565TH MANLIEST BLOG ON THE NET

Friday, 13 May 2011

Portal 2 Review




Back again, long after the last post, long after the release of the thing in question, but hopefully not long after my few readers have withered and crumbled to dust awaiting more of my exquisite prose. More video game shit; I don’t know if the few people that I know read this want that or other stuff, but this one’s a biggie. Portal 2- the latest release from industry legend Valve Software- came out, er, embarrassingly long ago, in a time when the Playstation Network was still a thing people talked about as something that worked, and now you get to read my thoughts about it.

Surely everyone knows what Portal is? That first person puzzler bundled in the Orange Box alongside Half Life and Team Fortress as filler, but became a smash hit. You know, the game where the player used a special gun to apply mind and physics bending portals, functioning as tunnels through spacetime to one another, to surfaces and solve increasingly inventive puzzles, set within the bowels of dubious corporation Aperture Science’s enormous research facility. There was that supercomputer, GLaDOS, whose coldly delivered lines were so constantly entertaining, those charming but deadly robotic turrets, that companion cube thing. Yeah, I knew you’d remember. This is the sequel, promising to be a full-length experience to the original’s taster course.

There might be some spoilers, but it’s so damn long since it came out I doubt that bothers you.

Portal 2 begins an indeterminate but seemingly quite long period after the original- Chell, mute, jumpsuit-wearing heroine has, after defeating GLaDOS, been seized by one of the laboratory’s robotic caretakers and placed in long-term stasis; too long, as it turns out. Aperture has been falling apart in the interim without its supercomputer overlord keeping the place neat and tidy, despite the efforts of various other automated personality systems. One such system is Wheatley, a little white sphere with a big blue eye, who awakens Chell on the basis that they could work together to get free of the facility. Voiced by Stephen Merchant, long-time collaborator of Ricky Gervais and all round funnyman, Wheatley busts Chell out of her stasis chamber and the adventure begins.

Wheatley is an amicable, if breathtakingly incompetent, little fellow.

I have to admit, I wasn’t so great a fan of the original Portal. I enjoyed it, sure; it’s a clever little game, but I didn’t go as wild as some of the rest of the world about it. Portal 2 is a big step up as far as I’m concerned, I’m happy to report. The puzzles have retained the entertainment value, a commendable feat, given the considerable novelty value of the original and the sequel’s vastly increased length. The new elements to the puzzle play are all welcome- gravity defying excursion funnels, movable light bridges and motion-inducing gels are all fun and add more depth to the portal-based gameplay. One complaint more professional reviewers than myself noted was that many puzzles had far fewer portal-able surfaces than counterparts in the original, giving a notion that the player was simply carrying out a prescribed solution rather than finding their own. While this is at least partially valid, it seems to me that most of the original game’s puzzles were similar, but just allowed more goofing around. The challenge level could maybe be higher- only a couple took more than a little thought on my part, but I still enjoyed them, and even though this was a far longer game than the original, the core mechanics didn’t get tiresome, a good indicator of their solidity.

While the puzzling was good, to me the real charm of the game came from the storyline. Portal had GLaDOS’s taunting throughout but most of the storyline coming in the last half hour or so, but P2 has brought in a whole lot more. Ellen McLain reprises her role as the icily polite GLaDOS, but she’s joined by some celebrity names in the form of the brilliant Stephen Merchant, playing Wheatley, the venerable J. K. Simmons of J. “PARKER I NEED PICTURES OF SPIDERMAN” Jonah Jameson fame, voicing the charismatic, shoot-from-the-hip CEO of Aperture Science, Cave Johnson, and legend of video-game-voice-acting Nolan North voicing various robots and such like. The presence of such talent shows the extra attention to narrative. Characters are chattering away often, really making them come to life; GLaDOS, understandably upset at having been torn asunder and partially incinerated, is on murderously cutting top form, Wheatley’s general babbling, though sometimes inane, is amusing and endearing. I’d like to give a special nod to the Cave Johnson character- I was genuinely moved (as well as hugely amused) by the voice recordings he’d left behind in an older part of the facility, charting his fall from fame and fortune to bankruptcy, deathly illness, and, worst of all, obscurity. At the risk of sounding like some sort of pretentious literary nerd, there was a distinct Heart of Darkness-y vibe to witnessing the downfall of this brilliant, but ultimately monstrous, individual. Portal 2’s excellent voice acting and inspired writing conspire to make it one of a very few genuinely funny video games.

Aperture's janitorial standards have gone way down in our absence.

The voice actors are only half the story as far as story is concerned, however; Valve, masters of atmospheric storytelling, have included so much detail in the game world itself. In the early stages, chambers are overrun with vegetation, walls fall apart at your approach, and what automated systems persist are on post-apocalypse self-preservation mode; as GLaDOS regains control of the facility, the walls are alive with movement as hundreds of robotic arms try to repair themselves; later, when Wheatley has assumed operational control, the sheer scale of Aperture is revealed as he smashes the facility’s huge movable chambers together in a fairly ghetto attempt to construct functional test chambers. It’s all very clever and very cool, but, honestly, I’d expect nothing less from Valve.

Something totally new to Portal 2 is the cooperative mode- here, two players team up as a pair of portal-gun toting robots for cooperative test chambers. I’ve played this twice, in splitscreen due to the PSN’s continued nonexistence, and it was damn good. While it wouldn’t be unfair to say that some of the original game’s puzzling purity was exchanged for enhanced narrative in the singleplayer, the coop campaign, while noticeably shorter, probably has more puzzling value; while GLaDOS is still present, the story format is far closer to the original’s. We have here a seriously well-designed mode, where the two players must use their four portals together to find a solution. Despite the very streamlined suite of interactions, such as a ping tool to mark out a portal location for a partner and a three-second countdown shown to both players for those timing critical puzzles, some of these are definitely trickier than anything found in the singleplayer. One had my buddy and I totally stumped for almost an hour, and when we finally looked up the solution we, naturally, kicked ourselves- seems to me like that’s good puzzle design. The final chamber in this mode is a masterpiece, the staged design and multiple elements taking a solid but hugely enjoyable bit of work to get through. I’m not normally all that wild for cooperative gaming, being a lone-wolf/anti-social narcissist type, but this was a damn good one.

Portal 2 uses the same Source engine that has been Valve's workhorse since Half-Life 2 way back in 2004, albeit souped all the way up. Despite the almost archaic tech under the hood, the game manages to look good. It's not stunning, but the engine has aged very gracefully, not least due to the constant updates and tweaks Valve has been adding with every new release. The clever art direction definitely contributes to the game's visual appeal- I've always held that a game doesn't need to be a technical powerhouse to be graphically pleasing, and I think Portal 2 proves it.

Complaints with Portal 2 are few and far between. A little extra challenge to some of the puzzles would have been welcome, but it was still no cakewalk. I’ve not felt too compelled to replay, though the presence of heaps of easter eggs and a developers’ commentary will probably tempt me to doing so eventually. In truth, my only real issue is a petty and possibly even irrelevant one; despite being within the setting of Valve’s benchmark Half-Life franchise, Portal 2 includes precious little reference to the overarching events of the HL games. Aside from a nod to the Borealis, Aperture’s mysterious research ship set to be featured in the possibly non-existent Half-Life 2: Episode 3, and a cursory mention of Black Mesa, the shared universe is barely mentioned. I realise criticising a game because it isn’t a different game from a different series really shows the HL fanboy in me, and I can understand Valve’s apparent wish to keep the two series distinct, but come on! It’s been four god-damn years since we had any Half-Life, Valve, throw us a fucking bone. I hope and pray that we see something from the series at next month’s E3, but that’s by the by. Portal 2, standing on its own, is damn good.

Friday, 18 February 2011

You weren't there, man! Battlefield Bad Company 2 Vietnam Review

Another expansion to review. This one's only what, three months old? I'm getting better at this, most definitely. This time, instead of the grim darkness of the far future, we are heading to the jungles of Vietnam, with the aptly, if rather extensively, named DLC for Battlefield: Bad Company 2- Battlefield: Bad Company 2- Vietnam.


No screenshot utility, I'm afraid, so it's blurrycam time.
My fondness for the original game has already been discussed, and my love of combating communists is no secret, so I was super excited for this expansion, awaiting eagerly its release in December. A week beforehand, however, possibly in protest at being forced to play the abomination that is Black Ops, my PS3 gave up, the disc drive failing and denying me my prize. Now it is repaired, and the first thing I did upon retrieving it was download BFBC2-V. Loading up the base game, I saw the new main menu option and highlighted it. Upon doing so, the whole menu twisted and reshaped itself- the crisp, modernistic aesthetic of Bad Company 2 shifting to a dirtier, brownish theme, the militaristic background music giving way to Creedence Clearwater Revival. This thematic shift is representative of the whole expansion, really- Bad Company 2 was very definitely a modern combat experience, with its homing missiles, optical sights and high-tech vehicles. Vietnam, however, strips this away- in my first match (where I was top player, naturally) I was struck by how crude and brutal the combat was in comparison- without red-dot sights and motion sensors, fighting is done at close range with nothing but rifles and brawn. It's refreshing, in a perverse way, to have this almost rustic style of game, especially in comparison to Call of Duty, where being set in the Cold War instead of near future changed... nothing at all. BFBC2V does it right, though, with '60s style news reports playing over hippy riffs at the loading screens, it feels like a 'Nam game.

The gameplay of the expansion is similarish to the base game- it's still a squad based shooter, with different classes bringing different equipment and abilities to the fray, and an emphasis on vehicles and objectives. The base game's much-vaunted destructible environments feature, but are less prominent. Though this is, I suppose, thematically suitable (and y'all know how much I like stuff that is thematically suitable), with a limit to how much destruction can be done on a map consisting of some flimsy wooden huts and a hill, it would have been nice to see this feature return more prominently- one of my fondest memories of Bad Company 2 was tearing out the back wall of a building with a Black Hawk's minigun, collapsing the whole structure and crushing the enemies and objective within for an extraordinary number of points, but such a thing is not really possible here.


I love the smell of clichés in the blog post.

As you would expect, the equipment available has lapsed to what GIs and Viet-cong would have had access to- you've got your M16s and AK47s as well as the thunderous M60 machine gun and notorious M14 battle rifle. Vehicles have gone back a few numberplates, too, though the tanks and jeeps are really different only aesthetically to their modern counterparts. The new chopper, the UH-1 Iroquois, known affectionately as the Huey and iconic for its extensive service and appearance in limitless 'Nam flicks, has undergone some changes, though. Bad Company 2's Havocs and Apaches were, essentially, winged fortresses of fire and steel, spitting high-explosive death from above, but the Huey lacks the armour and avionics of these beasts. The lighter bird is more maneuverable and feels less clumsy than these, but small arms fire will damage it and heavy machine guns will tear it apart like paper. While its rocket pods and door mounted machine guns pack a punch, the Huey's coolest weapon is the speaker rack- as it swoops over the battlefield these blare out '60s classics, as well as Ride of the Valkyries, which is, frankly, awesome. Lamentably, you rarely hear the whole track, as every NVA regular for several miles will take a pot shot at it. Maybe they want the chopper destroyed; maybe they just really hate '60s music.

I have to say, I have hugely enjoyed my tour in Vietnam. The classic Battlefield gameplay is extremely solid, more so, I think, than people realise; maybe even better than the great Call of Duty leviathan. It's a game that lends itself to fantastic moments- once, on the NVA side, squatting in the bush with a sniper rifle I spied an incoming 4x4 with three GIs about to ford a river into our base. Quickly, I shot the driver- my exquisite marksmanship ensured the shot went right between the eyes- and the vehicle drew to a halt. The passenger, realising what had happened, leaped out and dived into the roadside trees, while the machine gunner fired wildly in the hope of neutralising the threat. Another precision shot brought him low, and a third killed the third American even as he desperately tried to spot me from his partially concealed position. Aside from being a demonstration in my consummate skill, it was a scene straight from a war film, and it felt very, very cool. I have more of these tales- charging wildly towards an endangered objective surrounded by NVA with naught but a shotgun and emerging the victor, smashing a Huey from the sky with a one-in-a-million shot from a tank's main gun- and I'm sure any Battlefield player would too.


I have it on good authority that chicks go wild for aircraft disguised as sharks.

I can't claim to have many complaints, apart from the aforementioned unwieldy title. There are a couple graphical issues, most notably a very noticable pop-in effect with objects far away- when the detail on that chopper suddenly and obviously ramps up as it approaches, it does rather spoil the moment, if not the bastard's aim. Additionally, there are fewer vehicles in this installment. Vehicles were always my favourite part of Battlefield since I am essentially a child, and their relative lack, especially on the NVA side (though crafty commies can redistribute them if they are sneaky), and the complete disappearance of mounted weapons, is a little disappointing. In the final (free) map pack for the base game they brought a map where both sides spawned with a gunship chopper, a transport chopper, two tanks, a couple 4x4s and some quadbikes- there were far more vehicle seats available than players on the map, and it was glorious- no such armoured affray is available. Sure doesn't spoil the game, though- it's a lot of fun, and even my black heart soars each time I strafe the socialists while blasting out Hendrix. While I'm not sure why DICE didn't release this as its own downloadable game in the vein of Battlefield 1943, it's certainly a welcome addition to a franchise that is going from strength to strength.

Monday, 14 February 2011

Chaos Rising, but how high?

Greetings, reader; I trust this fresh solar cycle finds you well. I have come this day to tell you a little something of the expansion to Relic’s grim, dark future strategy-RPG Dawn of War II- an expansion by the name of Chaos Rising. I am fully aware that the expansion is a year old, and that a second expansion is almost upon us, and I have no real excuse for the late date of this. Take solace from the fact that you are getting this at all.

Dawn of War, as you really should know, is a series of strategy games set in the Warhammer 40,000 universe, a universe with far more horrors and staunch warriors than hope. It’s a science-fantasy setting, where humanity has spread out among the stars, and discovered that the whole galaxy is full of unpleasantness, the mighty Imperium of Man beset from all sides by daemons, aliens and traitors, and held together by the efforts of the superhuman Space Marines and stalwart Imperial Guard.

I spoke of the original Dawn of War 2 some time ago- I was impressed with the way they handled the universe (a universe of which I am fond), of the clever use of the wealth of lore. I liked the gameplay, too, the player needing to make cunning use of cover and specialised troopers to succeed. I liked the story elements, the Space Marines of the Blood Ravens chapter battling to save their recruiting worlds from the barbaric Orks, the enigmatic Eldar and the all-devouring Tyranids. Recently, and with the assistance of a Steam buddy, I managed to finally complete the single-player campaign of the original game, and so moved on to the expansion, which, perhaps foolishly, I had purchased on release date, on the admittedly shaky basis that my future self would thank me.

The sequel is set a year after the events of the original, your Blood Ravens returning to sub-sector Aurelia to investigate the re-emergence of a planet thought lost to the warp (an alternate reality overlapping ours, dangerous but critical to the setting due to its use in faster-than-light travel) and the apparent distress signal sent from the surface of a world that should be devoid of life. Fairly quickly, the marines discover the presence of the Black Legion, Space Marines who have turned from the light of the Emperor of Mankind and devoted themselves instead to the ruinous powers of the Chaos Gods. It comes to light that there is treachery within the ranks of the Blood Ravens, with traitors in the very command of the chapter and within the player’s force itself.

All this is well and good, but what does it mean for gameplay? Well, the introduction of the Chaos Space Marines means a new faction in single and multi-player games. These are similar to their loyalist brothers, but their millennia of exile brings a few notable differences- they lack some of the new and specialised technology available to loyalists, but their experience and the favour of their patron gods lends them an edge in battle, allowing them to summon daemonic creatures and auras to crush their foes.

The corrupting element of Chaos, an important element to the setting, plays a significant role in the campaign, too. The squads under the player’s command have a new “Corruption Meter”, a sliding scale marking the purity of their souls. Corruption is gained by failing objectives, such as rescuing beleaguered scout marines from foes, or using the new “tainted” wargear, items of weaponry and armour that usually have some sort of dark history, offering spectacular power at the cost of damnation. Your marines can redeem themselves by going above and beyond the call of duty on missions, completing additional objectives like assassinating an enemy commander, or taking “penitent” items that have negative effects on their combat prowess to remind them of their duty to the Emperor. Your Marines get additional abilities based upon their level of corruption, too- totally pure squads might have an enhancement to the use of healing items, those with just a little corruption swapping this for gaining health from the killing of foes, and totally corrupted units go to battle with a daemonic bloodthirst. It’s quite cleverly done, with corruption being just slightly easier to attain than redemption, tempting a struggling player to corrupt his force by degrees. Brilliantly, the total accruement of corruption is used to determine which of the player’s allies turns out to be the traitor betraying the Blood Ravens at every turn, a nifty twist in the storyline.

Terminator armour, lightning claws, personal teleporter and orbital bombardment beacon. Is he underdressed? I wouldn't tell him.

In addition to the modifications to the formula brought by the appearance of a corrupting foe, there are some simple additions made as one would expect from an expansion. The maximum level of characters has been raised from 20 to 30, letting players who had maxed their characters in the original still get a sense of progression. New types of weapons have come, too- marines can now use ‘lightning claws’, bladed gauntlets surrounded with an energy field, deadly to armoured infantry, ‘lascannons’, the setting’s iconic anti-tank weapon, projecting a beam of energy that deals ruinous damage to everything but fires about once a week, and ‘melta’ weapons that spray a short ranged stream of superheated matter to cut through anything you can imagine. These are all fairly nifty additions offering the player a little more tactical choice, which is nice in a game where this is a selling point. There’s a new controllable unit, too- a Librarian marine named Jonah Orion. Marine librarians, like the ones found in libraries, are entrusted with the preservation of knowledge and history. Unlike those, however, these ones are also deadly combatants, destroying enemies with blasts of psychic power rather than just stern looks if they are noisy. Jonah has a broad range of abilities, and as such can be used in a variety of battlefield roles- he can smite foes from afar with the power of his mind, slip through the warp to emerge within the matter of an enemy and engage his terrified squadmates in close combat, or use healing powers and protective barriers to take a more passive, defensive role in proceedings. This unit can be very effective, but does require micromanagement of his range of abilities. Lamentably, I suspect to get the most from the Librarian would require more attention and patience than I am prepared to give him.

Loyalist Predator battletanks form an armoured spearhead to be thrust to the heart of the traitorous foe.

The original game’s missions took place on three planets; a lush jungle world, a harsh desert planet, and an urbanised hive-city planet, with a couple map variants on each to keep the player entertained. With the endless randomly-generated missions, these could get tiresome if the player progressed as slowly as I did. The new game has added a couple of settings, first a frozen ice planet, the base of operations for the Chaos forces. This place plays in a fairly similar fashion to the worlds of the last game, but there are a few nice snow effects and suchlike that give it visual appeal if nothing else. The second of the new settings is awesome, though- a Space Hulk, a huge, drifting space vessel forged from the crushed remains of a number of unfortunate ships that slips semi-randomly through space, often containing secrets, always containing nasties. Drawing inspiration from the tabletop game of the same name, missions on the space hulk have the player driving his force through the maze of narrow corridors against a sneaky and deadly foe. Here, I think Relic has outdone itself. Enemies appear from anywhere, bursting from pipes or leaping from overhead, giving the whole thing a tense atmosphere. Adding to the tension, the warp-tainted nature of hulks imposes a time limit on how long your marines can remain before the corruption has a dangerous effect. There’s a real feeling of pressure on the hulk missions as you hunt through the twisted corridors for the relics you seek- your marines combat tangible horrors at every turn even while they whisper and gibber at those within their mind. It was genuinely unnerving to hear the utterly dependable Tarkus rant about how some imagined thing was his and his alone. Unfortunately, the missions aboard the space hulk are precious few, a real shame given their quality.

Chaos Rising, then, is a worthy expansion to a game I enjoyed. It has made many pleasing additions to an already solid formula. I liked the extra wargear options brought in, the storyline with its betrayal and treachery and the thrilling missions on the space hulk. Things I wasn’t so happy with included the fairly short length of the campaign, though I’m not sure whether that’s better or worse than having a hundred new randomly-generated defend missions each day. Relic did give a slightly broader mission range this time, which is also sweet. All in all, I liked Chaos Rising, and not just as a 40K fanboy, and I await the sequel, Dawn of War 2- Retribution, with eagerness.

Tune in next week/month/time I post to see my thoughts on one or more of: Dead Space 2, Bad Company Vietnam, Gran Turismo 5 and Need for Speed: Hot Pursuit. I can’t wait, can you!? If you know but one thing, know this- it is gonna be rad.

Tuesday, 30 November 2010

Poker For Dummies

Some months ago, there was a cryptic trailer from downloadable games purveyor Telltale Games. It suggested that, unlikely as it may seem, it was indeed possible for characters like Team Fortress's Heavy, Sam and Max's Max, Homestarrunner's Strong Bad and Penny Arcade's Tycho to feature in a single media item that wasn't terrifying and poorly written erotic fan fiction, and that such a project was actually underway. Fairly quickly, the internet realised that the trailer showed each character holding playing cards, and that this meant a poker game instead of the epic universe merging adventure for which we all hoped. The official reveal reinforced this notion- the game was to be called Poker Night at The Inventory.

The game was released a couple weeks back, now- I don't know exactly when because I am not a professional reviewer who knows such things. Exactly as promised, it features the four fine fellows, playing poker, in a club by the name of The Inventory. The player assumes the role of a fifth gambler, imaginatively named "The Player", who joins the table for some cold war action. Wait, sorry, that was last week. You play Texas Hold 'Em.

I must admit, I was not intimately familiar with poker. The extent of my knowledge was that some dudes with grim expressions sat at a table and attempted to rob one another with the veneer of a gentlemanly card game over proceedings. As such, it might have been a rash move to preorder this game the moment it became available. I can't rightly recall why I did so, now- perhaps I was still expecting that incredible and hypothetical adventure game, perhaps I just wanted to see those characters together, or perhaps I had some eldritch premonition of the nature of the finished product and decided I wanted in on that. Regardless, it turned out to be a wise decision.

The actual gameplay is fairly unexceptional. You are playing poker, single player poker. As such, there is nothing spectacularly innovative in the way the game actually plays out. There are a couple interesting additions to the gameplay- winning tournaments unlocks new tables and decks, as well as items for spectacularly entertaining multiplayer shooter Team Fortress 2, but nothing to drop the jaw. What makes the game interesting, then, is not the actual game. No, Poker Night's strength comes, perhaps unsurprisingly, from who you are playing with.

The handful of people who read this post may or may not know the characters featured in Poker Night, so I will explain. We have Max, of the Sam and Max series of games- a rabbit, bipedal, capable of speech and of questionable sanity. Also at the table is Strong Bad from Home Star Runner- a small but macho man, dressed or possibly formed as a Lucha Libre wrestler. The third player is Heavy Weapons Guy, the minigun toting Russian bear-man from Team Fortress 2. Finally, there is Tycho Brahe, from excellent gaming webcomic Penny Arcade- suave, eloquent and profane. They are all humourous characters from gamer culture, and they come together marvellously- the dialogue interactions between them are hilarious. I was more familiar with Tycho and the Heavy than with the others, but, though knowing the characters is helpful, the comedy is not exclusive- anyone can laugh at Max's explanation of his learning the game (involving, apparently, a mobster and a tire iron), or the Heavy's constant hunger for "sandviches". Very quickly, I settled into the game, despite not really knowing how to play, just listening to these fours' banter. It's not just dialogue, either; in a genius move, the personalities extend to the playstyles. Hyperactive Max makes brave bluffs, too excitable to fold anything but the worst of hands, while cool-headed Tycho plays conservatively, with the occasional big bluff to grab some riches. All this contributes to a sense that you are really playing with these characters, their joking and taunting immersing you in a game that on first glance is unremarkable.


I know just enough poker to know that Tycho's smug smile won't last long.

This is an interesting concept, and, to me, an exciting one. This game is entertaining despite the actual gameplay being unspectacular, if solid. To my mind, this is a vindication for those (myself included) who feel that games offer new prospects as an art form. While I'm sure the core rules of Texas Hold 'Em predate the proud state of Texas, this game adds a new dynamic to the experience. I've long thought that, properly formed, video game characters gain an extra solidity as the one experiencing the game, unlike the one reading or watching a story, is interacting directly with them. In Fallout 3, just watching the Lone Wanderer's childhood friend exile him from their home wouldn't have anything like the effect as actually having that happen to you as the player. Similarly, though watching these four characters play poker would doubtless be enjoyable, I think the extra complicity required of the player in proceedings adds something rather wonderful.

Admittedly, there is not enough of the funny dialogue, and on a couple of occasions I have felt certain that I have lost a hand I should not have, but that could be because I don't know a damn thing about poker. I gotta say, though, these flaws really aren't enough to make this unique experience worth missing, especially at the low price.

So! I suggest you give Telltale Games' Poker Night at The Inventory a look, if only to utterly refute my weird ideas about it in the comments section. Go get it!

Wednesday, 17 November 2010

Something Approximating to a Black Ops Review

*checks watch*
*checks calendar*
*checks mysterious stone circle used by the ancients to measure the passing of aeons*

Six months? Time for a blog post!

Hello again, reader, if, contrary to my suspicions, you exist. After six months, one would assume I had been preparing some unstoppable megapost bursting utterly with fresh content, and one would be at least partially wrong. Y'all know I don't prepare posts; the actual time between decision to write one and it appearing on your screen is often a single day; that is simply how I roll. So, to the meat of the post.

As anyone with something that could be described as consciousness is doubtless aware, there is a new entry in the Call of Duty franchise. This is a fairly momentous event in the games industry, given the series has consistently sold numbers of copies approximately twice the population of Earth. So, being a blogger (and a fanboy), it is my duty and requirement to buy it and bore you with my opinions on it.

Named Call of Duty: Black Ops, this latest entry in the series ditched both the modern setting of the more recent games and the traditional WWII aesthetic in favour of exploring the grimy world of Cold War espionage. Instead of the usual heroism and apple pie, players would experience denied operations- assassinations, sabotage and mutually assured destruction. The single-player campaign promised to centre around one of the aforementioned assassins and saboteurs, being tortured for information, with the playable missions following his flashbacks as the interrogation slowly draws what is needed from him. The set up, then, was excellent, and the game looked ready to take on last years leviathan Modern Warfare 2, one of my personal favourites and the best selling game or possibly thing in the course of human history. But how was the execution? The game was developed not by Infinity Ward, creators of the Call of Duty franchise and later its excellent Modern Warfare subseries, but Treyarch, secondary developer and annualisation puppet of the Activision overlords. Could the game hold up to the hype? Well, no.

Completing the campaign of Black Ops was a bit of a chore, in truth, with a few notable exceptions such as the Vietnam missions, but that's probably more to do with my pathological love for the Vietnam War than anything. Perhaps it was nostalgia from the first Modern Warfare, but MW2's characters interested and entertained me so much more than Black Ops, though, admittedly, Woods is badass and awesome. The Cold War theme fails to quite hit home- at no point did I really feel like radioactive Russians were under my bed, as I understand was the norm in the ‘60s. Gameplay is standard CoD fare- shooting people, blowing up things. The covert nature of the so called black-operations also seemed ill-explored. The first Modern Warfare had an interesting duality going on- there were the US Marines, very much in the media eye, subject of news bulletins played over loading screens, and also the SAS- the hyper-competent, ultra-covert killers, battling the Russians without anyone apparently realising. There was a similar deal in MW2- bearded man’s man Captain Price remarks that the epic suicide revenge mission he planned would go unremembered, for instance. This all served to remind you of the global significance (or not) of the events portrayed in the game. Black Ops didn’t do the same, at least for this reviewer. It could be the repetition, but the set-pieces in Modern Warfare's storylines excited me more, the missions gripped more, the single-player maps were more interesting to me. Though I never thought of MW2's single player as its strongpoint, it managed to entertain me significantly more than BO's.

The almost comically awesome Frank Woods.

As for multiplayer, well; I loved Modern Warfare 2. I loved it despite the quickscoping, and the lightweighting, and the noob-tubes, and the nuke boosting. Again, maybe it was just me, maybe I naturally evolved my play style to the point that these things ceased to affect me overtly, but in any case, though they bothered me, they did not break the game. I loved the pace, I loved the killstreak rewards, I loved the challenges and rank progression, I loved the maps. Though I consider myself a serious gentleman and hardcore gamer, I rank this mainstream shooter among my favourite games of all time. As such, when I heard about Treyarch's attempts with Black Ops to remove much of the, frankly, bullshit, prevalent in MW2's multiplayer, I was ecstatic- the game I loved, streamlined, purified, and with a sweet Cold War setting to boot!? I was stoked beyond belief. I went to a midnight launch for Black Ops, which is not something I have done previously, and was among the first to buy the game. From here, however, everything went downhill.

The maps seem overcomplicated and poorly designed- sometimes, a minute can go by before a shot is fired in a standard match, as the maps simply do not allow the free flowing, fast paced action of MW2. I may be imagining it, but the core gunplay seems to have been altered, and, to me, ruined- the perfect gunplay the series has had since the beginning, gone. The progression system has been tampered with, too; but the new "CoD Points" system simply lacks the compulsion to achieve and improve that the challenge-based system of MW2 and its precursor had for me.


A Huey, swinging in to minigun most of downtown Havana to the ground.

The new, watered down killstreak rewards also fail to hold up for me- while I realise the cumulative element of MW2's rewards irked many, I felt it really enhanced the gameplay- the greater amount of choppers and fighters buzzing overhead made possible by this approach making the match that much more spectacular. Black Ops, by contrast, seems to have lost that exciting element of support. Now, we have legions of ridiculous, slightly childish, and damn near unstoppable toy cars screeching after dismayed Special Forces operatives, with the odd spy plane or attack chopper swooping in to lend some credibility to the notion that this is an actual conflict between factions armed with machines more threatening than those given to children. Being awesome, I am familiar with some of the more unobtainable rewards, such as the Blackbird (actually a good idea, giving real time information of enemy position and facing), Chopper Gunner (this time a bloke hanging out the door of a Huey with a minigun instead of MW2's monstrous Apache/Havoc chain gun) and Gunship (granting full control of an Mi-24A Hind attack helicopter to the player) and they just don't excite like the hovering Harrier, lumbering Pave Low or earthshaking AC130 on offer in MW2. Incidentally, the reward vehicles are the same for all multiplayer factions. While MW2 was not perfect in this regard (why some Brazilian gangsters were in a position to employ special operations gunships and bombers used only by the US Air Force always puzzled me), the Russians using a Hind where the Americans used a Cobra was at least a nod to the military aircraft enthusiast section of the playerbase, which might be populated by me alone. Here, doubtless aware that most players couldn’t tell a UH-1 from an F-15E (cretins), Treyarch has used the same visuals for every killstreak for every faction, a reminder of the apparent laziness I observed in my very first review feature.

My hard-earned Chopper Gunner being shot down by some mouthbreather with a missile launcher.

The game is not utterly bereft of virtue. What Treyarch has messed up has been unable to totally overpower all that Infinity Ward originally did so well- the game is still recognisable as Call of Duty, whether that name fills you with a fanboy’s excitement or a game-snob’s dread, and therefore the experience is intense and memorable, though, perhaps, not to the same extent as one of Infinity Ward’s offerings. Some of Treyarch’s additions are actually rather nifty, such as the Theater mode- unoriginal, but still entertaining, and very useful for adding screenshots to a blog post- and the Wager matches, where players are given some fairly obscure weapons and made to fight to the death. The single player, while a little railroaded, does have a compelling Cold War action thriller at heart, and a couple of delightful badasses in the form of Frank Woods (straight talking Commie slayer) and Jason Hudson (ice-cool, shades wearing CIA operator), and the occasional shining set-piece. The Zombie mode is fun, too, and the semi-secret level where players assume the roles of Kennedy, McNamara, Nixon and Castro to fight of the horde of undead is simply hilarious.

There's me! Defending my care package from a Cuban like a good capitalist should.

The conclusion that I am forced to draw in the end is that Black Ops is the product of a franchise that has become a victim of its own success. Obviously, I am no corporation-hating-commie-liberal, but I am truly concerned about what the dark council at Activision is doing to my beloved Call of Duty series. In a better, kinder world, Infinity Ward would produce astounding games at the rate they desired, and Treyarch would not be forced to produce annual entries into blockbuster franchises. Black Ops is a game that drives fellas like me to write long-winded blog rants, not because it is so bad, but because it should be something better.

Wednesday, 19 May 2010

Updates everywhere in this bitch!

Well, looks like I'm back here again. Only three months since last posting, too; what a treat for you. Perhpas you are wondering why I would return now. Boredom? Guilt? Desperate desire to uphold the pretence of being a functional blogger? Maybe one of those; maybe all of those. In truth, I know not myself, though I suspect the reason is linked to the combination of my consideration of myself superior to mere mortals due to being a writer and contempt at my own hypocrisy in possibly writing less than people who do not purport to write anything. It matters not; on with the update!

Recently (in reaction to a strip from the wonderful boys at Penny Arcade, who need not a link from me in the same way Gandalf needs not recommendation by a simpleton hobbit) I bought and read Frank Herbert's epic Dune, or possibly DUNE. Curiously, despite stipulating delivery as close to instantaneously as possible, I did not read it straight away upon reciept of the package. Instead, I let it sit on my desk for a week or two prior to actually commencing it. This was not due to being in the middle of another book, or reluctance to read it, as I was in neither position. I simply felt that, based on what I had heard and read of the book, it was not necessary for me to actually read the book itself straight away. I knew it was going to be good, as it is ranked among the best science-fiction tales ever told and I knew I was going to enjoy it thoroughly as a result. This lended me a sort of comfortable apathy regarding it; I would read it when I was good and ready. When I finally did so, it was, predictably, very good indeed. As a nerd, I have inevitably encountered much literature and fiction inspired by Dune, and it was interesting to me to consider the book in terms of its derivative works as I progressed. The setting of the desert in any fiction has always fascinated me, from the Old West to Tattooine, the desolation and hardship of characters in such a setting lending them some considerable fortitude and strength, and I do feel that Dune epitomises this. I'd recommend it, if far future sci-fi is your kind of thing, as it indubitably should be.

Also; I finally did it- I bought a DS. This was purely and simply because of the release of Pokémon Heartgold and Soulsilver Versions; Pokémon Silver was one of the most enjoyable experiences of my young life, so there was no way I was missing out on this. I played through the whole thing, picking up a Cyndaquil all the way to the cataclysmic ultimate battle with Red, and let me tell you, it was gooood. I long felt the Gold/Silver storyline was fantastic, a real coming-of-age adventure. Reliving it, with the added understanding of my more advanced years, battling and befriending Pokémon and their trainers, honing my own party into six battle hardened demigods- hot damn I love it. I may not buy another DS game until Black and White versions are released, but I regret not a damn thing.

Red Dead Redemption; awesome, but, possibly due to the unusual heat we have lately being experiencing, riddled with crashes. That's all I'm going to say about that, for now.

Played some Warhammer 40,000 last week, not often that I get a game. My breathtaking Evil Sunz Orks ripped apart the Blood Angels in a frenzy of melee combat. I had not been expecting to play, and doing so was a real treat. I may take the hobby a little more seriously this summer, though, as you and I both know, my word on here means precious little.

Content, content... Battlefield: Bad Company 2 was released, as I said it would be in my last post. As anticipated, the multiplayer was highly enjoyable, however, the singleplayer I did find wanting. Though this is perhaps to be expected in a franchise so multiplayer focused as Battlefield, they could at least have given it a proper ending. As I mentioned, all facets of the multiplayer game are enjoyable- footsoldier, tank commander, chopper jock, though in my opinion, too many maps place too much emphasis on the relatively mundane foot combat.

That's all I can think of right now. Maybe I'll post again, but no promises.

Wednesday, 3 March 2010

World in Battlefield or Why the Swedes are Gods of Gaming

It was an otherwise ordinary day in the blogosphere when the wanderer returned; trolls were trolling, noobs were whining and pwners were pwning. All of them stopped, however, when the wanderer revealed himself upon the hillside, his golden armour radiant in the morning sun. Looking down upon the masses, he sneered, and whispered: "I am returned, slaves of mundanity; and I bring VENGEANCE."

Well, here we are again; both ignoring the fact that I have barely thought about blogging for the last few millenia, or at least months. I was inspired to this by an anonymous commenter on my last post mocking my inactivity- WELL, Mr No Name, I will tolerate my own impossible laziness, but I will not tolerate people reading my blog and asking for more content! What is this, some sort of good, professional blog!? Jesus!

Since I appear to be here again, allow me to give my approximately quad-monthly update. This is started (Emperor only knows when it will be finished) two days before the release of Battlefield: Bad Company 2; the demo for which, interestingly, I played and enjoyed like no demo since the first Bad Company's. From the demo, I feel confident in saying that this game will be off the chain. It seems to me that what they have done is taken some of Modern Warfare's rather excellent controls and gameplay mechanics, and added them to the already tried and true Battlefield formula. The result? A game with the outstanding vehicular/infantry combat and epic scale of a Battlefield game, but the ultra-tight mechanics and pace of a Call of Duty title; a recipe, I'm sure you'll agree, for southern-fried awesometude. There is a great deal of fun to be had in all aspects of gameplay; fighting as infantry is exhilarating, laying down support as a tank commander empowering and acting like the god of thunder in his war chariot in an attack chopper downright spectacular. The improved environmental destruction now allows for the complete levelling of some buildings, opening a whole new realm of tactics- instead of attacking an objective or enemy directly, bring their cover down around them like an earthquake-whisperer. Truly, I am counting down the hours.

On a slightly related note, I recently purchased Massive Entertainments RTS title World in Conflict. This, too, is a high-quality modern combat game developed by Swedes about Russians invading everything. Perhaps they know something we don't. At any rate, the games portrayal of epic, superpower versus superpower war (it's set in 1989, when the Soviets invade Europe then the US and cause World War 3) is extremely effective both as a gameplay and a story-telling environment. Thanks to the wallet-womping Steam deals, I got both the original game and the Soviet Assault expansion in one fell swoop, so I experience the additional missions viewed from the Soviet side interspersed among the American/NATO campaign of the original game. Both put you in the uniform of a faceless, mute lieutenant, so the stories unfold by the communications within missions of your fellow officers and the start, end and inter-mission cutscenes. Both campaigns have interesting characters- the Americans have the brave, determined colonel and the enthusiastic-but-limited-aptitude captain, while the Soviets have the world-weary, patriarchal commander and the young, zealous and patriotic lieutenant. On both sides, you've got enough military hardware to make even a gun nut like me back down, in the form of infantry, vehicles, tanks and choppers, but, not unlike my beloved Dawn of War 2, the game does away with basebuilding and resource gathering in favour of pure kickass combat. What distinguishes it from other games in the genre, however, is the "Tactical Aid" menu- this is a bar that allows you to call in support in the form of air or artillery strikes of varying magnitude and occasionally airdroppable units, based on your mission performance. This is initially entertaining, but the first time you carpet-bomb the heart out of a Soviet armoured column, you realise the tactical possibilities offered by the tool. Aside from the fact that I am a sucker for any opportunity to stomp some socialists, I reckon this is a damn good game.

I'm not gonna make some sort promise to post more; we both know I've lied to you before. So all I will say is make sure you read this one good, could be a while until you get another.