Showing posts with label impressions. Show all posts
Showing posts with label impressions. Show all posts

3.22.2009

"I Hope That's Not Chris's Blood"

Here's some thoughts on Resident Evil 4. They're pretty much identical to my feelings re: Resident Evil 5, actually. Why is this series so frustrating to me, and yet still so endearing? One of life's mysteries, I guess. Also, this essay is a goddamn mess. I don't know why I'm posting it.

Resident Evil 4 is winning the lottery a few hours before getting diagnosed with terminal cancer. Resident Evil 4 is a reunion with your childhood sweetheart, now mired in drug addiction and madness. Resident Evil 4 is the affordable, rustic old house with a shockingly low rent and 
a wonderful view of the city; Resident Evil 4 is also the roommate who never does the fucking dishes. Resident Evil 4 is large; it contains multitudes.

Resident Evil 4 calls itself a "survival horror" game. You may not understand what a "survival horror" game is; that's okay. Capcom has no idea what the "survival horror genre" is, either (so is it horror to survive?). As the abecedarians [it seems like the most accurate word to use, douche-y as it makes me feel] behind this weirdly compelling marketing-speak nonsense branding, Capcom was the moral compass to all the other developers of "survival horror"-esque games. No, they were more than a compass, they were a role model, like Sandy Kofaux. Just as Kofaux's famous decision to sit out the first game of the 1965 World Series because it coincited with Yom Kippur inspired countless Jewish sportswriters to write identical columns about how brave and inspirational Kofaux was every Yom Kippur, so does Capcom's brave embrace of anachronisms inspire others to embrace anachronism. When one sets out to make gobs of money with a spooky videogame, one must examine the Resident Evil franchise intently. How stingy should one be with ammuntition in the game if one expects a player to survive the horror? How many rubies must one pry from the eye sockets of marble statues? And should there be marble things other than statues, with emeralds instead of rubies crammed into various places? What is the optimal ratio of marble statues to other gem-hiding objects ? How often should these rubies and emeralds be inserted into hidden mantelpieces behind trick bookshelves before a horror can truly be survived?

Nevermind how much the Resident Evil series borrowed from Alone in the Dark. Alone in the Dark never owned these conventions as Resident Evil owns them. Alone in the Dark was so awkward to control, and so ugly, I could never get past the first 20 minutes or thereabouts. If I wanted to survive horror whilst playing Alone in the Dark - hell, if I wanted to tell my friends what happens after advancing past the first couple of spectral encounters - I would have needed serious commitment. I imagine "solving" Alone in the Dark was similar to entering an empyrean realm of joy and enlightenment. I'll never know. I'd get bored watching someone else play Alone in the Dark. I'd rather go off to buy a cheeseburger and some Magic: The Gathering cards or whatever. No, without Capcom's help, the "survival horror" tropes might simply have disappeared, and we'd live in a world where Konami might have implemented something like, oh, let's say functional controls to Silent Hill 2, the undisputed masterpiece of this whole silly genre, and what a tragedy that would have been! Defenders of the tank controls tell us a 'widely believed fact' that busting a player's ability to interact simply with his game "increases the tension and makes the game scary." These mouthbreathers also find the incredibly limited resources scattered obliquely thoughout the game something of a turn-on; the very idea that you cannot save your game without ink ribbons is enough to excite them.

No more! With a simple shift of the camera and a creepy guy willing to sell you massive amounts of weaponry, Resident Evil 4 not "survival horror." It is something else entirely.

It's fair, for one thing.

Every failure to survive the horror is instructive -- and, due to some smart planning on the part of the developers, most scenarios allow for quite a bit of freedom, depending on how adept you are at improvisation and the availability of ammunition, This breadth of options is the best thing about Resident Evil 4, and it's a wonderful consequence of the obstinate, fixed camera's demise.

The change from the pre-rendered backgrounds and frustrating camerawork of RE's past to the more traditional third-person camera found in this game once prompted some internet commentators to declare this a complete break from the bad old Resident Evil ways. Their enthusiam is only partially warranted. Due to the extreme emphasis on shooting gooey things in this iteration of the franchise, that old, German Expressionist-influenced series of pre-rendered rooms would have crippled the game. Seriously, though, this is kind of a clunky and unintuitive half-solution to the problem, not a revelatory departure from the old style.

The function of the Resident Evil camera is to generate a mood -- claustrophobia, creeping dread. Fear, in short. I'd hate to see Shinji Mikami's (now Jun Takoishi's) team of developers allow anyone to program some full, freely adjustable camera, because the shlock horror style shocks of the series depend greatly on shlock horror tactics borrowed from films as old as "The Cabinet of Dr. Calgari," or Bela Lugosi's "Dracula," and as new as, um, "Resident Evil: Apocalypse."

The still-clunky controls also fit the game better than they probably should, because it's clear a lot of thought went into pacing and designing your typical LAS PLAGAS encounters so the specific limitations of the control scheme are moot. This elicits a confabulation of excitement, tension, dread, exhilaration, and an increased sensation of personal self-worth when playing.

It's clear just as much thought went into the first third of the game as did the control scheme. While the game is rigidly linear, each major location where killing's gonna be going down is filled with dozens of options as to how said killing will actually go down. Never are you stuck in a linear corridor with tenticle-headed monsters blocking your forward momentum -- at least, not during those crucial first hours.

Resident Evil games have always cultivated a sense of desperation, but prior to RE4, the balance between the "I don't have enough ammo or herbs and I've got to run though this hallway and GOD I hope I have an ink cartridge so I can save my game," moments, and the "I just got me a big, new gun, and I got plenty of ammo, time for vengeance!" moments was never quite right. Here, again, things are different.

RE4 - which is much, MUCH more action packed than previous games in the series - gives us opportunities to experience genuine power uncommon in this made up genre. Fairly early on, we're treated to a set piece that illustrates what amounts to a philosophical change in "survival horror" perfectly. While riding down a ski lift, or industrial crate transport, or something, I had trouble arriving at my destination until I equipped a bolt-action sniper rifle -- a weapon I had used not once the first 4 or so hours of the game, because, hey, I like to look my kills in the eye as they die. Imagine my delight when a handful of well-aimed shots -- three dead zombies per round, when they were queued single-file --ended the ambush on the little train-car-thing before it started. Not a single injury to myself or my traveling companion during the entire gondola trip -- and around 14 corpses re-corpse'd to my credit. Never were there killing sprees like this in Resident Evils past.

Also, goddamn. This game looks great, and it isn't just flash for the sake of flash; the technical proficiency is married with a perspicacity to the overall atmosphere. Nothing is done just becuase some whiz at tech whipped up a rockin' new shader. It's not showy or gaudy in the way something like Devil May Cry is. It's atmospheric.

Sadly, as I write this review, I admit waning interest in the game. Moving out of the village and into a more traditional RE setting -- a musty castle -- gives me the feeling that, before the adventure is over, I'm bound to see some abandoned laboratories where mad scientists devise unspeakable chemicals. The plot is going to continue along it's convoluted, half-retarded path, and it is likely that I will murder, if that is the word, hundreds more of these quasi-zombies.

So. If a AAA Capcom production of one of their flagship franchises, intelligently updated to both revive a staid product without fundamentally changing it's cadence can lose my interest with an almost admirable, if shocking, legerity -- well, there is a fundamental problem at the core. I think that problem might just be me and my interests. It also might be a problem with the game being too padded with nonsense to extend that length.

But -- there must be a middle path between the mental anguish and pain the Silent Hill protagonists face and the cheesy scenarios our friends from Resident Evil endure. A videogame that manages to be both thrillingly creepy and populist without suffering from Stupid Plot Syndrome is going to be huge. Fatal Frame? Siren? Maybes. I'm pinning my hopes on Heavy Rain, which is unlikely to be a survival horror game per se but will at least have serial killers and stuff in it.

Well. Maybe it's not that. It's just - the Resident Evil formula doesn't feel like homage any longer. It feels like self-plagurization. I've read elsewhere that this is a 20+ hour video game. I'm already starting to sense that the game doesn't have many more tricks up it's sleeves, after that phenomenal first 3 or 4 hours. I'll finish the game if I can find time, because I have faith that there will be a few more bright spots along the way. That I feel obligated to complete it rather than compelled to see the conclusion saddens me.

7.22.2008

MULTIPOINTS

Some thoughts:

OBLIGATORY HARDCORE GAMER POST E3 Wii COMPLAINT
*I am personally offended that UbiSoft, Activision, and other publishers have chosen to start "boutique" labels catering to a booming new demographic of gamers: stupid people. Already, this demographic has a politically correct title ("casual gamers"), a proclivity for game boxes with family-friendly pastel colors everywhere, and enough copies of Carnival Games to drown like fifteen kitties. And have you ever tried to drown a fluffy, cute little kitty with hundreds of flexible plastic discs? It's hard.

The Wii has not performed as it should have, that is to say, poorly. The system should have at best sold moderately well, mostly to the Nintendo fanboys, who'll buy anything Hudson designs so long as "Nintendo," is slapped prominently on the side of the plastic.

There were potential benefits to this "new-gen" arrangement: Nintendo had an opportunity to become the place developers, slaving away under the auspices of genocidal tyrant companies like EA's and Activision, could stretch their creativity,. While development costs continue to grow at an alarming rate for the HD systems, ensuring a steady stream of Bald Space Marine shooters and sports games to keep the corporate coffers filled, the cost of doing an experimental little thing on Nintendo's strange white box promised to cost next to nothing. And that WiiMote looked so elegant, in stark contrast to the increasingly ridiculous Xbox & Playstation harness-shaped contraptions -- perhaps those financial and input limitations were just the thing to spark some innovative ideas, eh?

*PFFFFFFFFFFFFFFFPHT*

As consolation, PSN and the Xbox Live Arcade have gamely stepped it up, providing the kinds of experiences I assumed the Wii would deliver.

The Wii, which should be overflowing with unrealized, epoch-making masterpieces 18 months into it's life-cycle, is today the home of... Ninjabread Man.

And the companies I assumed would throw their creative-types a little freedom to tinker around with gameplay mechanics, narrative presentation, waggle control, and the rest? They secured as many multi-year deals with Hanna Montana as their lawyers let them.

Outside of MadWorld, can you name one high profile Wii game developed by someone living outside of Kyoto?

I PLAY SOME HALO 3 CO-OP AND DON'T HATE IT
*I finally get why Halo is such a monster seller, and it only took me 7 years to understand: game's just dialed in. So far, it is the only console FPS I understand how to control -- the slow, smooth nature of the combat and the tuned analog stick sensitivity are as compatible as peanut butter & chocolate.

Other things I discovered:
*There are a lot of lasers and energy balls and other such nonsense. In a sci-fi shooter, this is par for course. However, Bungie is the only developer that understands that spectral highlighting and particle effects work most effectively when employed with subtlety. Unlike, say, the Metroid Prime series, firing a gun does not fill the screen with light bloom. The brilliance of underselling the flashy graphical effects is that, for once, you can actually see what you're shooting at.

*The shooter genre consists of the same 30 seconds of gameplay repeated over and over again: Move forward - see enemy - shoot enemy - duck behind something - kill enemy - move forward. Bungie gets this, and makes sure those 30 seconds are a lot of fun.

*I can't imagine playing this game solo. Co-op is what made the game fun.



I BEAT METAL GEAR SOLID 4 ONLY TO DISCOVER I LIKED IT LESS THAN METAL GEAR SOLID 3


*I might have more to say about this game later, but the most striking observation I have is as follows: Kojima needs to hire a goddamn editor.

6.20.2008

Early Metal Gear Solid 4 Impressions (Minus World Edition)

I've no idea what to make of Metal Gear Solid 4 yet -- is it an excellent, satisfying, mechanically sound experience of tactical espionage action or is it a wildly ambitious, staggeringly uneven examination of every half-developed idea Kojima drew on the back of a Ghost in the Shell trade paperback one afternoon? Can I dismiss it as a $100 million dollar vanity project with gameplay not all that radically different from a 1990 MSX2 game and this archaic approach to cut-scenes straight outta "Silliwood"?

No, no, no, a thousand times no. It's all irrelevant!

MGS4 is nearly an elegy; at a time when every game on the 360/PS3 is flashy, underwritten shooter garbage, the gutsiness, uniqueness -- straight-up Metal Gear-ness of this game is refreshing as hell.

While sometimes very frustrating to play (fuck you, tracking mission in Act II) MGS4 gets the perfect balance between stealth and action better than anyone. After I beat the game, I'll think about organizing my thoughts and posting something here. Then I probably won't do it, considering my output so far.

Random Fun Fact About My Manual Dexterity: This new, improved control scheme is much more logical and sensible, and I am sure most people will grasp the basics with ease. Most people are not me. After 8 or so hours playing, I'm still turning the wrong way all the time. When moving the camera, I need both the x and y axis inverted on the right analog stick -- which really fucks everything up as soon as I hit L1 and start aiming. It's... really weird. Dragon Quest VIII ruined intuitive right stick controls for me, or something.

Sneak Preview of Next Post



What do Pocky & Rocky & a Tiawanese pirate version of Soul Caliber have in common? STAY TUNED!

3.23.2008

BREIFLY LOOKING AT TWO OLD GAMES WITH NEW SEQUELS

I've been playing a lot of PS2 games lately, because I missed a great many of the platform's best games during the bulk of its' lifecylce. I didn't have access to one until 2005, really, because I had fully invested myself in the Gamecube. I mean, completely fanboy nuts invested myself. I went so far as to convince myself that Star Fox Adventures was among the best adventure games I'd played -- my God, was it not -- and that there were enough quality RPG's to satiate my appetite for that genre. Why, it even had a Final Fantasy game! It was a janky Diablo clone that had very few ties to canonical Final Fantasy motifs, sure, but it was a Final Fantasy game.


Yep. I really did think that game was good, once.

I could convince myself of a great many things between 2002-2004, as those of you who know me personally can attest.

Also, I see no reason to (re)enter this hardware generation until I've gotten an HDTV, because I've played Ubisoft games on the 360 in SD and strained my eyes something awful just reading on screen text.

Most importantly, I haven't been able to find my DS in a few weeks. That thing might actually be my favorite console of all time, honestly. I left it somewhere creative, no doubt. Etrian Odyssey was still in the cartridge slot, too.

Hopefully, the DS will show up again soon, because I'd rather not fork out another $160 dollars and countless hours of my life remapping all those dungeons and getting slaughtered by FOEs just to say I finished one of the hardest games I've ever attempted to play. Although it might be worth all that money to hear that glorious Yuzo Koshiro score again...

Anyway, back to the PS2 games I've been gorging myself on -- two of which, God of War and Devil May Cry 3, I have to discuss right here right now. It's almost timely, too, with a new game in each franchise recently released on different systems that I don't own. That makes this post a New Sku first!

God of War is a solid action game with absolutely stunning production values. It also has a certain aesthetic style that I completely loathe, and it's killing a lot of the enjoyment I could see myself enjoying were this not the case. And the game balance is slightly off. On the default difficulty setting, there are a few different attacks that feel crazily overpowered and make the game a breeze to play.

Basically, God of War feels like a Mortal Kombat of character action games, big and bloody and stupid and mean spirited. It's more balanced and technical than any MK game I've spent time with (there's nothing as overpowered as, say, Scorpion's spear toss/uppercut combo here), but some of the attacks are just ludicrous. Whenever you see a group of enemies, just Hold L1 + Square or Triangle. You'll kill 'em all in no time.

The game also forces you to do some pretty morally repugnant things and treats them as if they were just the raddest most brutal and awesome ideas ever thought up by anyone. I'm thinking specifically of a puzzle that requires Kratos to murder a screaming prisoner in some crazy fire-spewing vice thing to continue advancing in Pandora's Temple. I got the feeling that David Jaffe and his team in San Diego were hoping to elicit the following reaction: "Dude, this game is so brutal you have to listen to a dude scream for minutes as you kick him towards his death!"

It's brutal and violent, and that's sometimes kinda cool, but there's no soul behind that violence. It's like some callow thirteen year old telling you about how Hostel was the greatest movie of all time because some dude gets his nuts cut off and the camera doesn't cut away at all.

Devil May Cry 3 (I'm playing the Special Edition, with it's readjusted difficulty settings and improved continue mechanic, btw) has a completely different, insane style that I like a lot better than the style in God of War. For example, there's a boss battle in DMC3 against a prostitute made out of bats who, when defeated, turns into an electric guitar that Dante plays like fucking Steve Vai while fireworks explode all around him. I find stuff like that extremely awesome.

I also really enjoy the lite RPG aspect of the game. Kill enemies, collect red orbs. Use red orbs to buy shit between levels. It's just like Dragon Quest, but with guns. In addition, you're given the choice between four different "styles," before each level starts (more become unlocked later on). As you kill stuff, you gain experience in whatever style you've chosen. This lets you tailor your game to the style you most enjoy playing, and that rocks.

However, there is no way to beat this game without some good old fashioned RPG-style grinding. You have to return to levels you've beaten already to collect more red orbs and more experience if you hope to stand a chance in the 17th level, because you're going to need a lot of life orbs. Killing a prostitute made out of bats is radical once; killing her again, along with every other boss in the game one after another with no real money to stock up on health items between each fight, is not.

I haven't finished either game yet (although I think I'm fairly close to the end in God of War, and if I have to face a gauntlet of every boss in DMC I'd say it's safe to assume that I'm pretty close to the finale), so I'll reserve final judgment until then. Also, it's 3:00 AM. I'm going to bed.

Happy Easter, everyone.