Short post for now, but I am just getting back into the shoes of an assassin! Ezio of Assassin's Creed II is an awesome character to play as, and the game itself is a much more fluid experience than the first one--I can see myself getting lost in it for the next few weeks. Forza and Dirt will have to wait because there are Templars to be stopped!
I particularly like the new social blending/camouflage mechanic. Not only does it make more sense, but it looks cinematic in the most bad-ass way, especially when its accompanied by a heart-pumping Jesper Kyd track.
Oooh, and Lucy Stillman (Kristen Bell) is quite the hottie in this one. I had to say it!
When somebody mentions “David Cage,” I always am eager to hear about his upcoming project, Heavy Rain. The truth is that Cage is willing and eager to take the videogame medium in a new direction- one that consists of a mature story-telling experience and a world where the players’ actions have real consequences. Is this a gaming niche that will be welcomed by all? I doubt it- but Heavy Rain still remains the reason I bought a PS3 more than three years ago.
puddle jumping perhaps?
It’s worth noting that the game mechanics Cage will employ are highly unconventional. Many are worried that the gameplay actions will devolve into a series of Quick Time Event scenarios and choices in dialogue. These concerns are not unfounded- even Cage’s other wonderful game, Fahrenheit, was heavily criticized for simple Simon-Says pattern sequences and a lack of player control. In recent preview analysis, motion of the character has been described as a bit stiff- using the R2 button to move, while the left analog stick controls direction is also a new movement scheme that takes some getting used to.
For all the worries, I must say that Heavy Rain is going to shake up the videogame world. The use of Six-Axis motion control for the simplest actions in the game (moving the controller back & forth, to simulate Ethan brushing his teeth, shaking the controller up and down to give Madison a disheveled appearance) sounds very intuitive. This game utilizes some new ways to interact with a controller we’ve held in our hands for years. This is a unique story driven experience; one that does not incorporate a shoot or jump button, and relies on the players’ emotional engagement and actions to drive the story. Your characters can die- but the game will never show a “Game Over” screen. Actions taken in earlier scenes of the game will play heavily into later sequences. No playthrough will be exactly the same.
Can you see me drooling? Why might you ask? Well, for one thing I’m getting older. My gaming identity- my preferences towards games, my involvement, my choices- are all changing. Of late, I’ve been keen on choosing games with increased player interaction and adventures that I can invest my emotions into. Why else would I play something like Dragon Age for 80-ish hours? It’s the mere fact that I can turn to one of my characters and have brief chat with them in between crazy combat sequences. It’s for the inventory gift giving system to open up new conversation and oddly enough, the time invested can turn into an in- game personal relationship. These are the moments I love most- the immersion through dialogue. I’m getting tired of shooting everything, and especially frustrated with game stories that don’t match up with stellar mechanics.
So Heavy Rain cannot come sooner. The game’s success is contingent on great voice animation and acting and a wonderful story. If any of these qualities are lacking, the player’s sense of immersion will be hampered immensely. Because the game is comprised of more than sixty different scenes, I’m sure the pacing will allow players to get accustomed to each new setting and then be ready for something new. I’m thrilled about the prospect of exploring each location- just simply navigating one of the characters- and allowing interaction with different objects. Should Madison apply blush in front of a mirror? Well, a slow rotation of the right analog stick, should do the trick. Should she speak to the bartender first or approach Paco? These are decisions that you get to make. And each approach will bear different consequences.
Is this a “choose your own adventure” type game? My response is that this is something much more imaginative. I think the investment a player has in exploration will allow for more interaction in the environment and could possibly alter the scenes that unfold. I dislike the idea that a game like this is solely a director’s vision; certainly Cage has written the story, and provided different cinematic cameras to provide perspective, but ultimately it is up to the player to tell their own version of it. For example, if you’re playing as Ethan and his son is watching t.v., do you remind him to get started on his work, or let him watch some more? Keep in mind these choices are not solely binary either; as the game progresses, the tasks will be multilayered and the dialogue trees will offer more freedom. It’s a step in the right direction, and I will get to uncover the story as I see fit.
ethan, did you bring that umbrella?
Perhaps it is useful to analyze bits and pieces of Cage’s other wonderful game, Fahrenheit. I will definitely highlight that although the story did get a bit zany, the sequences in the first half of the game felt so fresh and diverse, that it ranks right up there with Mafia as my favorite game of last generation. The simplest of actions mimicking real life choices were the most alluring. If Lucas walked up to his guitar, he could strum different notes to a Bossa Nova tune, and ultimately it would relieve his anxiety. If the player decided that Tyler should stay in bed just a bit longer to watch his girlfriend sleep, he’d remark on their relationship and enjoy the morning together. Simply walking Carla around in her apartment- getting dressed, heading to the Police station, and hanging out with her neighbor- all felt like real scenarios. And after spending sometime getting to know my characters, I felt invested and cared more about their decisions and reactions. It’s a feeling that I haven’t felt in a really long time concerning most games- though there is one exception…
one of the best
And that would be, yes Boris, you guessed it- MASS EFFECT! Now, before the transition from gritty, realistic drama filters into the sci-fi genre, I must say that my decisions as Shepherd are shaping the experience. My conversations with the other members of the Normandy fleet drive the experience. But what are the elements I like most about that game? Well, ultimately the exploration around the Citadel, and the dialogue with different NPC’s met on the planets. I love that after each mission, I can debrief with Liara, and ask her about the Asari people. Or explain to Garrus that mission safety comes first. This gives MY Shepherd character. And this has nothing to do with the deep combat system. I must also note that the branching dialogue options bear a similar scheme to Fahrenheit… though, that might be stretching it! The point is, my character’s actions and dialogue drive the experience. And it’s something that I can’t wait to see in Cage’s new game (and Mass Effect 2!).
Phew! I’d just like to conclude with David Cage- I’m excited. For your willingness to take risks, for Sony to embrace the project and for gamers who are ready for a new way to play videogames. The revolution is here!
It seems like the old school revival is in full effect! Not only are classic games making a return, but they're bringing something to spice things up in the modern day of hi-def graphics and fast-paced gameplay. Take a look at the old Space Invaders for example:
And now, Taito's revival of the series, Space Invaders EXTREME!!!!:
See the difference? The colors, the sound, the rhythm, the music!.. It's all so revamped and edgy and modern and I can go on and on. But are all remakes worth getting into? It's like the classic assertion "If it ain't broke, don't fix it," especially when it comes to re-imaginings of previous movies. Or when movies adapt books. Half of the die-hard fans will rave and hype a movie adaptation of a certain book (say for instance, Richard Matheson's short story "I Am Legend") while the other half will plead for it not to be touched or altered in any way--that the original is how it was meant to be.
I see this rough divide often, and even more often I'll find myself unable to choose a side. For instance, I'm not entirely sure I would want a remake of Final Fantasy VII. On one hand, seeing enhanced graphics and updated cinematic sequences would feed my inner fanboy, but on the other hand the remake might spoil any and all nostalgic memories I have of that game, forever replacing it with the new and possibly less exciting image. Is it because I'm older now? Maybe. It could possibly be the hazy memory of how I played this game, late at night in the basement engrossed in the glow of the TV listening to the archaic soundtrack.
I find myself often disappointed with how directors adapt a novel into a movie or which actors they cast for the roles of characters near and dear to me. Though I may like how Peter Jackson's "The Lord of the Rings" came out, I'm not sure how happy I am "I, Robot" came out. Product placement aside, would Isaac Asimov be proud of how far the movie deliniated from the main concepts of the original story?
Game remakes may be purely for fanboys. They may also be a way to honor the forefathers of gaming history and teach these young whiney Halo-kiddos what gaming was really about. I just hope that the majority realize when a game is a remake and that they should probably take a look at the original, no matter how old or ancient it may seem. Pay your respects!
My identity as a gamer is shifting. I can feel it; much of the open world genre fascination has turned to a more tightly narrated script and emotional character driven experiences. I can remember the allure of Grand Theft Auto III so vividly- it was December, eight years ago. My brother and I huddled around the screen to catch a glimpse of protagonist quietly enter the Red Light District in a Banshee to accept missions from Luigi (specifically, "Drive Misty For Me"). The city had finally come alive in a third person perspective, and the radio blared with old cuts from the Scarface soundtrack. The first time I drove up to Salvatore's mansion near the cliffs was one of the few times I had gotten lost in digitized heaven.
(I think for now, little tidbits of gaming experiences will be presented. I'm at a loss for words, and stuck in Ferelden).