Jeff-Vogel

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Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, 26 November 2013

Tomb Raider, Torture Porn, and Looking For an Audience That Exists

Posted on 15:42 by Unknown
Someone thinks this will arouse you.

So let's talk, months late, about the recent Square Enix Tomb Raider reboot, which I played on the PS3.

First off, let me say that it's a really well-made game. Excellent production values. Flat but reasonable writing. Fun gameplay. Enjoyable combat and puzzles. Environments that are neat and worth exploring.

I have to make it really clear before I get into the mess: This is a good game, and the people who made it should pat themselves on the back.

And yet, one simple decision, one minor choice of tone and content, blows the whole expensive thing up.

Here's the thing. Yes. Tomb Raider was a hit, kind of. It sold millions of copies.

But this Tomb Raider is the newest game in an iconic franchise, with brilliant design and top-rate production values. Of course it sold a lot of copies. It just wasn't the hit it could have been, and, more importantly, it wasn't the hit Square Enix needed it to be.  This is a phenomenal shame.

I think it's obvious why it didn't perform.

Yes, this is a lake of blood and rotting human flesh. Alas, the game does not contain soap.

First, About the Bewbs

I have no problem with using sex appeal to sell games. As of this writing, I've spent the last several weeks listening to females in my acquaintance wax rhapsodic about Benedict Cumberbatch and Thor. They can let me have an athletic young archaeologist/grave robber in a tanktop.

However, here is the first rule of Sex Appeal: If you want to make something sexy to sell it, it has to be sexy.

This game is meant to be an Indiana Jones-style romp, with a sense of lightness and fun. I mean, watch Raiders of the Lost Ark again. (This is never not a good idea.) This is a movie full of gory death and violence and Nazi melting faces, but it's still FUN. Look, Spielberg is a true master, and I don't expect everyone to pull off the miracle of getting this tone right, but you have to come closer than Tomb Raider did.

The problems start with the packaging. When I picked up the box and turned it over, I saw three pictures of Lara Croft covered with mud, filth, and blood. It's gross. Not sexy. Also, ewwww.

This doesn't stop when you're playing. The game is full of gratuitous gory bodies and chopped off limbs and cannibalism and tortured corpses. Set aside that this is the most obvious, cliched way to depict the evil cultists that serve as your foe. It's excessively gross and boilerplate, but that's not even the real problem. 

Warning: Do not look at this image.
OH! GOD! OH! ACK! NO!

Tomb Raider is violent. Like Saw movie murder porn excruciating to watch violent.

Sure, Lara brutally kills hundreds of evil guys. It's a video game. We can kinda sorta live with that, though I really wish they'd come up with a more clever solution. Instead of killing ten guys and then ten guys and then ten guys in a series of boilerplate shootouts, I wish they'd had a way to have there be far less killing but for it to require more care and cunning. 

(The Ellie boss fight from The Last of Us should be played by all designers for a perfect example of how this can be done. Also the Mr. Freeze fight from Batman: Arkham City.)

But that isn't even the problem.

Tomb Raider has lots of Quick Time Events ("Press the triangle button now FAST or die! Ha! You suck!"), which is already unfun design. They are really tricky and fast, which is even more terrible. And when you fail (and you will, a lot), you will see Lara die in a really horrible way.

You will see Lara, for example, have her throat ripped out by wolves. Be hacked with machetes. Have the neck impaled on a wooden stake. Swim through a lake of blood and rotting human flesh.

When you die, we're not talking about the camera cutting away and you hear nasty sound effects and get to imagine the gruesome thing that just happened. No, when that bad guys strangles her, you will see it lovingly animated, no detail lost as the life slowly drains from her eyes.

Gamers are inured to this sort of horror. It's time for a reminder that most people aren't.

This is what fun looks like.
The Finest Game Critic Working Today

Talk show host Conan O'Brien does a series of segments for his show called Clueless Gamer. In them, Conan, a self-professed non-gamer, tries out the hot games. Watching a civilian come face to face with all the bizarre design choices we've all trained ourselves to take for granted is a humbling and educational existence.

They're also hilarious.

It's real game criticism, the sort we need, the sort that doesn't shrug our shoulders and let us get away with lazy crap. (His Grand Theft Auto V segment does an awesome job of getting at what works and doesn't work about the series. I wish so much they'd had him play the torture mission.)

The Tomb Raider segment is particularly informative.  Jump to 6:00. Watch the gruesomeness. Listen to the audience reaction. Listen to what Conan is saying. "Don't let it happen again." "This is a nightmare."

This is what the game industry is selling. This is what we're proffering to people as Art. The problem isn't that Normal Humans see us as creepy sociopaths. The problem is that it's hard to argue they're not right.

The Real Problem

Kurt Vonnegut wrote, about writing, "Write to please just one person. If you open a window and make love to the world, so to speak, your story will get pneumonia." This is brilliant advice. Don't try to write for too many people at once. It will just dilute your work.

So who is Tomb Raider written for?

Is this game for people who want to ogle a young, attractive woman? Hey, I don't categorically oppose using attractive people to sell product. I'm as intrigued by a sexy assembly of polygons as the next guy. 

But I have a hard time getting into my "Hey, that's sexy!" headspace when the woman I'm supposed to ogle is being constantly horribly mutilated and coated with filth. I don't want to ogle her. I want to give her a sweater.

Is this game for people who want a rollicking Indiana Jones style of adventure? The sort of thing promised by the name "Tomb Raider"? Then bear in mind that most people who want to explore catacombs and look for treasure may also have a small tolerance for watching young women being strangled in long, lovingly animated segments.

Is this game for young women who desperately want to play a game with a protagonist who, in some way, reminds them of themselves? Like, say, my daughters. My seven year old was playing a little World of Warcraft the other day, and she asked me, exact quote, "Why are all the pandas boys?" My family wants games with women in them, and we spend money.

Well, I won't let my seven and eleven year old daughters get within a thousand miles of Tomb Raider. Pity. They might have become lifelong fans of a series that wouldn't give them perma-nightmares. 

Is this game for young dudebros who grew up watching Saw and other torture porn and get off on a bit of the old ultraviolence? Well, I get e-mail from these kids all the time. They will only rarely play a game where they control a female character. I think they're afraid they'll catch the gay.

So I'm really trying to think who this otherwise terrific game is being aimed at. Apparently someone who's saying, "I want to spend my leisure time watching a young, talented woman being repeatedly tortured and mutilated. But I also like puzzles!"

Hope For the Future

It's a real shame because, I must again stress, there's a terrific game in here. If you can look past the gruesome (and many people can), Tomb Raider is a ton of fun.

I've read that a sequel is in the works. I really hope so. If I can get through it without needing therapy, I'll totally buy it. My little hope? Man, I would love to play it (or parts of it) with my kids. I hope it works out.

---

Another good analysis of the game is at Errant Signal. And, as always, we're still on Facebook and Twitter.


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Posted in advice, humor, i am a parent if you can believe that, ranting, review | No comments

Tuesday, 19 November 2013

Why We Need Video Game Critics, Even If the Whole Topic Is Boring

Posted on 12:17 by Unknown
Video games need more of this ...
We've reached the point where video games have a huge place in our culture, and yet most of them are ... well, I want to say "terrible," but that's not true. Look at the top of the sales charts, and you'll see a lot of Product. Competently made, bland Product with good production values and a lack of thoughtfulness or creativity or interest in exploring what these odd electronic contraptions can do.

Video games have gotten big faster than they've gotten good. We have fantastic tools at our disposal, but, apart from a few remarkable works (The Last of Us, for example), they aren't being used at anywhere near their potential. I think this is why video games need more and better critics.

Not reviewers. Reviewers are necessary, but we don't need more people to say, "Yeah, Grand Theft Auto V is deeply flawed, but it has lots of polygons and it doesn't crap itself and I don't want to get death threats. 9/10." We have plenty of that.

I was recently in a discussion with some indies where someone commented that too much discussion of the game business was about business, not about the craft of making better games. I agree with this totally. If you want to write games, anything that helps you to make a better game is better for your business.

We need people who take the time to think about these games, break them down, understand what works, what doesn't, and why. They then bring their opinions back to the masses, and we can agree or disagree and have a conversation about it and then, if we're lucky, we might get better games.

... and less of this ...
Who Criticism Is For

Grand Theft Auto V is a huge, ambitious, high-profile title, and it deserves to have a lot written about it. (And, for what it's worth, I plan to.) But who would that writing be for?

Well, first off, it wouldn't be for Rockstar. Sure, they wrote the game, but that really is the end of their part of the conversation. They made a thing. They made a ton of money. They'll make another one. Maybe they'll read what people write about it. Maybe it'll even make a difference, though I doubt it. It doesn't matter.

They wrote the game, but the discussion about it isn't for them. The discussion is for two sorts of people.

First, us developers. People who make games. We should always be playing and picking apart new work, mercilessly deciding what works and what doesn't. This is how we get better.

Second, criticism is for gamers. In particular, it's for gamers who want to enjoy games in a more thoughtful, engaged way. You don't need to understand how editing and cinematography work to enjoy a movie. However, better understanding of the craft can help you to enjoy movies on more than one level, and thus to enjoy them more.

It is possible to play a game and have a part of it really engage and excite you (or disappoint and frustrate you), and not really understand why. Good criticism can help you see exactly why the game worked (or let you down).

I know, some people don't care. They don't want more understanding of what they watch/read/play. I really don't understand this, but it's there. If you don't care, I can't make you care. But if you do care, these discussions are how you learn.

... but I would settle for this.
So ...

I have a lot to say about Grand Theft Auto V and the new Tomb Raider reboot, both hugely ambitious, partially successful titles. Discussion about what they do right and wrong are merited.

I don't know if anyone will care. But writing is what I do, so let's go.

In the Meantime

There is some thoughtful game criticism out there. For starters, take a look at the YouTube channel Errant Signal. In particular, the videos on Bioshock: Infinite and The Last of Us.

I think the Bioshock: Infinite video is a terrific analysis of a game that, despite its good qualities, was embraced with an excessive and insufficiently considered enthusiasm. And I think their The Last of Us video is poorly considered. It's blind to the real appeal to the game and holds it to an unfair standard not applied to other titles.

But that's the great thing about criticism. It's not about agreement. It's about conversation and, yes, argument. That's where the fun is.

If you care about movies and storytelling, Film Crit Hulk can't be recommended highly enough.

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Posted in boring, both artsy AND fartsy, criticism, grand theft auto, review | No comments

Monday, 28 October 2013

The Fun of Being Bad. The Fun of Fun.

Posted on 23:15 by Unknown
SOLD!
I've been writing a lot lately about video games that are really well designed and written. Games like Spec Ops: The Line and The Last of Us. First-rate, intelligent titles that are only held back by the fact that, let's face it, they are gigantic bummers.

Let us never forget that video games are games. They are supposed to be fun. They are capable of, in rare, magical moments, providing genuine joy.

I wanted my last article in this little series to be about Saints Row IV, the most efficient joy-production machine I have experienced in many a year.

But I need to make the topic a little broader than that. I want to talk about the most delightful, unique, transgressive pleasure that our young art form can provide: The fun of being bad.

This was controversial once. Simpler time.
The Justifiable Fun of Being Bad

In 1976, a company called Exidy released a video game called Death Race. In it, you control a car and run over little people. You try to crush as many as you can inside of a time limit. When you hit them, they made an adorable little squeak. I played the heck out of it. Yes, I am comically old.

See, the genre of Having Fun Doing Horrible Things is almost as old as video games themselves. There have always been and always will be games that let you have fun being bad. Robbing shops. Running over pedestrians. Generally being a reprobate.

There is absolutely nothing wrong with this. Video games are imaginary. They are places where we enact our fantasies. Sometimes, our fantasies are bad. That is why they are just fantasies.

In real life, I am snappish but basically mild and entirely non-violent person. I have played four Grand Theft Auto games front to back, and I always ended each session with a crazed kill-rampage. No apology is forthcoming.

This Is a Hard Trick To Pull Off

Making a game that makes doing evil things funny and fun is really difficult. Players don't seem to realize how tricky this is. Most people are feeling, empathic creatures. If you get the tone just a little bit off, if you make the suffering just a tiny bit real, if you let the player think for one moment about what the thing they are doing on the screen actually means, the spell is broken.

This is why, no matter how big the world of Grand Theft Auto V or Saints Row IV is, no matter how much you wander, you will never see a child running free. This is why these games, for all of the horrible crimes you can commit, will never depict a rape.

It's a delicate bit of alchemy. One of my favorite Grand Theft Auto missions ever involves repeatedly shooting a guy in a full body cast with a rocket launcher. It was just the right level of ludicrous to be hilarious.

If you can't possibly see how this could be funny, please, I beg you, never watch a Road Runner cartoon. The things that poor coyote goes through will break your heart. All he ever wanted to do was eat.

And then I turned off the Playstation and didn't turn it on again for a week.
So Don't Miss the Point

I have been a huge Grand Theft Auto fan for a long time, so the way the designers have completely lost the thread of what they're trying to do pains me greatly. The most discussed scene in the game involves the long, slow, graphic torture of a prisoner with jumper cables, pliers, a wrench, and gasoline. Here's a video of it! Enjoy! (Skip to 6:50 to really get the good stuff.)

Did you watch it? Of course you didn't. Why on earth would you?

And yet, why wouldn't you? Didn't you hear? Grand Theft Auto V has a 97 on Metacritic. That is basically perfection. It made a billion dollars in like a day. It is, critically and financially, the absolute pinnacle of the art form. Don't you like video games? Why would you not want to see the pinnacle of the art form?

But Anyway

Of course, this scene (and so much of the rest of the game) has been criticized for just general horribleness, to which people who don't get it respond, "But Grand Theft Auto is about having fun being bad."

This misses the point. If you want people to get that jolt of transgressive joy, you have to be more careful about what you make them do, not less. I don't know who, beyond adolescent boys, could ever have actual fun playing that scene. Game-design-wise, it's simply an unforced error.

Video games are maturing as an art form. The stuff you can't get away with in movies and TV? Soon, they won't be permissible in video games either. Civilization inflicts its requirements.

On the other hand...

Yeah, things get a little weird.
It's All In the Little Things
"Like all good stories, the second act begins with a call to action and the building of a robot." - Narrator, Saints Row IV.
Saints Row IV is a rare pleasure. It's a game that knows exactly what it is. It's not about internal consistency or artistic statements. It's about packing as much simple, senseless joy, lowbrow and high, into a game as they it possibly can.

(Disclaimer: It is the only Saints Row game I have ever played.)

It is a game that features:

The protagonist riding a nuclear missile, Dr. Strangelove style, ripping out components to disable it while your friends eulogize you on the radio and the theme song from Armageddon plays. It's pure, ridiculous genius.

A gun that shoots black holes. I can image how balancing Saints Row IV went. The designers sat down at a table, gave it some quiet reflection, and went, "Wait a second. Never mind. Our game has a BLACK HOLE GUN."

Also, the dubstep gun.

In a scene almost impossibly sweet for a game like this, you and one of your friends drive to a mission together while singing Opposites Attract. I've played a lot of games like this, but this is the only time I ever drove more slowly to hear all of the dialogue.

Zipping through the Matrix on Tron light cycles while the evil alien overlord Zinyak recites the Tomorrow and Tomorrow monologue from Macbeth. ("I don't listen to Scottish hip-hop.")

And if none of this makes Saints Row IV sound like a game you'd want to play, that's cool. Tastes legitimately differ. But can't you see how it's the sort of game a LOT of people would want to play? (Excellent pacing, satisfying super-powers, crisp writing, and an overwhelming sense of just-plain-fun help a lot.)

It's a big art form. There's room for drama and humor, tragedy and mystery. But if you want to go silly, and if you want to make a game in which players can pretend to be horrible crazy criminals and still be able to look at themselves in the mirror, this is how it is done.

And, as a special bonus for old people like me who have developed actual human empathy, almost all of the game takes place in the Matrix, so I don't have to feel guilty about running people over in the street.

But You're Not Really Doing It, So Why Does It Matter?

Another point I see made a lot, which I find overly simple and not really thought out.

Yes, on one level, your conscious brain knows it's just an illusion. You "know" it's fake. In one part of your brain. Only one.

You're still controlling it. You're still seeing it. It still makes you feel. I mean, fiction can have incredibly powerful effects on people, and we all know it's not real. Controlling it yourself only increases this effect.

This is why so many people, myself included, could not possible bring themselves to shoot the giraffes in The Last of Us, as desperately tempting as it was. This is why fiction works at all. Yes, part of our brain knows it's not real. That part is the minority.

It's Too Easy? I Don't Even Know What That Means.

The main criticism I've seen leveled against Saints Row IV is that it gets too easy. This is half right. As you develop your incredible arsenal of magic Matrix powers, you become a god pretty quick. However, I really don't like criticizing a game for this.

Difficulty is only one of many things a designer has to set, and there is no right answer. Some games, like Super Meat Boy and Demon's Souls, are selling extreme challenge. Others, like most casual games, are selling a friendlier, more casual experience. There is no right answer! I hate it when reviewers pretend there is one.

Saints Row IV is a crazy, silly game that feeds power fantasies and lets you throw enemy hordes around with awesome brain power. Making it a difficult game would just be wrong for the tone. (And, if you want it to be tough, play it on the hardest difficulty level. There. Was that so hard?)

You want to fail a lot? Fine. Go play Grand Theft Auto V and die ten times trying to land the plane. We'll see who has more fun.

Oh, and one other thing. Trust me. Gamers are far more likely to forgive a game for being too easy than too hard. Most people have only a limited appetite for being told how dumb they are.

The Pleasure of Video Games is the Pleasure of Doing

And sometimes, the things you want to do are bad. Again, nobody is going to apologize for this, nor should they need to. Yes, it feels real, but no, it's not real.

It's one of the hardest things to do right. Some people are better at it than others. Now, if you will excuse me, the new Saints Row IV DLC is out. It's called "Enter The Dominatrix". That is the sum total of all I know about it. Sold. Crass fun is still fun.

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Posted in adolescent power fantasy, nerdjoy, nobel prize in awesomeness, review, teh casualz | No comments

Monday, 14 October 2013

Cheap Shot Review Of Gravity

Posted on 16:01 by Unknown
THIS ARTICLE CONTAINS SPOILERS FROM THE FIRST SEVEN SECONDS OF GRAVITY FOR THE LOVE OF GOD RUN AND DO NOT LET YOURSELF BE SPOILED
My wife and I really, really did enjoy watching Gravity, but several days of non-stop ranting has caused my wife to ban me from talking about it anymore, so I turn to you. After all, the internet is a loving, non-judgmental safe space.

First off, I've read articles seriously saying that Gravity would ignite new interest in space travel. No. That's like saying Jaws would make everyone want a pet shark. Gravity is the last shovel of dirt on the grave of space travel. It's the science fiction equivalent of your parents telling you that, yes, in fact, they really did get divorced because of you.

This will never, ever be you.
But the part that I'm fixated on is how, at some point, they remembered that they needed to give Sandra Bullock's character an actual character, so they saddled her with a dead, young, tragically dead daughter.

(Just a thought. Wouldn't it have been so much better to give her a live daughter, and she couldn't talk to her because of the loss of communications? It would have given Sandra's adventure real stakes. Even better, it would have given her moving conversation with the Chinese ham radio guys an actual point. She could have tried to break the language barrier to tell them to record what she is saying ("Record? Tape?" "Tape!" "Yes! Tape!") so she could send a last message to her child. Again, just a thought. Though I am right.)

But then, when they needed to decide how Bullock's daughter died, and this is the point where I had to ask three people just to make sure I didn't hallucinate it, it turns out that the kid died when she fell down playing tag.

Yes, I'm not kidding. When she said that, I lost a full minute of space suspense thinking, "No, I couldn't have heard that right." I mean, sure, it is technically possible. (Not really. I mean, I've been a parent quite a while now, and it's not like the dead kids are stacked up like cordwood by the side of playgrounds from tag and monkeyshines-related fatalities.) But the point isn't possibility, it's choosing something that doesn't take people out of the moment. Kids get eaten by lions all the time, but if Bullock said that's what happened to her daughter, isn't there at least a chance you would have said, "Say what now?"

And then his spine snapped like the stem of a Waterford crystal wine glass.
So the conversation actually went something like this.

Sandra Bullock: "My daughter died playing tag. Fell down and hit her head. Just one of those things that happens."
George Clooney: "[Laconic Chuck Yaeger imitation.]"
Random Non-White Guy: "Guys, look! A wrench traveling at 20000 miles an hour!" [DIES]

Actually, I would have written something like this:

Sandra Bullock: "My daughter died playing tag. Fell down and hit her head. Just one of those things that happens."
George Clooney: "No. No, it isn't."
Random Non-White Guy: "Wrench!" [DIES]

But my dream version would be something like this:

Sandra Bullock: "My daughter died playing tag. Fell down and hit her head. Just one of those things that happens."
George Clooney: "What? She died playing tag? Who taught kids in Illinois how to play tag? You do know that, when tagging someone, a light-to-medium-firm touch of the fingers is all that is required. You don't use a bat. You don't need to give the other kid a donkey punch in the back of the freakin' head."
Random Non-White Guy: "Wait. What did she say?"
George Clooney: "She says her daughter died playing tag."
Random Non-White Guy: "Seriously!? Where was she playing tag? The Thunderdome!?" [DIES]

Or maybe just:

George Clooney: "So, Ryan, who's waiting for you back home?"
Sandra Bullock: "Um, can this wait until Space isn't trying to kill us?"
Random Non-White Guy: [DIES]

Please, please let me know if I start to overthink this.

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Posted in humor, movie, not about games, review, think of the children | No comments

Friday, 11 October 2013

State Of Art In Vidya Games. Exhibit 2. The Last of Us.

Posted on 03:56 by Unknown
It's not easy to explain why a game is really neat to people who'll probably never play it,  but I'll take a crack at it.
I wanted to write about The Last of Us. It's an instant classic, and an amazing testimonial to how excellent writing and voice acting can turn an already very solid video game into something truly moving and extraordinary.

However, I think it maps an excellent path to answering the tricky question about what makes video games a unique art form:

In a game that is purely linear and tells most of its story through cutscenes, why not just tell the story as a movie? What unique element makes video games a distinctive art form?

I'll write more about this bit next week, because I think there are some very interesting things to say. Today, because most of the people reading this won't ever play it (Playstation 3 exclusive) I wanted to describe its story and some of the interesting things about it, accompanied by YouTube videos so you can see what I'm going on about.

More of a game design geek sort of post today.

So About The Last Of Us

The Last of Us is a first person shooter with a heavy stealth element set in the zombie apocalypse. Yeah, like 500 other games. It tells the story of a bitter, violent, barely sane, middle-aged survivor named Joel and the teenaged girl who ends up in his care named Ellie.

(Standard Spoiler Warning: There will be spoilers. So what? We're trying to have Real Talk about art here, which means looking at the whole thing. So put on your grown-up pants, come along, and don't freak out.)

Quick plot summary. In the prologue, the zombie apocalypse breaks out. Joel tries to get out of town with his daughter. Some idiot soldier, just following orders, kills Joel's daughter. Joel pretty much loses him mind.

(The prologue is pretty fantastic. One thing I need to point out about it: It's not some easy-peasy spoon-fed tutorial nonsense. If you don't take the zombies seriously and run and run FAST, they will kill you. Last of Us is a game that demands you take it seriously from the get-go. Don't mess around during the apocalypse.)

Skip a couple decades forward. Joel is now sort of a thuggish criminal smuggler in a hellish future city full of mushroom zombies, completely closed off and cynical. He goes with his partner Tess to get a job.

(Tess is another sharply drawn, bitter female character, who’s competent, angry, not a love interest, and totally not there just for eye candy. It is taking the game industry a while to realize that the percentage of female gamers is edging real close to 50%, but Naughty Dog gets it.)

Joel meets Ellie. Joel learns Ellie is, for some unknown reason, immune to the zombie fungus, and Joel needs to escort Ellie to future scientists who can use her to figure out how to cure zombieism.

(Now, at this point, you can probably make a pretty accurate guess how this is all going to end. I anticipated it instantly. This is NOT a flaw in the game. Human behavior is usually extremely predictable. This makes it no less interesting. Sometimes good storytelling means having the courage to make the ending go where it needs to go.)

Joel crosses country with Ellie. At first, he can't bring himself to like Ellie. Little by little, both people learn to open themselves up to caring for another human again.

(Side note. Ellie is a fourteen year old girl. The way the game industry is right now, many were terrified that the game would sexualize her and make the whole thing insanely creepy. Instead, they simultaneously avoided any creepiness at all and made Ellie a completely believable teenager. I bet a lot of thought went into it.)

Then, in my favorite section of the game, Joel is heavily wounded, and you switch protagonists. Ellie has to hunt for food and then protect him from bandits. You play as Ellie for a huge chunk of the game, and she gets an excellent and suspenseful boss fight all to herself.

(This whole section completely caught me by surprise and blew me away. Ellie plays close enough to Joel that your skills still matter, but differently enough that you have to adapt. Obviously, a teenage girl is going to have to rely much more on stealth and trickery. Also, the first part of this section is simply Ellie stalking a deer through the snow and hunting it with a bow. It's quiet and lovely.)

But if you can't shoot it, why is it even there?
In one city, in one of many exploration sections that are free of violence ...

(Last of Us understands pacing, and that quiet sections make the fast, scary sections more effective. Smart designers know that sometimes simple, quiet exploration is a lot of fun.)

... you see a tower of giraffes, descendants of specimens that escaped from a zoo.

(Yes, a group of giraffes is called a "tower." This is a great scene. Apart from being really very pretty, the game takes the time to let you know that, if humanity dies out, it's not the end of everything. There is still a world that will carry on just fine without us.)

Finally, Joel delivers Ellie to the scientists. Surprise! They might be able to save humanity, but they will need to kill Ellie to properly analyze her. Joel goes on a rampage, saving the unconscious Ellie, and carrying her away.

(Some people still think that Grand Theft Auto is in some way shocking, instead of just dour, obvious, and tired. These people need to play the last section of Last of Us to see how a horror game can really bring the horror. No zombies required.)

Now, note. It's a linear game. Almost no choices to be made. A lot of players were really angry about being forced to control Joel as he, potentially, damns the human race to destruction. And yet, there is no way that character could do anything but what he did. He had a faceless bureaucrat kill his daughter once, and it basically destroyed him. There is no way he could ever endure it again.

Games For Grown-Ups Should Be Their Own Genre ...

... with their own section in the store.

Everything about Last of Us is for grown-ups. The real characters, acting in believably human ways. The lack of pandering and gratuitous sex eye candy. The occasional difficult sections, showing an awareness that to give a feeling of accomplishment requires a chance of failure. The game length, which is a smidge long but still doable for someone with a busy, adult schedule.

It's easy, sometimes, to look at video games and despair. It's this sort of rare AAA game, that aims for a target above the most simple and base, that gives me hope.

There's some shotgun ammo hidden inside the podium.
It's Not the Citizen Kane of Video Games

And stop looking for one. That anyone thinks we need a Citizen Kane of video games shows a lack of understanding of why Citizen Kane is as revered as it is. Citizen Kane was unusual in having a huge density of innovation in film-making techniques for one film, but there is no reason to expect that one game needs to come along and remake everything. It's just as likely that video games will advance in an incremental way, with lots of new techniques spread out over a bunch of games.

Really good movie, though.

Also, The Last of Us is not, for the most part, an innovative title. (The switch to playing Ellie is ingenious, and I hope more games play with the POV character like that.) This game mainly does stuff many games have done before. It just does it perfectly.

And There's No Choices

It's a purely linear story. It's their story, and you're experiencing it.

Why did this need to be a game? Why not a movie? I mean, this thing could be an insanely cool A&E miniseries, like Walking Dead but with actual characters and interesting events.

But, even in the most linear shooter, video games bring their own unique features to the art table. Still working that one out, but I should have a post on it ready next week.

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Posted in both artsy AND fartsy, design, i act like i am smart, nerdjoy, review, stories are for losers and squares | No comments

Wednesday, 25 September 2013

State Of Art In Vidya Games. Exhibit 1. Spec Ops: The Line

Posted on 13:20 by Unknown
This looks like a nice person!

One of the most painful things about stepping away from blogging was the really cool games that came out in my absence that I never got the chance to pick apart.

I mean, the Are Video Games Art? argument is stupid, right? Of course they're art. Just usually crappy art. Art is helped by careful criticism. So I want to go over a bunch of games and pick them apart.

(Standard Spoiler Warning: There will be spoilers. So what? We're trying to have Real Talk about art here, which means looking at the whole thing. So put on your grown-up pants, come along, and don't freak out.)

The first game I wanted to talk about was Spec Ops: The Line, a game that looked like a totally bog-standard Call Of Duty clone, suffered for it sales-wise, and became a cult classic by being something infinitely more cool and weird.

How On Earth Did This Thing Get Green-Lit?

Spec Ops: The Line is an enjoyable, competently made Call of Duty type shooter, with most of the focus being on the single-player campaign. (Reviews of the multiplayer part would be difficult, as it would require more than one person to have ever played it.)

This is really important to remember when reading what follows ... It's a fun game. Good shooting sections, clever design, some really nice vehicle bits. It's not artsy-fartsy. It plays.

Its greatness comes from the fact (and this is where I'll start to lose people) that it's not just a game but commentary on both the state of video game storytelling and the way people play games without really thinking about what they're supposedly doing.

In any contemporary shooter, you're generally given a long hallway, a vaguely designed mission, a half-assed story, and a bunch of people to shoot. And you do. You trudge forward, center little images of human beings in your crosshairs, and blow them away. Then you get more half-assed story, shoot more simulated people, and it soon becomes hypnotic and repetitive. Soon, it's just a reflex. People. Shoot. People. Shoot.

I am in no way part of the Fox News hysteria about how this process manufactures spree killers, but isn't it just a little bit weird?

This trend is still continuing. We are still trying to find the limit to the horrors gamers will enact if that's what it takes to get to the next mission.

Spec Ops: The Line takes this process and completely turns it on its head, telling the story of a group of soldiers who start to reflexively kill people, and the nightmare that results.

Call Of Duty On Shrooms

You start out as ordinary soldiers, on an ordinary mission. Then, as the game progresses, it gets more violent, the missions more questionable and vague. At the same time, everything about the framing of the game gets more bizarre and hallucinatory (the best touch, in my opinion, being the increasingly hilarious and disturbing loading screen tips).

The most commonly cited example: At one point, there is an artillery section highly reminiscent of the Death From Above bombing mission in Call of Duty 4: Modern Warfare.  It's flashy and fun. Then, immediately after, you wander the land you shelled and see the results. And it's ... not OK.

(By the way, you get several chances to choose whether or not to commit atrocities. I always chose to. You don't play a game like Spec Ops: The Line to NOT commit atrocities.)

It's become an industry joke that every new Call of Duty game has to have some bit that's allegedly surprising and shocking. You can take every 'shocking' bit in every Call of Duty game, wrap them up in a ball, and it's still playschool recess next to Spec Ops: The Line. That is because war, and we should occasionally pay at least lip service to this fact, is actually quite horrible.

The game has a real, visceral emotional punch, which is understandable, considering its source material.

The horror. The horror.

We All Stand On the Shoulders of Giants

Spec Ops: The Line is one of many, many interesting retellings of Joseph Conrad's classic novel, Heart of Darkness. I believe that if you put an infinite number of monkeys with an infinite number of typewriters in a room, they will come up with a retelling of Heart of Darkness in about 2 seconds.

(Even I tried my own Heart of Darkness homage, and it turned out quite well, though it strayed so far from its inspiration as to be unrecognizable.)

The basic Heart of Darkness template is a simple one: Agent A of Law/Order goes off into some sort of wilderness and is seduced by Chaos/Power. Agent B of Law/Order is sent after Agent A to try to control him/her/it. There is a harrowing journey through the wilderness, and Agent B (Law/Order proxy) finally confronts Agent A (Power/Chaos proxy). Awesome drama happens.

It's a terrific story model, and there's a lot of meat on it. The final showdown between these two models of civilization always has a ton of punch, which is why my one problem with Spec Ops: The Line is a big one.

And it turned out he was a robot the entire time. Storytelling!

I Hate Wacky Surprise Endings

As I played Spec Ops, I thought, again and again and again, "I know you're building up to a wacky surprise ending. PLEASE don't have a wacky surprise ending."

It had a wacky surprise ending.

These things are a curse. They lie to the player. They obscure character development. I'll write more about this in another post, but I'll get to the meat of it here. The real problem with it, in this game, is that it's such a less interesting choice.

Turns out, much of what happened was a hallucination of the main character. (YAWN! Things that didn't happen are always less interesting than things that did happen.) The rogue Colonel Konrad you've been hunting, who has been effectively taunting you this whole game? He's dead.

So I'm spending this whole game at the edge of my seat, waiting for this epic confrontation between your character and this awesome rogue soldier. Instead, the game ends with one crazy asshole in a room talking to himself.

Two engaging characters in conflict of any sort (even if they're only arguing about whether cake is better than pie), will always be more interesting than one crazy asshole talking to himself.

But Let's Not Go Overboard

It's a terrific game. It's fun, it's full of awesome little touches, and it brings something unique to the most tired of genres. It feels truly fresh, and I think it's required playing for people who take this design wonk stuff seriously.

Next game, to be written about someday: The Last of Us. You don't think I can go without talking about that one, do you?


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Posted in both artsy AND fartsy, entertaining atrocities, review | No comments

Thursday, 5 July 2012

Mass Effect 3 Review: The Ending, Before and After!

Posted on 22:21 by Unknown


The ending of the Mass Effect series has been discussed a lot. A LOT. It's kind of an unprecedented situation. 

BioWare, a company known for awesome video game storytelling, creates a trilogy of games in one of the most well-realized imaginary worlds ever created in the medium. People love this world. Passionately. Then BioWare fails to stick the landing. Deafening rage and butthurt echo across the Internets, who have nothing more important to worry about. So BioWare, at what I'm sure was considerable expense, makes a free patch to expand the ending. It makes things kind of better. Life, somehow, continues.

(By the way, this whole sorry incident is excellent proof that their IS such a thing as bad publicity. BioWare's reputation for good storytelling is invaluable. They saw it threatened. They reacted appropriately. But I don't think anyone working there is happy this happened.)

What the ending screams to me is that the developers didn't have the time and budget to do the ending they wanted to do. ME3 is SO ambitious and covers SO much ground that they didn't have time to give the Reaper issue the attention it needed. But this isn't the end of the world. The Reapers were never very multi-dimensional. The Krogan and Geth and even Cerberus were far more interesting.

So, if this is the case, piling onto the ending seems a little mean. Making a video game requires doing much with limited resources. You can't afford to do everything.

But, then again, after three games of this size, we have an expectation that the writers will end it well. I want to talk about my two problems with the ending- one which the patch fixes, one it doesn't. I aim to discuss game storytelling in general and what does and doesn't work.

(Please be assured that the following has no spoilers for Mass Effect 3 whatsoever!!!! If, for some reason, you don't believe me, leave immediately!)

What Is NOT a Problem

Some criticized the ending for creating some plot inconsistencies with things learned in the DLC for Mass Effect 2. (Namely, that blowing up a mass relay destroyed the solar system before and now it doesn't.) The horrors.

DOES ANYONE REALLY ACTUALLY CARE ABOUT THIS!?!? IF SO, RAISE YOUR HAND.

(Pause.)

I didn't think so.

Also, some put a lot of time into proving Shepherd was actually under Reaper control and the last game was a dream or something. (The famed Indoctrination Theory.) Of course this wasn't true. This was a AAA mega-million dollar game series that had always approached everything in a reasonably sane manner. They weren't going to end it with goofy Sixth Sense trickery.

And many thought that you didn't find out enough about what happened to your friends and to all the races you helped. I can buy this as a complaint, but it's a judgment call. I honestly felt I'd learned enough about what was going on and where things were heading to have closure. Bloody, unrelentingly gruesome closure.

So what are the problems?

Problem 1 - The Incredible Grimness

The unpatched ending of Mass Effect 3, unless you do a ton of side-quest farming and multiplayer, is awe-inspiringly grim. Everyone dies. Shepherd dies. The mass relays are destroyed. The Normandy is a wreck. The Earth is a cinder, surrounded by fleets of aliens stranded far from home. (Including the notoriously peaceful and easy-going krogan.) Space travel is over for, well, a very long time, if not forever.

Dude. And I thought the ending to The Sopranos was a poke in the eye.

But here's the thing. This aspect of the ending is legit. People don't generally like unhappy endings, but this is a subjective judgment. Unhappy endings are legal. They are allowed. It's not where I would go as the default ending for a series of this magnitude, and it is a HUGE change in tone from what came before it. But it is not technically wrong.

And, just between you, me, and these four walls? I admire their balls for going so dark. I wish more developers did it. Unless you believe things can go really wrong, there is no real sense of achievement or relief when they go right. One of the reasons Law & Order was such a compelling show is that the bad guys frequently won.

But the patch changed this. It's less bleak. Gives more hopeful details of the future. I can live with it either way.

But what really bugs me is the main element of the ending.

Problem 2 - The Star Child. Or Whatever.

My biggest disappointment in the ending of Mass Effect is this: It was a cheap deus ex machina. I didn't get to make the WIN for the team.

Look. The galaxy was invaded by the horde of horrible bug creatures. I wanted to FIGHT them. I wanted to figure out their weaknesses. I wanted to use the cunning and resources of the peoples of the galaxy to figure out how to kill them, and DO THAT. I wanted the ending of the story to be a celebration of courage and general badassery.

What did I get? You take some weird spaceship and stick it into some other spaceship. And then baby SpaceJesus (tm) appears from somewhere and uses StarMagic (tm) in the way you tell him, and this makes everything different forever.

Now, let's set aside the ookyness of having the fate of the whole galaxy be decided on a whim by one bloodthirsty gun guy who happened to be at the right place at the right time. I think the ending was perfunctory, non-sensical, and a true wasted opportunity.

At the end, you push a button to choose the fate of the galaxy. It did not provide a fraction of the joy I would have felt at actually finding a way for humanity to take down those stupid Reaper ships ourselves. The ending, as written, was the space opera equivalent of giving the last place soccer team a trophy for Trying Very Hard.

Whew. I Should Take a Pill.

I generally love BioWare games and write nice things about them, so much so that I have been accused of sucking up to them to try to get a job. (I have a job, thanks. And, believe me, if BioWare wanted me, they'd have said something to me by now. They know I exist.)

It's a great series, full of fond memories. My wife and I spent an enormous amount of time in their world, and I don't regret it. I still recommend it, especially ME1 and ME2. And then ME3 with the patched ending.

So. Any news about Dragon Age 3 yet?

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Posted in adolescent power fantasy, bioware, flamebait, mass effect, nerdrage, review | No comments

Monday, 2 July 2012

Mass Effect 3 Review: The Good Stuff

Posted on 21:56 by Unknown


Since I write so much in this space about fantasy role-playing games in general and Bioware stuff in particular, I feel kind of lame for saying nothing of note so far about Mass Effect 3 (ME3). The Mass Effect series is one of the best series in the genre, written by one of the best development houses, and BioWare has long been a huge influence on my work.

(Note I picked female Shepherd for the image above. Because FemShep is just better.)

People really care about this series. Perhaps a bit overmuch. If we as a people could give to real problems the same focus and energy we expended on arguing about the ME3 ending, the world would be a better place.

I played Mass Effect 1 and 2 obsessively. All side quests, all everything. I played Mass Effect 3 front to back (skipping a lot of the side quests, which sort of telegraphs how I felt about the experience), experienced the ending, and then watched the recently patched new endings on YouTube. There's a lot of good stuff here for game geeks to argue about, though, before I get too cranky about it, I wanted to say what I liked.

The Setting

I think the Mass Effect setting is one of the best in computer games. BioWare has this stuff down to a science. It was only when I was playing ME3 and revisited all the great conflicts in the series: Salarian vs. Krogan. Geth vs. Quarian. Humans vs. Everybody, that I really started to realize how much stuff there is. How complex and nuanced the issues facing the characters are. How interesting the setting is and how that, in turn, leads to interesting stories.

Between Mass Effect and Dragon Age, I personally think that BioWare is the best maker of computer game settings. I hope they keep doing it.

The Gameplay

Tight as a drum. Except for occasional problems finding walls my character could hide behind, the game plays well. It's fast paced, fun, and full of exploding things.

I do wish that there was more variety in what you could do. I desperately miss the vehicle sections in Mass Effect, which were great for breaking up gameplay. They had their problems, but, honestly, I think the game would be much better if those sections had been improved instead of dropped entirely.

The Ambition

The world of Mass Effect is a huge epic full of intractable conflicts. There were a lot of them left at the end of Mass Effect 2. The developers decided that, in ME3, they would all be settled. This makes the story of ME3 one of the most ambitious and far-reaching of any game I've ever played. It's a very generous gesture to players, a bit of fan-service to make sure that no lingering issues, even ones that could easily support a whole full game on their own, remained.

This choice was a little problematic in the execution. The ways these plots were settled felt a bit perfunctory. By the end of the game, there was no problem so enduring and thorny that it couldn't be solved by one guy fighting his way down two long corridors littered with chest-high walls. Still, the game wanted people to leave the series content, and it did its best to give the fans what they desired.

It's a great series. I hope these dialogue and story-rich single-player experiences still have a place in the gaming industry. I truly enjoyed it (especially the first two). I'm grateful to Bioware for making it and hope they keep making games like these.

Now that this is done, I have another article to write about the ending. I hope I can come up with something fresh to add to the countless gallons of virtual ink that have been spilled on the issue.

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Posted in bioware, mass effect, review | No comments

Tuesday, 31 January 2012

Many Thoughts On Skyrim.

Posted on 16:08 by Unknown



With about fifty hours in, I've completed about as much of Elder Scrolls V: Skyrim (on the 360) as I'm likely to. It's been a great break from fixing bugs in our upcoming games. Skyrim is more fun that iOS development. You heard it here first.

I've done the main quest plus whatever side quests were interesting or insane enough to attract my interest. I don't want to write a full review because it would be entirely redundant. Everyone already knows it's an excellent game.

Instead, I wanted to say a few quick things about what worked (or sometimes didn't) in Skyrim.

The Quest Writing

For a game this size, with multiple quest chains long and involved enough to feel like full games in themselves, uneven writing is to be expected. Some of the major quests were, indeed, better than others in this regard.

I thought the best writing, going away, was in the Dark Brotherhood (assassin's guild) quest. It was over the top, deranged, and entirely fun. Alas, since players tend to shy away from the evil and deranged, most people won't get to enjoy this bit of concentrated insanity. It's a pity. In Skyrim, having a voice in your head telling you to kill people isn't a handicap. It's a career choice.

Sadly, I thought the least involving writing was in the main game quest, which was just another retelling of, "See that guy over there? He's evil. Kill that guy." Except, in this case, "that guy" is a dragon without much dialogue or presence in the story. The storyline would have been much more involving if the player were able to have more interaction with the main villain.

On the bright side, while the Empire and Rebel quest lines get a tad repetitive (with all those fort assaults), they also do a great job of depicting an epic struggle, full of sacrifices, risks, and hard choices. The bit where the Jarl of Whiterun tries to decide which side to support was really suspenseful and nicely done.

Selling Items

All fantasy RPGs have tedious inventory management and selling of stuff. It's just part of the genre. In recent years, designers have looked for ways to make the economic side of things go faster and eat up less precious play-time. The best example of this is in Torchlight you can have your pet dog take all your junk back to town and sell it for you.

Thank you! More killing, less realism!

But in Skyrim ... Look. If you want to have each shop only buy a limited range of items, fine. And if you want to have shops have a limited amount of gold, fine. And if you want to have stolen items only bought by one character, who doesn't have much money on hand and is well out of the way, fine. But having all three of these means that you hate me.

You might say, “Hey, they want a more realistic feeling world.” Fine. I get that. Just bear in mind that when someone says he played Skyrim for 60 hours, at least 20 of those were spent trying to find someone who will buy eleven pairs of elven boots.

(Yes, I know you can buy feats to change how this works. I prefer to spend my feats on the sort of combat skills that keep me from getting slaughtered the moment I try to ride to the next town, thank you.)

Killing Elves

You spend a lot of time in Skyrim killing elves. In this world, elves are obnoxious and ugly, and you kill them.

This is awesome.

The World Map

The roads in Skyrim are really nicely laid out. I spent just the right amount of time wandering around lost. In a big world like this, you want the player to get lost sometimes. It's a rare pleasure to have a game you can actually get lost in.

On the other hand, I've looked at a lot of maps in my life, and I've never seen one where the cartographer drew in the clouds. Having the in-game world map be a depiction of Skyrim as seen from space, clouds and all, is malicious. It really obscures where you can and can't go.

(Also, the printed map that comes with the game has inaccurate and incomplete roads, and the roads are the most important part of the map. Paper maps are awesome, but the developers should give them a once-over to make sure they’re accurate. This is just the sort of extra that gets people to buy instead of rent.)

Arrow In the Knee

I know I'm supposed to think the whole "Arrow in the knee" meme is overplayed. Sorry. Still cracks me up every time. Especially whenever a guard passive-aggressively says it to me as I run by.

Awesome Evilness

If you are ever in Markarth and some guy asks you to help investigate an abandoned house, do that quest. It's really, really, really evil and deranged. Its audacity should be rewarded with play. In fact, play through it in front of your loved ones. My wife watched me play it and, a few weeks later, she can almost make eye contact with me again.

It's a Great Game

OK. Done nitpicking. It's buggy, sprawling, uneven, and an entirely brilliant game experience. It overwhelms you with sheer size. You can't go for a horsey ride for five minutes without the game trying to distract you with some new cool thing. You can simply get lost in it.

After what seems like an endless parade of games where you mindlessly shoot/slash your way down a corridor, see a cutscene, and then are funneled down another corridor, Skyrim is a delight.

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Posted in design, humor, review, skyrim | No comments

Tuesday, 30 August 2011

Snarky Review: L.A. Noire

Posted on 11:28 by Unknown
(This review contains a few L.A. Noire spoilers and slightly more adult humor than normal. If you are below the age of forty, do not read it. Instead, go to a more family-friendly web site.)


I played a lot of L.A. Noire recently. I got about twenty hours in, had a decent amount of fun, and realized that my parental, old-person life doesn't really encourage playing long games any more. Which is worrying, as that is the sort of game I write. Whenever I look at my work and go, "I have no interest in playing games like this," I get to worry. But that's another story.

L.A. Noire is a fairly fun and reasonably innovative game, published by Rockstar Games and developed by Team Bondi, a bunch of Australians. It's a combination of investigation and interrogation mechanics that have appeared in adventure games in the past, combined with the gigantic open world setting of Rockstar games like Grand Theft Auto and Red Dead: Redemption. It's seemed like Rock Star has been trying to see in recent years how much you can stretch this format and still make a good game (e.g. Bully, Red Dead: Redemption). L.A. Noire may be on the outside edge of how far you can push this.

There was a bunch of things I liked and a bunch of places that were rough. I always feel bad mocking those who tried to push the envelope, but hey, they're huge and sell millions of copies, so they can survive my little blog.

You play a detective in late forties Los Angeles, who, if I recall correctly, has a name. Something virile, like Blake Manfulness. His voice and motion capture were done by Ken Cosgrove, Accounts.

You are told to investigate crimes. You go places and search for clues. Then you interrogate subjects and persons of interest. You have to pay very close attention to what these people say, how they say it, and what facial expressions they show (the facial animation software being the big breakout feature of this game), and, when they lie or hedge the truth, confront them. Then, when the case is solved and someone is arrested, you get a star rating to determine how well you did. So that's the game.

I'm a natural target for this sort of thing. I am a huge sucker for a police procedural. Homicide: A Year On the Killing Streets is one of my all-time favorite books, and, in the manner of all fans of The Wire, I am really annoying when talking about The Wire.

So, for me, the clue-hunting and interrogation were very much the fun of the game. When I was interrogating people, I found I was really concentrating and thinking. When I put a few clues together and caught some rat bastard in a lie, I really felt that my brain power enabled me to do something cool, and that's something that I rarely experience in games these days. So that part of the game was awesome. I didn't even really mind the fact that you can't ever actually lose a mission or let the suspect get away.

But, alas, there are also lots of driving, chasing, shooting, and sneaking sequences straight out of Grand Theft Auto. They are, you know, fine. But very rote and familiar, not the sort of thing I want to spent tens of hours doing anymore. Also, while their enormous rendition of Los Angeles is lavish and awesome, there are very few things you can actually do in it. When playing Red Dead: Redemption, I was constantly being distracted by cool stuff to do. But here, apart from a fixed set of side quests, L.A. seemed a little dry. And if you can't let off steam by going on a rampaging, horrifying kill spree before being gunned down in the street by tanks like the rabid dog you are, what's the point of playing a Rockstar game?

And, double alas, the farther you get into the game, the less important the questioning becomes. The game ends not with an awesome Prime Suspect-style battle of wits between detective and suspect, but just another gunfight. In a sewer. I've been a gamer for a long time. I'm tired of gunfights in sewers.

So there is ambivalence here. I admire Rockstar greatly for spending a ton of money to make a big game that's not a sequel and actually tries to do new things. That is hugely to their credit, and there's plenty of good stuff here. I just wish they'd taken the cool stuff that works and concentrated it into a much shorter game.

A few other thoughts ...

This game is really for adults. Even by Rockstar standards. After working on the murder cases, all I wanted was for one of the dead women to have some clothes on, for God's sake. Though their pubic hair rendering engine is first rate.

Along these lines, L.A. Noire contains more checking for semen than any video game I have ever played. This is entirely to their credit. Also, the game played much faster once I went into settings and mapped Check For Semen to the right trigger.

We should take a moment to remember the lost. After L.A. Noire came out, there were allegations that Team Bondi pushed its employees to long stretches of hundred-hour weeks to make this game. Based on the standards of the industry and the obvious amount of work in this game, I entirely believe it. This sort of crap is why I am determined to stay an indie developer as long as possible. I have children. I'd like to, you know, see them.

L.A. Noire is guilty of my current least-favorite writing flaw: Having one mission completely nullify all of the story elements of the several missions before it. You see, int he part of the game where you are a homicide detective, you have six cases. In the first five, you investigate murdered women and arrest a perpetrator. In the sixth case, following a series of tedious puzzle-solving and climbing sequences, you learn that the previous five men you arrested are all innocent and the murders were committed by some crazy guy that you shoot in a tunnel or something.

If there is any flaw that really bugs me about this game, it's that it says, "You can be a badass detective and investigate crimes and outwit criminals." And then it makes you spend a huge swath of the middle game arresting the wrong guys for crime after crime. What a waste. It shows a lack of respect for the player and the premise.

But still. It's something different. It's ambitious. It's had decent sales. Everyone involved deserves applause for making this thing, and I'm really glad it didn't tank. At this point, we gamers have to take all the innovation we can get.
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Posted in both artsy AND fartsy, i act like i am smart, pubic hair and semen, review | No comments
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  • mass effect
  • microsoft
  • minecraft
  • mourning
  • movie
  • nerd
  • nerdjoy
  • nerdrage
  • nethergate
  • nobel prize in awesomeness
  • not about games
  • not wrong to expect to be paid for your work
  • omigodomigodomigod
  • penny arcade
  • physical activity
  • piracy
  • ponies
  • pricing
  • pubic hair and semen
  • queen of fun
  • ranting
  • review
  • rock band
  • rpgs
  • saints row
  • sale
  • sales
  • sales figures
  • shameless self-promotion
  • shareware
  • skyrim
  • something for the ladies
  • spiderweb software
  • squid
  • ssssssss BOOM
  • star trek
  • steam
  • still alive
  • stories are for losers and squares
  • tasty meat
  • tech support
  • teh casualz
  • testing
  • that guy
  • the culture war
  • think of the children
  • tldr
  • travel journal
  • union
  • VEGAS
  • view from the bottom
  • watchmen
  • what cruddy graphics
  • whistling past graveyard
  • whomwhomwhom
  • why did my computer just melt
  • work i didn't get paid for
  • world of goo
  • xbox
  • you made my virtual pet starve you jerk
  • zombies

Blog Archive

  • ▼  2013 (18)
    • ▼  December (2)
      • Katawa Shoujo, Sex Stuff in Games, and Choosing Wh...
      • More Arguing About Women In Video Games. But This ...
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