Posts Tagged ‘ Prince of Persia ’

Assassin’s Creed II – “Authorship by Proxy”

Has it really come to this? I remember a time when designers, whether good or bad, creative or conformed, loved or despised, were authors. A time when authorship lived and died by their creators’ passions and views on what a video game should be like, and regarding a select few, their values and ideas on life.  Sadly, “Assassin’s Creed II”, in more ways than one, reminds us that in the video game medium and business, there is no such thing as an author. There is an audience and its proxy and a whole bunch of middle men. Naturally, the job of the Proxy is to serve as conceptual avatar to the audience’s demands, whichever they may be. If the audience finds the game not to be as fun, violent, lengthy or varied as they want, it is the Proxy’s job to channel those expectations into a neatly fitted piece of game design worthy of their money. It makes me wonder if it still makes sense for game designers to take courses on the subject matter… it’d be easier to just let the marketing blokes take them instead, since it is obvious they are currently in charge of video games’ authorship. I know, I know, disheartening, is it not?

Take “Assassin’s Creed”. A game Patrice Désilets and Jade Raymond claimed, with a little help from a well crafted marketing campaign, to be the first ‘true’ next-gen game. A game so revolutionary, it would change the medium’s landscape. Despite its new take on the genre, some black sheep (myself included) disagreed on the game’s status as groundbreaking masterpiece, though the game still sold millions. “Assassin’s Creed” had some glaring flaws: quests were composed of generic tasks, game design was limited and ill-fit with the subject matter (an assassin that kills by day, and spends most of its time fencing with soldiers, had anyone heard of stealth?), story was under-developed, and to nail the coffin, the game repeated itself far too many times, with the game’s nine levels being exactly the same, with merely different wallpaper cities in the back. Flash forward two years down the line, and the accolades are plentiful – “Assassin’s Creed II” is a reinvigorated sequel, its flaws completely corrected, its charm fully blossomed. What changed? Actually, nothing did, except that the audience’s desires having been answered.

Every single critical voice was heard. The People demanded more quest variety – the Proxy gave it. The People demanded “Prince of Persia”-like linear platforming sequences – the Proxy offered them. The People demanded a meaty storyline – the Proxy obliged. The People wanted to swim – the Proxy cast the game in Venice and gave the People swimming abilities. It’s almost pathetic how Ubisoft simply bowed down and let every suggestion become an integral part of the game’s core. Where was Désilets, the quote on quote, “creative director”, during this process? Instead of analyzing his game’s faults, something which requires a deep understanding of game design and its intricacies, he appears to have been occupied checking boxes in complaint lists from a (sadly) uneducated mob. Think about it, does it really matter that you can now explore five generic cities instead of three, undertake a dozen bland side-quest types for obtaining bland generic collectibles instead of just half a dozen, and go through a story with twice the archetypal characters, triple the pseudo-historical context and an exponentially raised number of events that still do not make the plot move one tiny bit before the grand final twist? Oh, but you can now customize your character, with some vague, inventory-oriented character progression system, wonderful! Did I mention, there’s also some of the best (read worst) cut-scene directing and animation in a top-tier game in years? These now revised minutiae were never the problem, but a symptom of “Assassin’s Creed” malady. Of course, the People careth not about such negative ramblings, and looked in awe at all the new blessings the Proxy had giveth them, and all was made well.

I’m not saying that everything is ill about the sequel. The new-age meets catastrophe movie sci-fi plot and Italian setting certainly make it far more compelling to explore “Assassin’s” world, and some of the cities’ real-life monuments are rendered with an architectural beauty worthy of gawking in amazement. Moreover, the original’s parkour platforming and elegant combat system haven’t aged one bit and are still  some of the most enticing interactive mechanics in the action-adventure genre. But make no mistake, “Assassin’s Creed II” few artistic merits can never hide that the sequel still is a hollow, generic, procedurally generated, author-less piece of game design. Alas, the People rejoiceth, for the Proxy has listened.

score: 2/5

“The Year of …………” pt 3 – Adventure/Platforming

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It was an interesting year for action adventure games because, despite the stillness that can be felt in most genres, there were many attempts at revitalizing their core set of mechanics. But, as we’ve come to expect from the industry, most of these attempts went awry, subjugated to the commercial logic that plagues such a potentially powerful medium. Well, at least, there have been new avenues opened up by these failed attempts, which is more than I can say for the other categories.

Unto the best… and worst of 08.

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Tomb Raider Underworld” – The first “Tomb Raider” was one of the few games in its genre that fully honored its greatest forefather, “Prince of Persia”; it’s then somehow fitting that even today, the new “Tomb Raider” shows some form of relationship with Mechner’s game (much more so than the silly new “Prince”)… and that’s as good as a compliment as one can make to a “Tomb Raider” game. “Underworld“, despite its many shortcomings, is a game that invites the player to develop a greater relationship with his surrounding environment, to actually explore the scenario, using his senses as much as his controller. It’s also an extraordinary piece of level design that blends beautiful architecture with enticing puzzles and action pieces, delivering a moody, yet entertaining experience. Innovative it may not be, but it is still a perfect depiction of what makes a good action adventure game work.

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“Braid” – I admit being reticent about placing “Braid” in this category, for it defies both any category or genre boundaries most games are content on subscribing. But it has platforming, it has some mild adventure elements and it borrows it’s concept from “Sands of Time”, so here it is. “Braid” is probably one of the few games in this exercise that achieves plenitude in each of its expressive dimensions, and that alone makes it deserve an honorable mention. The fact that it delivers such a complete experience, while simultaneously providing a revolutionary gameplay, completely designed by a single person, just serves to show that innovation can work, and doesn’t need a million-dollar budget, just a spike of creativity and a great deal of good intention from publishers.

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Biggest Letdowns

“Mirror’s Edge” – Ah… “Mirror’s Edge”, it had everything: a cool aesthetic, a dystopian narrative, an exciting new take on its genre; nothing could go wrong… except it did. Inspired by “Breakdown’s” coherent use of the first person perspective, which fully incorporated body movement and inertia (unheard of when it was first released) [thanks to Dieubussy for that reference 😉 ], “Mirror’s Edge” was an attempt at taking that first person experience to a whole new level, by making the player experience “the flow”: a mix of vertigo and adrenaline, induced by the ‘in your face’ view of a high speed flurry of parkour movements. The cruel fate of the game is that it actually succeeds in generating that singular experience, even if only to waste it with one of the worst level designs I’ve seen in the past year. It’s as if  designers had deliberately built each level to break the smooth, flow-y pacing: either by forcing the player to wander aimlessly through scenarios in search of an obscure objective, or by making him trudge through generic shooter-like sequences that in nothing add to the core notion of the game. Add to that a silly plot, an even worse narrative vehicle, and you have a game that neither translates an interesting thought nor provokes the emotional, gut-like reaction it aimed at.

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“Prince of Persia” – It’s the other ugly duckling of the year, curiously enough, for all the opposite reasons of “Mirror’s Edge”. Whereas “Mirror’s Edge” failed in producing a consistent “flow”, but provided the proper aesthetic context for its experience, “Prince of Persia” did the exact opposite: it designed a perfect flow, but lacked the necessary emotional effect that could make its gameplay interesting. In a sense, one is too much of a game to let its sensory experience come to fruition, the other is not enough of a game to be entertaining, nor enough of an emotional voyage to be more than just a game. Both fail, and yet, one can almost sense what wonderful games they could’ve been if they could merge the best each has to provide. Let’s just hope these developers learn from these mistakes.

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

Tomb Raider Underworld – “Welcome Home, Dear Lara”

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The road was long and arduous, filled with unexpected traps and murky terrains, but today, Lara is finally back. Most of you won’t recognize her, for the long road has left many scars and broken ribs, and her face is not as it once was. You’ll probably even dismiss her for being old or unappealing for the XXIst century, but she was the first love of an entire generation that hasn’t forgotten her, and that generation can now finally rejoice. Welcome home, dear Lara. Time has flown by, as she went from explorer to action seductress, constantly misinterpreted by her fans and authors, desperately seeking to keep up with her unexpected pop-icon status. She became hollow and shallow, her figure reduced to that of her own hyper-sexual body, her mind a female replica of a noble Indiana Jones. Her curse lasted several years, and with each passing incarnation robbing her of one more relic, each interpretation became another stab at the core of her inner sanctuary. But all that changed when she went back to her origins, returning to that same place which made her Lara, the tombs.

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There was a sprout of hope in the future of “Legend”, a welcome sense of nostalgia over the forgotten path in “Anniversary” and in “Underworld”, future meets past, and Lara is once again a real “Tomb Raider”. No more action movie stunts, spy movie thrills or sightseeing in Venice, London, or Tokyo; Lara is back at doing what she does best: exploring tombs in the far reaches of the world. Venturing into the cavernous depths of the past is once again the treasure which drives the player, as Lara delves into large ruins of ancient civilizations in search of ancient secrets. Gently paced by the somber and melancholic ambiance, you’ll delve into the monuments of yore, sinking in the idyllic landscape that serves as background for these gorgeous tombs, gazing at the sumptuous architectonic details, crafted with such artistic and historic merit that they could belong to a real museum. Exploring them is like entering a misty realm of fiction and fantasy; your eyes transformed into a dim flashlight uncovering the darkness which laid such wondrous secrets unfettered by men. A sense of exploration overwhelms you, trumped only by the amazement at the aesthetic beauty that feasts your senses. Silence encompasses everything, arresting your thoughts in a reflexive state of mind, punctuated only by the glorious moments of archeological discovery, their tingling sound transformed into delectable orchestral compositions by Troels Brun Folmann and Colin O’Malley (“Legend” and “Anniversary”).

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“Underworld” is darker, moodier, and in almost everything similar to the first “Tomb Raider” and its remake. And yet, it isn’t quite like its original, minimalist outing, as it tries, without compromising its conceptual nature, to incorporate the history of that which has passed in the 12 years that have gone by. There’s a little bit of the action tempos of “Legend”, the gunfights of “Uncharted” and the cartoony animations of “Sands of Time” in “Underworld”. Lara is easier to control, slicker, more agile and realistic, and it helps the game feel more fluid and entertaining. The level design, as always, makes exploration a true delight. By leading and rewarding the player in subtle ways, mostly through the smart layout of tombs’ architecture, the player is engaged to feel like an amazing explorer, without any obtuse thought process. Simply sinking in the environment, through careful observation and reflection, leads to the solution of all puzzles and contraptions. The awe-inspiring scale and complexity of each environment guarantees the notion of a great deed when you get to crack a puzzle, while the stunning level design thoroughly hints at the solutions, unconsciously leading you into the fulfillment of an apparently glorious achievement.

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Also in keeping with times, Lara’s more often provoked into using her guns, and though none of this actually helps the game, because it betrays its true focus, it does keep things more dynamic for less patient players. But in all honesty, this particular Lara will never win their hearts, for the more cerebral, introspective component of the experience will shun them, and Lara never was, and never will be, a Nathan Drake. Gunplay is obnoxiously flashy and too straightforward, action sequences are dull and seem like an afterthought of the exploration scenes, and when it comes to narrative, Lara’s story is still a worn-out cliche filled with pseudo archaeological babble, written by an imaginative teenager at heart (Toby Gard). Of all the elements that serve to build up tension, only the substitute for QTE’s is worthy of note. Instead of flashing buttons on screen for you to press as a mindless drone, delivering some stylish cutscene in the process, the game opts to let you discover what Lara should do in moments of crisis. Let’s say a giant blade approaches Lara, should she jump or duck? The game poses these options by slowing down time, and giving you chance for one single action, selected by a press of the same button that corresponds to the action during normal play. It’s simple, more dynamic and much more rewarding than QTE’s, and it accomplishes the same goal: a thrilling, cinematic experience, that heightens your reflexes and gives a proper climax to action sequences.

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But this is not an action epic, and despite the odd attempts at capturing modern audiences, more favorable to mindless action games, Lara is still the old, intelligent and charming woman that captured our hearts so many years ago. But as in all great personalities, it comes with a price. She definitely won’t garner any new fans, mostly because of the old-school nature of the game, with all its inherent design quirks (let’s just say you’ll see Lara die a couple of times). The technical implementation could also need some more work, coming from such a high production as this, expect glitchy animations (the transitions are still a mess) and some awkward bugs. But those are small details, and Lara is finally back, so who cares? She’s aged, but she’s also matured and is all the more sexy for it. If you remember the wondrous times spent exploring the mysterious realms of the original “Tomb Raider” (or it’s stunning remake), then “Underworld” will be a captivating experience down some truly wonderful vistas. Welcome back, Lara.

Overall: 4/5

The Last Express – “A Journey through Space and Time in the Orient Express”

The stage is the Orient Express in 1914 (just before the 1st World War outbreak), a clear reference to the iconic background made famous worldwide by Agatha Christie’s crime novel masterpiece, “Murder on the Orient Express”. This unapologetic homage takes center stage as one of the game’s driving forces, a classic whodunit play where the player takes on the role of the investigator. And though this is one of the most common themes in adventure games, leading into predictable alleys of narrative development and linear gameplay, “Last Express” manages to avoid most cliches with a superbly written plot, penned by Jordan Mechner himself (who also directs the game). Like its contemporary, “Broken Sword”, the initial events are but a fuse that sets into motion larger events. However, unlike “Broken Sword”, “Last Express” avoids a fictional background, and uses historical events as a backdrop for the action. By intertwining factual occurrences with fictional characters, the game manages to come out as more realistic set piece, and it feeds on it to propose pertinent moral, political and existential dilemmas that enrich the game’s narrative.

But the way in which the action unfolds also presents a unique approach to interaction and exploration. The idea here, was to replace a mostly event driven time flow (present in most videogames) and replace it for a real-time dynamic. Imagine, if you will, you’re on a train, people swerving around, talking to each other, going about their routines, living their lives, whether you care or not to observe – your presence closer to that of a spectator than that of a “player”. You can interact by choosing which conversations to listen in, what cabins to explore, which characters you try and engage conversation with, etc. This notion that events do occur, whether or not you’re present as they unfold is not only immersive, as it boasts a real life quality mostly alien to videogames. In this regard, “Last Express” behaves more like a post-modern play, where the spectator is on stage with the actors, voyeuristically observing the dramatic unfolding, but able to intervene, to some extent, by addressing actors/characters, triggering dialogues and slightly affecting narrative.

Perhaps the only letdown in “Last Express”, is that it sometimes behaves like a normal game, more so, a classic adventure game. In specific plot points you’re obliged to meet some criteria in order to move the action forward, and if you fail to comply, you’ll get a premature ending. This becomes unnerving because certain puzzle like activities aren’t always obvious, and some border the nonsensical. Visually cluttered screens sometimes have near invisible clues (with no visual cues to help you find it), scenarios have areas which are magically opened during some events (with more or less logic), some unpredictable events happen only at certain times, forcing you to explore the train constantly in order to observe them, and some puzzles are the object of strange reasoning (or lack thereof). The game is much more enjoyable and interesting when it allows the free exploration of the train throughout time, than when it wants you to do task A or complete puzzle B, just for the sake of the plot moving along.

There are also action sequences coupled with quick time events, where you’re pushed into pressing the mouse with specific timing and placement in order to survive. Though these do spice up the exploration bits of the game, creating rising moments of tension, their simple design (press this or die) is flawed and doesn’t always result in an enjoyable experience. Thankfully, when you end the game prematurely, you can still rewind the action to a suitable place in time that allows you to alter your destiny (in similar fashion to the later “Sands of Time”). This technique is ingenious and works well, and also allowed the designers to block any possibility of a save feature. This means the end of the save/load routine, which considerably improves player’s immersion, without compromising enjoyment when he fails.

To further enhance the sense of a breathing, living world, the game presents beautiful art nouveau decoration in the interiors of the train and some stunning character animation (this is no doubt, in great part thanks to the use of rotoscoping, a technique that helps design 2d images out of live action pictures). The way characters are modeled is simply astounding, with small details like eye-movement, clothes and hair fluttering as characters walk, all portrayed with unprecedented accuracy. The art style used for the coloration of characters, gives it a nice finish, effectively transforming the wonderful 2D animations into minimalist moving paintings. nfortunately, these techniques involved a lot work and money (as it was needed to shoot live action first and then color everything up), which made it impossible to produce crisp twenty three frame animations. As a consequence, the animations resemble a slide shows, running at about one or two frames per second. Even so, the game was still budgeted at around 6 million dollars, which is really, really high for a 1997 game. It’s not that it needed more frames, but the high-quality of the imagery almost begs a fully fledged animation – it just wasn’t possible at the time.

The soundtrack is as carefully wrought as the visuals are. The train produces exactly the sounds you expect it to as it travels: the blowing of the locomotives horn’s, the rhythmic sound of steel hitting the tracks, the wind fiercely blowing outside, all recorded and reproduced with meticulous care. Voice recordings are also downright perfect, as each character’s lines are spoken with the acting quality you’ve come to expect from a feature film. The score by Elia Cmiral, composed out of synthesizer melodies, enhances some of the emotional moods in the game, providing an eerie accompaniment to the mystery unfolding and enticing action in the game’s quick time events, as well as providing some well placed auditive cues that inform the player of a specific clue or object that is needed to inspect. The climax of the soundtrack comes in the form of a marvelous piano/violin concerto – “Sonata for Violin and Piano in A Major” by César Franck, which is fully enacted in the game.

“The Last Express” is an artistic gem to behold and a narrative experience like no other in videogames. Jordan Mechner (the seminal creator of “Prince of Persia”) not only produced a convincing piece of art and story, as he did so by harvesting some of the most interesting qualities of videogames: the exploration and immersion in realistic virtual environments. Sadly, at times it becomes hard to distinguish “The Last Express” from classic adventure games, but the revolutionary nature of the game’s concepts clearly compensate the fact. It is also a shame that the game wasn’t appreciated by audiences when it came out, selling few copies despite its critical acclaim, thus becoming one of the greatest commercial failures of gaming history. Because of that sad fact, Jordan Mechner would only get to work again 6 years later in “Prince of Persia, The Sands of Time”. Still, despite of the failure, it remains as one of those rare videogames where cumbersome ludic dogmas are backstaged by a heartfelt desire to translate narrative through the use of interactive space, image, sound, and above all… time. And that is exactly what “The Last Express” is, an absolute masterpiece that will be remembered throughout time.

Overall: 5/5