Posts Tagged ‘ okami ’

Prince of Persia (2008) – “Thief of Persia”

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The story of “Prince of Persia” would now seem to be as old as the medium itself. Born out of the brilliant mind of Jordan Mechner, the original masterpiece ended up serving as the proud pillar for a whole genre, probably even for an entire current of videogames. Since then, the “Prince of Persia” name has become associated with the best and worst the interactive craft can offer. When it was announced that an entirely new Prince would appear, instead of an attempt at fixing the broken “Sands of Time” formula, there was hope it could reinvent the genre as its notorious forebears did. Sadly, like its main character, the new “Prince of Persia” is not of royal descent, but a mere pauper.

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In an attempt at recapturing the elegance of Mechner’s original masterpiece, while simultaneously framing it in the light of modern design philosophies, the new Prince’s gameplay presents itself as an exercise of eloquent simplicity. Flying above the abyss, running through walls, sword fighting with enemies – what was once a task of deft skill and trying patience (which matched the on-screen action) is now a matter of simple chaining of rhythmic actions. For each action to ensue, a button must be pressed as the associated visual cue demands it: see a cliff, jump button; see a flashing light, double jump button; a monster attacks with magic, counterattack with magic attack button, and so on. Level progress becomes a succession of automated movements, that without the need for much reflection or observation, lead the Prince from one point to the next. Because of that, complex, three dimensional scenarios are rendered into spatially twisted, yet linearly explorable corridors, and fights are molded into simple mini-games of action-reaction. The end experience is that of a slow stream of steps to which you must mindlessly oblige, in QTE style, as the prince shows off his flurry of incredibly animated acrobatic movements and attacks. And because the game does not let you die in any way (you simply restart from a very near checkpoint), your actions are seldom interrupted from that particular flow. In the rare instances that “Prince of Persia” presents challenge, it does it in the most disastrous of ways (like “Assassin’s Creed”), by introducing a pseudo-non linear game structure that forces you to traverse levels several times, and an obligatory fetch quest that mandates you to squander levels in search of hundreds of flashy orbs (hardly original).

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The shun of challenge oriented gameplay, and the simplification of the gameplay dimension, don’t stand as ill-choices by themselves. However, having gameplay reduced to that of a series of mind numbing actions should invite to a greater, more dense aesthetic experience, that could fill in the void left by the extreme simplicity of the interactive counterpart; many games have shown ways on how this type of experience can be pulled off with extraordinary results (“flOw”, for instance). But for that to be achieved, the game must have a strong artistic identity, one that translates some sort of emotional experience that transcends gameplay – something which the new Prince unfortunately lacks. Dazzled by the daunting beauty of aesthetic masterpieces such as “ICO”, “Shadow of the Colossus” or “Ôkami“, the new “Prince of Persia” creates a world that borrows many of these games’ elements: the use of a white-laden princess as companion; the dreamy landscape; the healing of the land, bringing color and nature to darkness and corruption, etc. I have already discussed how these exercises of malformed inspiration can bring about poor results (the recent “Dead Space“, for example), and the Prince represents another bad example of this practice. Firstly, because it ends up creating a world, that despite gorgeous, bares no concrete relationship either with the series’ background (Persia), or with its many sources of inspiration – it’s just a mishmash of aesthetic details molded into soulless pretty images. Secondly, because the game’s authors did not translate any of the artistic potential of their sources into the game itself – most of the gameplay sections develop in dull-colored corridors and walls that do not show off the intrinsic graphical detail of the art design. There are some stunning vistas (which the screen-shots obviously focus on), but these aren’t contemplated by the player’s eye during a significant majority of the game.

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The narrative, instead of adding some compensatory value to the game, further mars the experience. Not only are its characters simplistic and cartoon-y, as their dialogues are filled with cheesy jokes that seem straight out of some romantic comedy featuring Matthew McConaughey, as opposed to a mystic tale about Persia (the game is called “Prince of Persia”, is it not?). When the game does opt for drama it does so by completely ripping-off “Shadow of the Colossus”, and not in a good way. And because game progress is pseudo non-linear, there’s an absurd amount of filler that doesn’t go anywhere with the plot until the very end of the game. In fact, for all intents and purposes, there are only two plot points: beginning and end (someone clearly missed the writing class when they got to the “middle” part).

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The narrative falling flat and the aesthetic being mostly derivative (even if filled with eye-candy), only invites more criticism to the subtle nature of the gameplay dimension. Because it does not serve as a background for some sort of emotional journey, the gameplay reduces the experience to an agonizing series of numbing actions, throughout numerous and repetitive levels, occasionally interrupted by a childish cutscene or a lush scenery for you to gaze upon. Though there is some commending to be done to the guys at Ubisoft, for at least trying to devise a new game based on a decade old franchise, the fact is that in the end, they produced a completely hollow and forgettable videogame. More so, one that bares the same name as one of the most important games ever designed… which should get people thinking that maybe a game named “Prince of Persia” should at least try to live up to the royal lineage of Mechner’s absolute masterpiece. But it doesn’t, and instead of a Prince we got a thief disguised in noble garments.

score: 2/5

Ôkami – “Pretty as a picture, and flat as one…”

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Traditional Japanese art has always been in love with its country’s magnificent landscapes. The word “zen” usually comes into mind when staring at such moving depictions of nature. A sense of deep, yet thoughtless contemplation eventually takes you over as you gaze the grandiosity of its imagery. The minimalistic detail, the lack of color and the vast depth of field (in absolute contrast with the absence of perspective) give the paintings a notion of stillness that is unique to their art. Yet, their contemplative nature doesn’t make them dull or inexpressive; quite on the contrary, it allows the viewer’s eye to fully explore the emerging contrasts of these depictions. Soothing as it may seem at first, Japanese art is also violent, cacophonic and cruel, though, like many aspects of its society, such violence remains hidden from the untrained eye.

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As a fan of Japanese art in general, I was eager to see how much of it would be present in “Ôkami”; I felt, from watching the never ending screenshots and conceptual art, that for the first time, classical themes of Japanese culture were going to be explored in a videogame. Not that the colorful, hip, excessive j-pop (or j-poop, whatever you prefer) modern game aesthetic doesn’t have its place, it does, but I never thought of it as the right way of translating Japan’s feudal History and cultural roots, at least, not in the same way as Hokusai’s paintings, Kurosawa’s movies or Ryuichi Sakamoto’s compositions. Not that these are the purest of Japanese artists (they certainly aren’t), but they managed to build bridges that us westerns could cross so to better comprehend their society; they defined our notion of what Japan “is”. In videogames, these attempts have been feeble, at best, with the only works that I would consider to be to true to Japanese aesthetic being Ueda’s masterpieces: “Ico” and “Shadow of Colossus”. Because, whether you like it or not, there are many Japanese games corrupted with western notions of dimensionality, space, color and narrative, along with the boring sense of aesthetic realism that haunts nearly all American videogames. Just look at “Onimusha”, “Resident Evil”, “Metal Gear” (and so many other popular series) and ask yourself what part of Japan “exists” inside these games. And the ones that do elude these notions tend only to look upon “Animes’” and “Mangas’” clichés to depict Japan. And so, I rested my hopes on “Ôkami”, a game that, in my mind, was bent on overthrowing such crude notions of Japan to the backseat of videogames.

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“Ôkami” presents itself as an attempt at bringing popular Japanese folklore, legends and myths into the form of a classical fantasy story. As a player, you take on the role of Ammaterasu, a Sun Goddess reincarnated in the body of a wolf that after 100 years of slumber, lives once again to free Japan of an evil demon named Orochi. Free like only a wolf can be, I started my journey through Nippon, gently running through its fields and meadows, gazing at the blossomed cherry trees, the sparkly, blue lakes and the white covered mountains. I was in love with the pictorial aspect of “Ôkami’s” Nippon, where it seems as if an artists’ brush is painting the scenery as you run along through his canvas. It’s an imaginary Japan, one that undoubtedly inhabits in its people’s minds and dreams. The sense of style feels true to its nature, lush colors filling up the screen, helped by the impressionist technique of “cel-shading”, allowed beautiful and perfect depictions of traditional Japanese architecture and landscapes. Yet, a closer look at the its visual aspects also dims their shining light: everything just seems a tad too “colorful” for an oriental aesthetic (that upholds the use of contrast and mainly primary colors) and characters’ designs and animations end up being too silly to engage true feudal Japan’s ambiance. The sad thing is, looking at Keigo Kimura and Shinsyu Narita’s conceptual art (that once in a while appears in story-driven sequences), that the tone was spot-on in the first place, with their art truly referencing the “motifs” of traditional Japanese Art. In comparison, the final product is just too sugary coated and flashy; probably so, in order to sell the game to a wider gaming audience. It’s ironic that “Ôkami” failed to connect with that same audience, and that the ones who revere it are the ones who weren’t benefitted by that poor design choice. Still, minor flaws considered, it comes out as one of the best artistic designs in modern videogames.

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And then… the story started, and all the beauty fell into a deep pit of pop culture stupidity. It all starts with a silly bouncing sprite named Issun, a wandering artist that seeks knowledge in the ways of Ammaterasu’s “Celestial Brush Techniques”. He’s the comic-relief character of the game and Ammy’s companion throughout his long journey, a buddy like the ones in all road-movies. But… he’s stupid. Really stupid. I mean… really, really stupid. Not funny, just… plain stupid. The minute he appears in the game, he starts blabbering about the breasts of a fairy where he was hiding, a sexist joke often repeated throughout the course of the entire game, with an annoying sound effect posing as his voice (just imagine a ten year old with a screechy voice imitating Japanese, and then, repeat that awful sound through hours and hours, and you can start imagining the agony of it all). From there on out, “Ôkami” loses its heart, with its story becoming less and less engrossing and eventually slowing into a halt. The much awaited, self-proclaimed folkloric “myhos” that was used to create the story, turns out to be nothing more than a bunch of fairy-tales told in a childish tone, designed to capture the “imagination” of anime-following teenagers and wee-little ones with short attention spans, by using crude jokes and worn-out cinematic references (like bullet-time action sequences featuring Ammaterasu and other Ancient Gods: what the hell does “The Matrix” have to do with Japanese religion???). The religious undertone of the story, its cultural roots and its patriotic messages are only addressed in the final stages of the game, and even then, are mostly overlooked in favor of j-pop cheesiness; just like watching a bad Disney movie that went straight to DVD. It feels awkward, out of place and downright wrong to use such references in this context; it’s not like this is “Devil May Cry” or “Viewtiful Joe”: this is a game that deals with a country’s values and History… and then just makes fun of it all, just to keep the audience “entertained”.

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And though the background of the game is lacking, considering its ambitions, the gameplay could’ve saved the day, by providing an engrossing exploration of this modern view of Japan. But it doesn’t. Exploring Nippon with “Zelda’s” free-roaming notions, allows you to contemplate the game’s backgrounds and artistic endeavors, sinking in the scenery and appreciating the trip. The action, following “Devil May Cry” principles with some platforming involved (no doubt, influence of the director, Hideki Kamyia, of “Devil May Cry” fame) is well executed, even if it doesn’t go very well with the theme at hand. The addition of a new gameplay mechanic, the brush techniques, which allow the player to draw objects in-screen, to solve puzzles and aid combat, is perfectly fitted in the game, adding a sense of uniqueness to gameplay mechanics that borrow so much from others. However, all of these good efforts are put to waste by an ill-conceived level design that does nothing to focus the player’s experience: scenarios are usually too big, requiring too much running about to carry out simple tasks, and levels feature numerous side-quests, items, and mini-games, but none of them really add to the experience, becoming mere bait for completionists with too much time on their hands. All this becomes duller, because the game engulfs nearly 40 hours of gameplay that could’ve easily been squeezed into 10-15 hours of juicy action and plot. Most of the action is just boring and repetitive, with the plot doing little to lead you on, to the point of making you want to leave the game unfinished. Once again, the preconception that larger games are better seems to have interfered with good design choices, where less is usually more. Remember, it’s not how long it takes; it’s how long you’ll remember it that counts. Something movies and music have discovered a long time ago.

Ôkami conceptual artwork

If you’re still reading this, you’ll probably dismiss this huge text as rambling and rant, but this is my honest opinion of “Ôkami”: take it, leave it or bash it, it’s your choice. In my opinion, games should be judged by their ambitions and goals, and “Ôkami” fails miserably in attaining them, neither managing to be a particularly entertaining game (it lacks momentum and consistency), or to be a true work of art (lacking courage and affirmation for what it tries to accomplish). It’s shallow, uninspired, its beauty is skin-deep, and it says nothing about traditional Japanese culture, which seems to have been its main “motif” before it was “lightened” for younger gamer audiences. It is common place to say that younger audiences connect with greater ease to more mature themes than the opposite; that is why the latter “Star Wars” trilogy failed, and why “Lord of The Rings” didn’t (see how much Peter Jackson compromised his vision to achieve success in younger demographics). Had “Ôkami” stayed true to its vision, and it would probably have been a success, otherwise, it just ends up being another videogame with bold ambitions, and little content to back it up. Face it, there’s as much Japanese culture here as in any run-of-the-mill j-pop boyz band. Even Takeshi Kitano’s films or Mamoru Oshii’s animes, that portray modern-age Japan, feature more recognizable classical Japanese artistic codes than “Ôkami” does, and it’s set in pre-Edo period, when those trends originated. As much as I would’ve loved to applaud “Ôkami”, I cannot, for it mistakes flash with substance, color with aesthethic, story with message, and art with entertainment.

Overall: 3/5

Devil May Cry 4- “Sequels Make You Cry”

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“Capcom” is one of the most preeminent companies in the industry; it’s also one of the most innovative, especially considering the last few years. However, that doesn’t mean they don’t milk their sacred cows… quite on the contrary, they also have one of the more sequel driven publishing strategies. From a financial point of view, their tactic is quite sound: use “R&D-like” small production units to produce new and innovative concepts, and then explore the established franchises till they bleed, thus making enough profit to keep the boat afloat. Yet, from an artistic point of view, it’s an odd sight to see the same company name behind the brilliant “Devil May Cry” (the first one), “Killer7” and “Ôkami”, and the not so interesting “Megamans”, “Street Fighters”, “Resident Evils” and “Onimushas”.

But, the past is past, a new generation of platforms has arrived, and it remains to be seen if the financially risky creative departments will have a chance to produce new titles, considering the high production values behind xbox360 and ps3 games. So, after the original and interesting “Dead Rising”, it is with little surprise that “Capcom” now launches a sequel: “Devil May Cry 4”. “Devil May Cry”, like “Resident Evil”, has been a series filled with its fair share of ups and downs. The first “Devil May Cry” was a pure masterpiece; the second was a step backwards and the third a step sideways. So, it’s fair to say that the expectations weren’t very high. The question with this fourth installment is simple: does “Capcom” pull a “Resident Evil 4” out of the hat, or simply one more “Code Veronica”? The answer is… neither. Sadly, “Devil May Cry 4” doesn’t reinvent the series, but fortunately it has enough punch to forget the series’ uninspired past.

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Looking at the game, it is nice to see that many of the original game’s concepts were recaptured and finally improved on this sequel. Firstly, the neo-gothic art style has returned in full force and went back to basics. Instead of opting for the grand-scale scenarios of “DMC2” and “DMC3”, that mixed modern urban settings with the neo-gothic architecture and some horror inspired scenarios (with mixed results), “DMC4” goes for a more classic approach, forgetting the modern settings and replacing them with nineteenth century architecture that blends much better with the neo-gothic style. In the character department, there is also a return to the series roots, with more serious (but not exaggeratingly serious) designs replacing the often ridiculous monster design of the series. And thanks to more powerful hardware, everything looks even better, with crispy HD quality and great lighting effects that make everything shine; it’s easily one of the most visually impressive games around, thanks in great part to its art design and technical execution.

The tone of the game as also taken a leap backwards to the first “DMC”, forgetting the over the top humor of “Dante’s Awakening”, and going for a more B-movie feel: either stupidly serious or seriously humorous; it’s still is charmingly funny and witty, without going to the point of being “too” ridiculous. This goes well with the plot, that though mind numbing, manages to keep some interest in its unfolding. This is, in no small part, thanks to the virtuous cut-scene directing from the hands of Yûji Shimomura (director of “Versus”), who had already worked in “DMC3” and “Onimusha 3” with great results. His cut-scenes are among the best ever seen in a videogame, and it is impossible not to notice that they are done with great cinematic flair and style, though without the limitations of a real camera. [You can see for yourself how good the cutscenes are, Opera Cutscene, Nero vs Dante Cutscene]

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But those are mere details, what really matters in a “DMC” is the actual action, the one where you can take part of. And it is there that “DMC4” doesn’t do as well. On the good side of things, besides series’ veteran Dante (that comes with all the moves from previous games), there is a new playable character named Nero, that actually plays differently. It’s a not a difference you’ll notice immediately mind you, but as the game moves on, it’ll become all the more apparent: Nero’s movements were thought from scratch and forget many of the unnecessary complications of Dante’s moves (the numerous styles and weapon combinations). Nero has only one way of playing, and because of that, his gameplay feels much more modern and intuitive. Yet, many of the classic moves still make an appearance, and the somewhat obtuse and dated control system hurts the game… a lot. The reason for this lies in the use of subjective directions to make certain movements; the problem with this is that “DMC4” is too frenetic and action-driven for the player to be constantly trying to find out which direction Dante or Nero are facing, and which enemy they are targeting, especially if you consider the elevated number of enemies in each arena and the awkward camera angles (that are as bad as the ones in the first game, which dates to 2001…). So, while some progress was made in the gameplay department, its quirks and old-school approach just don’t cut it by today’s standards, and are hardly deserving of a sequel.

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“Devil May Cry 4” fails to be a true sequel to the first game in the series. It’s better than its two predecessors, but not enough to make it a masterpiece. The reason for this probably lies in “Capcom’s” design department, that chose Hideaki Itsuno (director of “DMC2” and “DMC3”) for director; meanwhile Hideki Kamiya (director of the first “DMC”, “Resident Evil 2”, “Okami”, “Viewtiful Joe”) and Shinji Mikami (director of “Resident Evil”, “Resident Evil 4”, exec. producer of the first “DMC” and many, many other things) are probably doing something new that will drive games to a whole new level. It’s a shame that “Capcom” isn’t always capable of reinventing its franchises, but one must understand that in order to innovate, they first must cash in on their series. Besides, how many masterpieces can gaming geniuses Shinji Mikami and Hideki Kamyia create each season anyway? Not many, I’m afraid…

Overall: 3/5