Review: Mass Effect 2

February 2, 2010 by Eric Layman

“Fully realized” is one of those game review clichés that gets kicked around without much thought, but no two words do a better job of describing my interpretation of Mass Effect 2. It’s an astounding work of complete confidence. The folks at Bioware made the bold decisions to discard conventions or content that felt unnecessary, refine the aspects they considered essential, and add what they knew would create a genre advancing masterpiece. Few games take as many risks, and even less actually emerge for the better, but Mass Effect 2 pays off in an almost effortless fashion. Not one to be missed.

Read my full review over at Digital Chumps!

Third Impression: Assassin’s Creed II

January 27, 2010 by Eric Layman

Sometime last summer Ubisoft held some sort of press event that entailed flying a bunch of game writers over the Atlantic and into Venice. The purported goal of the trip, aside from the typical schmoozing the press, was to boast about the historical allegiance of Assassin’s Creed 2’s architecture. I thought it was stupid and pretentious (though I will admit the obvious envy of our site not getting an invite) and considered it just a bullshit excuse to add another bullet point to the back of the box, and, in the process, generate some press buzz. Twenty hours into the game, my opinion has greatly shifted on the matter.

Whether you want it or not, there is a ton of extraneous information detailing nearly every person you meet, painting you acquire, or place you go. While not all together different from a wikipedia entry (with some additional details embellished for the game’s fiction), what that information brings to the context greatly benefits my suspension of disbelief. History buffs might get a significantly larger boner from running into famous members of the Italian renaissance (many idiot Americans like myself could probably only identify the Medici’s and Mr. da Vinci), but it’s still cool to run into people like Caterina Sforza and then chuckle when you think that Ezio almost slept with her. Regardless, the glut of factually accurate information treats its foundation and its players with respect, which is more than I can say for the way other games bastardize history to fit their fiction (Dante’s Inferno comes to mind). Assassin’s Creed certainly takes its own liberties with history, but it does it in a manner that supports its fiction rather than exploits it.

The non playable characters are also rather impressive. In the original Assassin’s Creed they felt like fodder, or simple pawns taking up space for no other reason than to impede Altair (and constantly beg for money that didn’t exist in the game), but this time their presence in the game world actually feels justified. Hiring thieves, mercenaries, or whores to distract guards are the more obvious examples, but the otherwise mundane tasks I have seen them doing are arguably more impressive. Watching a guy chisel a sculpture, patch concrete into a wall, or hammering a structure together adds a sense of familiarity and personality to the game, like you’re roaming through a lived-in place that functions and exists before you were there, and will continue to do so after you’re gone. GTA IV’s Liberty City was much the same way, albeit in a more cohesive manner.

At no point did I ever consider collecting all the flags in Assassin’s Creed 1, but the sequel, thanks to a significant reward system, has me grabbing every collectable in sight. I’m a sucker for feather hunting, I buy every piece of art I can get my hands on, I’ve acquired all the available armor/weapons thus far, I’ve raided all the codex rooms in sight, I found all the statues at my villa, and I voraciously devour all the extraneous side missions. Races, assassinations, viewpoints, beat ups, and courier missions are usually completed before I allow myself to move onto another part of the game. The races kind of suffer at the cost of the game’s limited camera angles and button complexity, but I’m really, really enjoying the beat ups and assassinations. With the legitimate assassinations more linear and rigid than the originals fantastically open, almost improvised climaxes, the side stuff feels like it has more room for a choose-your-own-adventure method of murder. It’s quite a rush every time; identify, set your mark, find a perch, and swoop in for the kill before getting the hell or – or go in guns blazing killing everyone in sight and hoping for the better. Artificial parameters sometimes rear their head, but it’s all still a good deal of fun (and there are so many of them!)

Also of considerable surprise are the occasional alternate types of gameplay. I saw the flight sequence at Sony’s E3 conference and sort of dismissed it as a lame one-off mission and wondered why in the hell they would feature it. After doing that missions last night I still think it’s sort of weak, but it is competent, and it provides a nice break from the onslaught of missions. Same thing with the Wild West covered wagon chase on the way to Venice. I never expected missions like that in an Assassin’s Creed game, but it was actually a lot of fun in its limited inclusion. I’ve done some boat stuff so far, but I’m curious as to what else awaits in the later third of the game (or the cut portions coming soon as DLC).

Feeling the real-world elements a bit more this time too. The frequency of switching out the last time around created a disconnect between two worlds, but the majority of Ezio this time around, along with audio interjections from your real life friends, makes the experience feel like a more cohesive package. Desmond’s extended time inside the Animus also did well to support the last games ending, as well as the mid game sequence where he real life’d Ezio’s moves. “The Truth” glyphs are also especially cool, with Cam Clarke’s desperate voiceovers adding a sense of foreboding danger and upcoming mindfuckery.

Which, of course, is welcomed.

Second Impression: Assassin’s Creed II

January 25, 2010 by Eric Layman

A particularly polarizing facet of Assassins Creed II (much like the original) lies with its control scheme. On foot traversal is easily the most important mechanic in the game, both in terms of context and Ezio’s move set, but assigning those typically simple functions to a bunch of buttons might not sit well with casual or impatient players; most people aren’t used to there being three distinct ways to move. Either walk fast by holding X, actually run by holding R1, or go full speed with a combination of X and R1 (which also, by the way, is used to ascend buildings in a similar manner of combinations). The latter puts most of your thumbs in play, which can be a considerable bitch if you’re doing a race and need to simultaneously align the camera toward your next checkpoint. The end result, at least in my case, was going double duty using the base of my right thumb to hit X while I moved Ezio with the top part on the right stick. The left stick was reserved for camera control, which is a pretty messed up gesture if you really think about it.

But at the heart of the matter, does an increase in input or mechanical complication create a more rewarding or immersive experience? Along the same lines, does that automatically render those games more rewarding than games with a more simple control scheme? I’ll admit that, even with the familiarity that comes with playing it for ten or so hours thus far, Ezio still gets out of control and does a ton of stuff I didn’t intend (why the game would allow me to vault off a tall building and commit suicide is a bit puzzling, “yeah I totally meant to do that!”). But at the same time, isn’t the player subject to similar faults in a simpler game, such as New Super Mario Bros? Not unlike Ezio, your fingers or error in timing are going to result in Mario eating shit a couple of times. In the case of Mario, or any well designed game, the responsibility lies with your ineptitude, rather than the controls we so often blame. Maybe it all harkens back to the basic design principle of trial and error; get it wrong until you get it right, and use then that knowledge to tread more carefully in the future. An unwillingness to adapt ourselves to controls may is irrelevant to complexity. The stubborn refusal of adaptability comes with age (just look at a self-checkout; older people refuse to even look at it while younger adults always want to give it a try), not with complex controls.

In this regard, I’m quite impressed with the way Assassin’s Creed II has handled platforming. Uncharted 2 was a great game and, from a presentation standpoint, was leaps and bounds ahead of almost anything else in interactive entertainment, but its platforming, at times,  almost felt too easy. Different colored bricks all but spelled out where you needed to go and, despite a few instances when I didn’t know I had to climb a street sign, I was rarely at loss for progression. Just point Drake toward the next grapple point and watch him go. Assassin’s Creed II make’s the same process considerably more challenging by clouding your destination a bit more. The tomb in Florence, one of six puzzle dungeons you have to raid, demonstrates the difference quite well. You need to look in 360 degrees to determine your next destination, and some non-lethal trial and error comes into play as well. Momentum is never lost, and Ezio jumps on walls, swinging chandeliers, and otherwise impossible structures all while granting a sensation of remarkable accomplishment. Back to Mario, when I reach the top of the tomb and claimed my prize it felt just like acceding the summit of Tick Tock Clock. While a learning curve is required, complex control, just like its simplified cousins, can result in an incredibly rewarding experience, provided it’s been constructed and play tested with the utmost care and precision.

Impressions: Every Day The Same Dream

January 25, 2010 by Eric Layman

1Up’s Oddcast features a segment called “Recession Gaming” where they talk about cheap or free PC games. This is how I found out about classics crap like Don’t Shit Your Pants or legitimate gems like Captain Forever. While those two titles are great examples of how to pass time or work toward a higher and higher score, Flash games usually fail at completing my favorite aspect of videogames; immersion into another world. I love pure gameplay and I could play R-Type or Lifeforce until I die with little complaint, but I’m particularly fond of being absorbed into a world of intended escape. An engrossing atmosphere or a message without pretension can easily transform a game from a fun waste of time into an experience worth my while, and the last place I expected to find that was a Flash game.

And then I decided to give Every Day the Same Dream a shot, and I found exactly what I was looking for in the most unlikely of places. The initial impression was a little bland; I woke up, got out of bed, got dressed, talked to my wife, drove to work, and sat at a desk. With only the space bar and two arrow keys in play, I didn’t see what was so riveting about the mundane two minute activity I had just completed. So then I woke up again and did the same thing. The next day, like a suspicious Phil Conners, I decided to start to change my apparent habits.

I turned off my alarm clock and TV, which did little other than suggest I had some degree of control in my world. I also went to work without pants or a shirt and neglected to talk to my wife on the way out the door. The end result of that day? My boss told me to go home, and then I woke up again. Then I started doing other things on different days. I got out of my car and met a nice cow, I turned left after I got out of my apartment and talked to a woman in a graveyard, and I admired the subtle beauty of a falling yellow leaf. Each day the woman in the elevator was telling me how many days left I had until there was a new me, indicating that I was indeed stuck in a Groundhog Day-esque time loop, of sorts. So on the last day I decided to kill myself by jumping off the roof of my office building, which completed the dream and rewarded me with a new world free of the bullshit that had previously kept me enslaved (including my wife, apparently).

Somewhere around that point my real life brain ejected from my skull and exploded all over the ceiling. A free Flash game with four shades of grey (literally) and a looping ambient melody had just conveyed a message more profound and engaging than anything its 20 million dollar, 200-person team console have attempted to offer. It was short and far from a commercial product, but its ability to execute on its principle (“a little art game about alienation and refusal of labour. Made in 6 days for the Experimental Gameplay Project) deserves to be recognized and commended by anyone with even the slightest esoteric taste in gaming. Flower, Braid, Colossus, and Ico were all fairly successful at creating an “art” game, but Every Day the Same Dream might be the current pinnacle of the esteemed subgenre.

And it’s free. GO PLAY IT.

In Defense of Jank

January 25, 2010 by Eric Layman

Jank, while not a legitimate adjective (or word, for that matter), is a fantastic label to apply to certain aspects of electronic entertainment. Lack of technical prowess, as in, “the Playstation 3 version of Bayonetta is pretty janky,” is correct in principle, but not in terms of the precise area of jank I’m striving to identify.  I see jank as more of a general clumsiness in the overall game design, but not enough to discourage you from playing the game. Jank implies a minor obstacle, not a bottomless pit.

Some games knock it out of the park and, in turn, earn high scores as a reward. Others, often from lower tier publishers or relatively low profile studios, don’t earn high marks for their moments of success and, instead, are often lambasted or critically slaughtered for their minor failings. Red Faction: Guerilla was never destined to be a five star game, but it contained an outstanding mechanic unlike anything else offered amongst its competition. You could blow shit up with a treasure chest of weapons and explosives in any number of ways, which, while not enough substance to support an entire game, engaged me to a point where I was willing to play through the otherwise mediocre campaign. The rest of the game wasn’t necessarily bad, per say, but it was considerably boring when cast in the shadow of the outstanding destruction physics. Red Faction: Guerrilla was not a great game, but it was a good one with exceptionally engaging mechanic.

The same general theory can be applied to Grin’s ill-fated Bionic Commando reboot; its interface was borderline garbage, but the swing mechanic was refined to near perfection and implemented in a variety of attractive ways. Once you cleared the considerable learning curve, it was an absolute blast – and using it to carve through Bionic Commando’s suburban wastelands and remote areas of scenic splendor granted a sense of euphoria present in few other titles.

Both Bionic Commando and Red Faction: Guerilla were undeniably janky, but their enduring hook transformed them from possibly boring tripe to a potentially enjoyable experience. Profound inspiration was injected into a mechanic that circulated throughout the entire game transformed the experience from the mundane to the extraordinary, which, from a qualitative standpoint, is a trait shared with a majority of award winning titles. Execution wasn’t as consistent all around, but I’d be hard pressed to say I didn’t enjoy Bionic Commando’s best moments any less than those of Uncharted 2 or InFamous.

And it’s because of those newfound criteria that I am fully intent on clearing out a select number of 2009 games that I would have normally passed over. World War II era open world gameThe Saboteur arrived from Pandemic, the recently closed studio and author of 2008’s best jank title, Mercenaries 2. Thanks to its appearance on AREA 5′S CO-OP, my notions of a GTA clone of the horrendous caliber of True Crime have disappeared in favor of a legitimate interest. The aesthetic looks incredibly cool, and, despite its failings, might have a lot to love. Platinum Game’s MadWorld earns a similar pass based solely on its pedigree. Clover (which, for all intents and purposes, evolved into Platinum) was responsible for some of the most inspired games (Okami, God Hand, Viewtiful Joe from the last generation) and, if Bayonetta is any indication, MadWorld should be an absolute must-play. Another would be The Force: Unleashed, which was championed by our own Stephen McGehee. Jankyness is apparently prevalent throughout most of the gameplay, but it’s probably good enough to allow you to enjoy the reason why you punched the ticket; a tantalizing story interconnecting the span of time between episodes III and IV. And, as a bonus, a special edition with Hoth and Tatooine levels was just released last fall at a lower price point. Radical Entertainment’s Prototype sacrificed a smooth interface in order to create a veritable playground for its mechanics. From a jank point of view it’s a lot like Bionic Commando, only it traded a swing mechanic for limitless bloodlust. Beating this shit out of dudes in Prototype may not carry the finesse or skill of Bayonetta, but sometimes brute force is enough to quell repetitious missions and an ugly aesthetic. And, hey, while it’s from all the way back in 2007, let us not forget the jank kingpin, the 360 exclusive Earth Defense Force 2017. They sure are hell don’t make ‘em like that anymore

Maybe it should go without saying, but jank games should never be acquired at a full retail price. Jankyness typically results in lackluster reviews, which, for new IP (as so many jank titles so often are) is retail poison. Unestablished franchises will drop like a rock, and you can usually reap the benefits a few months later. Prototype is down to $40 in most places, Bionic Commando was $20 less than a month after it came out, and I got MadWorld at Best Buy a few weeks ago for $9.  Plus, if the appeal of discovering a janky treasure turned out to be a monotonous slog not worth your time then, hey, at least you didn’t pay full price.

I guess what I’m trying to say is sometimes a little jank can go a long way, and a game shouldn’t be swept under the rug because of a few jaded reviewers. In years past I would have overlooked a majority of these titles in favor of games that were allegedly born perfect, but, like that weird indie film you love unconditionally, jank can be unabashedly embraced without much regret.

Impressions: Borderlands

January 15, 2010 by Eric Layman

I had never played a Diablo game, an MMO, or really any game with a loot-whoring hook, so, when people described Borderlands as “Diablo with guns” or a “multiplayer Fallout,” their inference was lost on me. It looked like a shooter, and I assumed maybe you could level yourself up or get missions from people, but I had no idea how the quest structure worked or even why trying to get the best shit, or at least shit better than the people you’re playing with.

Ten or so hours in, and that’s no longer a mystifying concept. Jason, Josh, and I are playing as a Hunter, Tank, and Siren (respectively), and I’ve found that we’re not only defined by our talents, but by the specific attributes afforded by all the cool shit we’re picking up. Jason has a class mod that somehow restores all ammunition to each of us, which easily trumps my class mod that only restores SMG ammo (plus, that allows me to use a completely different and way more badass mod). Similarly, some rifle Jason found somehow restores all of our health if he shoots it at us, which is sort of ironic considering he can’t heal himself with it.

I love the color coding rarity feature, though I will admit that it’s not always the best indicator of what guns I should keep or sell. Often the rare shit with crazy elemental attributes is vastly inferior to the brute force behind the damage ratings on the standard green level weapons. There are exceptions, sure (my Siren is particularly talented with elementals), but for the most part just hacking away with a high powered machine gun gets the job done. We’re still fairly early in the quest structure (I guess anyway, we’re all around level 24 or 26), so I expect the difficulty to ramp up alter and for enemies to be resistant to fire or corrosive, or whatever.

I’m not really feeling the comparisons to Fallout 3 because, from what I’ve been through thus far anyway, Borderlands has almost no story, and what little narrative exists appears to be utterly frivolous. I don’t really care because it doesn’t really matter, story, at least in this point in game design, isn’t the reason why you play Borderlands, but it is kind of unsettling to play through a game with people and places, and almost nothing of contextual sense tying it all together.

And the actual missions aren’t much outside of “go here and kill all this shit or collect all these things,” which I suppose I could criticize in any other game, but, for some reason, Borderlands falls under the “anything is fun in co-op” banner, which may or may not be an indicator of the game’s quality, or lack thereof. Whatever, I don’t care, just let me shoot some more shit.

Impressions: Assassin’s Creed II

January 15, 2010 by Eric Layman

Only about two hours in so far (just picked up my Assassin garb), but an odd response has dominated my impression of Assassin’s Creed 2; this game doesn’t seem to have the production value of other games released alongside it. I remember being blown away by the debut trailers of the original, and similarly dumbfounded by the extraordinary visuals of the retail release. Like at that point in time I really hadn’t played too many “next gen” games, and I was completely taken aback by the fidelity and scope of the graphics engine. Two years later, looking at AC2 doesn’t carry the same wondrous sense of amazement. Maybe it’s because I’m playing in on PS3 as opposed to 360, but the game looked immediately dated. Character animation and facial movements were lost in the shadow of Uncharted 2, and the draw distance of the city didn’t even compare to something like GTA IV. Assassin’s Creed 2 doesn’t look bad, but the brown hued vistas of whatever city I’m in do little to showcase Ubisoft’s technical prowess.

I don’t typically nerd rage on the shortcomings of the graphic engine (honestly I don’t really care), but the relative divergence in either what I’m used to or what I thought the original Assassin’s Creed was ended up being worth mentioning. The rest of the game, from what little I’ve actually experienced, is already shaping up like a game that I will squeeze every last drop out of. I (well, everyone) criticized the original for being more of a self repeating proof of concept than an actual game, but I still finished it. What I did not do was the extraneous collection nonsense, but, from all the buzz I’ve been hearing and that little interview we did at E3, aren’t that bothersome this time. The gameplay also appears to not be a Groundhog Day variant, which should also be an incredible plus.

Impressions: Brütal Legend

January 15, 2010 by Eric Layman

It’s been years since I have failed to objectively “finish” a game I paid full price for, but I’m pretty sure Brutal Legend is going to end that streak. Psychonauts is near the top of my list when it comes to platformers (the Milkman level alone is legendary), so I count myself a fan of Tim Schafer’s particular brand of humor, but, in terms of Brutal Legend, I found his storytelling to be intolerable when wrapped around an RTS design. I love the world of Eddie Riggs; the premise of a land of metal, the ridiculous in-jokes surrounding metal culture (Killmeister the Kill Master? Hilarious), a host of celebrity guests, and some of the best, most inspired writing around…but I’ve never, ever been a fan of real time strategy games.

It’s like no matter how many tutorials I am subjected to or cakewalk prebattles I’m shoved through, I can’t find the fun. It all seems laborious and completely abstract. Resource management and the rock-paper-scissors arrangement of who matches up best with whatever else is the last thing on my “idea of fun” list. I just can’t deal with it, or even find the patience to try and convince myself into thinking it would be a worthwhile endeavor.

And I never saw the game going in that direction, not even when I played it at e3. Hell I didn’t even know it was supposed to be an open world game. The E3 demo suggested it would be a Schafer branded God of War clone, something I would have been totally cool with, and not an RTS game. Now on one hand I’m sure that’s a treat to RTS fans, but it just doesn’t sit well with me. It’s a shame because I can easily see myself getting lost in that world and indulging in Schafer’s characters. The game is not the problem, I am – but that doesn’t mean I’m going to waste time playing a game that I am clearly not enjoying.

CES 2010: Lost Planet 2

January 14, 2010 by Eric Layman

Weapons are also going to be a pretty big deal. While not yet unlocked in the build we played, Capcom PR assured us a healthy supply of weapons would be available for specific, persistent character classes (including a host of grenades and machine gun with a laser bayonet). Customization was also heavily pushed, though from a limited impression it was hard to gauge. The availability of dozens of odd weapons doesn’t necessarily guarantee different play styles, but it’s hardly a bad thing. It’s also worth noting that we found a few environment-specific weapons, such as a giant gatling gun from a fallen mech, as well as a functional mech itself. Very cool stuff, to say the least.

Read my full impressions over at Digital Chumps!

CES 2010: Heavy Rain

January 14, 2010 by Eric Layman

Who knows what dozens of other outcomes might have emerged from the situation? It’s part of the appeal of Heavy Rain’s system of consequence. Quantic Dream’s David Cage is on record saying Heavy Rain is going to be a game you’ll want to play over and over again. While this sort of enthusiasm is typical for excited developers, in Heavy Rain’s case the claim actually has some merit. Any given scene (of which I’ve been told there are around 40) could play out in a variety of ways, each of which could have a lasting impression on your characters. You could receive a scar that will last you for the rest of the game, or, in a worst case scenario situation, you might even be killed, thus ending the story of one of the game’s four playable characters. This sort of interface is a gamble and definitely atypical from the norm, but it’s all part of Heavy Rain’s charm; you’ve never played anything like this.

Read my full impressions over at Digital Chumps!