death till you die again, and slowly but steadily, you advance in the game. As you go by, you start to play the game almost as if you were actually in the game world, desperately clinging to your life, cautiously avoiding any suspicious looking room or enemy. The game’s pace helps immensely – your character trots and attacks very slowly, forcing you to plan every step very carefully. Loneliness, darkness and anxiety will be your only companions while the game lasts. For you will fear the game-space, because at any moment, you may die and have to repeat the long, extenuating track you took since your last save. Such hardships inevitably lead to moments of sheer despair when you die, but with a good deal of patience, you can mitigate such moments to mere interludes before the conquest of the next hard earned goal. In the end it all pays out, and you’ll feel as a true hero, one capable of conquering everything… till you die again, that is.

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The game’s atrocious difficulty serves as the perfect gameplay metaphor for the story the designers are trying to convey. Fantasy stories tell of grand knights capable of epic feats of strength, agility and mind, yet modern role-playing videogames give us challenges that even a baby can overcome. That is why “King’s Field” clicks into place and you get to actually ‘play’ the part of the conquering knight – the game needs to be hard for you to feel like a hero. That being said, it never pulls your leg in cheap ways, it’s all panned out consistently in the game-world, and the game designers were even kind enough to give you sparsely placed save points (shifting the game away from rogue territory). Despite the retro appeal and a limiting budget, the game still manages to make use of modern technology. The aesthetic thoughtfully applies lighting and physics effects to establish the oppressive and gloomy dark fantasy environment, beautifully complementing the dread you feel faced with the dangerous surroundings. In a nutshell, “King’s Field IV” is precisely what it sounds like: a classic first person view dungeon crawler with a fresh coat of paint. Like the recent “Dark Spire”, it’s retro-gaming at its best, completely conscious of its appeal, inherent strengths and flaws, but with the added expressiveness that modern platforms’ technology allows. It’s tough as hell mind you, but as rewarding as only old games can be. Now, where can I get that “Demon Souls”?