Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Tuesday, November 22, 2011

You see that mountain? There's a story on it. Now go find it. - A bit of stuff about games, The Elder Scrolls, and Skyrim

Out of the gate, Skyrim has been hailed as a universal success.  Its rating on metacritic, that holy guarantor of quality and vigor, is something like 95 or 96 out of a 100.  You probably don't need me to tell you that Skyrim is good.  What I would like to do is highlight exactly why it is good, and give any gamers stubbornly clinging to Oblivion or Morrowind a polite clap on the ear, to hopefully wake them up.

I'd like to ask a searching question.  What, in the most basic sense, is the promise offered by each and every videogame?  The answer, I think, is simple, dictated by the interactive aspect of the medium: "if you play this game, you will not only be able to enter into a world specific to your interests, but you will furthermore be able to affect it and bring your own cognitive power to this world in order to experience this world according to your own desires, rather than that of, say, an author's."

That is, essentially, what is being suggested when that controller is put into your hand.  When you gain access to the power to change what you see on the screen, you are now leveraging for control of the media you are engaging in.

As we all know, that promise rarely, if ever, delivers wholesale.  There are little obstacles, sometimes very large obstacles, between your capacity to change the game world and the actual experience you receive.  Those barriers, disruptive to the very spirit of gaming and yet nearly impossible to avoid, are something we've learned to work with.  We are told the restraints of the game, what we can or cannot do, and operate within them.  And so our choice narrows.

At this juncture, the promise of gaming changes from "I may do whatever I want in this world" to "I may do whatever I want in this world, as long it is less than X and greater than Y."  In some ways, this is natural.  Complete freedom to do whatever one might want would disrupt any narrative gesture on behalf of the game, and I argue that we do appreciate a narrative in a game, even though in the same instance, the natural urge to push the game to the limits of what it will allow can disrupt that narrative.  Who, while reading a novel, does not root for a character, and silently judge their actions and advise them?  That is natural.  But when those novels cave to the simplest desires of the reader, they become trite and uninteresting.  Look, for instance, at George R.R. Martin's A Song of Ice and Fire, which has recently achieved pop culture status.  What is compelling about the fiction he presents is that it does not cater to what its audience expects, and instead offers up a vastly more fascinating narrative venture.

Now, imagine that you are playing a game set in Martin's universe.  I won't go into specific spoilers, but if you were playing through scenes where a memorable character was about to die, the player would want some sense of control, to be able to stop those deaths and prove themselves the champion, and so on: but it would cripple the narrative.  An author's advantage is that they can acknowledge that while the characters in the narrative may suffer and be exposed to undesirable circumstances, this will in fact produce a more compelling narrative.  When we are directly invested in the fiction--as a reader, viewer of a film, or a gamer--we struggle to find that same distance.  Games, then, which endeavor to provide any narrative experience, must navigate that divide, between our natural want for control, and the fact that when given that control, someone with a self-interested investment in a story will, inevitably, make it more predictable and less interesting.

All of this is a very roundabout way of saying that I think that there are two paths that games can choose in order to conquer this fundamental difficulty: a game can either become dictatorial, dictating to the player what to do, what their character says, and where they go, in the name of narrative (a fine example of this succeeding--because I do not suggest that this form of game narrative is entirely inferior--is Final Fantasy X); or a game can become emergent, to borrow a term from Peter Molyneux, who, though much maligned, has a fairly decent head on his shoulders for what gamers want, even though he might not always succeed in making his theoretical ideas a reality.  Emergent gameplay, in short, is described as a complex situation which emerges from the interaction of simple mechanics: I would go a step further, and call it a compelling narrative moment which emerges in the space between the player's internal narrative and the gameplay which the game offers to support that narrative.  This latter category, thriving on those narrative moments, has always been the focus of the games in The Elder Scrolls series (finally, you say, he gets to the point!).

The promise is in the friggin' game manual: the Elder Scrolls promises to let you be who you want, how you want.

However, this process will be necessarily complicated.  If players were just thrust into a world with no quests to explore, I imagine they'd get quite bored: in this sense each Elder Scrolls game has needed a dictatorial framework in which those emergent moments may exist.  The measure of success in any Elder Scrolls game, and any game in general, I would argue, is the intentional submerging of that dictatorial framework, making it nearly invisible, so that the focus is not on what you are being told, but what you are doing.

Morrowind, for instance, is often praised for offering a wealth of unique materials, in contrast to the earlier Elder Scrolls games which featured randomized content.  What are those unique materials and locations?  Things with a specific narrative.  Items which dictate their history to you.  The abundance of unique quest material in Morrowind, material which is dictatorial in nature, is often cited as the primary reason why the game is so well-loved among its fans.  However, Morrowind also enabled the player to choose which of those dictatorial elements to engage in, and to some extent, how to engage in them.  In this sense, we might call an earlier Elder Scrolls game, which chiefly featured randomly generated content, as a sort of amorphous narrative blob, allowing you to go in any direction with no real guidance, whereas Morrowind was a series of narrative paths, which you might happily walk down at your own choosing.

Fast forward to Oblivion.  Oblivion was always going to be the next stage in Bethesda's attempt to allow one full control over a richly realized game space: it was going to be the next stage in Bethesda's attempt to negotiate the divide between dictatorial and emergent gameplay.  Oblivion again adopted Morrowind's 'series of different paths' design, though its detractors, those who maintain the ascendancy of Morrowind, decry it for featuring too much randomized content.  Sections of the game are randomly generated.  In an article discussing the process from Morrowind to Skyrim of realizing the world of Tamriel, Oblivion's development is characterized as a "mix" of randomized content and "hand-placed" content.  In the eyes of many, this muddied the experience of Oblivion: it felt less sincere, less like a realized world.

So, if Morrowind was a strict adherent to the "dictatorial" path, and Oblvion veered too far into randomized gameplay, putting the focus on emergent scenarios without providing a specific narrative thrust, what can the solution be?

The solution, in short, is Skyrim.

Skyrim, Howard boasts, has a world which is "all hand crafted."  It's all "put there" by the designers.  Nothing is incidental.  This, if not handled correctly, could make the player feel as though they are simply playing "on rails" put there by the designer.  Skyrim, however, does not fall into this trap, for more than a few reasons.

Firstly, the elements of the game which are being "dictated" to you are minimized.  The interface, for instance, once a sharp reminder that you are, in fact, playing a game, has been reduced to strict functionality, without trying to hide it under a veneer of fantasy flavour.  Where it does hide beneath that veneer, it tries to make the facade seem like a genuine part of the world you're in: when you examine your skills, you're not scrolling through a list in some pseudo-medieval journal written in vaguely medieval text, but you are looking to the stars, purportedly your stars.  The attempt here, and one I admire, is to reduce the act of "stepping out" of the game world in order to access menus and lists and so on as much as possible.  In Oblivion and Morrowind, the game menus are framed loosely as a "journal" that your character is keeping, but the metaphor is weak: it is obvious to anyone that you are engaging with an element of game design, rather than a fictional world.  Skyrim's menu system assumes that the player has the intelligence to make this jump, that they will not be fooled by a light coating of fantasy paint, and instead tries to remove as much of the obstacle as possible, so that the player spends less time disconnected from the game.

Secondly, the game seizes on Oblivion's greatest success, which was that it never curtails you into any one "path" without your choosing. This is reflected in one of the game's more controversial, but ultimately brilliant, choices: the complete removal of stats.  There is no Strength, Intelligence, or Luck any more.  There are only the three base values that all those superfluous stats fed into: Health, Magicka, and Stamina.  This is a particularly clever move, because it removes any sense that you have to play in a certain "way" in order to maximize your character's effectiveness for a chosen build, which will then cause you to be more proficient in specific questlines.  In Skyrim, you can play freely, knowing that your strength stat will never fall below the curve, or you don't have to intentionally level up endurance skills in order to boost health, and so on.  Furthermore, the removal of a class system first takes away the problematic levelling issues encountered in earlier games, and secondly allows you a little breathing space as you play the game, allowing you to discover how you want to play.  Any superfluous dictatorial elements have been eliminated.

Meanwhile, those dictatorial elements which are desirable have been ramped up to eleven, and then presented in such a way as to disguise their nature as something which the designers "want" you to experience.  There are an abundance of quests you can carry out, many of which with a minor narrative structure in which to frame your experience.  When one walks into an Inn, you might hear a bard playing; when you rent a room, the Innkeeper will order you to your room.  These circumstances were obviously put in "by hand," so to speak, but they don't feel restrictive, because their point isn't to take away your own sense of agency, but to encourage it.  The game's "Radiant Story" system is ingeniously effective, offering quests with specific content to you in unique ways, tailored to your own experiences.  Then, of course, there are the fights with dragons, some of the most spectacular moments in the game.  These fights are filled with excellent drama and excitement, but are also, in their sense, random, in that they can appear at any time: how you choose to fight the dragons is up to you.  The dragon fights, specifically designed, are presented in a random way, and behave in a random way, thus making your own encounters with the dragons unique, freeing up those experiences for those moments of emergent gameplay that we all strive for, without sacrificing narrative clout. The main questline, and guild questlines, are gripping, but they do not impose: they can be accessed at your leisure.

Of course, Skyrim does not succeed invariably: the odd bug might bring your experience crashing back down to Earth, as you realize you're playing a game, not actually sneaking through a cave or chatting with a local blacksmith.  But like no other game before it, in my mind, Skyrim succeeds in negotiating the compromise between giving the player choice, and simultaneously producing a product which has a genuine narrative structure.  Anyone who clings onto older games like Morrowind or Oblivion is, in my mind, missing the point of the series.  While the quest lines offered in these games are engaging and intriguing, they are not narrative masterpieces.  If one might prefer this or that member of an earlier game's assassin guild to this or that member in Skyrim's Dark Brotherhood, that's fine.  That dictatorial element in the earlier game, for whatever reason, just happened to appeal more to you, specifically.

However, what Skyrim does better than Oblivion, better than the sacrosanct Morrowind, and indeed, better than any other game I've ever played, is take those carefully crafted dictatorial, narrative elements, and then infuse them with spontaneity, and a feeling of true control in the hands of the player.  Skyrim is the next step in Bethesda's promise to let you play the game as you want, and it is by far their most successful one.

Originally, this piece was framed as a review, but it obviously became something else.  I don't like numerical grades, I don't like stars, and I don't like letter grades, so by way of appraisal, let me say only this: Skyrim is an extraordinary game.  It deserves your investment, both financially and ideologically, and will reward you if you do.

Sunday, May 15, 2011

My Bad. Also: Cthulhu Saves the World Review!

Okay, I neglected my blog again.  I'm very sorry, and feel appropriately ashamed.  Bad me.  Bad me, indeed.

That said, there's only so much self-deprecating humour I can summon at any one point in time, so let's plow ahead with that promised Cthulhu Saves the World review.

First, a basic summary.  Cthulhu Saves the World, available via Xbox Live's downloadable games interface (under the "Indie games" category), posits itself as a throwback to and parody of the classic 8/16/however-many-bit RPG games of the SNES era.  The player assumes the role of Lovecraft's Cthulhu, who, having lost his powers, must become a true hero to reclaim them.

You can probably guess from that summary that the game is funny.  What you mightn't guess at first, though, is that the game's sense of humour is upbeat, quick, and more clever than you usually get from something so deliberately wacky.  Cthulhu Saves the World happily plays around with its source material, though its parody of its Lovecraftian roots is much more effective than when it pokes fun at RPG conventions.  The former is executed with a clever wink towards the source material, while the latter is really more of the same jokes we've all heard years ago (HAHA LOOK A PATH HAS OPENED UP WHAT A COINCIDENCE and so on).

What makes Cthulhu successful, however, isn't so much that it's good at making fun of its sources, but that it is made exceptionally well, and intimately knows and loves those sources.  Visually, Cthulhu is impressive.  Its intentionally retro-graphics are fresh, easy to look at, and the backdrops are frequently quite attractive.  The sound design is similarly effective, working both as a throwback and as an attractive soundtrack.  The characters are (mostly) likeable and enjoyable, and as a functional RPG Cthulhu is actually quite good.  It has a pretty traditional RPG setup (characters have HP, MP, learn skills and/or magic, and so on), and comes with a few interesting twists.

When each character levels up, you get to pick one of two upgrades, usually offering an interesting choice, and there's an Insanity mechanic that functions quite well.  I won't go into the details of it here, but it adds a dynamic to the gameplay that helps to separate it from verbatim RPG action.  The game also restores your health fully after each battle (taking a note from FFXIII), which allows monster battles to be a little more than "mash A to attack".  Later in the game, though, once you've levelled up enough, that level of difficulty fades and random battles do degrade into button-mashers.  While the bosses tend to run into one another, they're usually a nice break from the action, and there's even one or two hidden dungeons.  I don't claim to have found them all.

The game lasts about 6 hours or so, which is just about the amount of time you'd want to commit to it for one sit-through.  For only 240 MS Points (roughly 3 bucks), it's a steal, and Zeboyd games is going to be updating the game soon (for free) with a new mode and a few other additions; check out their site for details.  As a game, it's not perfect, but it is perfect for its price.  If you're a fan of RPGs, this one is definitely worth your time, and your money.  Absolutely recommended.

I don't like numerical scores, as a rule, but if I must give one: 8/10

Tuesday, April 19, 2011

Time to blow the dust off this sucker

Well, it's been a while....

Mostly, you can attribute the downturn in blog-posting activity due to the pile-up of schoolwork. Essays, final exams, etc. I wanted to do one of those blogs where I record my scattered thoughts while writing an essay, but the one time I did it my thoughts turned out to be disappointingly coherent. I blame the lack of children's cartoons.

A deficiency which will probably persist, since my general to-do list for the summer more or less looks like an HBO Greatest Hits series. Mostly, I want to watch The Wire, since anyone who's so much as seen half an episode has informed me that it's really, really good. Liking really, really good things as I do, I figured it was worth a shot. Also I might try and finish the Sopranos (I never did finish the series) and maybe Deadwood.

More to the point: Game of Thrones! I haven't been this excited about a new tv series since ... well, I can't actually think of a series that has excited me this much, ever. However, I pretty seldom watch TV series (this summer looking to be the exception), so I'll refrain from trying to post any comments on it since I don't really feel well-versed enough in the subject matter to talk about it. Chris Lockett's blog will, I'm betting, provide a pretty cool breakdown of the series: An Ontarian in Newfoundland.

Which brings me back to the whole point that I started writing this, if there was one to begin with. Over the past few months I've genuinely enjoyed this thing. It's provided a fun opportunity for me to smack my digits on my keyboard to produce something hopefully resembling an occasionally funny post, or at least one that's reasonably interesting. But insofar as now there's never really been a general direction for the thing. As I speak, I have reviewed, for example, exactly one videogame, talked about fantasy a bunch, mused a little on my life for no reason other than that it amused me a bit, and have posted more than a few bite-sized funny things (my favorite being this one).

This peregrine nonsense stops now, I say!

(Okay, to step aside for a second: peregrinate is a word which means, apparently, to travel or wander about, typically from place to place. Peregrine is the adjective, which can also delineate being outlandish, strange, imported from abroad, or extraneous to the bulk of what's being said, which makes this aside peregrine. How cool is that? I choose to believe it's tied in with peregrine falcons, though I have absolutely no proof to the positive on that.)

Uh, yeah. I like words. Anyhow, I'm not exactly about to "streamline" or "revolutionize" or similarly "bullshitinate" this blog, but I'm hoping to find a sort of general thrust for it, or at least a feature which I can return to semi-regularly.

That in mind, the one area which I do feel pretty sufficiently versed in to comment on regularly is videogames. I mean, I've been playing them most of my life, and I've played more than a couple. But the reason I don't often have any inclination to look at really popular games is that, honestly, most of them bore me, or if I do enjoy them, they're not stimulating enough to make me want to write on them (exceptions: Bioshock, Final Fantasy, Tales of Vesperia, Minecraft, which I suppose is sort of Indie, and anything Bioware makes). However, for the past few days, I've been on an Indie game binge, using the Xbox's pretty well-engineered Indie platform. I've been going through the big ones, if such a thing can exist in what is pretty generally a marginal category, and I've been enjoying myself. So I figure I might make it a bit of a project to start reviewing the Indie games on the XBL Arcade, separating the chaff from the wheat. The upshot of this is that, honestly, playing these things will cost me somewhere in the region of 80-240 MS points per purchase, so it's something I can do without bankrupting myself or limiting to myself to only games that I'd want to buy, anyway.

Right now I'm playing Cthulhu Saves the World, so hopefully I'll be able to post some thoughts about it when I'm done (which should be soon; the game's addictive as all hell and finals are nearly over).

Sunday, October 24, 2010

Review: Fallout: New Vegas

Fallout: New Vegas
Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Platform reviewed: Xbox 360
Genre: Role-playing / First-person Shooter
Number of players: 1
Online/offline: offline, with DLC to be expected
Rating: M

It is difficult to enter into any evaluation of Fallout: New Vegas as a videogame without mentioning its predecessor, Fallout 3. There is the question, of course, of whether or not this game is a "true sequel". In my opinion, the short answer is no. But then, it never claimed to be a true sequel. There's no number after its name. New Vegas is not a startling new leap forward in the Fallout series, but it is a very, very good game, particularly for the teeming mass of gamers who enjoyed 3.

New Vegas is very much a retread of Fallout 3, but it is a unique experience, as well. The graphics are much the same, offering a beautiful gameworld which becomes steadily more unattractive as one gets closer to any given object, though the individual people seem to be improved this time around in terms of face models. The graphics are not remarkably better than in Fallout 3, but they are slightly superior in little ways: certain textures don't look quite so bad, better face models, somewhat better animation, etc. The audio is basically another version of the same sort of music in Fallout 3, save with an occasional western theme; Mr. New Vegas replaces Fallout 3's Three Dog, and I actually found the new announcer to be much more enjoyable, and less annoying. I remember a distinct urge in Fallout 3 to hunt down Three Dog's toaster and brutally massacre it. No such problems with Mr. New Vegas, though I suspect that after another hundred hours I'll tire of hearing how he loves me and everyone else listening to his station.

Much like the graphics and audio, the gameplay has been improved, not so much in leaps and bounds but in slight increments. The addition of "true iron sights" is welcome, though as the game is an RPG, your shots will often miss because of your Guns stat--which has been wisely combined from Small and Big Guns from Fallout 3. It's definitely an improvement, though, and I've had much fewer frustration moments as I did in Fallout 3 when shooting. There's an increased fidelity to the shooting this time around: the guns feel a bit tighter, a bit more real, and as I probably should've mentioned earlier, they sound a bit better than in Fallout 3. One of the other elements incorporated into the game is a "companion wheel", which allows you to access the commands for your companion which are regularly available only via dialogue. Revolutionary? No. But handy.

The game also features a number of additions to the "behind-the-scenes" systems of the game. Whereas in 3 there was a universal holiness-monitor that followed you around everywhere, in New Vegas your karma matters little when compared to your direct interactions with the veritable menagerie of factions in the game. Shoot up some Powder Gangers? The Powder Gangers will hate you, but the people of Goodsprings, who the Gangers were just terrorizing, will be thankful. This system works best in New Vegas because there are so many different factions, which is a refreshing update from Fallout 3. Finally, one of the most notable gameplay elements is the addition of "Hardcore" mode, which requires the player to eat, sleep, and drink to avoid stat detractions, and causes the game's general healing system to be a touch more realistic. Hilariously, playing Hardcore mode had me drinking Root Beer more often than not to recover from gaping bullet-wounds in my chest, in order to conserve on medical equipment. The mode isn't "Hardcore" so much as "a minor inconvenience", but for those who like a little more role-playing in their role-playing game, it's a nice addition.

The New Vegas Strip is more or less an entity unto itself: once players finally enter into the Strip (a lengthy process involving the cocktease that is Freeside, a free-to-enter town that surrounds the ritzy Strip) a whole new world seems to open up, creating a sense that there is almost a game-within-a-game. The gambling is fairly fun, and I believe the game actually tries to punish you by employing save/reload tactics in Blackjack by having the dealer carry out a lengthy deck reshuffling process, but in the end it's essentially another Fallout town with a bunch of quests to carry out and people to run errands for. This is fairly formulaic fare--oh, look, a rancher who wants me to investigate a casino bigshot--which inevitably winds up in an interesting twist or two. The game typically forces one to choose between two factions which, most of the time, both have something going for them, and the morality isn't necessarily cut-and-dry, which is refreshing.

The story feels a bit better in New Vegas, with regard to individual missions, at least, but that sense of a greater story that you yourself create is gone. Perhaps it has to do with the game's opener: you are rather abruptly thrust into the Mojave Wasteland after being saved from a near-death experience, rather than being raised and growing up in Fallout 3's Vault 101. It certainly lacks Fallout 3's distinct sensation that you alone were building your character from the ground up, and the game loses some of its narrative punch for it. New Vegas feels less intimate than Fallout 3, which is unfortunate. Had Obsidian managed to recreate that sense of ownership of one's own character, I believe the game's sprawling system of factions and disparate communities would've been much more effective.

New Vegas isn't so much a direct knock-off of Fallout 3, but it's not a proper sequel. It's something of an interesting creature. It's more like what Fallout 3 would've looked like had the developers spent an extra year or so fine-tuning, polishing, and adding elements to the original game, and yet simultaneously could not exist without the prior game: part of the reason that New Vegas works is that after the cramped downtown of the Capital Wasteland and the harsh, generally oppressing conditions of Fallout 3's setting, New Vegas' Mojave Desert and New Vegas Strip are wonderfully refreshing.

There's been a lot said of gamer entitlement--Adam Sessler's addressed the issue a couple of times on his Soapbox, which is infinitely superior to the actual show X-Play--which more or less boils down to the fact that a certain group of gamers will always whine, bitch, and moan incessantly when they feel they're being slighted. Those people will, undoubtedly, decry New Vegas as a cheap cash grab. New Vegas is more or less a love-letter to the fans of the first game, and offers a slightly more polished Fallout experience. It shines a little more. Some naggling issues are taken care of. But it's not Fallout 3, and in many ways that's a bad thing. Fallout 3 had a little something more: it was a fresh experience the first time around, for example, whereas New Vegas feels undeniably familiar. New Vegas has a few new tricks, and it benefits from a bit more shine, but it will never quite match the original Fallout 3 as a whole, as an experience. Don't let that discourage you, though. New Vegas is a wonderful game, and anyone who enjoyed the first will likely enjoy the second.

3 & 1/2 stars (of a possible 4)

Note: Much like Fallout 3, and nearly any game released by Bethesda and Obsidian, New Vegas is plagued with glitches. Hopefully software updates will take care of this, but for now it remains a minor annoyance.