Holocaust cash-ins?

15 12 2009

I spent around 7 consecutive nights, playing the utter stunner of a game that is Assassin’s Creed II. When I finally got to the end of the single-player story mode, I was already on the lookout for another immersive single-player experience…

…Unfortunately for both myself and Pandemic Studios/Electronic Arts, a game called ‘The Saboteur’ got in my way and broke my flow, so-to-speak. It’s rare that a game does one thing that can put me off it within the first 5 minutes of gaming so for me to be confronted with four of these major issues is a travesty.

Yes, yes. I realise that this is barely enough time to build any sort of “review” of a game so rather than reviewing it in any normal capacity, I’m going to try to critique what little I did play.

Saboteur

The game is set in Nazi-occupied Paris. It’s protagonist is Sean Devlin, an Irish national who finds himself in Paris, drowning his sorrows after the death of his friend (I presume this is what is going on, as we are shown an irritating sequence where Sean is drinking, then looking at a B&W photograph of said friend, and so on). Sean, according to the Wikipedia page for the game, is based upon the renowned war hero William Grover-Williams. Oh dear, I hear you cry, another game based upon a war hero (much like the recent title, Velvet Assassin – which was based on the war-time spy Violette Szabo, who was brought to the public’s attention by the film ‘Carve Her Name With Pride’).

Firstly, the game’s theme immediately hit a sore-point for me anyway, though I tried to get past it, if only for my own reviewing integrity’s sake.

Personally, I’m beginning to tire of all these WWII games. At first, I didn’t find them too difficult to ignore. I figured I didn’t really enjoy games like Medal of Honor anyway, so why let a game which allows you to play the part of one of the men who landed on the beaches during the Battle of Normandy bother me. Even after I found myself moving more and more into playing FPS games, I still couldn’t get my head around why someone would want to play a game like Call of Duty 2 or 3 where your central role was to play as a Allied soldier who was slaughtered in occupied France or an Axis trooper who was likely responsible for the slaughter of said Allied soldier.

MOH

Medal of Honor: Allied Assault

I think, in general, I have trouble with games that seem to trivialise horrific events of our modern history. This is an aspect of gaming that is all too easy to think of as a wonderful idea when holed up in a cushy development studio in West Hollywood, but when a major market of said games is Europe, there is a possibility that gaps in the market will appear from those who are unwilling to play a game based on such a difficult era for this continent. The mere fact that the WWII idea has now crossed genres and started appearing in the third-person stealth/open-world genres may be a step too far for me. Never mind the fact that they are also taking the personalities and actions of people who helped to bring the war to a close and turning them into pathetically stringy and trivial storylines in sub-standard failures of games.

I just feel that it detracts from their importance, that’s all.

My feeling is much the same with ‘deathmatch’ modes on WWII FPSs. Team Deathmatch? Team Post-traumatic Stress Disorder, more like.

Secondly, the poor voice acting grated upon me almost instantly. Nowhere on t3h int3rw3bs am I able to find conclusive proof of the games cast list, but I could swear that none of the accents I heard within my brief play were authentic. What I heard was clichéd, pseudo-French, German and Irish accents that almost caused me to spit out my coffee in laughter. By the end of the first ‘cinematic’, my amusement had turned to disappointment and I was just shaking my head at the sheer horror of it all.

Thirdly… A game that finds it appropriate to begin it’s opening sequence with a ‘zoom-out’ from the tassles on a poorly animated French strippers nipples is a game that is making up what it lacks in content or depth with blatent and gratuitous nudity. This sort of show can be compared to that of your average souped-up Subaru Impreza driver and the sarcastic connotations that carries when spotted by you or me. Also, I was disappointed to see a graphical standard that wouldn’t have looked out of place at the end of the previous console generation. It simply wasn’t what I would expect to see in the latter half of 2009.

Stripper

A stripper, c. 1940

Finally… I experienced a poor control system when it came to the beginning of the first mission. It was impossible to get Sean to do anything other than run when he moved and when I eventually found where I was going and got into a vehicle, I found it extremely difficult to drive in a straight line. The driving controls were stiff and unresponsive and made it difficult for me to do any accurate driving at all. Now, anyone who knows me knows that (also, for the information of those who don’t) I’m useless at racing games. But I truly don’t think that this flaw can be entirely attributed to me. In addition, the game seemed to struggle to keep up with the movement of the vehicle result in some very dodgy moments where the scenery around me failed to load properly until I had almost passed through it. Again, I was disappointed.

All these things have resulted in me resigning the game to my ‘Folder of Doom’ ©, a place where titles that I have difficulty playing find themselves rarely to see the light of day again until being handed over the desk of my local games store as a trade-in.

It’s a shame, because it could have been so much better. It’s a pity it seems to have become pre-occupied with performace rather than integrity. Of course, if you feel that ‘The Saboteur’ is the sort of game that would float your proverbial boat, please don’t be put off by my scathing critique. It just a single viewpoint of a disappointed gamer who expects to be disappointed/upset by games that try to use WWII as a selling point. Go play! And feel free to share your views and opinions!





Assassin’s Creed II – Xbox 360 and PS3.

9 12 2009

The original Assassin’s Creed and its protagonist, Altair, seemed to divide the world of gamers. There were those of us who understood its open-world aim and stringy-but-interesting storyline and were able to play it without too much judgement and then there were those of us who were unable to get past the bizarre science-fiction setting of the actual storyline and its all-too-linear missions to really enjoy the game underneath it all.

In the end, this left Ubisoft with a game that was a commercial success but that left a sizable chunk of its audience desperately crying out for improvements in the sequel. One of the most astonishing things about Assassin’s Creed II is that the opinions of us gamers got taken on board during development.

To date, I have played around 10 hours of the game (equivalent to around 36%, according to the in-game statistics, which sounds like nothing at all…but believe me, that couldn’t be further from the truth – this is a fairly sizable game).

Since the evening that was mentioned by Cameron in the previous post, I have yet to actually find myself dragged out of game-play and back into the dreary grey science-fiction world so familiar to us from the first game. As you will no doubt find out upon playing, that drab back-drop from the original game is no more, as in the beginning moments of the game, we escape from the Abstergo Labs with Lucy, a returning character from the original game, to a warehouse where a group of Assassin’s have set up their base and have their own Animus system (This is also where we get to meet a scarily life-like Danny Wallace!) As soon as the game-play drifts into the memories of Ezio Auditore da Firenze, it is easy to find yourself swept away in the immersive world of 15th-century Italy, with all the satire and humour you would expect to find! Again, as Cameron has mentioned, the script-writing is particularly impressive (especially when you consider how lacking it was in the original). Personally, the times I find myself most amused by it all is when something you found yourself thinking moments earlier is suddenly echoed in Ezio’s narrative.

That being said, it would be easy to criticize the story by mentioning that it is slightly clichéd (avenging the death of your family, and all that) but regardless of this, it has been enjoyable so far!

One of the things that struck me the most about the plot of the game is how much better it seems to flow than the original. We are now given choices as to whether we choose to proceed with a certain mission at a certain time. Yes, we will eventually have to go and do certain missions in order to proceed with the storyline, but until that point, we are free to explore the expansive world of the game, with new areas regularly opening up on further completion of missions. The view-points (and the stupidly enjoyable leap-of-faith moments from them) are still present, but in addition we now have courier missions, races and assassination contracts that we are able to carry out. These bring a ‘free-flow’ aspect to the game and are enjoyable spacers to have a bit of fun with between missions.

There are also side-projects (for want of a better word), some reminiscent of Fable II, such as the reconstruction and improvement of the Auditore family villa and accompanying town/fort. This also brings you an income too, which is quite handy for picking up some of the new items that you find in-game, such as smoke bombs, medicine vials and poison. You also are able to do small side quests, involving the infiltration of landmarks to find ‘assassin’s seals’ which in turn enable you to unlock an room containing the armour (passed down through generations of assassin’s) of Altair.

These are both fun and challenging and will serve to prolong your enjoyment of the game. There is also a plot-angle where you get to learn about ‘Subject 16’ and find out ‘the truth’ via the means of puzzles/mini-games, but I’ll leave all that for you to discover.

The control system, in particular the free-running, is a lot looser than in the original game and is entirely better for it. Combat has also improved opening up more options during fights, like the ability to taunt or disarm your opponent. These enable you to develop your own combat style and play in the way you want to.

In addition to the game-play aspects, the graphics have improved substantially too. I, personally, found the original game to be quite glitchy on occasion. Granted, it was mostly after I had just fallen from a substantial height. On reflection, it could have been my fault(!)

The fly-overs and view-point synchronisations are breath-taking, giving you beautiful (albeit, virtual) views of renaissance Florence, Tuscany and Venice amongst other places. Ezio is beautifully animated, as are a number of the non-player characters in the game. Even the general peasant/gentry population are smooth and detailed. It is easy to see, looking around the towns and cities at ground level, just how much effort has been but into this game. Ezio can swim too! Thank goodness! It was extremely frustrating with Altair to think that you were getting to safety only to realise that you’d fallen into a river and drowned, having to start an entire mission again.

All these little tweaks and improvements have not only created a game that is a major improvement upon the first of the franchise, but a game that is able to stand-out on its own, regardless of its previous incarnation. The final result of Ubisoft’s labour is a polished title, free from most of the shortcomings of a lot of other games in its genre. In my opinion, it is an utter joy to play and I feel that it is capable of impressing many people: those who enjoyed the original, those who found the original irritating and difficult to cope with, and those who are taking their first step into the realm of Assassin’s Creed.





Writing On The Wall

8 12 2009

Another gaming night round at Tom’s place and a variety of titles passed through the drive in order for us to get a taste of them. I usually drive the eight or so miles back from Tom’s house at about midnight. I started to think, somewhere just past the 24-hour Shell filling station, about script writing in games. That evening, I think we’d played three different examples of the craft. Just to explain, I have a thing for script writing and I’ve been trying to do it as a profession for about the last ten years now. Therefore I appreciate some well tuned lines being strung together and it’s not often you get an example of this in gaming.

We racked up the newly released Assassin’s Creed 2 for a blast and possible future review. From the game’s opening I shrug my shoulder slightly as we witness Desmond (again) in a grey science lab (once again). I played the first Assassin’s Creed for a little while and got bored very quickly, the sequel looked like being pretty much the same. The pace quickened, an escape plan is quickly put together and Lucy and Desmond are soon running through the building in a rush for the exit. The highlight of this journey occurs when the pair run through a room full of the same machines that Desmond spent the first game sitting in to activate his memories. It was at this moment that Tom and I wondered what the plural of Animus. We turned to each other, toying with ‘Animi’ or possibly ‘Animuses’. Then the game threw us a hint as Desmond asks Lucy the exact same question before she responds with a quick “Desmond, shut the fuck up”. We got the idea and quickly shut up afterwards.

We played up to the start of the historical levels and were also amused when our protagonist Ezio is trying to climb up to his girlfriend’s window for a night of passion. She says she is tired and our hero proclaims “But my darling, I shall only be a minute”. It was probably my base sense of humour but I couldn’t help turning to Tom and saying something like “Well she’s in for a brilliant night ain’t she”. Ezio is then heard to say “No wait, maybe that came out wrong”.

So in the opening thirty minutes of Assassin’s Creed 2 the game has been on our level and we’ve laughed as a result. I don’t think AC2′s script is designed to provide belly laughs but it was an example of the writing not being weighed down by constant exposition about using somebody’s DNA to act out the lives of their ancestors. Put simply, these small touches drew is in that little bit more.

The next game was a wild card I admit but, as I explained to Tom, it’s impossible for me to ignore a game entitled ‘Sherlock Holmes vs Jack the Ripper’ so that went in next. As far as the writing goes it was pretty much everything you would expect from watching thousands of recreations of Victorian London in films and on TV. There’s the usual Dick van Dyke style cockney accents all around and I did half expect certain characters in the story to break into song any moment as a result. The thing that really got me though was the fact that Sherlock himself was so terribly overwritten as to be almost a parody.

The opening scene show Watson and Holmes together of a particular evening of not much going on. Watson put the idea forward that playing the violin might be a good idea for Holmes to pass the time. Holmes then goes into the first of many long diatribes about the causes of crime in London. “What dark hearted souls wander through these streets Watson?” he entails “How many cold blooded crimes shall be committed in London tonight?”. Watson has the look of a person who has suffered this before, the poor sod wouldn’t even be getting any achievement points out of this.

It carries on this way through the first hour of the game we sat and played. Whilst other characters will have one or two lines to utter, Holmes takes no prisoners in his recitals as he is willing to bore the pants of anybody who happens to ask him the time of day. The introduction sees The Ripper’s first murder followed by Holmes trying to get his hands on the case notes so that he can start the hunt. For some reason this involves attempting to convince a woman to let her drunken father move back in so that he doesn’t disturb the landlord down the lane which in turn means he hands over the police file that he has found on the street whilst sweeping. Sherlock Holmes, the greatest detective mind in literature, here reduced to errand boy. We switched off not long after.

As the clock approached midnight we slammed in Modern Warfare 2. Up until this point, being the on the pulse amateur games journos we are, neither of us had played what is labelled 2009′s biggest release. From the first opening cut scene it’s obvious that MD2 likes to portray realism with its weapons and vehicles but then throws any of that out of the window when plot comes calling. In the opening couple of missions we found ourselves trawling through the streets of Afghanistan awaiting snipers to come out on every rooftop. It all gets a bit stereotypical America for a while as they blast anything that might be considered a bit different to them and ask questions much later.

We just had enough time to get through the ice level with Soap as well which had its moments of drama mainly with the leap across the gap right near the start but mostly simply served as an excuse to shoot anything that walked, much like the level before only with more ice. There’s not much banter between Soap and yourself apart from him congratulating you for shooting another enemy between the eyes. The script doesn’t make the characters around you seem anything more than one dimensional mannequins with guns in their hands. As such, I found it a little bit hard going.

It was time to go so the gaming was called off for the night. We’d played three distinct examples of different writing styles in video games but each one was probably trying to draw the player into a story. Games developers often seem to compare their creations with movies as far as identification of their characters goes. When you’re in a writing class the first thing you’ll be told is to give your characters faults because nobody identifies with somebody who is perfect in every way. Modern Warfare 2 probably fails on this count judging from what we played through. The second lesson would be not to overload on dialogue which, due to him rattling off entire texts when prompted, Sherlock Holmes falls down on.

So the best example of the evening was Assassin’s Creed 2 as the script seemed sharp, to the point and above all else entertaining which regardless of anything else gamers say must surely be the number one reason for making a game in the first place. The characters of AC2 just seem to be more alive and based in some kind of reality than the examples of the other games we played that evening. It doesn’t seem to be a major rocket science to get a player interested in continuing in a particular world or as a particular character, just give them at least one thing we can relate to.








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