Posts Tagged ‘ Michel Ancel ’

Beyond Good and Evil – “Beyond Genres and Conventions”

Videogames are a means in constant evolution; with every passing year, new conventions emerge, design philosophies shift, and tiresome old mechanics are refreshed with new ideas and conceptualizations. Sometimes, time flows by with such ease that we forget that things are in constant rearrangement, and how videogame paradigms are always being reshaped. Michel Ancel (creator of “Rayman”) seems to be one of those designers that is acutely aware of the ongoing changes in videogame history and “Beyond Good and Evil” is a proof of that. At glance, it seems like a typical Mario-esque 3D platform experience, with a cast of endearing and expressive characters, most of them with the expected animalistic characterization that is so common in the genre. It also proposes a fable-like, surrealistic world with sci-fi traits, bringing it closer to a “Jak and Dexter” or “Ratchet and Clank” aesthetic, filled with wide, open environments, adorned with gorgeous lighting and neon color palettes in tones of green and purple. But if all this builds up to a consistent and nostalgic platforming mood, the game avoids the simplistic characterization by throwing a lot of seemingly out-of-place elements. From the start, there’s the narrative, a tale of political and sociological concerns, about war and media manipulation, encapsulated with pure B-movie sci-fi madness codes, as pod monsters, evil empires and menacing, disgusting looking aliens. Though the plot has nothing to do with the presumptuous title (a reference to one of Nietzche’s darkest essays on the relativity of morale and philosophic reasoning), it oozes style and substance, with likable, humorous characters that actually make you laugh and a series of interesting twists. The game-world also deviates from what you’ve come to expect from the genre, as it is open enough to be mistaken with a small sand-box game. Also, a lot of game activities and mini-games are spread out throughout the scenarios, copying effectively the model laid out by GTA (albeit in a smaller scale). The gameplay itself, also makes some odd turns into the genre. Jumping for instance, is very rare; stealth portions on the other hand, are very common. Environmental puzzles abound, most of them easy enough to be enjoyable, but still warranting some thought. Combat is nice, simple and as straightforward as platformers go, though made all the more frenetic thanks to the accompanying score, a merger of frantic electronic beats and classical orchestrations, fit enough for any action-packed movie.

By merging a lot of different twists proposed by modern currents of videogames, Michel Ancel ends up creating an interesting mix of of flavors, a gaming buffet if you will. Neither of “Beyond Good and Evil’s” elements are particularly fleshed out or especially deep, but they’re all perfectly implemented and work in unison to create a coherent, pleasant gaming pastiche. At times it can seem a bit over simplistic, and it hurts the pace of the game that at times, it forces you to try every little game-mechanic through a series of manichaeist design choices (one thing is to have mini-games, the other is to force you into playing them). Apart from those minor flaws, I still can’t quite puzzle why the game didn’t do well in sales. It’s not as if it’s hugely pretentious or mature (like “Killer 7”), or infantile looking for the adolescent demographic (as “Ă”kami”). Maybe people thought it was a mere kids game, but it’s much more than that. “Beyond Good and Evil” is like a Pixar animation: a charming story for all the family, with a cast of gorgeous characters, framed in a lovable aesthetic, and above all, an unwavering fun-ride all the way till the end. What more can one ask?

Overall: 3/5

King Kong – “The Meaning of the Word *Cinematic*”

For years now games have been trying to find the right way to convey a range of emotions similar to those present in other art forms, specially cinema. Though cut-scenes and FMV abound in modern videogames, they can be seen as embodiments of a language unnatural to interactive media, which, comprehensively, developers do not fully understand. Still, these elements managed to bring depth to videogame narrative when the medium lacked proper tools to do so. “Final Fantasy”, “Resident Evil” or even “Metal Gear Solid” are good examples on how a more cinematic language can help fill in the narrative gaps laid down by otherwise simplistic gameplay features and expressionless 3d models. But this is the 21st century, games’ audiovisual interfaces are now bordering life-like, and it’s about time developers learn how to harness that power to convey more than just the dull notion of “Fun”. This is where Michel Ancel’s (“Rayman”, “Beyond Good and Evil”) “King Kong” comes into play.

For some reason, games usually fail in conducting the player through the roller-coaster ride of emotions typically associated summer blockbuster movies. Mostly, I think, because designers still aren’t able to strategically define each set-piece’s rhythm, leading the player from moments of calm, anticipation and suspense, into adrenaline fueled climaxes. This is a consequence of gameplay oriented design, that focuses too much on the player interaction (and the “Fun” factor that ensues), instead of a much broader notion of experience, that takes gameplay into account, but complements it with audiovisual stimuli, which add depth to the emotional response of the player. In my view, that is why movie-game adaptations fail: they get the basic notion of the movie, translate it into gameplay mechanisms, create an interface according to the conceptual artwork, and glue it all together with some shabby cutsenes or promotional movie clips; in the process, the movie’s emotional impact is lost, and with it all of its artistic expression. But not in “King Kong”.

The game’s unfolding follows with scrutiny Peter Jackson’s movie, from the moment the filming crew lands on “Skull Island”, a hidden paradise where pre-historic fauna and flora still exist. The player takes Jack’s perspective, using first person POV, as he explores “Skull Island” in all its splendors and dangers; and King Kong’s, in action adventure portions, as he tries to save Ann from the Island perils.

In terms of Jack’s part, instead of taking the predictable road of allowing the player to shoot everything on sight that moves, as in the traditional FPS genre, the game prompts the player to explore and use his environment to survive the attacks of centipedes, demon adoring natives, and, of course, famished dinosaurs (including a family of Colgate smiling T-Rexes). Survive. As in survival horror. You’ll run, duck, hide, throw spears and bones, and even use the environment to aid you, all so that you can survive. Sure, there are some action portions where you have access to real weapons, but even then, the game casts you in a position of inferiority towards your enemies, never alowing you to feel comfort or power as you do in a shooter. For instance, when you face the T-Rexes, though you have a bucket load of machine gun ammo, it causes no impact on the large critters, except for the fact that it reminds them that you’d make a great snack. The result is the aforementioned roller coaster ride, a journey through hell, with all its ups and downs, where all you can do is run and hope for the best. In that sense, the game fully embodies its movie counterpart expression.

Kong’s side of the story is not as well thought off, even if it’s explored in a genre all too familiar to Ancel. The first Kong levels are unusually cinematic, with great camera-work and fast pacing serving platforming based chasing sequences (a la “Prince of Persia”), as Kong tries to catch up with Ann. Unfortunately, from there on out, these sequences degenerate into mindless button mashing feasts, as Kong has to get rid of those T-Rexes, in classical beat’em up style. These sequences become all the worse as the game approaches its “Empire State Building Finale”, with the superficial battle system completely worn out by then, and some crazy camera view points that become too cumbersome. Kong’s scenes feel, above all, as a compromise with hard-core gamers that need a steady fix of action packed sequences in order to maintain interest in a game, and in the end, they do little to add value to the movie’s translation. Perhaps if the levels were better designed, they would’ve made sense as a complement to Jack’s adventure, but that just isn’t the case here.

Ar least, it’s all done with style and grace, achieving a perfect depiction of the environments present in the movie, using gorgeous lighting schemes, beautiful multi-layer background compositions, and a total absence of HUD/menu induced noise, just pure visual magic. Add the use of Newton Howard’s composition (that set the tone for the scenes in the game as they did in the movie), and voice acting by the movie’s cast (filled with precious details like Adrien Brody’s gasps when the player runs too much, or Jack Black’s silly comments on how “Amazing” Skull Island is), and you’ve got the perfect audio-visual translation of a movie into a game.

“King Kong” delivers where everyone else has failed, in a wonderful translation of a movie into a game that actually works in its context, and not by merely serving as an appendix, but as a full out audiovisual interactive experience. It isn’t perfect: Kong’s episodes break an otherwise smooth pacing, and some elements repeat themselves too much, but even so, the game manages to propel the player into discovering a wealth of emotions undeveloped in games. Of course, this is blockbuster territory, so don’t expect life changing experiences, just an adventure filled with danger and excitement, a fun-fair ride into the heart of “King Kong’s” domain. If only all movie adaptations were this good…

Overall: 4/5