Saturday, October 31, 2009

Tell Me A Story...

Throughout the history of this blog I have been diligent with my video game reviews. There has been, however, a severe shortage of previews and opinion pieces. Sure there have been a couple posts—see “Tope Five Most Wanted 2008” and “The Overly Biased Top Five Favorite Multiplayer Oldschool Brawlers”—but nothing substantial. It’s time to stop this trend and get on with some opinions. Maybe I’ll even go that extra mile and scrounge up some previews. Maybe.

Stories and games go hand in hand. Duh what about Tetris? Yes. There are exceptions smart ass, but the majority of games attempt to tell a story. How the plot is presented has been a popular discussion amongst the gaming community for both developers and consumers. Reading various articles from Gamasutra.com, and to a lesser extent sites like Kotaku, IGN, and 1UP, I’ve seen two popular sides emerge. On one end of the table is the traditional cut-scene. These usually occur before or after a major event in the story or level. The player looses control of their character(s), and the game swings into a presentation that mimics film. These scenes are often enhanced with improved graphics, and scenarios that can not be experienced through normal gameplay. Examples of games with cut scenes are numerous: Ninja Gaiden, God of War, Halo, Red Alert, Final Fantasy, Star Wars: The Force Unleashed, Mario, Zelda—the list goes on and on.

Sitting on the opposite end of the table are those in favor of in-game-story-telling. This method delivers all dialogue and major events in game. The player usually has some control of their character(s) the entire time. A popular example of this mechanic is Half-Life 2. Other games that employ this technique are Bioshock, Prince of Persia: Sands of Time, L4D, COD: Modern Warfare, and Splinter Cell. In-game dialogue has gained popularity for a good reason. The presentation style rarely impedes the players’ interaction with the game world. This often improves the immersion factor, and strengthens character development. For some studios this technique can also be a money saver by eliminating the need to hire an outside business to create a cut scene.

So what’s better in-game-story-telling or cut scenes? Like many issues people fall on all sides. I personally land somewhere in the middle. Both of these techniques have valid pros and cons. Cut scenes can provide beautiful animated moments that get me pumped and ready to play. I still get goose bumps when I watch the Blizzard cinematic for World of Warcraft or Diablo II. Even a game with a horrible plot like Ninja Gaiden can employ cut scenes as a nice visual pleasing break form the intense action. If, however, cut scenes are executed poorly gamers will find themselves frantically pressing buttons to pass by the garbage and get back to having fun. The same theory of poor execution can be tied to in-game-story-telling. When done right this technique improves player immersion and character development. I don’t believe any of the games that I mentioned early would have had the same impact without in-game-story-telling.

When done properly both presentation methods can deliver fantastic stories and experiences. Combine the two and get the best of both worlds. Most recently, but not exclusively, I experienced this with Batman Arkham Asylum. Right from the start the game blends cut scenes with in-game-story-telling brilliantly. The game begins with a visual rich short video consisting of Batman driving the Joker to Arkham. Once they arrive the interaction kicks in. Players must escort Joker to his cell. While moving the Batman about players are treated with tons of visual and audio moments. This blended style of cut scene and in-game-story-telling continues throughout the game. So can’t we gamers have our cake and eat it too?

Even with my preference of a blended presentation I understand the need to evaluate these methods on a game by game basis. There is also the other side of the puzzle—good writing and cinematic direction. If these factors are lacking in quality, then overall presentation will be monotonous despite the technique employed. That correlation, however, is another topic for another time.

This post is a Featured Blog on Gamasutra.

Saturday, October 24, 2009

Batman Arkham Asylum

Game: Batman Arkham Asylum

System: PS3, Xbox 360, PC

Release: August 2009


Batman Arkham Asylum is the best Batman game in existence. Much like the Wolverine title I reviewed, this game succeeds in making the player feel like one of the worlds most famous superheroes. Batman has gadgets, he kicks ass in a fist fight, and he can lurk in the shadows to surprise enemies. What more could a fan ask for? How about having the voiceovers performed by the same cast who did the 1990’s animated series? That’s right my friends Mark Hamill is back as the Joker! This time the fight is not on the streets of Gotham. Arkham Asylum has been taken over by the Clown Prince of Crime and only Batman can stop him. Joker, however, is not alone. He has recruited some of the top super villains at Arkham. The Cape Crusader will have to deal with the likes of Killer Croc, Poison Ivy, Bane, and of course Harley Quinn. Does Batman have what it takes to save the day? Sure he does…he’s Batman! The journey, however, is the real adventure. I’m not going to spoil this plot, but trust me it fits like a glove.

To complement the fantastic story, and beautiful graphical presentation, Batman Arkham Asylum offers four major gameplay features. First up is brawling. When facing unarmed thugs Batman can throw together counters and punches for brutal combos. Land enough sequential hits and he does critical damage/special moves. The combat is very smooth and satisfying. It also gets better with more enemies. Taking on twenty guys at once is enthralling—not to mention badass!

The second major gameplay feature is stealth. Batman can’t take a bullet to the dome so when the thugs are armed he goes silent. Swinging from gargoyle to gargoyle Batman can isolate his enemies and take them out one by one. A great move is the vertical take down. Batman hangs from a gargoyle until a thug is underneath him. With the press of a button he zips down grabbing the thug. He then wraps a rope around his leg and lets him hang. There are a host of other toys/moves that help Batman isolate enemies and navigate through Arkham.

The final two features are exploration and detective work. The Riddler has hidden numerous secrets across the island. Batman will have to use all his gadgets—Batclaw, Grappling Hook, Explosive gel, etc.—to solve these riddles. To help himself out he can also turn on detective mode which highlights objects he can interact with. It also illustrates all enemies in the area, and points out vital clues to main objectives. If it wasn’t for the top notch graphical presentation I would have left detective mode on for the entire game.

What’s that? Not convinced that this is the best Batman game ever. Well Mr. you have some nerve. Ok fine. What if I tell you about challenge mode? That’s right. If you are bored with the main campaign you can take on stealth or brawler challenges. Complete them with the highest score (brawler) or fastest time (stealth) and post your victory on the leaderboards for all to see. I am hooked on the brawler challenge that sends infinite waves of thugs to take Batman down.

Batman Arkham Asylum is everything I could ask for in a Batman game. The story is just about perfect, the gameplay is smooth, and most importantly fun. The presentation is top of the line, and the challenge modes will keep on coming thanks to DLC packs. Snerts Snazzy Score grants this game a perfect score: 5 out of 5.

Brutal Legend

Game: Brutal Legend

System: Xbox 360, PS3

Release: ROCKtober 2009


Brutal Legend is a tough game to categorize. On the one hand it is an open world action/adventure game. Players drive around a huge expansive landscape while fending off attacks from enemy factions or wild panthers with laser beam eyes. (That’s right. There are panthers that shoot lasers from their eyeballs!) On the other hand Brutal Legend is an RTS. During “Stage Battles” players summon and command a small army to victory. So I guess the game can be categorized as an Action/Adventure/Open World/RTS. Wow that’s a few more slashes then usual.

Originally all the categories made me nervous. So many games attempt to be a jack of all trades, but end up being a master of none. Thankfully this is not the case with Brutal Legend. The Scrum production process employed by Double Fine—and should be used by all developers—ensured that each section of the game got the attention it needed. The action moves are solid, driving around the open world is fantastic, and the stage battles are fun and easy to manage. There is even an excellent story to tie all theses features together.

Players take on the role of Eddie Riggs. He is the ultimate roadie who is disgusted with what has happened to Heavy Metal. He dislikes the Linkin Park like state of rock, but he still does his job—to ensure the fans get a good show from the group on stage. During a show the stage collapses on him spilling blood into his belt buckle. This so happens to be a magical belt buckle that awakens an ancient god who teleports Eddie to a Land of Metal.

As soon as Eddie wakes up there are dudes out to kill him. So in self defense he picks up a giant axe and magical guitar. This also introduces players to the basic action segments of the game. Wielding the axe allows Eddie to hack, slash, and block his way to victory. When playing the guitar Eddie can attack using lightening and fire. He can also perform bitchin solos that produce a variety of results. Solos can summon a burning zeppelin that crashes to the ground, or melt the faces off your enemies. They also interact with environments and help Eddie command his army during stage battles.

The first solo in the game summons the Deuce. This is the car Eddie uses to travel about this fantasy land of Heavy Metal. He uses the car to escape the army of bad guys who have been trying to kill him since he arrived. With the help of the female protagonist—Ophelia—Eddie is filled in on all the latest gossip. Apparently humans are slaves, and demons control everything. There is, however, some hope. Eddie’s love of Heavy Metal has given him the knowledge and ability to unlock this lands secret magical power. Combine this with an army, and humans have a fighting chance.

The first handful of missions involves recruiting an army. Eddie finds head banging dudes, gun touting chicks, and a gang of healing bassist. Each mission is heavy on the action adventure, and also opens up the world for exploration and side quests. The unlockables discovered throughout the world will either power up Eddie, or tell an interesting tale detailing the history of this fantasy land. The handful of side quests are fun, but can get a bit tedious by the end of the game. Eddie either shoots, ambushes, races, hunts, or marks targets for mortar fire. My personal favorites were the races and hunting missions. I found the rewards very useful and fun.

Once players have completed some side quests and recruited some soldiers the RTS side of the game kicks in. Stage Battles pit band against band. The goal is to recruit enough fans to build an army, capture key points, and destroy the enemy’s stage. To capture a point players must destroy all near by enemies, and Eddie performs a solo to build a merchandise booth—fans like T-shirts! Each merch booth increases the accumulation of fans. The more fans you have the faster you can build an army to capture more merch booths and destroy the other bands stage.

During these battles players control Eddie. He still has all his usual moves, which can be utilized to help his summoned army. Melting the faces off of the enemy infantry can really turn the tide. Solo’s are also used to buff and dictate orders to units. To facilitate controlling your army Eddie is given the power of flight. This allows him to zip across the battle field and command numerous squads. Eddie is defiantly the most powerful during Stage Battles.

After completing the first Stage Battle against a boss the game settles into a rinse and repeat pattern. This isn’t bad because each repeat is in a different area with new recruits and enemies. Oh how I loved the Kiss Army recruits. Sexy Amazon Kiss girls that ride large fire breathing beasts are always welcomed. The new areas also introduce more of the same side quests and unlockables. Eventually Eddie and his crew fight there way to the doorstep of the evil emperor Doviculus for a final show down.

The story for Brutal Legend works well with the universe and has an all star cast. Jack Black voices Eddie, and he is joined by Ozzy Osbourne, Tim Curry, Kyle Gass, David Cross, Steve Agee, Brian Posehn, and more. The plot is cliché and predictable, but it is done well. The characters are well developed, the writing is good, and there are plenty of twists and funny moments. The world is also engrossing with outstanding visuals and a nice variety of environments. Finally Brutal Legend delivers numerous games into one package. It is rare to find one game where you can race, shoot, hack/slash, explore, and control an army. There is even an RTS multiplayer mode. Take on human opponents in a Stage Battle to find out who has the best Rock crew. All in all Brutal Legend is a fantastic game with few faults and tons of content. Snerts Snazzy Score grants this video game an impressive 4.8 out of 5.

Wednesday, October 7, 2009

Halo: ODST

Game: Halo 3 ODST

System: Xbox 360

Release: September 2009


Halo: ODST is the latest FPS game from Bungie and Microsoft. This game package includes a new campaign, new co-op multiplayer mode called Firefight, and a separate disc containing all the maps and modes from the traditional Halo 3 multiplayer. The Halo 3 MP disc also contains three new levels with my personal favorite Heretic—a remake of the Halo 2 map Midship.

Unlike other Halo games, and as the title implies, users do not play as the Master Chief. Instead of the juiced up cyborg fans can take on the role of the hardcore Orbital Drop Shock Trooper. The plot takes place during Halo 2, and literally begins during the slip space jump the Prophet Regret and Master Chief take to Delta Halo. During the orbital drop the shockwave from the space cruisers knocks the Rookie off course separating the new protagonist from his squad. After the intense opening cinematic the game falls into a routine of open city and flashbacks.

The main objective for the Rookie is to link up with his squad. Roaming the dark streets of New Mombassa players can engage or sneak past Covenant patrols searching for clues. Each clue triggers a flashback event that illustrates a teammate’s predicament. These events are more akin to the traditional run and gun of pervious Halo titles where as the Rookie segments can incorporate some stealth—if you want. Along the way audio logs can be collected that denote a separate B story that is intriguing, and really helps set the tone of the city. Eventually the flashbacks and open city routine lead to a climax more satisfying then Halo 2.

The gameplay for ODST is different then Halo 3. The Shock Troopers are not Spartans. They do not have overshields, special equipment, or an AI construct in their brain. They also cannot duel wield, and lack the moon bounce jump. This alters the gameplay and encourages less Rambo and more Tom Clancy—well aggressive Tom Clancy tactics. To further support this concept the SMG and Magnum have been equipped with a scope and silencer. Players are also equipped with a special visor that highlights enemies, pick ups, objectives, and teammates. The new toys, open world campaign, and more human less Spartan like gameplay separates ODST from other Halo games. Despite these changes players familiar with the series will still recognize and fell comfortable with ODST.

The new multiplayer comes in the co-op mode Firefight. Here up to four players can face off against wave after wave of Brute led Covenant. There are ten different maps that provide unique terrain, weapons, and challenges. My personal favorite is the Lost Platoon level with the Warthog. There are old and new medals to earn with the traditional post game carnage report detailing every kill. The classic announcer voice also echoes your victory. It is a blast hearing Untouchable as you blow through fifty enemies.

Unfortunately time is your greatest foe with Firefight. After playing for two hours straight I needed a break. I’m not going to play this game on a toilet next to a cooler full of sandwiches and beer. It would have been nice to have a pause mechanic, or a save feature, to pick up where your team left off. There is also a disappointing lack of four player split screen. Finally there is no custom game mechanic or matchmaking. This makes it difficult to find pick up games, and shortens the replay value of the game mode. Don’t be mistaken. Firefight is a fantastically fun experience. There just could have been more features for a full priced game.

Bungie has defiantly done some research and borrowed heavily from other games to ensure ODST is not just a Halo clone. The audio logs are a nice touch, and are reminiscent of games like Bioshock. The gameplay changes without the Master Chief’s special abilities and can easily be dubbed Call of Halo. Even the new co-op multiplayer mode, Firefight, is part of a new trend started by Gears of War 2 and L4D. Another feature employed from Gears and L4D is the achievement trackers that pop up during gameplay. All of these ideas are altered to fit Halo, and add some nice changes to the old formula. Some critics will condemn these new features as blatant rip off’s, but if you take away the entertainment industries ability to copy old ideas where are all the new ones going to come from?

If you have not purchased Halo 3, and enjoy great FPS multiplayer, then Halo: ODST is a great purchase. The separate disc for Halo 3 MP with all 24 maps is an excellent bonus for anyone who hasn’t bought the maps already. The new campaign, co-op mode, and gameplay are a nice change of pace for a series I thought ended two years ago. Snerts Snazzy Score grants Halo: ODST a 4.7 out of 5. With a few more features on Firefight, and a longer campaign this game would have received a perfect score.

Not convinced by my review? Well then take a look at some good old fashion marketing.