Dec 27, 2008

Getting Copies Right: Open Source Gaming

Phoenix Wright

Today, in what is a veritable legal monsoon season, a law exists regarding just about everything. People are quick to abuse the law of the land for their own purposes, suing over anything, staking claims to this and that, and doing whatever else they can to manipulate things for personal gain. In the videogame world, the focus is more on using laws to keep everyone else's hand off of intellectual property, allowing each and every scrap of content to be used in only the way its creators intended. It's mostly a "look, but don't touch" affair.

It was only a matter of time before the more, well, maybe less creative minds in the LittleBigPlanet community would dip into copyrighted material to re-create or re-imagine some of the finer experiences in gaming. They did just that, alarms rang out in the night, and the intellectual property patrol were cut loose, deleting a number of high-quality, but conceptually and thematically borrowed LBP creations swiftly and mercilessly. Many top-rated levels from the community vanished without a trace, leaving quite a sour taste in the mouths of many pleasure-seeking sackpeople.

Thus, a beautiful platform for fun and creativity was destroyed. Or was it?

According to Media Molecule Technical Director Alex Evans, this is not an entirely doom-and-gloom tale. In fact, some people want their copyrights "infringed."

LittleBigPlanet

"We knew that people would be creative, and that there would be references. It was hard getting the right balance on a worldwide angle. But then there's been these two mad positives; one was the high quality of the levels, including the infringing ones. The other point is the number of IP owners who came up to us and said please whitelist us – we'll never ever ask you to pull infringing stuff. I can't say who that is, but those two things really shocked me, I think it shocked [the IP holders], who were like, hang on, my IP's being represented and it's being represented really well. The IP holders have to have last say over the representation of their brand, and that's fair enough, so we've always got to have a method for people misusing a brand, but what's been really lovely is how well represented so many brands are."

It's good to know that at least some people get it. While the world of legality is all about restriction, segmentation, and general selfishness, the "internet generation" has been accepting, adopting, and applying the open-source attitude more and more with each passing day. We are migrating further away from the hindering "mine" and "yours" qualifications; everything is shared. Personal inventions are offered to the masses, allowing for parallel development in a shared problem-solving process. When it comes time for praise, this natural merit-based system rewards those who set wheels in motion, because the only prerequisite to IP access is recognition.

Until now, all we've seen and heard from the videogame industry is the former, but with the voluntary LittleBigPlanet whitelisting of these unnamed IP holders, it seems some people realize that imitation is the sincerest form of flattery, and that these copycat tributes actually serve to honor the source material they are based on. Maybe gaming is finally going truly "two-point-oh."

So is anyone interested in making a LittleBraidPlanet level?

Dec 24, 2008

Taking Risks: The Expansion Of An Artform

As the videogame industry marches eternally into the realm of increasingly sophisticated technology, creating videogames that push the envelope and take full advantage of the resources available to developers becomes ever more costly -- a fact of life that developers and publishers never hesitate to point out.

Claims that a game needs to sell at least X-hundred-thousand copies in order to simply break even are common, and complaints about unoriginal game content are often rebutted with evidence that consumers more often than not tend to play it safe and go with what they are familiar with when it comes time to cash out at the register. Whether the average game consumer is indeed the same man, woman, boy, or girl whose passion for the pursuit of gaming excellence drives them to complain about these seeing-eye sequels and copycat productions is up for debate, but in any case, the dissonance between critical and fiscal demand is quite evident. But that is for another discussion.

In 2008, we have seen a great many rehashes of old titles -- the numbers 2, 3, 4, and beyond adorned many retail packages this year -- but we have also seen games that represent great leaps of faith on the part of developers and publishers. I personally praised games like Penumbra: Black Plague, Patapon, Braid, Too Human, and Mirror's Edge for challenging traditional gaming archetypes and delivering truly innovative gameplay experiences, and sincerely hope that the positive response to these games far outweigh the negative, encouraging their creators to continue exploring ways to expand the definition of videogames. They may not please every gamer, but these games are essential to the industry's growth.

Prince of Persia

Ubisoft's Prince of Persia producer Ben Mattes seems to agree, and even cited Mirror's Edge as a big risk-taker in 2008. In a recent interview, he expressed his disappointment at the lack of recognition his studio received for the "high level risks" involved in the acrobatic platformer's development.

"In terms of us taking a shot and missing, I guess I would have to go a little higher level here and speak about risks in general.

For years we've all been reading complaints about sequels and companies churning out carbon copies of proven formulas without focusing on innovation or taking risks. Fans, developers and critics alike seemed ravenous for new ideas -- new IPs; major innovations -- advances in this art-tertainment (I'm trying to coin a new term here ;)) form we all love.

We tried to really embrace this challenge on PoP. We set out to keep a few core fundamentals but to re-imagine everything else, discarding some very well entrenched ideas not only about the brand but also about videogames in general (and we weren't alone. EA took some major risks this year with new IP and innovations - Mirror's Edge and Dead Space, for example).

What surprises me is how little these high level risks seem to be noticed and appreciated as attempts to shake up the industry and push things forward. Perhaps I'm an idealist, but I think perhaps I was expecting a few more virtual pats-on-the-back for our attempts to do something new.

Whether this means we didn't totally succeed in our risk taking or whether our industry in fact has a stronger appetite for the familiar then it wants to admit remains to be seen. Honestly I hope it is the former."


Yes, studios should be recognized for their efforts to elevate the medium to new plateaus, but what exactly constitutes a thorough attempt to achieve this sort of groundbreaking development? What determines whether a specific design decision is merely a change from the established formula, or if it is indeed a "major risk" in the creative process? How do we define the term "risk" as it relates to videogame development?

Blurring the lines between genres, infusing topics typically reserved for purely academic discourse and analysis, introducing previously unimagined and untested gameplay mechanics, presenting a product whose meaning is entirely subject to audience interpretation; these are risks -- design elements that take gamers out of their comfort zone and reach into unexplored territory.

Did Prince of Persia ever really push the envelope in such a way? Eliminating consequences for gamers' mistakes was a bold move, but it never felt like a monumental change; the game did not represent a paradigm shift, and it certainly didn't fundamentally alter the way people think of videogames. I do applaud Ubisoft for their efforts with Prince of Persia, but Elika was not revolutionary.

If anything, she took the "risk" right out of the game. :-p

Dec 22, 2008

Leave Well Enough Alone -- Syberia Review

Sometimes it's just better to leave well enough alone. In the videogame world, this philosophy can be aptly applied to publishers' tendencies to create sub-par ports of solid titles, oftentimes trading game quality for platform viability. Such is the case with Syberia from Dreamcatcher interactive.

The original PC version of Syberia was released in 2002 to predominantly favorable reviews that applauded the game's top-notch graphics, imaginative world, and interesting plot. This year's DS remake maintains that world and accompanying storyline, but clearly fails to deliver the beautiful aesthetic quality of the original, and brings along with the new hardware a few semi-game-breaking issues.

Syberia is a point-and-click adventure that takes New York attorney Kate Walker on a strange journey through Europe, seeking out the eccentric last heir to the Voralberg Toy Company to seal the deal on a corporate acquisition of the odd French automaton manufacturer. It is a unique and interesting tale, and the classic genre seems a perfect fit for Nintendo's touchscreen-based handheld, but gameplay stumbling blocks -- finicky stylus controls and meager system performance -- prevent players from enjoying it to its full potential.

Players guide Kate through the strange world of Syberia by tapping the desired location on the DS's tiny screen. Unfortunately, this is not the most precise of commands, and Kate does not always go exactly where players would like her to. There are many occasions when an ill-aimed stylus tap sends our heroine off of the screen and into the next area, and anything more than a single touch confuses the game, sending Kate back in the direction she came from. Manipulating the game world objects can also be frustrating at times, due to similar control issues.

Many of the game's puzzles require quite a bit of thought, and successfully solving them can be very satisfying. Unfortunately, much of the difficulty stems from the player's inability to discern interactive parts of the environment from the background visuals, and missing the items necessary to advance as a result. In this way simple solutions can become impossible. This design choice originally intended to showcase the PC game's high-quality graphics, but is completely unsuitable for the DS iteration. The solution -- dragging an inspection icon over the screen's every pixel -- hardly makes up for that. Then there is the matter of simply forgetting where things are and what Kate has seen prior to encountering each puzzle. I'd swear the game lied to me about her background, because NO New Yorker walks at the snail's pace that Kate does. Traveling from screen to screen is such a painstakingly slow process that it literally makes the game more difficult to play, besides wearing away at one's patience.

Along the same lines, what is essentially a lovely piece of background music is looped so incessantly that it could drive a person insane. After an hour of play, muting the DS was the only option.

A once-great point-and-click adventure has suffered a sad fate via this shoddy port of Syberia on the Nintendo DS. With poor presentation, faulty controls, and pacing that all but removes players from the experience, the story of the original game may have survived the transition, but its spirit remains on the PC.

Dec 16, 2008

I Vant To Shut You Up -- A Vampyre Story Review

When a person sits down with an adventure game, the most important tasks that the game has to accomplish are to a) be entertaining, and b) not be broken. A Vampyre Story from Autumn Moon Entertainment and The Adventure Company satisfies both of those requirements, but does little to excel beyond simple "worth playing" status.

The game puts the player in control of Mona De Lafitte, an opera singer-turned-vampiress being held against her will in an isolated castle in Draxsylvania. With her best bat-friend, Froderick, she tries to escape and return to Paris on a night when her captor, Baron Shrowdy von Kiefer, has an unfortunate (or fortunate) run-in with the hands of fate. This is where the action begins.



The game operates in much the same manner as any other point-and-click adventure title, but with a few notable unique features. Players click on paths, doorways, stairs, and the like to move Mona and Froderick around the game world, and can interact with objects by clicking and holding down the mouse button on them, then selecting actions from a selection wheel resembling a compass rose. In this way, the dynamic duo can, among other things, examine, talk to, pick up, take, and move these items using the context-sensitive commands that appear on the cross-like interface. Mona can also "remember" the things she sees so that she and Froderick can use them later on. When this happens, an ethereal version of the item -- its memory -- is placed in the player's inventory, becoming usable just like the real thing, but also answering the ever-bewildering question, "how does she carry all that stuff?" When a remembered item is used correctly, Mona simply turns into a bat and flies off to get it before performing the desired action. And speaking of bats, Mona's unfortunate "disease" (which she constantly denies) allows her to learn new vampiric abilities as the story progresses, and then use them to help her advance.

In general, the game's puzzles are thoughtful enough to not be boring, but also not so ridiculously off-the-wall that normal logic fails to solve them. Often during the trickier portions, Froderick or Mona will give an auditory clue in the form of some key word or phrase, thus helping to prod the player -- and the plot -- along. There are a few times when necessary items are difficult to spot, leading to temporary hang-ups, but overall, these problems are few and far-between.

A Vampyre Story's greatest shortcoming is its plot and storytelling, which is not to say that the narrative is horrible, because it is the best aspect of the game, as well. Many of the characters in Draxsylvania are genuinely likable (or despicable), and much of the dialog in the game is witty and amusing. On the other hand, the writing tries so hard to be funny that it takes the corny jokes and puns just a step too far on multiple occasions. The story isn't all too deep, nor is it so amazing that gamers will be talking about it for years to come, but it is interesting and enjoyable enough to keep players happily involved until the end (so long as Mona's grating voice doesn't annoy you to the point of abandoning the game completely).



The cartoon-style graphics fit the light-hearted nature of the story and are generally very appealing, save for a few minor clipping and frame rate hiccups. The hand-drawn backgrounds outshine the character models, but the two work well together to create a nice, unified aesthetic that seems perfect for this game. The background music, too, fits the story, and while it is nothing too grandiose, it is varied and effective.

At a bargain price of $29.99, A Vampyre Story is great for players seeking a low-intensity and entertaining adventure. The characters and dialog will keep you smiling (at both the legitimately funny lines as well as the laughably corny ones), the simple, effective controls and sensible puzzles will keep you playing, and the mute button will keep you from throttling Mona. Okay, maybe she's not THAT horrible.

Dec 9, 2008

Such Great Heights -- Prince Of Persia Review

To take an already critically acclaimed videogame franchise and entirely re-envision it for a new generation is some feat. What's an even greater achievement is to stray from the original formula and still come away with something spectacular. While Ubisoft Montreal's Prince of Persia for the Xbox 360 and PS3 may not definitively improve upon, nor fall drastically short of the older entries in the franchise, the game is a solid, enjoyable experience that, despite design flaws, is indeed spectacular.

This Prince of Persia is the tale of a new "prince" -- a vagrant tomb raider who loses his latest bounty, stumbles into a sandstorm, and finds himself mixed up with a beautiful woman in the middle of a battle between gods. The story seems heavy, albeit a bit standard, but the narrative is actually light, and the focus is squarely on gameplay. The problem with this, however, is that the gameplay itself also happens to be surprisingly dainty.

On their quest to seal away the evil god Ahriman forever, the Prince and companion Elika must locate and restore a number of formerly pristine "fertile grounds" that have been corrupted by the dark deity. Much of the storytelling comes in the form of optional dialog between the two protagonists. Unfortunately, the way these segments are delivered to the audience involve a break in the action, when they just as easily could have been voiced over the platforming gameplay. Tapping L to make the two chat does little more than take the controller out of the player's hands in favor of a perspective shift, and make the somewhat interesting, yet visually unimportant conversations a chore to sit through, thus encouraging players to skip them altogether. Only at a few key junctures in the adventure does the game really work to advance the plot. Combined with an inevitably monotonous my-first-platformer control setup, this offers little motivation for players to press forward.

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The platforming action is not immediately intuitive, as there is a delay between controller input and on-screen action. The idea seems to be to allow players to string together lengthy acrobatic combinations across long stretches of obstacles with relative ease, and for the most part it is effective. The slight delay between controller command and equivalent on-screen action is somewhat jolting at first, and fluid traverses across the many platforms, columns, rings, bars, walls, fissures, and more that fill the environments take some time to realize, but once the control style is practiced for but a short while, it does become second nature. Players will find themselves skating through the Prince's world more fantastically than in any other Prince of Persia game to date. This isn't to say that the acrobatic gameplay is superior to prior games, but that the moves available are simply more wildly unrealistic. The fact of the matter is that as complex and incredible as the Prince's moves may be, the corresponding player input boils down to very simple and borderline leisurely button taps that require little skill to accurately perform. At times, "second nature" can end up meaning "mildly boring," as if the game is playing itself, but newcomers to the hobby, genre, or franchise may just find the pace to be ideal.

Being set in such an expansive (and visually stunning) world, there are certain areas in the game that are far more satisfying to play through than others. The locales appearing to pay homage to the older, arguably more engrossing Sands of Time trilogy are in fact some of the most bland parts of the game, but navigating the complex architecture constructed by Ahriman's Alchemist (one of the four sub-bosses) allows players to partake in simultaneously beautiful and practical level design on a truly grand scale. The game is at its best when whisking the player quickly from one obstacle to the next through this sort of environment, the Prince avoiding corruption and performing long and varied sequences of jumps, swings, slides, wall-runs, etc. Action such as this takes up about a third of the game, the rest being divided among travel, combat, and...orb-collecting.

Light orbs are the keys to the city, so to speak. Collecting these liberally sprinkled balls of joy opens up four types of Prince-flinging, glyphic plates placed on walls throughout the game world that must be utilized in order to move forward. Herein lies another problem. Despite the lack of challenging gameplay, running through the game world can still be very enjoyable as long as the player is actively progressing toward the goal of the moment. After purifying each of the 20 fertile grounds, however, extensive orb-collection adversely affects forward momentum, backing the game up into N64-era platforming a la Banjo-Kazooie and Donkey Kong 64. Either game type, on its own, is perfectly fine, but in Prince of Persia, the reliance on orb collection to advance feels like fly-in-my-soup syndrome. Ideally, players would be able to ignore the orbs altogether, but still pick up enough of them via normal exploration to unlock subsequent areas and advance through the game. This is not quite the case; players can almost get away with that strategy, but dedicated orb-hunting is unavoidable.

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Players are granted plenty of freedom in the path they take to the game's conclusion, however. Like those platformers of the 90s, Prince of Persia is characterized by a type of non-linear, hub- and sub-world design, wherein the players, rather than the designers, determine the order in which they visit and complete the game's many areas. Because there are no boundaries between these places, it is possible to easily jump (run, swing, climb) from one to the next, all the while observing magnificent watercolor vistas that illustrate the immense scope of the land.

Each of the fertile grounds is protected by a single enemy. It may seem odd that players fight these foes prior to exploring the area they guard, but in a way, the setup makes far more sense than the more common boss-at-the-end style that most games employ. Instead of basically having their way with an area before seeing any real opposition, Prince of Persia makes players earn the right to explore each one. The Prince and Elika battle each of the guardians in rhythmic combo- and counter-based two-on-one combat that combines real-time control with quick time events (QTE). These sequences are easily the most intense and adrenaline-pumping portions of the game, but because there are only so many possible combinations of sword, gauntlet, and Elika attacks available, these fights can turn into cases of deja vu as players advance further into the game.

As a work of art, Prince of Persia is a nearly unmitigated success. The unique graphical style is crisp, colorful, and beautiful, especially as applied to the epic landscapes and structural design within the game world. The score is a bit more subtle and less impressive, but the compositions definitely contribute to each area's overall mood and serve to better the gameplay experience.

Prince of Persia may not be the absolute pinnacle in princely acrobatic gaming, but it is certainly an enjoyable game. Marred by some inconsistent pacing and less-than-engaging action, it still manages to deliver a wondrous and open world through which players fight and fly to the game's exciting conclusion.

Dec 2, 2008

Mobile Mayhem -- Metal Slug 7 Review

Anyone who has played a Metal Slug game in the past knows what, generally, to expect from any new entry into the series, as the core gameplay has seen little alteration over the course of its 12-year history. The fast, frenetic, and fun run-and-gun shooting action once again makes a return in Metal Slug 7 for the Nintendo DS, the first original entry to go portable since 2004's Metal Slug Advance.

The appeal of the Metal Slug series has always been the intense and hazardous Contra-style action, combined with a light and humorous visual style and overall tone. Metal Slug 7 delivers on both fronts, managing to contain the classic Metal Slug feeling on the small DS screen. Although everything is scaled down to fit the DS, there is little loss of visual quality; the colorful sprites are slightly less detailed, but retain the clarity and artistic stylings of higher-resolution versions.

Metal Slug 7's gameplay also remains intact on the handheld, as the DS's d-pad and face buttons are precise and responsive throughout the game. There are no tricks here; players run, jump, shoot, bomb, and slice their way through the waves of enemies while rescuing grateful prisoners of war. The story is as thick as the plastic wrap that the game ships in, but like the good old days of the 8-bit and arcade eras, that doesn't really matter, as the focus is squarely on gameplay.

As in Metal Slug 6, there are six characters to choose from in Metal Slug 7, each with unique talents. For example, Marco deals increased damage and can fire more rapidly than the others with his pistol, and Eri starts off with extra grenades and the ability to aim her explosive tosses. This mixes things up a bit, and allows players to adopt different strategies on subsequent play-throughs, or even after continuing a game.

Metal Slug 7, while still very challenging (I'm not going to even tell you how many times I bit the bullet), is slightly more forgiving than past Metal Slug games. In addition to a beginner mode that doubles the number of available continues, the game saves players' overall progress, allowing them to start new play sessions from the most recently accessed mission. No longer are players restricted from later levels due to their inability to survive, and highly skilled veterans still have the option of starting from the beginning with each go-'round.

There is no shortage of weaponry in this game; heavy machine guns, shotguns, rocket launchers, lasers, and a number of other cartoon boomsticks are scattered liberally throughout each level, usually in the hands of POWs. (Does that even make sense?) The game also adds three new Slugs, the heavily-armored and high-firepower vehicles used to obliterate the opposition, to the already sizable stable.

Metal Slug 7 is clearly an enjoyable shooting experience...for one. That's right, portability comes at a price, as there is no multiplayer option in this game--something that has been a mainstay in the series from the beginning. Players who live and breathe co-op play will most certainly be better off waiting until this timed DS exclusive hits Xbox Live Arcade. For the soloist, however, Combat School mode offers a number of challenges (eliminate all targets, collect all items, rescue all hostages, etc.) to be completed for points and self-satisfaction. It doesn't quite stack up next to a cooperative play option, but the goals do keep things interesting.

Metal Slug 7 makes for a grand old on-the-go gaming experience. It captures the essence and retains the integrity of the franchise for the tiniest of handheld console screens (although the touch screen is essentially ignored), and even though cooperative multiplayer has been omitted--a significant blow--the game is still very much worth playing for the solo enthusiast.

Nov 29, 2008

The Count | My Holiday Wishlist '08

5. Left 4 Dead

Left 4 Dead

I’ve played Left 4 Dead. I loved Left 4 Dead. I want to play more Left 4 Dead.

I have some friends. They have Left 4 Dead. We like to kill zombies. We can do this together.

4. Time to play Fallout 3

Fallout 3

Like Sinan said in his Silly Season editorial, it would be a crime to give a game as special as Fallout 3 anything less than my undivided attention. I’ve had this thing installed on my PC for about a month, and have yet to play past my in-game childhood. I have so many other games to play and obligations to satisfy, so I just keep pushing this beautiful blend of the Elder Scrolls and Fallout franchises back to an imaginary time when I will be free to roam the post-apocalyptic world, uninterrupted. Maybe I should have wished for a time machine...

3. Metal Gear Solid 4 on 360

Metal Gear Solid 4

I love Metal Gear Solid. The truth of that statement alone would have been enough for me to grab a PS3 earlier this year, but rumors of an eventual Xbox 360 port kept me from dropping those Benjamins. Now, after all of the critical acclaim, my love and desire burns even stronger. I MUST play MGS4 soon, and a 360 port would be a big help in realizing that dream.

2. LittleBigPlanet & a PS3 to play it on

LittleBigPlanet

Yes, I know this sort of negates my last wish, but I’m not putting all of my eggs in one basket. LittleBigPlanet earned my vote for Best of E3, but alas, I haven’t played the game since then. Somehow, buying a new console for just a couple of exclusive titles seems ill-advised in today’s economic landscape, so I wait. Regardless, LittlBigPlanet is the game that I have drooled over the most this year, and I am dying to experience what it has to offer. From the excellent platforming gameplay to the robust community features (so long as Sony doesn’t absolutely cripple that part), this game has WIN written all over it.

1. Prince of Persia

Prince of Persia

I am a huge fan of the Sands of Time trilogy, but somehow the newest game flew under my radar for quite a while. Maybe it was just that I knew the game was coming, had it on my "get these games" list, and needed to pay no more attention than that; it was a done deal. Now, though, as we draw ever closer to the game’s release, I become more and more excited by the day. What I have seen of the game thus far conjures up fantstical images of a game where Sands of Time meets Shadow of the Colossus meets the Assassin’s Creed engine meets incredible artwork...and more. Why wouldn’t this be my #1?

Nov 22, 2008

Rev, Race, Rep -- Midnight Club: Los Angeles Review

Midnight Club: LA is the latest from Rockstar Games in their underground racing franchise. Sticking to the same formula as previous Midnight Club games, players will explore an open city and compete in various different types of races, earning street cred and winning prize money to upgrade and expand their garage full of vehicles.

While Midnight Club: LA is indeed an incremental step forward for the franchise, adding new design concepts and gameplay options, it unfortunately doesn't bring enough to the table to be a standout entry; just another Midnight Club.

Midnight Club: LA's main focus is its career mode, which casts players as the newest young rookie to hit the Los Angeles street racing scene. Hooking up with a couple of key personalities, players discover that this game is all about locating opponents around the city, and accepting their race challenges. There are a number of different types of races; ordered (checkpoint), circuit (lap), red-light (race from a stop light to a landmark), and freeway races are the basic types, but can be set up as single runs or series, tournaments or time trials, and occasionally allow players to wager either cash or the pink slips to their beloved rides.

There is a fair amount of variety in Midnight Club: LA, but still, players might find that the same process repeats itself for much of the game: race, race, race, earn, earn, earn, upgrade/buy car, repeat. The path is a long one, and there are many cars to purchase along the way. The fact that vehicles need to be unlocked is standard fare in today's racing games, but in Midnight Club: LA, the process is slow and arduous, leaving players with few vehicles right off the bat, and forcing them to conquer the career mode before graduating from a small selection of what you would expect to be the average teenagers' first cars.

The franchise-standard and fully-licensed tuners, exotics, luxury cars, muscle cars, SUVs, and motorcycles make their returns in MC:LA, and each will allow players to make use of special techniques such as agro (smash through other cars), zone (slo-mo), and roar (clear a path through traffic). Clearly, the Midnight Club franchise has always been closer to the arcade end of the racing spectrum, and more for players who care about the cars and speed than actual race mechanics and realism.

The city itself is possibly the best re-creation of LA in any videogame to date. Players familiar with LA will spot not only the various neighborhoods and larger landmarks, but will also be able to recognize the less glamorous, everyday street corners. Even that 7-11 where you buy your morning coffee is in there; unfortunately you can't get out of the car for a slurpee. Otherwise, players have free reign over the city streets, and an excellent on-demand google maps-esque gps and persistent mini map assist in navigation. Rockstar's Los Angeles is a living city with a day-night cycle, pedestrians, traffic, and even a police presence, so it is easy to immerse oneself in the game world.

Every other part of the game is accessed from the pause menu while cruising in career mode. Goal Attack and Arcade mode are extra options for solo riders interested in additional incentives or more control over their races. Goal Attack takes existing courses and challenges players to win them in under a set time and with less than a certain amount of damage. Arcade mode lets players choose a course and set traffic, weather, daylight, and AI conditions for a quick race. Additionally, MC:LA offers a race editor, where players drive or pan around the map, adding checkpoints where they see fit. These races can then be used offline or taken into the game's multiplayer modes.

Midnight Club: LA supports up to 16-player multiplayer in an online or system link environment, but lacks any local, split-screen play. Player matches, ranked matches, and Online Cruise are available, although you'll be hard pressed to find any opponents anywhere other than the latter. Cruising online works in much the same way as locating opponents in Career mode: drive up, challenge, race. Besides the normal options, multiplayer also includes matches such as Capture the Flag, Team Capture the Flag, Keepaway (keep the flag away from opponents), and Stockpile (collect the most flags at a home base). Finally, there is the Rate My Ride section, where players can post pictures of their best vehicles for every other MC:LA player to critique, score, or even purchase. They only get the specific tuning of the vehicle--not the car itself--so each one can be sold multiple times and players don't have to worry about losing the last thing in the garage.

The game's visuals, while not unappealing, actually end up being the game's biggest downfall. The cars are adequately detailed, although nothing astonishing, and the city is impressive in its scope and accuracy, but the environmental detail is such that things in the distance become difficult to see, as they are aliased, blurry, and blended into a mix of lights, shadow, and textured surfaces. This affects races. It becomes difficult to see what's ahead, and players will undoubtedly suffer far more crashes as a result of their inability to perceive the path ahead than as a result of their own skill or the game's AI opponents. As for the game's audio, it is a mixed bag of typical engine roars, tire screeches, and metal-on-metal crunches along with a basic rock and hip-hop soundtrack that has its high points, but still leaves much to be desired. The game's voice acting is ok, but if I hear the same 4 taunts during races anymore, I'm throwing my Motorola Sidekick onto I-5. (How does everyone get my number, anyway?)

Midnight Club: LA is neither wonderful nor horrible. It offers players seeking to customize street machines and race in the most illegal of ways the opportunity to do just that in a long and full-featured Career mode. The journey from chump to champ may be too long for some gamers, and the unavailability of cars for multiplayer matches at the outset is unfortunate, although the online options themselves are very enjoyable. A rental might be players' best bet with this game, as it certainly has some appeal, but may not be exactly what every virtual street racer is looking for.

Nov 18, 2008

Fight Or Flight -- Mirror's Edge Review

EA DICE has proven that approaching existing gameplay concepts from new angles can result in products that are fresh, fun, and impressive gaming experiences. The Battlefield developer's first-person action/platformer Mirror's Edge has lived up to its potential, casting aside the doubt associated with such bold design choices.

To put it simply, Mirror's Edge is like Prince of Persia...in a modern metropolis...with guns...from a first-person perspective. The game's protagonist, Faith, is a "runner" in a dystopian, totalitarian regime not very different from the society depicted in George Orwell's Nineteen-Eighty-Four. She delivers messages between members of the outcast population who oppose the new government surveillance and control and remember the days before the city was sterilized and drained of life to make way for "protected," "comfortable," existence. This could be any city--yours or mine--and even includes replicas of real-world architecture in its skyline. Seattle's Space Needle and Chicago's Sears Tower are right there, if you look hard enough.

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It is across this any-city skyline that Faith runs, jumps, slides, tumbles, climbs, swings, vaults, etc. A practitioner of parkour, her acrobatic talents allow her to travel across the rooftops quickly and efficiently, running along walls and leaping across the city streets, 200 feet in the air. Controlling this high-flying action is accomplished with only a few buttons: one for upward movements like jumping, one for downward movements like ducking, and one to quickly turn 180 degrees. The latter is especially useful for the ever-important wall jump.

It is surprising how well the control scheme works in Mirror's Edge; after just a few moments, it's easy to have gotten caught up in the action and covered a vast amount of ground--or roof, as it were--and to have enjoyed every second of it. The sense of speed and freedom one feels while controlling Faith is borderline intoxicating, and when the adrenaline of being chased by a half-dozen armed guards is added to the equation, that high becomes even more intense.

Although her debut is somewhat concurrent with the newest 007 film, Faith is no James Bond. She cannot dispatch an entire SWAT unit with nothing more than a pistol, and although she does show some skill with firearms, her first choice is usually to run. Mirror's Edge encourages players to avoid conflict, and makes sure the consequences of going all gung-ho with Faith's mere punches and kicks are dire, indeed. Bullets HURT in Mirror's Edge; Faith can only take a few before shutting her eyes for good. Incidentally, that's not very long at all, because after players fall 30 stories to the pavement below or suffer one too many blunt traumas to the skull, Faith quickly returns to the most recently passed spawn point to try again.

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Forgetting the small and lonesome feelings players get from the cultural atmosphere in Mirror's Edge, Faith is far from helpless. As mentioned earlier, she can punch and kick foes, and even string these strikes together with acrobatic moves to create new, more effective attack techniques. Additionally, she is capable of increasing her own reaction time with a tap of the X button, effectively slowing down her opponents and making it easy to incapacitate them. Perhaps the most satisfying part of combat is disarming government agents with a well-timed press of the Y button and beating them with their own weapon. Of course having a gun to shoot the next guy you see is a relief, but really, guns are not the hottest commodity in Mirror's Edge. When she is holding a firearm, Faith is slow and not very nimble at all, so players will be discarding most of the weapons they pick up before ever expending a magazine. It's actually possible to complete the Story mode without shooting a single enemy.

The emphasis in Mirror's Edge is on "first-person," rather than "shooter." More so than most games played from this perspective, players are made very aware of Faith's physical presence. Her arms and legs are in the field of view most of the time as she grabs ledges and ladders and the like or hurdles over obstacles, and the camera itself bobs, rolls, and turns as if taped to her forehead. There is no information displayed on the screen other than what Faith can see in her surroundings. The visual effect is very engrossing.

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Mirror's Edge has a unique and striking aesthetic style to go along with its original gameplay mechanics. The city is almost entirely devoid of color, making most of the buildings and other surfaces a pristine white canvass. Vibrant primary and secondary colors appear on this achromatic background, coloring certain structures (cranes, crates, signs, etc.) in stark contrast to the rest of the game world. Color serves a purpose, marking runners' paths through the city--paths to safety and success. Faith even possesses special "runner vision," which highlights key items bright red, indicating their usefulness for making forward progress. Ladders, pipes, beams, springboard objects, zip lines, and more are flagged with crimson on easy and normal difficulties. Hard mode requires a bit more exploration and examination, though, as these things remain as white as the rest of the city under that setting.

Completing chapters in Story mode unlocks new areas in Race mode, where players can attempt speed runs and navigate through a number of beacon-dotted Time Trial courses. Achieving better times earns star rankings, which are nothing more than bragging rights and something shiny to include in your virtual trophy case. If Xbox LIVE buddies have tested their wheels in Time Trial mode, they can download one another's ghost data to race against and possibly learn from; there are many ways to run through these courses and many shortcuts to discover.

Mirror's Edge is an excellent game. EA DICE has crafted a unique and enjoyable game that is both exhilarating and addicting, with sound gameplay mechanics, stylish visuals, and superb audio qualities. Other than long and frequent load times, the biggest complaint I could conjure up while playing Mirror's Edge was that there simply wasn't enough of it. This game is a must-buy, or at least a must-try.

Nov 17, 2008

Dangerous Comfort -- Mirror's Edge Review

Attempting to successfully deliver brand new gaming concepts in an industry filled with me-too copycats, sequels, and tired gameplay mechanics is always risky business for developers. Thankfully, EA Digital Illusions CE (DICE) has taken that leap of faith and crafted Mirror’s Edge, a unique and invigorating first-person platform/action/adventure/shooter.

As noted in my preview of the game, Mirror’s Edge takes place in a near-future dystopian metropolis; a sterile, geometric, and homogeneous cityscape whose government holds the reins tightly and authoritatively on its population in an effort to maintain an Orwellian society of surveillance, control, obedience, and ignorance.

The city itself appears to have had structures from real-world locations inserted into its skyline, from Seattle’s Space Needle to Chicago’s Sears Tower to any number of other contemporary edifices. The composition of this whitewashed urban jungle carries the message that Mirror’s Edge could potentially be set anywhere in the world. Absent, however, is anything old or impure. Each building stands as an impersonal and uninviting column of steel and glass; any predating the current regime -- any with character -- has been torn down and forgotten, just like the culture they aim to dissolve. There is nothing historic about this place. Gone, too, are the usual grays and browns of a worn, living city. Nearly every surface is white, from the roofs and walls right down to the sidewalk. Even the office plants and the trees in Centurion Plaza are devoid of color. It is reminiscent of a hospital, detention facility, or psychiatric ward.

Runners like Faith, the game’s heroine, oppose this way of life and work to deliver packages and correspondence between the pockets of citizens who hold onto the old ways. Because of this disobedience, government agents hunt them like rats, forcing them underground and onto the rooftops to deliver their assumed messages of revolution.

To the player, this means controlling Faith as she runs from point A to point B, avoiding armed officials and performing feats of acrobatics and urban running normally reserved for parkour traceurs. What separates Mirror’s Edge from other games of this nature is its perspective. This is a first-person game, but unlike most first-person shooters players are made very aware of Faith’s physical presence, from head to toe. The camera bobs, tilts, and tumbles as Faith traverses the rooftops, and her arms and legs often find their way into the field of view as she runs, jumps, and climbs over various objects. Players are meant to feel as though they’re literally looking through Faith’s eyes, and the lack of any on-screen health or ammo information serves to reinforce that feeling.

As Faith, players use a simple "up movement" and "down movement" control scheme to leap from building to building, vault over and slide under obstacles, run along walls, grab ledges, climb pipes and ladders, springboard off of small objects, and more. Momentum is very important, and can mean the difference between a cleared gap and a fatal fall to the streets below. This modern Princess of Persia is encouraged to move as quickly as possible not only to overcome obstacles, but also to avoid the pursuers who trail her nearly every step of the way. While she is more than capable of wielding firearms, Mirror’s Edge emphasizes the fact that one person is no match for a squad of trained law enforcement officers, and attempting to combat them is a fast track to the morgue. Instead, special "runner vision" highlights certain parts of the environment, indicating viable pathways to what the player can only hope will be a moment of respite. Color is the key to safety in Faith’s World. The environment is predominantly achromatic, but, certain aspects stand out like beacons in bright primary and secondary colors. Red, blue, yellow, and orange objects represent the way forward, away from danger, and even without runner vision players can spot these guiding lights from a great distance.

Of course, there are times when Faith is forced to fight. In these instances, pressing the X button will engage Reaction Time, a slow-motion effect that gives her the upper hand on her opponents, allowing her to step in and incapacitate them, unharmed. A well-timed tap of the Y button strips an attacker of his weapon and puts it in Faith’s hands, or for a more direct approach, she can simply punch and kick her enemies into unconsciousness. Stringing these strikes together with parkour techniques increases their effectiveness and creates new types of attacks. In fact, players needn’t kill a single person throughout the entire game. Holding onto weapons actually limits Faith’s mobility, so it’s really a matter of "fight or flight" at many points in the game.

If either option should fail, Faith is quickly resurrected at the most recent spawn point, which are plentiful throughout the game. There is only a short load time here, as opposed to the relatively long waits players are forced to endure prior to each chapter. Even mid-stream, there are a few jarring level loads that freeze the action in place (similar to those in Half-Life 2), as well as a few patience-trying elevator sequences that attempt to disguise the data-retrieval. The elevators do tie into the theme of government media regulation, however, with articles and news briefs almost always scrolling on the walls of these confined spaces. The propaganda is shoved down citizen’s throats right where they can’t escape from it.

Faith can escape the oppression of the game’s story via Time Trial mode. There, checkpoints strewn across the rooftops create individual courses that players must rush through as quickly as possible, earning higher rankings and unlocking new areas as their performance improves. Ghosts of prior trials, Xbox LIVE friends, and worldwide leaders can be set to run each course, acting as a sort of goal or guide. It can be very enlightening to see what tricks others have used to clear these rooftop playgrounds with record speed, and very addicting trying to better your own times. And if you can’t quite let go of the Story mode, but still have the need for speed, Mirror’s Edge also has a Speed Run section that keeps track of players’ best times through each of the game’s 9 chapters.

EA DICE is to be commended for their work on Mirror’s Edge. They have taken an existing gameplay concept and applied it in a brand new way, creating a thrilling game whose biggest flaw is that there simply isn’t enough of it. Load times bog down the game’s flow at times, and the gunplay isn’t tweaked to perfection, but the overall experience is interesting, exciting, and stylish from beginning to end.