Posts Tagged ‘ Resident Evil 4 ’

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

Dark Sector – “The Darkness awaits in the Obscure Black Shadow of the Sinister and Gloomy Night”

Why is it, that when something good comes along, everybody rushes to rehash it over and over again? Strange… I wonder why that happens. Anyways, here is “Dark Sector”, aka clone 245 of the (in)famous “Gears of War”, itself being the in vitro synthetic life-form born out of “Resident Evil 4” and “Kill Switch” – you gotta love the wonders of game design genetics. Now, about “Dark Sector”, what can be said that isn’t already present in its cloned DNA? …………………………………………………………………………………….. (the wind blowing outside) Nothing, that’s right! You would’ve thought that the guys over Digital Extremes would have some ideas on how to improve, or at least slightly perfect its genetic father, but… NOPE. No ideas here. Oh, I forgot, there’s some wicked little shuriken thingy called a Glaive, but I could’ve sworn seeing it someplace else. It makes the game much better, having wicked powers, like a shield and a power attack, and invisibility and stuff, it’s just so freakin amazing! And the guns? Don’t get me started on those! AK’s, 9mm’s, Shotguns, it’s all in here. Seriously! And y’know, you can even upgrade them and buy new ones at a black market vendor… (deja vu hits , let it go…… gone, hmm, wonder what that’s all about?). It’s all about epic warfare, killing wave after wave of nasty enemies, wave after wave, after wave, after wave, after wave, (yawn) hmm… where was I, oh right, wave after wave, after wave (just copy-paste this 1235 times in the text and save me the work, ok?). It’s just amazing how many enemies they placed in a double layered DVD, I mean if it were a bluray, one could understand, but in a DVD, that’s a huge achievement, dude. And it has freakin huge bosses too, like a chopter and some big ass monster that’s twelve feet tall. Where else have you seen the sheer class of these enemies? Hmm? That’s it, nowhere! “Gears of War” just doesn’t cut it in number and size of enemies, that’s how badass this “Dark” thingy game is! And they copied “Gears” so thoroughly, just as noble, honest thieves would, including every little detail; faulty gameplay included. I mean, talk about commitment, I would’ve sworn the developers could understand how annoying getting stuck to a wall while being shot at is, but maybe they’re just masochists. Who knows? A lot of freaks prowl game companies these days (I’ve even heard of one crazy japanese guy that has 90 minute cutscenes in a game, and can still get perfect scores, hihihi, but shhhhhh, highly classified, very hush hush, don’t tell anyone about this, no one noticed it yet).

Talk about that Hide-o what’s his name, they even wrote this crazy plot in his homage, about some scientists that build a perfect virus that goes like, out of control and shit, turning people into crazy cyborg zombies, or ninjas, or some stuff like that, I guess it depends on the bloke, and then the CIA wants it, and you’re a spy guy for them, but you’re infected and shit, but that gives you strange powers, and so you have to use them to stop the nutty USSR scientist that feels bad about some mysterious dark event in the past they never disclose, and so wants to destroy the world with the virus, and then there’s some hot, black chick, that’s also pissed about the mysterious dark event in the past they never disclose, but you’re in love with her, big romance, that kind of stuff, but then it all comes down to a big fight for humanity and shit, sacrifices are made… I mean, talk about oscar winning scripts, man. Totally awesome.

Alas, I digress, you can check the story for yourself. The thing that you absolutely need to know about “Dark Sector” is how beautiful it looks. It’s just so… what’s the word? … Dark, that’s it. Really dark. Let’s put it this way, it makes “The Darkness” and “Gears of War” look like gaudy paintings – that’s how dark, gritty and drab the game looks like. I mean, colors? Who needs those? Throw them all away it’s what I tell ya (they hurt the ozone lair, man – join the cause, clean up the planet of those nasty colors). The soundtrack? Freakintastic, I’ve never heard anything like it, its brooding strings and heavy bass lines are simply revolutionary! Well, if you forget every horror movie soundtrack to this day, that is.

There’s just so much good stuff here… If I had one game to take to a desert island it would be this one. It’s that good. Do yourself a favor buy this, Now!

Overall: 5/5

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Sorry for the rant, but some games just make you wanna forget you actually played them. Obviously, the true grade is as follows:

Overall: 0/5