Category Archives: Impressions

Impressions of games and stuff that I managed to spend some time with.

Hitman: Absolution

I adored Hitman: Blood Money. That it took this long to get a follow-up when the series hit so frequently last generation has made the wait almost painful, and the occasionally mismanaged PR campaign that only recently actually, you know, started showing something resembling Hitman, has sometimes twisted the knife.

Now that I’ve finished it, I can say that it’s not a very good Hitman game.

Hitman: Absolution

That said, it’s still an excellent game. In a generation when two other previously prolific stealth series, Metal Gear and Splinter Cell, have been frustratingly quiet, this is one of the best examples of that genre in ages.

In response to criticism that Absolution didn’t look like Hitman, IO released demos of two levels: King of Chinatown and Streets of Hope. These raised expectations because they genuinely looked like proper Hitman, and when you play them you’ll see that they are. You have targets, a small area to run around in, and countless ways to improvise murders – the archetypical ‘murder puzzle’ that have enraptured so many fans. They’re brilliant.

However, they also pretty much represent half of the traditional Hitman levels in the whole game. Every other one has you being hunted by police, mercenaries or, yes, sexy nuns. Some don’t involve killing at all unless you’re playing it wrong. One starts off with you having free run of the level and having to find creative ways into a restricted area – so far, so good – after which you’ll have to sneak your way around crowds of corrupt police before mercenaries arrive and you spend the rest of the sequence fighting or avoiding them.

The way certain enemies can see through them leads to ludicrous spells of spinning on the spot to break line of sight from all directions. On one level, enemy mercenaries will see through your armour with a full face mask unless you burn instinct to blend in, but in another you can nick the clothes of the defendant in court and impersonate him, with the police, judge and clerks oblivious to the fact that a guy who they’re evidently familiar with completely changed appearance in the five-minute toilet break. Being kitted out like one of hundreds of mercenaries will be seen through as soon as you run out of instinct, but dressing as a scarecrow and hanging yourself from a cross is an apparently impenetrable ruse. It’s frustratingly inconsistent.

But like I said, it’s a great stealth game, and if that sounds appealing you’ll have a great time. After all, if your objective is to hide from enemies and disguises are reduced to a last resort, it ceases to be much of a problem. IO also deserves credit in this time of £40 six-hour epics for crafting a game with a huge amount of content, with a campaign that took me over 20 hours on hard, a ton of levels, ridiculous quantities of Easter eggs and incidental dialogue that are frequently genuinely funny, and all without even touching the promising Contracts mode. A meaty single-player game without shoehorned-in multiplayer? Whatever next?

I just hope that now that IO has the need to tell this story out of its system, the next one will be content to plonk Agent 47 in an interesting situation and tell him who to kill.

Halo: Anniversary

As much as I like Halo, I get the feeling that nobody cares about its anniversary as much as Microsoft. Cool receptions to many of its spin-offs suggest to me that it’s something of a manufactured phenomenon that, without the marketing spend to turn each new iteration into an ‘event’, wouldn’t have developed organically. I genuinely do like the series, especially in multiplayer, but a new announcement does tend to provoke eye-rolling more than it would with any of gaming’s other marquee franchises.

Halo: Combat Evolved Anniversary

But without any new multiplayer – or even, more gallingly, old multiplayer – Halo: Anniversary is a good opportunity to go back to the first game and see whether it’s actually as great as the hype would have us believe. My theory was that the years and a million arguments between fanboys have led to both what Halo did right and what it did wrong being amplified, so while a two-weapon limit and recharging health weren’t the foundation of a new dawn for the 21st Century’s most popular genre, The Library isn’t that bad. Ten years on from my first playthrough, I actually found the Flood quite enjoyable to fight, and what I like and dislike about certain levels has changed dramatically. I love the horror vibe of the enemy-free section in 343 Guilty Spark, for example, but the open battlefields of Assault on the Control Room that I enjoyed in 2002 were overshadowed by the tedious repetition of rooms. Needless to say, doing practically the same level in reverse, only with Flood and without a tank, in Two Betrayals seemed like the low point.

First of all, how is the remastering job? While it’s not immediately all that impressive, it’s striking how much has changed when flipping to the original graphics. Looking at that makes me thankful that the graphical overhaul is closer to complete remake territory, and putting it closer to the graphical standards of current games illustrates just how dull a lot of modern shooters are to look at; nowhere will you see such a refreshingly vibrant palette of greens, purples, blues and pinks, and it’s even made the classic graphics look drab in comparison.

Too bad that something – possibly the strain of pushing two engines, possibly the 3D, or maybe even a misguided attempt to keep things true to the original Xbox – makes the frame rate inconsistent. This should be running locked at 30fps at the very least, and it undermines the otherwise-lovely presentation.

Flaws aside, however, I thoroughly enjoyed revisiting Halo, and after years of seeing it barracked by popular backlash from areas of the community I was surprised by how much I liked it. Bungie did a tremendous job of balancing satisfying weapons, very believable AI and a few truly brilliant level designs that 343 Industries’ was right not to touch in its attempts to modernise it. Is it a remake? Is it an HD remaster? It’s somewhere in between and I like it. More please.

Uncharted 3 is Way Overrated

This is an industry with a media that seems built on hyperbole, and the embarrassment of riches that the last month has brought us has taken it to new heights. Arkham City was one example, even inspiring some hacks to further undermine review scores with hyperbolic trash like this, but I found it hard to get too riled up when the game turned out to actually be bloody amazing.

When it came to Uncharted 3, though, I just don’t see it. Perhaps the urge to come out against it is a reaction to the utter insanity provoked within the community by some very reasonable criticism of an apparent sacred cow, or maybe I’m right, thanks to having the unusual ability to look beyond the phenomenally pretty graphics and be put off by PS2-era design issues that have no business being in such a supposedly polished, modern game.

Uncharted 3: Drake's Deception

Opinions, eh? Yeah, fair enough, but I’d love someone to argue in favour of Uncharted’s pathetic enemy AI. I thought that old trick of all enemies suddenly gaining omniscience as to your position as soon as one of them is alerted had died out around the time of Metal Gear Solid, but it apparently stowed away on the trip from the 90s when Naughty Dog was dragging Indiana Jones into the present. Otherwise quite competent stealth sequences take a nosedive if you’re spotted, as laser sights converge on your hiding place after someone caught a glimpse of you 20 feet from your current hiding place. Dive under water and swim away, climbing up on the far side of a boat where no one can see you should help, right? Nope. They all know where you’ve gone.

But, hey, if the fight descends into carnage you can always just shoot them. Oh, wait. The gunplay is shit too thanks to inconsistent aiming and enemies who seem to shrug off headshots before dying from a bullet to the arm. The janky aiming has been acknowledged by Naughty Dog and will supposedly be changed to something more like Uncharted 2 – I’ve never been a fan of the shooting in these games, mind – in a patch, but how does it even make it into the final game? What wasn’t great has been broken.

One other complaint is one that’s more endemic to the game, though. Uncharted 3 is extremely linear, and while that’s not necessarily a bad thing because I love a rollercoaster ride of a game as much as anyone, it does a terrible job of hiding the tracks along the way. It’s inconsistent in corralling you onto the right route, making what looks like a viable path – or evenslightly to the left or right of the one true path – result in a quick trip back to the last checkpoint. I’ve even had bits where an attempt to drop an entirely safe distance to the ground results in instant death, while scripted falls from much higher are taken in Drake’s stride. I’ve always treated Uncharted as a bit like the post-2003 Prince of Persia games, being great platformers once you get past the annoyance of substandard combat, but I felt like Uncharted 3 wasn’t nearly as solid in that respect as its predecessors.

My last complaint is a spoiler, so I’ll keep it brief and advise anyone who hasn’t finished the game to stop reading.

Besides the fact that fighting Ghost Rider is frustrating as hell when piled on top of the issues with the game’s combat, am I the only one who thought the game’s final act was Uncharted 2’s all over again? Swap the train ride for the admittedly awesome horseback chase; throw in another the lost city that’s somehow never been spotted from the air despite sitting in the middle of a perpetual sandstorm – an able substitute for Uncharted 2’s blizzards – full of annoying, apparently supernatural enemies; and then the escape by the skin of your teeth as it collapses around you with all of its treasures. Haven’t we been here before?

I didn’t hate Uncharted 3, as much as I might seem down on it; maybe it was inevitably going to disappoint after such staggering highs as Uncharted 2. I can’t escape the feeling that this was somewhat rushed, perhaps with Naughty Dog working on its new project, which, based on its existing pattern, will surely be Unkarted.

BioShock: Rapture – A Review

BioShock: Rapture Tasked with lifting a story saddled with Ayn Rand philosophy above the levels of mediocrity that many videogame tie-in novels can only hope to achieve, it’s hard to believe that John Shirley had a chance.

The tale of Rapture’s inception, construction and fall contains some interesting moments, but the best of them have already been heard in the game’s audio diaries, only stretched beyond the breaking point to fill a chapter rather than a 30-second audio clip. By the end almost every event has been taken from them, even going so far as to paste the dialogue from them in verbatim, leaving few surprises for anyone who was paying attention when they played through the original.

Characters who worked as enigmatic cameos feel like parodies when they and their philosophies are expanded like this; a feeling only enhanced by the author’s bizarre insistence on rendering every verbal tic and dialect on the page. Bill McDonagh, for example, is a working class bloke from Lahndahn, and then you’ve got the guido stereotypes for New York gangsters and, just in case you forget that the book is set in the 1940s, it’s loaded with deliberate archaisms so that people actually use words like ‘swell’.

Even if Andrew Ryan was less a nuanced personality and more a… well, an Ayn Rand character in the game, here he’s a pantomime villain. He takes every single opportunity to start monologuing about parasites, taxes and the Great Chain™. Within the first chapter he compares, completely without irony, Hiroshima and Nagasaki to socialism, and it’s downhill from there.

Fontaine, too, if he has a moustache would spend every scene twirling it. His character is built from the big book of villainous cliches, with an uncanny gift for disguise thanks to being brought up in the circus. No, really…

One thing the book does share with the games is that the true star is Rapture itself, and for those who gorged themselves on the details in things like the BioShock 2 ARG, the material here will delight. It still doesn’t make much sense if you think too hard about it, but moments like seeing the undersea city for the first time are nearly as potent as they were when you saw it for yourself. The game’s opening is still one of the best ever, and the book enjoys some of the reflected glory.

It’s not enough, though. The narrative and visuals in the games were strong enough to make you forgive some occasionally clunky mechanics, but this is just a bad reprise weighed down by dialogue and character development from a bad fan fiction. Fans will find a lot more canonical depth by spending a few hours exploring the BioShock Wiki.

LTTP: Heavy Rain

Like many people who played it, I really enjoyed Fahrenheit, David Cage’s previous attempt at fulfilling his noble ambition of moving storytelling in games beyond the infantile nonsense that it defaults to. That is, I enjoyed it until it went completely off the rails.

That game’s most impressive achievement was the speed with which it tossed aside a brilliant opening, brimming with possibilities, and completely lost it. As far ahead of most games at the time as the cut-scene direction was, it didn’t take long for me to stop enjoying them because I had to spend their running time staring at two little on-screen prompts, and don’t even get me started on the plot machinations. Just baffling.

Heavy Rain

My disappointment with Fahrenheit was perhaps the main reason why I skipped Heavy Rain on its release. I’d heard all the promises before, and even today I put Cage, up there with Peter Molyneux on the scale of bullshit. I’m so used to being let down by their unfulfilled promises that I have a mental filter on everything they say, treating it as a joke that I’ll be pleasantly surprised if it turns out to be even close to reality. It’s like the racist uncle who you just nod your head and smile at, because you stopped actually listening to them years ago.

Once I sat down to play it, though, I quickly realised how much better this is. Some odd pacing and a flawed interface aside – how about telling me what a given selection of stick motions are going to do instead of giving me one chance to make the ‘right’ choice? – it’s more mature than Fahrenheit and seems to be evidence that Cage has finally learned some restraint.

I’m still not convinced that this is the future of in-game storytelling, however. Putting aside the actual content of the plot, which is admittedly better than most games but still far below the standard of the best available in other media, Heavy Rain is still far more of an ‘interactive movie’ than it is a game. You can spend all the time in the world on brilliant animation, voice acting and careful choreography, but it does nothing for games when all of these awesome action sequences are QTEs. I’m not entirely averse to this mechanic – God knows I go on about Shenmue enough – but I’m not going to pretend that it does anything for gameplay design, which is the reason we’re playing games rather than watching movies.

Quibbles aside, Heavy Rain is well worth experiencing. It’s just that it reinforces my opinion that while trying to advance narrative in games is certainly admirable, copying the conventions of Hollywood too closely simply dilutes what makes games special. And for all its ambitions, my recent playthrough of the Half-Life 2 games suggests that maybe it’s barking up the wrong tree.

A decent game, but it would be a better movie. Pick one and stick to it.

Pokémon: In Need of Change

Pokémon TrainerLast week I picked up Pokémon White, my first purchase in the series since Sapphire on the GBA. Like anyone whose age was under about 15 circa 1998, I was obsessed with Red/Blue, and although I enjoyed both, Gold/Silver and Ruby/Sapphire represented diminishing returns to me. By the time the enhanced remakes and so on started coming out with some regularity I was happy to leave it alone, but Black and White seemed like a good chance to see what has changed in the better part of a decade.

Not an awful lot, it turns out.

Back in 1998, I can actually remember looking at Pokémon and, having salivated at how gloriously Zelda had recently transformed from top-down 2D adventure to epic 3D quest, my friends and I were giddy at how good it would be when Pokémon did the same thing. Now, several generations later, the series’ latest and greatest is… a top-down 2D adventure. Even the battles have the same largely static, pixellated characters in place of some nice high-res art. They have polygonal buildings these days, though, so that’s something.

I know, I know. The DS never was a powerhouse and couldn’t reasonably be expected to do too much more than this. But the lack of ambition in the design extends to the gameplay as well: all of these games are essentially identical. Your character comes of age and gets his first Pokémon from a choice of three, goes on a quest to defeat the Gym Leaders while fighting off attacks from terrorist groups, and becomes the greatest of all time. Then collect and train your critters until you lose the will to live. Flavour has been added over time through features like the day/night cycle and some impenetrable network connectivity, but the basics are unchanged.

Why haven’t we had a proper Pokémon RPG for one of Nintendo’s consoles? It must be a budget concern or something – lots of monsters to model and animate, most of which, in my opinion, can’t beat the original 151 for personality – because there can’t be concerns over whether or not it would sell.

I can only assume that the fact that these games are ultimately aimed at children is how gameplay that is so painfully repetitive, in an RPG without much of a story to hold the interest, can maintain such popularity. Given the huge amount of innovative, clever stuff on the DS, I just can’t see the appeal any more.

What a shame. I’ll play it into double figures to give it a fair shake and happily retract this if it turns into something brilliant in that time, but sadly, I don’t think it’s going to happen.