Posts Tagged ‘ Dead Space ’

“The Year of …………” – Action

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Besides casual affairs such as “Rock Band”, “Wii Fit”, sports games or the occasional MMORPG (read “World of Warcraft”), action games have become the last bastion of the industry when it comes to the aptly named “hard-core” gamer audience. FPS or third person, linear or open-world, whichever the case, action games have become the norm for most gamers. The trend continued last year with an onslaught of shooters hitting the market: “GTA IV”, “Army of Two”, “Dark Sector”, “Dead Space” (yes, I am also inserting it in this category), “Crysis Warhead”, “Gears of War 2”, “Resistance 2”, “Far Cry 2”, “Left 4 Dead”, “Metal Gear Solid 4“, etc. Not only is this trend concerning for those who appreciate quality as well as diversity, as it hides another heinous trend in video-games – the continuous launch of sequels. Amongst the ten named beforehand, only four are original video-games, which amounts to less than half. Because of that fact, you can’t expect much creativity from this batch, nor any true surprises.

GTA IV” is, in essence, “GTA III” with a dramatic, socially aware story, which is one of the best of the year (if you forget about its atrocious structure, that is); “Army of Two”, “Dark Sector”, “Dead Space”, “Crysis Warhead”, are all mediocre shooter games, mostly well designed, but with little (anything?) to set them apart from the rest of the pack; “Resistance 2” and “Gears of War 2” are sequels in the worst of senses – they look like exactly the same game with buffed up graphic engines… and well, they’re both “bigger, better, more badass”, whatever that means; “Far Cry 2” could have had an interesting, fresh take on its genre, and yet wastes it with a simplistic interface, bland artistic assets, and a bucket load of generic quests; finally, “Left 4 Dead” the less formulaic of all these titles, showed an on-line mode with a great deal of care in forcing interesting group dynamics unto its players, in the process perfectly translating the defining notions of survival horror (the movie genre), but unfortunately, lacked any of the formal requirements for it to be a memorable experience (decent level design and pacing, ambiance and character design, etc). Curiously enough, of all these games, the only one that sticks out to me… is the one with a big fat “4” stamped on its cover.

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Metal Gear Solid 4” – Despite all my criticisms towards Kojima’s farewell ode to Snake, it is still the only game in this category that at least tries to tell something, to convey a story, to spark some sort of intellectual, emotional reaction in its audience. The care with voice acting and character rendering alone (the facial animations are probably the best of the year), are proof that Kojima is trying to tell stories with his medium; stories about people, of humanistic concerns, and not some random rambling about war with explosions and firefights. It’s a work of superlative beauty as well, conjuring up carefully orchestrated images and sounds into a brainless genre that thrives so much on grey-washed color palettes and bass-filled soundtracks. And notice how inhabiting the popular aesthetic of shooters such as “Call of Duty 4”, “Metal Gear” still comes up as more balanced, aesthetically convincing game in every way. Kojima simply plays with video-games’ expressive elements as much as he can, bending the preconceptions of what defines a genre, and what defines a game even, in the process  delivering notions of dramatic construction, aesthetic ambiance and contextualization that go far beyond the crude matter of its peers. In the game’s formal structure, for instance, Kojima divides the game into acts, but instead of being content on establishing different narrative points to match that structure, he went as far as adapting each of the game’s expressive vehicles to the context of each act, establishing different aesthetic moods and game-play styles to fit the story – in essence, altering a dramatic structure (originally designed for theater) to blend with the interactive medium. Who does that? Whether inside or outside the genre? Very, very few designers. And doing all this, while also presenting an entertaining game which even the most simple-minded of gamers can appreciate, makes this title soar high above the rest of its pack. In such a bad year, it’s definitely one of the best the medium offered.

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“Biggest Disappointment” – “Metal Gear Solid 4 – You must be thinking – “What? How can the same game be the best and the most disappointing of the year?” The answer is simple: despite all its qualities, “Metal Gear” is the best also by demerit of its peers; it’s a disappointment because it’s beneath the grandeur of its author. Think about it, here we have one of the best designers of this industry, the man who did “Snatcher” and the original “Metal Gear Solid” – someone who we’ve come to look up to in awe, for his quality both as a script writer and as a revolutionary game designer – and the best he can come up with is a safe sequel, one in which he surrenders creative freedom to please his  die-hard fans. “Metal Gear Solid 4” has details of sheer genius, and yet it wastes them on the silliest of plots, one that stinks of fan-service in every cut-scene, just so that the fan-boys can be content with a neat little ending to their precious ten year old saga. The notion that the audience can decide the fate of a work coming from such an influential author is, to say the least, frightful. The game’s form and overall tone only serve to make it even more of an insult, reveling on low humor and tons of silly Anime tropes that break the otherwise tragic tone of “Metal Gear Solid’s” story. And thus, a game that could have been labeled a masterpiece is, in many ways, a mediocre title polluted by all that is wrong with the medium. Which begs me to think that though Kojima is an incredibly talented man, he is now chained to a successful product, dictated by the most prosaic and demeaning laws of franchising – if that is not a reason to despise the state of the industry, I don’t know what is.

“The Year of …………” pt 4 – Survival Horror

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Survival Horror is dead. There, I said it. I know what you’re thinking – I’m overreacting, exaggerating for the purpose of making a point. But the sad reality is that I know that the genre is, at best, in a coma. Not only is it stagnated, as it has lost its sense of identity and it’s purpose of existence.

Admittedly, translating horror into the interactive medium has always been tricky, because unlike most genres horror relies on a sense of discomfort and unpleasantness that can seem antithetical with videogames’ ludic logic, its defining fun factor. In the last years, the fun factor dictatorship has become increasingly prevalent, evolving game design into a form that favors a thoroughly easy, straightforward experience where both challenge and frustration are practically banned, and where each and every moment must be one of pure endorphin stimuli. However, for a good survival horror to instill tension, stress, and fear, it needs to be unpleasant, boring, even silent at times, and game developers have come to avoid these moments like a devil does a cross. By doing so, they have destroyed the very essence of what makes a good horror piece.

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Perhaps even more important for the current predicament the genre finds itself in, is its migration from east to west, which eventually stains its defining matrix. Japanese developers always understood the genre better, not only because they defined it in the first place (see Shinji Mikami’s “Sweet Home“, released back in 1989) but also because Japanese horror films always translated better into the videogame medium than their American counterparts. Because Japanese horror focuses on psychological elements, it feeds perfectly on the interactive dimension, in order to blur the relationship between protagonists and player. On the contrary, American horror lends it self so much to action thrills and fleeting notions of suspense that it eventually makes its interactive translation closer to that of shooter videogames. And with “Resident Evil” now leading as an example for survival horror gone shooter (a trend blatantly notorious in the “Resident Evil 5” demo), it’s hard to have any faith in things improving in the future [more on this issue in my articles regarding horror – here, here and here].

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The only saving grace of the year, of course, comes from the only major Japanese take on the genre: “Siren Blood Curse“, by Keiichiro Toyama (creator of “Silent Hill”). The reason is simple: it’s the only scary game I’ve played this year. It’s not brilliant, mind you, it’s actually a bad game on many levels, but unlike any other release this year, it’s one that shows its creators truly understand the meaning of  the words “survival horror”. First and foremost, in its formal qualities, which it successfully borrows from Nippon horror – its gritty visuals, surreal ambiance and cacophonous soundtrack – all delightfully translated into interactive form. Sadly, the gameplay still seems dated, lacking the elegance and simplicity of more traditional survival horror titles, and most of all, poorly implemented to the point of breaking the eerie mood the aesthetic delivers. Yet in such a dreadful year, it is by far the only unique piece of horror I would even think about praising. Its delightfully scary, freakish and obscure – like all survival horror games should be.

alone_in_the_dark_03As to what went wrong this year… well, everything. The new “Alone in The Dark“, a game that despite a few cool gimmicks managed to throw all its potential to hell thanks to an early release, filled with bugs, game design flaws and stupid control schemes… oh, and also thanks to the overall mediocrity of its artistic qualities, with special mentions to its ludicrous plot, its “24-like” episode structure, and its dramatic, epic doomsday-ishI want to be Roland Emerich” directing style [irony intended]. There’s also “Silent Hill Homecoming“, the biggest insult one could ever make to one of the best videogame series ever designed, which I will not further criticize, lest I become too acid and distasteful for my readers, and, to sum it all up, the yawn-inducer “Dead Space“, which despite my criticisms, can still be seen as a decent action game, just… not a decent survival horror game.

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As to the future, it looks grim. “Resident Evil 5” has more “Call of Duty” in it than it has “Resident Evil” (just look at the screens… they’re bathed in daylight, it’s heresy!) and all other series have withered away. Perhaps the Wii can bring some hope, with titles such as “Sadness” or the upcoming “Fatal Frame / Project Zero“, but it is doubtful they will reach their audience in such a casual marketed console. No matter how sad it might be, the genre is dead… might as well come to terms with it.

[Sidenote: haven’t played “Penumbra”]

Dead Space – “Dead Space”

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“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?

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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.

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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?

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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.

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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