Thursday, June 7, 2012

Deus Ex: Inhuman Revulsion















The original Deus Ex is one of my most favorite games. It was one of those rare, special games that transcended what an ordinary gaming experience could be. Being caught up in an elaborate conspiracy, betrayed and not knowing whom to trust, operating from the shadows with figures all across the globe to uncover corruption, with each action and decision triggering its own unique consequences, all in a world dripping with atmosphere, memorable locations, and interesting characters. For my young and impressionable mind, it was mind-blowing.

When I'd heard that Eidos-Montreal would be attempting to revive the series with Deus Ex: Human Revolution, I held the same concerned skepticism of any Deus Ex fan: "after 11 years, is it even possible for a prequel to live up to the legacy of the original?" I approached Human Revolution without any specific expectations, bordering on reserved optimism, and found myself pleasantly surprised. Great atmosphere, intelligent gameplay design, easy accessibility -- the sort of combination that draws me into a game and makes me want to keep playing. In a time when all of the most popular, mainstream shooters and RPGs are filled with shallow, uninspired mediocrity, Human Revolution was a welcome, refreshing sight.

But the more I played, the less it felt like Deus Ex. The similarities are obviously there, and it does improve upon the original in a few key areas, but it also feels like a step backwards in some other, perhaps more important areas. So while I enjoyed my time with Human Revolution, I also felt a little disappointed by it. It's a lot smarter and more cleverly-designed than other modern games, but it's ultimately not as intelligent as the original was, despite having 11 years of industry advancements under its belt.

Sunday, June 3, 2012

Ben There, Dan That! - Review















Ben There, Dan That! is an indie point and click adventure game that tells the story of a typical day in the lives of Dan Marshall and Ben Ward. After escaping from a Peruvian jungle in a prologue sequence (in which Ben uses an absurd, jury-rigged assortment of inventory items to revive Dan's lifeless corpse), the two pals start a new adventure of repairing their television so they can watch Magnum PI. Just as they finish this task, they're abducted by an alien spacecraft and have to solve a series of inventory-based puzzles to escape in time to catch the end of the episode.

Created by Dan Marshall and Ben Ward, you play as their in-game personas in an adventure that spoofs, references, and pokes fun at the tropes and conventions of classic adventure games. It's a very intelligent, self-aware game that breaks the fourth wall in both subtle and ludicrously obvious ways. It's a game that had me laughing at the written dialogue and interacting with everything, trying all possible combinations of actions to find more bits of hidden lines and easter eggs.

Saturday, June 2, 2012

The Sea Will Claim Everything - Review













The Sea Will Claim Everything is the latest point and click adventure game from Jonas Kyratzes, a man who has built up a reputation for creating charming and thought-provoking games. In TSWCE, you visit the Lands of Dream through a special window which allows you to see, travel, and interact with the various elements of the Fortunate Isles. Your window initially connects you to the Underhome -- a living, biotechnological house that's been damaged by goons threatening to foreclose on it. As you help The Mysterious-Druid get Underhome back in shape, you find yourself on a much larger quest to free the citizens of the Fortunate Isles from the political and economic oppression of Lord Urizen.

If I had to describe my experience with TSWCE as simply as possible, it would have to be "a clever, quirky, emotionally-engaging experience in a whimsical realm of fantasy and reality." The gameplay elements are ultimately nothing to write home about, but this game drips with charm and made me connect to its world in a way that I don't often experience. From the wonderfully vibrant hand-drawn visuals, to the offbeat descriptions of nearly everything on every screen, to the brilliant soundtrack, to the elegantly poignant characters, to the game's clever handling of the fourth wall, I found myself deeply engrossed and sad to see it all eventually come to an end.

Monday, May 28, 2012

Impressions of Red Orchestra 2













Steam recently held a free weekend event for Red Orchestra 2: Heroes of Stalingrad, a multiplayer FPS set in the eastern front of WW2. I'm not normally one to enjoy competitive shooters, but considering my fond appreciation for the work that developer Tripwire Interactive puts into its other online shooter, Killing Floor, I thought I'd give RO2 a shot. And then I was promptly shot to death. Many, many times.

The core concept behind the Red Orchestra series is to create more realistic military shooters that rely more on teamwork, tact, and strategy than the run-n-gun bravado of more popular franchises like Call of Duty or Battlefield. The pacing is much slower with a greater emphasis on using cover and moving strategically across the map to occupy zones and choke points. For new players, there's an "Action Mode" with all of the full gameplay features, tweaked to make it more action-oriented, and there's also "Realism" and "Classic" modes for more unforgiving, tactical gameplay. 

Even understanding the basic tactics (run from to cover to cover, don't leave yourself exposed, survey the terrain before moving), I still spent most of the free weekend being killed instantly by hidden players. Consequently, a lot of my time in RO2 amounted to pure frustration as I carefully planned my every action, only to die without any chance of survival or retaliation. On the other hand, I found it incredibly satisfying whenever the tables turned and I was the one gunning down hopeless players from a clever vantage point. 

As inexperienced as I was, I could tell there was a lot of room for personal improvement, and I really liked the map design and the general feel of combat. Playing with a lot of fellow newbs in Action Mode, I didn't get the best sampling of the strategic gameplay, but I could tell how much of an impact it has on the game. So even though I was really, really frustrated with the game at times, I decided to take the plunge and buy the full experience. More of my impressions after the jump.

Saturday, May 19, 2012

Metacritic: A Blight on the Industry










The recent release of Risen 2: Dark Waters was met with mixed reviews from fans and critics alike. I never expected Risen 2 to do well among mainstream gamers (whose definition of a good RPG consists of Skyrim and Mass Effect), so it's no surprise to me that its metascore is currently sitting at a mediocre 69. Honestly, I would've given it a similar score myself when I first played it. Seemingly broken combat, graphical glitches galore, watered-down gameplay elements, and other issues with design and presentation left me feeling very conflicted about a sequel that should have only improved on the success of the first game.

Less than two weeks after its release, however, Piranha Bytes released a patch which addressed nearly every major complaint I (or anyone else) had with the game. They added roll-dodging and the ability to block monster attacks, which greatly improved the feeling of combat, they adjusted some really distracting graphical issues like low draw distance and growing/shrinking foliage, they fixed a few quest bugs and other glitches, they improved enemy and companion AI a little bit. It's still not a perfect game, but it became instantly more enjoyable with just a single patch.

And yet virtually every single review was published before the patch was even released. Surely these review scores would have been more favorable, maybe averaging in the 75-80 range, had they reviewed it with the patch. To be fair, the game should never have launched without these basic components, and PB / Deep Silver deserve to take the flack for its launch status. At the same time, however, shouldn't they be cut a little slack for addressing all of the major issues in a timely manner? Either way, as far as Metacritic is concerned (and any casual consumer consulting it), Risen 2 is just another mediocre game not worth your time or money. 

So I have a few bones to pick with Metacritic. In the full article, expect a fair bit of ranting about what's wrong with Metacritic and how it's destroying the industry, with other examples besides just Risen 2.

Wednesday, May 16, 2012

Demon's Souls is Not That Hard















When Demon's Souls was first released in October 2009, everyone was quick to propogate the hype that it was a brutally hard, soul-crushingly challenging game. After all, it had once been advertised by the publisher, Atlus, as "a game that enjoys the taste of your tears." There are numerous bosses and enemies that can kill you in one hit, and you're expected to be slaughtered to death before even finishing the opening tutorial sequence. When you die, you lose all of the souls you collected (your currency and experience points), you get sent back to the beginning of the level, all of the enemies respawn, and you suffer a penalty to your maximum health.

For a new player unfamiliar with the ropes, this means repeatedly finding yourself back at the start of the level with all of your progress undone, and with no souls to spend buying extra healing items, ammunition, upgrading your stats, or repairing your armor until you can get back to your bloodstain to reacquire your lost souls. Dying once is bad enough, but fighting your way through the level can be even harder the second time around, especially if you used all of your healing items trying to survive in the first place. And if you die enough times in body form, your game's world tendency will shift to black, populating the level with even tougher enemies.

Whereas most games help you get back on your feet after death, Demon's Souls punishes you hard for dying. And yet it's not an unfair game, and actually becomes incredibly easy once you know what you're doing. While virtually every press release has touted the game's challenging difficulty, and many gamers have accused it of being exceedingly cheap, tedious, and frustrating, the simple fact of the matter is that Demon's Souls is not that hard, as long as you approach it intelligently.

Monday, May 14, 2012

Exploration and Self-Discovery















One of my greatest joys in gaming is the feeling of discovery one gets from exploring a finely-crafted world. When a world is designed properly, it can really suck you into its setting, and when you have the unrestricted freedom to explore its boundaries, you get a strong sense of place in the environment. It's not merely the sightseeing that makes exploration compelling -- it's the rewards you receive for your discoveries, whether they be little treats left by the developers or just the psychological gratification you get for finding a more efficient path.

Some of the real fun, however, comes from discovering tricks that the developers neither intended nor anticipated, like backflipping into an exploding bomb to reach a high ledge in Ocarina of Time, or planting mines on a wall and climbing up them in Deus Ex. These discoveries are more fascinating to me because they're completely unscripted. As rewarding as it can be to bomb a cracked wall in The Legend of Zelda and find a wealth of hidden goodies inside, it's really just a scripted sequence designed to happen in a precise way. There are obvious clues telling you what to do, which make these discoveries a little less personal and a little less dramatic.

Exploration plays a prominent role in non-linear, open-world, free-roaming sandbox games. Much of the appeal stems from the player's freedom to go off and search for adventure in his own way, but some games promote and reward exploration much better than others. Playing Risen 2, I've noticed that the exploration is at times very creative and satisfying, and other times it's rote and boring, which got me thinking about the broader picture on how games can design worlds that beckon for a deeper, more personal level of exploration and discovery.