Sunday, February 28, 2010

In Service Of The Creed

I finished Assassin's Creed 2 last week, and while it's certainly a very good game, I don't think I enjoyed it as much as I did the first game. I don't think this was because the first game was necessarily better, but rather due to the nature of the game itself.

I really enjoyed Assassin's Creed 1, I will happily admit that it was flawed, but I appreciated that it tried to break the mould, to do something ambitious and different. The things which stayed with me were the stunning visuals and the air of mystery to the game, the view of a new city as you rounded the a corner and first saw the city walls, the panoramic vistas from atop the viewpoints in the cities, the use of colour, the realistic way Altair moved amongst the crowds, clambered up almost any surface, and the brutality and weight of the strikes in combat.

Altair looks over Jerusalem in Assassin's Creed

It was more of an experience than a game, in fact in terms of gameplay it actually came up short in many respects. The free running essentially just involved steering your character as the jumping and climbing were automatically handled, and the combat, while viscerally satisfying in a way that videogame combat rarely is, was incredibly simple and unchallenging. There was also the inescapable fact that the game was essentially just about walking around in between the assassination missions, which probably made up around an hour of the game's length.

For the sequel, Ubisoft seem to have layered on more game-like elements onto the same template, and I don't think it worked as well as most reviewers have indicated, as these were never the strengths of the game. You received several new abilities, many of which you had no need to use (did anyone actually use poison during the game?), you could upgrade your armour (but with combat being so easy, you never needed the extra health it provided) and buy a range of different weapons with different statistics (none of which made any difference, as you just counter-killed 95% of the opponents you had to fight). You had a whole range of side-missions to complete, and a wider variety of core missions, but many of the additions sat uncomfortably within the game engine, like how trying to chase people down was unnecessarily awkward due to the way the game's lock-on system worked, and for the few times that stealth was required, the engine's unsuitability for the purpose could be frustratingly evident. However, being able to swim, even in metal armour, was a welcome addition to anyone who fell into the water and watched the unarmoured Altair sink like stone in the first game.

Ezio looks over Monteriggioni in Assassin's Creed 2

For the first game, I was prepared to work with the game, to overlook its shortcomings in pursuit of the experience it offered. By the second, the sheer volume of things to do made progress seem like a chore some times, and the need to leverage game mechanics to expedite progress rather than act in a more realistic manner broke the atmosphere slightly for me. For example, in the first game, I would try and stick with crowds to get close enough to targets to strike, where in the second I completed a lot of assassination missions by just charging up to the target, stabbing him and then running away. I would also just murder a group of guards rather than finding a way around them, safe in the knowledge that I could just rip a few wanted posters from the wall afterwards and there would be no repercussion. This may be because I was more time-constrained playing the sequel than I was when I played the first game, which would make it an unfair criticism, but one I have to level at it regardless.

I also didn't like Ezio as much as Altair, for some reason. True, Altair was an unrepentant, arrogant ass with an inexplicable American accent, but I thought he suited the role of an angel of death, and I didn't really warm to the smirking Italian playboy in the second game as much as I did to the supposedly more one-sided character in the first.

I seem to have been quite negative on Assassin's Creed 2 in this post, which is perhaps a little unfair, as I did enjoy playing it, but for me it lacked some of the magic of its predecessor.

Sunday, January 24, 2010

Familiarity Breeds Contempt

While playing Assassin's Creed 2 the other day, I knocked a box of books out of a scholar's hands as I pushed past him, only to be berated by a very familiar voice. An hour or so later, after finding one of the hidden glyphs and unlocking one of Subject 16's data entries, I immediately recognised the voice providing the voiceover.

Cam Clarke (sometimes credited as James Flinders) has to be one of the most prolific voice actors in videogames. IMDB credits him with 196 voice acting roles in cartoons and games, and I'm fairly sure the list isn't complete, either.

If you're somewhere around my age, you would probably first heard his voice in various animated series - he played Max Sterling in Robotech I, Lancer in Robotech III, Leonardo in Teenage Mutant Ninja Turtles, Die Fledermaus in The Tick, and many, many others, and you've probably heard him enough to allow you to recognise his voice quite easily.

On the games side, He's been in just about every Bioware RPG ever released, along with providing voices for most MMOs on the market. He voiced Liquid Snake in Metal Gear Solid, Hercules in God of War II, Thor in Marvel Ultimate Alliance, but a lot of the time he voices relatively unimportant background characters and NPCs.

The problem is that he has such a distinctive voice, and one that I've heard so many times, that I actually find he breaks the ambience of whatever game he's in a little bit. I actually get pulled out of whatever setting the game is supposed to be in and think "oh, it's Cam Clarke again". It sounds harsh, because I have certainly enjoyed previous things he's done, but I'd actually rather developers of newer games didn't use him.

Friday, January 8, 2010

The Boon and the Bane of Metacritic

I think Metacritic is a fantastic tool (well, Metacritic for games at least, I don't use it for books, movies, music or TV, as I'm less interested in critical opinion of those things, I prefer personal recommendation). Previously, I used to skim over four or five games sites in an attempt to get a broader view of the reception of a game, as different reviewers' tastes can vary. Now, thanks to Metacritic, I pretty much just read Eurogamer, and for an overview of any particular game's score I can have a look on Metacritic, and possibly read a few more reviews if I feel the need.

The problem with Metacritic is that some people take it way too seriously. I'm not sure if the system wars (I hesitate to use the term console wars, because they probably go all the way back to Spectrum vs Amstrad) were always this belligerent, and it's just so much more noticeable due to the internet granting every deranged lunatic a pulpit from which to declare how fiercely invested he is in his gaming platform of choice, but it seems that for many, the enjoyment of gaming is entirely secondary to the quest to prove that any other system, and all the games for it, are rubbish. PS3 owners are required to belittle Gears of War, Xbox owners to dismiss Killzone 2, and PC diehards have to deride anything that is console exclusive.

Metacritic, by reducing the critical reception of every game to a percentile value, allows for the explicit comparison of these games. It's not perfect as it can struggle to equate different sites' reviewing methods (a 6/10 from Eurogamer is probably a better score than a 7.8 from IGN), and it does allow completely different games to be compared on the same scale (For example, are you aware that the Xbox version of Peggle is a much better game than Assassin's Creed?), but the system is about as objective as it could be, and it has become the de facto standard for measuring games.

This causes an issue, especially in the context of the console war, because a bad (or even not stellar) review can damage a games' metascore, especially those with metascores in the 90s, where every less than perfect score drags the metascore lower. I recall the huge uproar when Eurogamer gave Gears of War 8/10, and I recall the comments thread had more than 1200 posts when they dared to give Metal Gear Solid 4 a similarly "low" score. I have seen some ridiculous comments on review threads, such as people saying "well, the game has a metascore of 78 at the moment, so your score of 6/10 is clearly wrong", as if they believe that the metascore should determine reviews, rather than the reviews determining the metascore.

I suppose that vocal idiots are a problem endemic to the internet (warning, link contains bad language), and we shouldn't let this detract from the highly useful information that Metacritic aggregates.

Some useless facts: Grand Theft Auto IV has the highest metascore of any current generation game at 98. At 97, Super Mario Galaxy for the Wii has the highest metascore of a game exclusive to a single console, followed by Uncharted 2 on the PS3 with 96. The highest rated Xbox 360 exclusive is Gears of War with 94.

Saturday, January 2, 2010

Go To Hell

Warning: Very minor spoilers

I downloaded the Dante's Inferno demo that was released on Christmas Eve, but I only had the chance to play it a few days ago. I mentioned Dante's Inferno in my stylish hard action roundup a few weeks back, noting that it could be interpreted as a fairly cynical attempt to cash in God of War 3's PS3 exclusivity. Well, my overriding impression from the demo is how blatant a clone of God of War the game is, and I can't help but think this is a bit of a mistake on the part of developers Visceral Games.


The demo opens with a tutorial battle against some basic human foes, while Dante is still on one of the Crusades. The light/heavy attack combinations, and the right stick evasion in particular, feel exactly like God of War (you could argue that all games of this sort will have a somewhat similar control scheme, but I think it is telling that I was immediately reminded of God of War, rather than the last game of this genre I had played, which would be Ninja Gaiden 2). After completing this battle Dante is stabbed in the back, and as he is dying Death arrives to claim him, saying how his actions have damned him and his family. Dante refuses to accept this, and ends up fighting and killing Death with his own scythe, which then becomes Dante's standard weapon. It's exactly the sort of thing you'd expect to see Kratos doing, but the problem is that Dante's Inferno's fallen crusader doesn't radiate the sort of violence that God of War's ghost of Sparta does. Maybe it's unfair to accuse the game of a lack of character based on a short demo, but even the opening scene of God of War was enough to establish that Kratos was a very bad man, and Dante's Inferno doesn't do that. God of War comparisons are again unavoidable when Dante arrives back at his villa to find his wife murdered (although it looks far more like the scene from the movie Gladiator). From then on, all Hell breaks loose (literally) as Dante attempts to follow his wife into Hell to free her.

The game certainly looks good, the graphics looking much sharper than what I remember of God of War 1 and 2 (which is to be expected given the hardware the games are running on), and it apparently all moves along at a constant 60 frames per second. It has some suitably epic moments, such as when the front wall of Dante's chapel falls away to reveal Hell burning beneath him. The demo only takes Dante as far as the gates of Hell, with the only boss battle being the early one against Death, and I have no doubt there is more shock and awe to come (I recall reading previews stating how gruesome the ends that some of the bosses meet are). The teaser images for the full game at the end of the demo show several scenes of Hell, all mangled bodies and twisted flesh and rivers of blood. It appears to be unrelentingly unpleasant stuff (which, I suppose, you would expect given the nature of the game). Perhaps there will be more variety across the nine levels of Hell in the final game, but I feel that this is an area where Christian mythology lacks the breadth of the Greek mythology that God of War draws upon. Visceral Games are probably determined to be more hardcore than God of War, and they probably feel that all the unpleasant imagery is achieving this, but I'm not so sure of it as a design decision. Another example of this would be all the gratuitous nipple shots of Beatrice, Dante's wife, which aren't really necessary, but it really seems like the developers thought "well, God of War had breasts in it, we'd better have some in our game, too".


I haven't even touched on the matter of the source material; I haven't read the Divine Comedy, so I can't provide examples of how the game is not true to it, but I highly doubt that Dante, accompanied by the ghost of the poet Vergil, hacks his way through the nine levels of Hell, eviscerating everything that he crosses paths with. It seems like EA and Visceral are stretching the license a bit too far, essentially just using it for name recognition.

As of writing, there are no early reviews for the game on Metacritic, so my only idea of the critical opinion of the game comes from a few previews, which were pretty positive, but previews always are. My impression from the demo is not that it will be bad game, in fact I think it will be quite a polished action game with some impressive set pieces and brutal action, but I do feel that it would probably have been better if the developers had tried to make their own game, rather than shoehorning their version of God of War into a license that is only tangentially suitable for it.

Dante's Inferno is out on 12 February 2010. I may well end up playing it, but I won't be rushing out to buy a copy at launch.

Wednesday, December 30, 2009

You Must Run

Thinking of back to basics games, I noticed an interesting little flash game on Eurogamer's Best of 2009 Feature. Canabalt is an exceptionally simple game, all you do is hit the jump button as your character runs towards the right of the screen. I'm not sure I agree with Alec Meer about the genius of the game, but it is strangely compelling, and certainly an entertaining diversion for a few minutes.

I love the minimalism of the game's setting. What are you running from? Why is the city crumbling? What are the ominous mechanical walkers in the background and the transport ships that shake the screen as they fly past? The game doesn't explain any of it. All you have is the striking monochrome pixel art and the brilliant chiptune music to reinforce the urgency of your escape from whatever it is.

Also, let me know if you beat my score of 3.6km, a feat I doubt I will be able to repeat, as it involved me successfully jumping through about five or six building windows, when I usually can't even make one.

Edit: 09/01/2010, Managed to make it 7761m, although it was more luck than skill, as I only had about three window jumps in the entire run. I have replaced the previous image with my new high score.

Sunday, December 27, 2009

Shadow Complex

A month or so ago I finished Chair's Unreal Engine powered Xbox Live Arcade title, Shadow Complex. The game is a 2D sidescrolling platform adventure game in the style of Metroid or Castlevania, or so everyone points out. Having skipped the NES/SNES era entirely (actually, I have never owned any Nintendo console), this doesn't mean much to me, in the same way Zelda references, which reviewers often make, don't mean anything to me, but the basic style of the game will be familiar to anyone who has been playing games for a while.

I'm not going to attempt to write up a proper review of it, you can look at one of the many positive reviews on Metacritic if you are interested in more in-depth detail.


What I really liked about the game is how traditional it is. The whole game, you run left and right, jump, climb ladders and shoot things. At times enemies appear in the foreground and background of the screen, but this doesn't really change the fact that the game is strictly two dimensional. Despite this, it is not simplistic, gradually upgrading your abilities to allow you to reach new areas and move around the game world in different ways. The game is not retro pastiche, and it doesn't have to rely on nostalgia for it to be enjoyable, it is simply the kind of game that developers used to make, made with modern technology, and I'm glad for it. I think sometimes modern games set out to be all things to all people, and sometimes they lose sight of some of the things that made games entertaining in the earlier years of the medium.


I wrote a post a while back about certain things I didn't like about digital distribution of console games, but Shadow Complex to me represents how the downloadable game can really succeed. The game looks good for an XBLA game, and is far from the throwaway entertainment offered by some downloadable titles, but it still wouldn't justify a boxed release at regular retail prices. They would have to add far more to the game in order to do so, and I think that would strip it of some of its charm.


I meant to write this post earlier in the week, as the game was reduced to 800 MSP as the Xbox Live Gold deal of the week for 21-27 December, but even at the regular 1200 MSP price I would certainly recommend the game.

Tuesday, December 8, 2009

Stylish Hard Action

In 2001, when asked to explain what sort of game his upcoming Devil May Cry was, Hideki Kamiya described it as "stylish hard action", which is an awesome description, and one I still like to use to describe third person action games with a focus on spectacular combat.

Three such games, all due for release in the first two months of 2010, have caught my attention, and they are:

Bayonetta is the latest game from Hideki Kamiya, through his new studio Platinum Games, which was created from the ashes of Capcom's innovative side studio, Clover, and is a spiritual follow up to Devil May Cry. The game is already out in Japan, and import reviews have so far been positively glowing. However, whereas the original Devil May Cry succeeded because of it's over the top Japanese-ness (nonsensical story, over stylised hero, constant battle against odd, demonic enemies), the games industry has changed since 2001 and I almost feel that this is now one of the things that holds Bayonetta back for me. I'm not sure I want to play as some blatantly over-sexualised librarian fantasy as she dismembers cherubs to the sounds of a bizarre mix of j-pop and lounge jazz.

A demo for Bayonetta is up on Xbox Live already, I am downloading it as I type this post, but it still may be a while before I can give it a proper try. The game is due out in Europe on 8 January.

It's actually hard to tell whether Dante's Inferno is the product of the new, positive EA, or the old, cynical EA. On the plus side, it's fresh IP (at least in gaming terms), developed by well-regarded studio Visceral Games (of Dead Space fame), and previews of it have commended the graphic style and combat mechanics, which are probably the two most important aspects of a Stylish Hard Action game. On the minus side, it's absolutely transparent in its desire to ape God of War (some canny EA exec no doubt realised there would be a gap in the Xbox 360 market created by God of War 3's PS3 exclusivity, which their multiplatform title could exploit), only with medieval Christian mythology rather than Greek, and it takes so many liberties with a well-known piece of literature that it comes across as wanting nothing more than to steal the title for some free name recognition. In addition, EA's marketers actually arranged a fake Christian group to stage a protest against the game outside E3 in order to drum up some publicity, which is pretty crass.

The demo for Dante's Inferno is due for release on Christmas eve, with the game itself, the last of these three to be released, coming out on 5 February, still a month in advance of elephant in the room, God of War 3.

With art direction from comic book artist Joe Madureira, Darksiders is the tale one of the Riders of the Apocalypse's quest for revenge against the celestial or infernal forces that have betrayed him. It's not going to win plaudits from the people who complain that the video game industry is still geared too much towards adolescent and post-adolescent males (neither is Bayonetta, though), but as I have explained before, there is a place for developed, complex characters, and there is a place for action heroes, and War looks like a pretty good action hero.

Every preview for the game I have read is keen to point out the similarities to Zelda rather than God of War, but having never played a Zelda game before, I have no idea what this is supposed to mean or why it should make me weak at the knees. Perhaps it has something to do with a more exploratory game experience rather than the more linear style of a regular third person action game. All I know is that Darksiders has characters with impossibly broad shoulders, huge enemies, guns, giant swords, and the ability to hit people with lamp-posts or throw cars at them. Which seems pretty cool to me.

As far as I know, there is no demo planned for Darksiders, and the only footage I've got of it, a trailer I downloaded from E3 this year, looked pretty shonky whenever it used in-engine footage. Coming from a studio with no real pedigree, Darksiders is the one of these three that I most want to like, but I fear it may be the worst as a game. Darksiders is out on the 8th of January 2010, the same day as Bayonetta's western release.